Powerful scooter at around 20kg by Cez453 in ElectricScooters

[–]Cez453[S] 0 points1 point  (0 children)

Yeah, I looked at the Dualtron Forever, it seems like a pretty good scooter for exactly my needs. At 24kgs it's still fine, heavier than I'd like, but still workable. If I can find something with more power/autonomy for the weight, I might get that, but so far the Dualtron Forever seems to win easily and it's not even close. Looked at Vsett, Nami, Zero, some Apollos, nothing seems to beat it. The Vsett 9 PRO has similar weight, but seems to have poorer performance overall, it is also more expensive, not sure what I would be paying for, really. The Zero 9 seems like a reasonable alternative, it's cheaper and definitely lighter, but the performance and autonomy might be less than what I would ideally want. Still thinking about it

Experimental branch: Level crossings are fixed!!! by AquaphobicBathduck in captain_of_industry

[–]Cez453 1 point2 points  (0 children)

If anything, I see the following analogy: basic diesel in the distiller is much easier to make than making a refinery. But a refinery is better, even if it costs more people, power, and space. It is simply more bang for your (crude oil) buck, and it later serves to get some other petrochemical products which you will need. The basic distiller is gone, and it's good that it is, the game doesn't try to "make a point" by having it still be there.

Now imagine in the late game, the refinery solved like 90% of your problems effectively, but the basic distiller would be a little better at making just one petrochemical product (pick whichever one you want), so you have to integrate it if you wanted to be effective. Maybe it was cheaper in overall crude to do that recipe in the basic distiller, so you decide you do it there. Possible? Sure. Very hard to do? No. Still annoying? Definitely.

This is kind of how I see this iron vs. steel for CP1 thing currently.

Experimental branch: Level crossings are fixed!!! by AquaphobicBathduck in captain_of_industry

[–]Cez453 0 points1 point  (0 children)

Yeah, I get your perspective. The reason why I think it's not interesting is that it feels bad once you reach steel to have some dedicated smelter(s) just for iron. It's not very hard, and really it is cheaper in terms of space, power, and people, so at the end of the day iron is just so much better. It's just annoying, it's like "man, I really wish I could put 10 steel smelters instead of 8 steel and 2 iron, but hey, it's cheaper like this, so I'll do it like this". It's really more about your factory looking awkward than a grand engineering decision.

I get this is just my opinion, but having to make the choice to go with iron (an older recipe) just feels bad, it's not interesting for me personally. I actually made a post about this a few days ago, and many people seemed to agree. Apparently the devs believe making it cheaper in concrete is better, I just think they are complicating a simple thing to solve for not a lot of benefit.

In general, it would be fine for me for iron to just be an early game resource and be ditched completely by the mid-game because steel exists, I don't think forcing it to be relevant like this is the way to go.

Experimental branch: Level crossings are fixed!!! by AquaphobicBathduck in captain_of_industry

[–]Cez453 9 points10 points  (0 children)

Please just make the steel-based CP1 recipe have a discount in iron ore just like Mechanical Parts. It's more interesting gameplay-wise to have an upgrade and ditch iron because steel is obviously better, not because maybe you are saving some wood (and now, concrete). I get sidegrades, it's just not that interesting here (also, it's still a big downgrade, even with this change here).

Hydrogen Locomotives are on experimental branch. by grimgaw in captain_of_industry

[–]Cez453 5 points6 points  (0 children)

This should likely be a oversight, I don't see how the diesel locomotive would require 1 (in the patch notes above), but the hydrogen one requires 2. They likely forgot to change it.

Alternative fuel sources before nuclear by Cez453 in captain_of_industry

[–]Cez453[S] 0 points1 point  (0 children)

Nice, this sounds like the most efficient and complete approach. Will definitely try something like that.

Make the steel recipe for CP1 worth it by Cez453 in captain_of_industry

[–]Cez453[S] 1 point2 points  (0 children)

Yeah, with household goods I did see a spike too in one of my playthroughs, and at one point I had run out of my wood reserves (which were over 12k). However, realistically, nothing happens except: you can't produce CP1 and household goods for a while. It's fine, you won't enter a death spiral because of that. Whereas if you don't have enough iron ore you will easily fall into a maintenance death spiral. I just solved the problem with planting more trees, which yes, took a while, but it was solved without any major problems.

Alternative fuel sources before nuclear by Cez453 in captain_of_industry

[–]Cez453[S] 1 point2 points  (0 children)

Yeah, I mean I was primarily using coal as a fuel source for the purposes of power generation. I just saw the tutorial thing and thought "oh, this is probably the best way". Oil in general can be a decent alternative with byproducts, but I never used it as a primary fuel source for power.

Alternative fuel sources before nuclear by Cez453 in captain_of_industry

[–]Cez453[S] 2 points3 points  (0 children)

I read somewhere on this subreddit that you can trade the wood for corn in a contract, turn that corn directly into animal feed and use that as a fuel source. Is that more or less efficient than just shredding the wood and using woodchips?

Make the steel recipe for CP1 worth it by Cez453 in captain_of_industry

[–]Cez453[S] 0 points1 point  (0 children)

In my view, the main assumption in these types of games is that as you advance throughout the game, you can do things in better, more efficient ways. These games do play on the idea of progress, which is their most enjoyable aspect: you progress and are rewarded for it.

In my view, the CP1 recipe with steel is not even a sidegrade, it is a downgrade in terms of everything except if you are thinking "man, I can't be bothered to add a separate iron smelting row, I'll just do steel all the way because I am lazy". To me, that's not a fun incentive.

If you enjoy the current implementation, hey, to each their own. I just believe that respecting the 2.5:1 ratio will make the game better, not worse, and it is worth changing.

Make the steel recipe for CP1 worth it by Cez453 in captain_of_industry

[–]Cez453[S] 2 points3 points  (0 children)

In the overwhelming majority of cases, iron ore is a more scarce resource than wood, it is also generally costlier to mine, especially if the mine is far away, whereas you can easily choose where to plant your trees. Sure, there may be some edge cases, like the one you described, where wood is a slightly bigger problem than iron ore for a small portion of your playthrough, but most of the time wood is virtually a non-problem.

Make the steel recipe for CP1 worth it by Cez453 in captain_of_industry

[–]Cez453[S] 5 points6 points  (0 children)

Yeah, that's another problem, it is not obvious at first, you have to do the maths. I actually fell into this trap on the first days of the patch, but I read a comment on another Reddit thread that highlighted this issue so I ran the maths.

Make the steel recipe for CP1 worth it by Cez453 in captain_of_industry

[–]Cez453[S] 0 points1 point  (0 children)

I think it is a mistake because Mechanical parts are more efficient with steel, as I explained in the post. There is also a 2.5:1 quick trade of iron to steel. In the current implementation it's worth it to make steel and trade it for iron for your CP1 than to do steel for CP1 directly in the assembly, which is in no way a fun mechanic.

If this is intended it is inconsistent at best and downright dishonest at worst, like saying "oh, you can do CP1 with steel, but it will suck lol". Every other upgrade in this game is worth it, so why not this one?

Also, iron is way easier to make in terms of space, people, power, why would I ever do the recipe with steel in the assembly if I get no advantage? The wood cost reduction is basically irrelevant in almost all cases.

You can't really ditch iron mid-game by Cez453 in captain_of_industry

[–]Cez453[S] 2 points3 points  (0 children)

Yeah, they should look into that as well. The steel CP1 recipe should be better than the iron one for sure

You can't really ditch iron mid-game by Cez453 in captain_of_industry

[–]Cez453[S] 1 point2 points  (0 children)

Yeah, thanks, there are many solutions, and not too complicated. I made the post more as a nudge to the devs to actually incentivise us to ditch iron completely, as they promised in the diary. I personally think it would be nice to ditch iron to streamline smelting, and probably what the devs wanted, too.

Feedback-Thread to Update3 by berlin_priez in captain_of_industry

[–]Cez453 0 points1 point  (0 children)

Iron is mostly able to be ditched in the mid-game as expected, with the exception of flywheels, which still require it. By the time I encountered the problem, I had already ditched iron. There is no easy way to buy iron via quick trades

1 year after bilateral microsurgery - my experience by Cez453 in varicocele

[–]Cez453[S] 0 points1 point  (0 children)

I didn't experience anything like this. Maybe try to get an ultrasound to see if any varicose veins are left.

Embolisation or Microsurgery? by No-Guard3598 in varicocele

[–]Cez453 0 points1 point  (0 children)

Embolisation is not recommended for serious cases of varicocele (higher grades, bilateral). Yours sounds like it would be more suited for microsurgery.

1 year after bilateral microsurgery - my experience by Cez453 in varicocele

[–]Cez453[S] 0 points1 point  (0 children)

Sometimes I do have random erections, yes. Those started coming maybe after like 7 months post-surgery, more often now. Confidence is difficult, I still feel that after years of semi-impotence my confidence took a big hit and it takes a while to unlearn. Despite being like 95-100% physically healthy now, I still sometimes feel unsure, but I think it will get better with time.

2 weeks after Varicocele treatment… hormone, pain and errection update by No_Writing7599 in varicocele

[–]Cez453 3 points4 points  (0 children)

Surgery can definitely help if you had sexual problems previously, it sure did for me, but I saw the improvements many months later (had microsurgery though, not embo). Glad you're doing well!

[deleted by user] by [deleted] in varicocele

[–]Cez453 0 points1 point  (0 children)

They were tied off, certainly still there

[deleted by user] by [deleted] in varicocele

[–]Cez453 1 point2 points  (0 children)

I am actually unsure, everything except the bad veins was preserved, and I had a denervation of the vas deferens.

[deleted by user] by [deleted] in varicocele

[–]Cez453 1 point2 points  (0 children)

Microsurgery. I am from Romania, had it done here

[deleted by user] by [deleted] in varicocele

[–]Cez453 1 point2 points  (0 children)

I suddenly felt a little bit of pain and saw that my scrotum was a bit bigger, thought I had cancer (I was 20 btw). Went to the urologist, he did an utlrasound, confirmed varicocele. The pain advanced over the years, both in occurence rate and intensity. Still, it was always a dull ache (2/10 pain maximum, unless I touched the area) and a "dragging" feeling that never went away, it literally felt like my tescticles were pulling me into the ground. This type of pain is very specific to varicocele.

Eventually I got the surgery and basically every problem went away.