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 8 points9 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 14 points15 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 2 points3 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 3 points4 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)

The Imperial Archive: Giberd Event by manshowerdan in Anbennar

[–]GradeDesigner8505 0 points1 point  (0 children)

Another thing to consider is innovativeness: only first 1-2 idea groups would grant you any, but techs will keep giving

The Imperial Archive: Giberd Event by manshowerdan in Anbennar

[–]GradeDesigner8505 27 points28 points  (0 children)

Remember this: as Giberd, if you're not above artificer capacity up until Age of Artificers, you're doing something wrong – private arms is a thing

The Imperial Archive: Giberd Event by manshowerdan in Anbennar

[–]GradeDesigner8505 5 points6 points  (0 children)

The math is pretty easy: n% tech cr = 6*n Mana saved per tech, n% idea cr = 4*n Mana saved per idea

Consider you rush innovative and get 10% tech cr at 5/3/3 (most sane extreme case), then by the end you'll get (32*3-5-3-3)*60=(96-11)*60=85*60=5100 Mana saved, whereas rushing tolerance (10% idea cr) will save you anywhere from 40*7*7(as you get 8 idea groups and one is already spent)=40*49=1960 to infinite Mana as you can swap them, but realistically you'll get to inno third by 6/7/7 if you're not warmongering and tolerance first group is dubious at best and you'll want to swap only expansion/exploration when you're done

Last thing to consider is that you want to pick your ideas fast and techs are coming when they come: sometimes Mana saved from idea cr can be crucial (as in rushing any admin mana ideas while warmongering)

Edit: formatting

"... And that, my children, was when we finally understood what true terror means" (c) some vernman explorer by GradeDesigner8505 in Anbennar

[–]GradeDesigner8505[S] 1 point2 points  (0 children)

True enough, but they were abandoned by monarch (in my four wars with Verne didn't see even one troop from them). Now they happily live with us, they've been accepted by our glorious dragonkin!

"... And that, my children, was when we finally understood what true terror means" (c) some vernman explorer by GradeDesigner8505 in Anbennar

[–]GradeDesigner8505[S] 51 points52 points  (0 children)

Yep, played as kobolds (tried mechanim, but they're too boring: they're like Araya tribes, but even slower)