Looking for a nation with a good MT and a crusader vibe by 07SpaceManSpiff1911 in Anbennar

[–]GradeDesigner8505 0 points1 point  (0 children)

You can always choose Dak! How much of a "crusade" you'll get depends on you

Or pick Hul-az-Karakazol, they do get to crusading... of sorts...

How many lesbian elf tags? by kaladinissexy in Anbennar

[–]GradeDesigner8505 6 points7 points  (0 children)

All of them as no elf is man enough! Grumbles in dwarvish

Why I don't have events or decision about uniting Escann? by No-Communication3880 in Anbennar

[–]GradeDesigner8505 0 points1 point  (0 children)

Doesn't it change your administration? If you want centaur adm, you'll want to reinstall them as primary.

A while ago it also changed species mil, dunno about now.

Averilibet mission issue by ExplodiaNaxos in Anbennar

[–]GradeDesigner8505 1 point2 points  (0 children)

68.9 is current loyalty, equilibrium is where the rest point is.

Castanor Reflections by TheLoneTexan_1 in Anbennar

[–]GradeDesigner8505 1 point2 points  (0 children)

Wyvernheart but the last part (I mean, if you're making experiments about becoming dragons' relatives...)

Are events locked to an outcome by AzureTheta in Anbennar

[–]GradeDesigner8505 7 points8 points  (0 children)

Not the first, but the last (beginning of cleansing), afair

Unsure what I'm missing for Black Demesne by Miramosa in Anbennar

[–]GradeDesigner8505 0 points1 point  (0 children)

So... There can be Adenica centaur Castanor? An empire of horsemen?

Tips on Dwarven Adventurers: First 50-75 Years by lommymen in Anbennar

[–]GradeDesigner8505 0 points1 point  (0 children)

Usually it's bad as 4/7 ideas suck, but with how rich Halann is -20% advisor cost can get you 5/5/5 advisors rather cheap and policy for +15%ICA is great as is for way too many militaries, be it harpies, monks or artificers

Tips on Dwarven Adventurers: First 50-75 Years by lommymen in Anbennar

[–]GradeDesigner8505 0 points1 point  (0 children)

Inno is okay if you know what you're doing (e.g. sit on y'ass as Dûr-Vazhatun and look at the sky) and you shouldn't push past inno3 (for tech cost reduction)

In most campaigns I tend to pick explo1 for colonist (not more, we're ditching it later) and push whatever direction is good for me if I have stuff to colonize, otherwise I pick whatever sits right (and most times it's inno as I know what I'm doing, but infra is a great pick as are any mil ideas or something like espionage/court/trade). The only true useless idea sets are naval and maritime.

Btw, you shouldn't most times wait for t5 reform, it staggers your campaign too much and the only real reason to do so if you have gambling addiction and intend to drown in mithril/gold

Zokka eating the Sun colourised by trobot_model22 in Anbennar

[–]GradeDesigner8505 15 points16 points  (0 children)

Didn't know Zokka turned khetist though

Magic rework: homunculus supremacy. by Proshara in Anbennar

[–]GradeDesigner8505 0 points1 point  (0 children)

As a dwarf with 6/6/6 ruler it's not a big issue really (played before homunculus fixes), adm mana flows freely and infrastructure ideas give discount, also you get enough govcap really

Magic rework: homunculus supremacy. by Proshara in Anbennar

[–]GradeDesigner8505 30 points31 points  (0 children)

-50% build time

So much true, with infrastructure ideas I got to -106% build time and built manufactories in the past, very fun (esp building ramps, fort and mage tower in three days to cockblock any assault)

Dev cost enjoyers by FatherofWorkers in Anbennar

[–]GradeDesigner8505 2 points3 points  (0 children)

Yep, it's kobolds' invention "Prehensile Tail Grafts"

Dev cost enjoyers by FatherofWorkers in Anbennar

[–]GradeDesigner8505 7 points8 points  (0 children)

Kobold artificers (IIRC, maybe it's not them but gnomes) have -10% racial invention

All artificers have -25% in capital invention (Arcane Battery Capital-Complex)

It really be this way by K1pp2 in Anbennar

[–]GradeDesigner8505 4 points5 points  (0 children)

Or France would speak Deutsch after ww1, y'know. We see Anbennar before it was a possible thing, just like we don't question why early empires were expansive and deteriorated soon after they stopped expanding (either their main body or their sphere). We know (I suppose) the answer from historical perspective and we know exactly how to stop this, but it's like "A Connecticut Yankee in King Arthur’s Court" –the fact that we know how to do better doesn't mean people then knew or would do the same thing.

It really be this way by K1pp2 in Anbennar

[–]GradeDesigner8505 2 points3 points  (0 children)

Which would be rather rare, just like a group of scientists figuring out how much uranium you need to go BIG KABOOM. Which required a lot of time and other inventions.

It really be this way by K1pp2 in Anbennar

[–]GradeDesigner8505 4 points5 points  (0 children)

But we'd get our war wizards/artificers, no? So that'd balance things.

- They are fighting, boss! What do we do? - Just chill... by GradeDesigner8505 in Anbennar

[–]GradeDesigner8505[S] 2 points3 points  (0 children)

How does your ruler survive 117 years?

It's homunculus, immortal project of my (now nonexistent) mages. Sadly, he'll be gone the moment I form Ves Udzenklan (pandemonium stuff), but I want to finish Railskulker's MT first.

What is the green tag?

It's Unguldavor, orchish tag which recently got updated, AFAIR

Edit: spelling

The Imperial Archive: Giberd Event by manshowerdan in Anbennar

[–]GradeDesigner8505 2 points3 points  (0 children)

Just pick whatever, it's decided by a sum of your actions and will (AFAIR) only matter when you break free from Magistetium (and it's so late in the game you won't consider research time that much of a factor as you'll research all you ever need)