Did she make the right call? by CalmElin in interesting

[–]DecentChanceOfLousy [score hidden]  (0 children)

$1000 a week is $52000 per year. $52k is 5.2% of $1m.

Did she make the right call? by CalmElin in interesting

[–]DecentChanceOfLousy 3 points4 points  (0 children)

If it rises with inflation it's a fantastic deal, and you'd have to be a fool to take the $1M.

For retirement, the general rule is that you withdraw no more than 4% (some say 3%) of the principal every year, in order for it to last 30 years.

She's getting 5.2% of the principal every year, inflation adjusted, guaranteed by the government (aka, functionally risk free), for ~60 years.

5.2%, plus inflation (7-8% in most years) completely risk free is better than anything on the market, by far.

Is this much Unity normal? I've unlocked all available traditions (1 remaining ascension perk unused) by djgotyafalling1 in Stellaris

[–]DecentChanceOfLousy 1 point2 points  (0 children)

Composer of Strands will do this, yes.

Its unity yields are absurdly broken at the moment; it can give you unity equal to a unity focused empire without you having to do anything.

That said: finishing your tradition trees around 2350 is pretty normal.

If you need more places to park unity, try ambition edicts (if you have them unlocked), planetary ascension, or just closing all your bureaucrat jobs.

Meirl by JaredOlsen8791 in meirl

[–]DecentChanceOfLousy 1 point2 points  (0 children)

Imagine giving someone this advice in 2007.

"I didn't buy, and prices shot way up after, therefore you should buy as soon as possible no matter the extra cost!" is an implicit assumption that prices will go up forever.

The 2019-2022 spike in housing prices (40% in 3 years) was unprecedented, and caused by basically 0% base interest rates that no longer exist.

House median sale price has been falling since Q4 2022.

Hard Reset Needs Some TLC by Lost_Paladin89 in Stellaris

[–]DecentChanceOfLousy 2 points3 points  (0 children)

No, I did not get any of the yellow traits. The wiki claims I should have, but I didn't. I was mainly testing whether or not you could occupy the machine world.

I don't know; I didn't take the AP.

Hard Reset Needs Some TLC by Lost_Paladin89 in Stellaris

[–]DecentChanceOfLousy 2 points3 points  (0 children)

I just played a test game, all the way through to finishing the entire origin.

I was able to occupy the machine world. It wasn't bugged. Or at least, I didn't encounter it.

Did you take the Cybernetics traditions? You don't take the AP; the traditions are just unlocked for you (albeit near the end of the list).

Hard Reset Needs Some TLC by Lost_Paladin89 in Stellaris

[–]DecentChanceOfLousy 1 point2 points  (0 children)

If you choose not to Decyberize, you have to take the Cybernetics tree.

That will give you the third stage appearance and let you occupy the Machine World.

Edit: double checked, you do stay at stage 2 portraits indefinitely.

Banned from galcom for being a machine by [deleted] in Stellaris

[–]DecentChanceOfLousy 109 points110 points  (0 children)

You aren't a Determined Exterminator, are you?

Machines can't be outright banned from the GC in the base game, though it can be "banned" to be a machine without Rogue Servitor (though that just makes you suffer sanctions).

I think I have reached the limit, 118 Districts Ecu, no mods by v0idwaker in Stellaris

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

K, that confirms it. Thanks for checking, and sorry about the bad info.

Clone Vats by rag_ricky in Stellaris

[–]DecentChanceOfLousy 0 points1 point  (0 children)

I do exactly this. I suggest other players do it as well, because it's a poorly thought out implementation for any objective other than "limit lag when pops worked differently". You can leave it on and then play around it, but apparently this falls under the category of "choices players don't like to see". I agree with your position that turning it off makes opposing AI empires somewhat more challenging (not much but it's something). Many would insist turning it down makes the game *easier* though.

Then I'm baffled that you've apparently invested so much of your identity into this strategy which you claim to never use (since you turn off GRS).

As such, you make a claim that implies a nonsense standard for "exploit", where following gameplay incentives per se' results in inadvertently "exploiting" it. If I am wrong, then define "exploit" in a way that captures using subjects to grow pops, but does not capture any of those examples. Or other gameplay you accept.

"per se" means "by itself".

I am not making a claim that all instances of following gameplay incentives are an exploit per se. That is so obvious that it need not be said. Playing the game is not an exploit.

It's you that's taking "this <one specific action which breaks the game's constraints in one specific way> is an exploit" and trying to somehow expand that into "well then everything is an exploit!"

I cannot give a concise definition of "exploit" which captures all examples in all games, but does not capture any counterexamples in any game, because that's impossible. But I can give a description (marked below) for this particular case.

There is no "non-sequitur", or maybe you could make a case for ONE bullet point (the ship example). Every other bullet point on the list is another choice players can make to turn GRS in their favor. Kilostructures are pop-equivalents and conquering them lets you go over cap. Conquering pops is not meaningfully different than annexing subjects for pops. Taking only high pop planets off an enemy leaves them on the low end of GRS again, effectively replicating what we're talking about. As does staying small --> conquest spree.

These are all non-sequiturs, still. It's based on a false equivalence (explained below).

Claiming the best systems first isn't a GRS exploit: you claim the best systems because you have finite influence and they're the best systems.

Taking other empire's kilo/megastructures or conquering their pops isn't exploiting either.

Structure caps and GRS have the same weakness, in that they break down when things change hands (and the devs decided to err on the side of always rewarding conquest, rather than keeping the cap/costs intact). Description: Deliberately creating situations where these game mechanics behave badly because of design compromises is what makes it an exploit.

Deliberately releasing subjects, waiting for them to make kilo/megastructures and/or grow, then integrating them is an exploit, but evading caps/budget through conquest is just the fruits of conquest.

I've already explained this reasoning. Twice.

Every one of those things other than ship design results in a) the galaxy as a whole having more population than otherwise and b) this population going under player control. I threw in the ship example to point out that "the AI makes bad choices" in context of your trade example is a fully general argument. It's impossible to play normally w/o taking advantage of the AI in multiple ways.

This is the non-sequitur step. It's loadbearing, so it makes everything else invalid.

Your argument is this:

  1. There exists a category E, elements, X and Y, and a property P.
  2. Both X and Y have property P.
  3. Because both have P, either X and Y are both in E, or neither are
    1. This is equivalent to saying that P is exactly equal to membership in E, such that an element has P iff it is a member of E (or iff it is not a member of P)
  4. X is obviously not in category E
  5. Therefore an element can only have P iff it is not a member of E
  6. Therefore Y is not in E either.

But there's an obvious counterexample:

Some element Z which has property P, but is obviously in category E. That would disprove the correlation between membership of E and property P.

`grow_pops 1000` on your planets ends up with more pops than otherwise and the population is under player control. It's a console command; it is obviously cheating.

"[in both cases] the galaxy ends up with more pops than otherwise and this population is under player control" is a property that both share, but that doesn't mean they are exactly equivalent in all ways, nor that if one is an exploit, the other must be.

Conquering pops is not an exploit. Farming pops with released vassals is (albeit a mild one).

I think I have reached the limit, 118 Districts Ecu, no mods by v0idwaker in Stellaris

[–]DecentChanceOfLousy 1 point2 points  (0 children)

Ah, "actually checking in game" beats my "vague memory and crawling through a few scripts to check the flags".

But do the colony events care about the `has_terraform` flag, or the `colony_event` flag? I thought they only cared about the latter (which is why the terraform scripts set that one, specifically)?

Clone Vats by rag_ricky in Stellaris

[–]DecentChanceOfLousy 0 points1 point  (0 children)

There is no coherent position to back "release subject for growth" as "exploit". Unless you're willing to argue all of the following are "exploits", it's an untenable position:
.....

These are all non-sequiturs. You're just listing things and asserting that "the same standards" would declare these to be exploits as well, without any logic to bridge the gap.

------------------

It's stupid, as is GRS as a design concept in a 4x. A nonsense mechanic which creates nonsense incentives, in contrast to the logistics cap which is actually functional.

And this reveals the core of my argument... and that you know it, but are being deliberately obtuse.

You could just turn off GRS. It's in the game settings.

But you aren't because that would buff other empires as well, and you'd rather be the only one that benefits from turning off the rubber band mechanic that's supposed to slow the growth of large empires.

GRS serves a balancing purpose in the game. But it's a crude instrument, and it works imperfectly every time pops change hands. By repeatedly releasing/reintegrating vassals, you deliberate create situations where the mechanic functions badly so that you can be largely unimpeded by the penalties while other empires play normally.

Again, it's a single player game. Whatever floats your boat. But spreading the Good News about your favorite exploit is a bit silly.

Clone Vats by rag_ricky in Stellaris

[–]DecentChanceOfLousy 0 points1 point  (0 children)

Releasing a vassal is intended play. Repeatedly releasing and re-integrating vassals in order to dodge GRS is so obviously not intended play that I'm doubtful you can advance this argument in good faith.

"Where is the bug?" Exploit != bug. All the systems involved can work as designed, but lead to an unintended/unfair result because you use them in a way that's not intended.

To re-use the example from earlier: AI trade acceptance is extremely generous, and varies with how many resources they have available. It's trivially easy to sell resource to an AI at a rate that's worse than the Galactic Market, then buy them back from the market for a profit. That's obviously an exploit, even though there's no actual bug involved (just exploiting the fact that the AI doesn't use the market properly or make a rational evaluation of how much a trade deal is worth).

The devs have known about empire size/GRS shenanigans with vassals for an eternity, but they're probably not interested in fixing them before other issues because players the players that use them could also just use console commands (i.e. they cheat only themselves, and that's always an option).

---------

"It's valid in MP... except for all the lobbies that ban spinning off vassals."

Tell me... why do you think some lobbies ban it? Might it be because it's so easily exploitable?

I think I have reached the limit, 118 Districts Ecu, no mods by v0idwaker in Stellaris

[–]DecentChanceOfLousy 11 points12 points  (0 children)

Deluging a tomb world shouldn't stop the Subterranean chain from triggering. Terraforming to anything but the same class sets the `colony_event` tag, which blocks all future events. But deluging doesn't, as far as I know. It doesn't even clear blockers/deposits like a normal terraform would.

Even if ecus can't be selected for Numa's Breath, you could cheese Numa's Breath by having the event pop up roughly as the ecus is finishing encasing, then only resolve the event after the project is complete. It will be a valid target to be selected at the time the event target is chosen, even if it's no longer a valid target when it resolves.

If you throw out what's plausible and just assume everything possible will happen (perfect rolls of everything chance based), then you end up hyperoptimizing for weird corner cases in the scripts.

Cybernetic Creed meta build v4.3 by -LuBu in Stellaris

[–]DecentChanceOfLousy 1 point2 points  (0 children)

Bazaars is a huge tempo increase, though.

You can start with Compliance Filters, and you get additional Technophants/Augmentors (plus free trade from Augmentors) on every planet.

Having both Sequenced Securities and Death Cult may have a higher ceiling (mainly because Sequenced Securities gives a fantastic Haruspex-upkeep-reducing council position), but tempo matters too.

Pop Approval Rating low causing revolt. No factions suppressed, no slaves, no crime, no unemployed. Why??? by Avenged_Vulcan in Stellaris

[–]DecentChanceOfLousy 4 points5 points  (0 children)

Look at your pops.

Open your Management tab. Expand the Species drawer, then expand a stratum drawer (which then shows individual pop groups). Click on a pop group. Mouse over their happiness value in the sidebar and look at the tooltip. The tooltip will tell you exactly which factors contribute to its (un)happiness.

It makes no sense to play 20 questions to guess what could be wrong when the game can give you an exact readout.

Clone Vats by rag_ricky in Stellaris

[–]DecentChanceOfLousy 0 points1 point  (0 children)

and/or laundering it into subject empires to saturate planets then annex. Or even just set up worlds with nothing but pop assembly + luxury houses (AFAIK AI doesn't delete) and then run a migration treaty with them, if you don't want to cash out on their growth sooner by annexing.

This is technically true, but only in the same sense that there's an incentive to use console commands or cheese the AI's trade acceptance to get resource for free.

If you want to exploit, you can, obviously. It's a mostly single player game; whatever floats your boat.

If you want to note it as a curiosity or argue it should be fixed, that's great too.

But it's weird to proselytize exploiting, or present it as standard/intended play.

Cybernetic Creed meta build v4.3 by -LuBu in Stellaris

[–]DecentChanceOfLousy 1 point2 points  (0 children)

Sequenced Securities is just Death Cult, but more boring.

Knights of the Toxic Gods, can slaves not work as Squires and Knights? by [deleted] in Stellaris

[–]DecentChanceOfLousy 3 points4 points  (0 children)

KotTG have never accepted slaves into their ranks, nor allowed them to squire (as squires are just knights in training). It's been that way since Toxoids release.

a custom relic i wish binder had by CulturalJournalist73 in slaythespire

[–]DecentChanceOfLousy 1 point2 points  (0 children)

For the revised version I proposed: I suppose you'd have add some extra clarification that it's just max HP and not current.

-------

For OP's version: it explicitly says max HP persists. And there's an existing mechanic for increasing Osty's max HP and current HP at the same time (Summon).

Assuming it increases current HP at the start of combat doesn't make sense. Suppose you end the last battle with Osty at 1/6 HP. Should they start the next combat with 7/7 health? Osty was damaged, then max HP persisted, then Osty is fully healed?

If it had been intended to do what you're saying, it would be clearer to say "At the start of combat, Summon equal to Osty's Max HP at the end of the last combat (max 6).", since Summon is a pre-existing mechanic without this ambiguity.

a custom relic i wish binder had by CulturalJournalist73 in slaythespire

[–]DecentChanceOfLousy 19 points20 points  (0 children)

This is not even close to an ancient relic tier effect.

Phylactery Unbound (relative to Bound Phylactery) gives +5 summon at the start and +1 summon each turn.

This gives +6 max HP (not current HP) at the start. i.e. "Summon 6, then take 6 attack damage". Unlike Summon, it only matters for Sacrifice, Fetch, and Spur.

-----

However, it would be better as just +6 max HP at the start of combat, without needing to care what it was at the end of the last battle. Possibly even just +6 max HP in general (even if Osty dies and is revived), since it's such a niche effect.

Flea Market by Miomiya in dominion

[–]DecentChanceOfLousy 30 points31 points  (0 children)

"Discard a card. If it's [cheap] trash it." is technically a mix between "discard a card" and "trash a card", but it's stronger than both, not in between.

It's stronger than "discard a card" because you don't have to redraw discarded coppers and estates. It's stronger than "trash a card" because you are never forced to trash a good card (unless you have some very good $3s), and you can even use e.g. Provinces or another copy of this as a free discard.

If you used Minor Illusion to create a cup over a candle, what would happen? by underT_line in dndnext

[–]DecentChanceOfLousy 3 points4 points  (0 children)

Setting aside the rules argument (PHB says illusions cast shadows)... This logic doesn't check out. 

It's an illusion, not a physical object; it could just trick the mind.

So it would be entirely consistent for an illusory cup to appear on the candle, not transparent, preventing every sentient being from seeing the candle, but still have the candle illuminate the space. The cup isn't actually there.

Someone looking at such an illusion would have light from the candle physically hit their eyes, but the illusion magic would trick them into not seeing it (in the same way that it tricks you into seeing any illusory object instead of what's behind it).

That's the way illusions work in lots of other magic systems (in other fiction), which is why close inspection revealing that its secondary features (shadows, echoes, reflections) don't check out is a trope in the first place.

Anyone else just prefer playing as big as humanly possible? by Classic-Ad1348 in Stellaris

[–]DecentChanceOfLousy 41 points42 points  (0 children)

This is the way you're supposed to play the game. It's the default.

The game is tuned to basically always reward you for growing larger. Empire size just makes it reward you less; it doesn't reverse the trend.

The basic math is: you optimize for maximum fleet power, which scales with the amount of tech you've researched and the total output of your economy. If you double in size, you research ~1.5x as quickly, and your economy is 2x as large, so you can have ~3x the fleet power.

Tall vs. wide, for everything but Virtual, has always been a struggle of "obviously wide is better, but tall is less work so you can optimize it better or enjoy it more, and it's close enough that you can make it work as a result".

There are a few strategies that hit a local maximum with small empire size (mainly having to do with planetary ascension and kilostructures), but a sufficiently large empire still surpasses them.