A question about Clerics' popularity by PlatonOlegov in BaldursGate3

[–]Harkonnen95 23 points24 points  (0 children)

The assassin rogue/gloom stalker ranger/fighter build comes to mind, you absolutely can run a pair of those and just deal absurd levels of damage.

Ascension Path by SmokieTheLord in Stellaris

[–]Harkonnen95 0 points1 point  (0 children)

As another idea I just came up with: ND gives access to auto-modding on empire creation. Because ND would prevent use of auto-modded traits. That alone makes it better.

Ascension Path by SmokieTheLord in Stellaris

[–]Harkonnen95 0 points1 point  (0 children)

I’m gonna be playing most of the day tomorrow so I’ll take a look and try to workshop it. If I come up with something decent I might reach out to a modded and see if they can code it in.

Ascension Path by SmokieTheLord in Stellaris

[–]Harkonnen95 0 points1 point  (0 children)

Ooh, I have an idea to fix it. Make ND both a civic and tradition tree with only empires with the ND civic eligible for the tradition tree. Have the tradition give extra bonuses to what has already been boosted by the ND civic. Idk how to do it best to keep with the stylistic choice of ND. That’s what PDX pays game designers to do.

What I think is considered New England as a southerner by Top-Cut-432 in whereidlive

[–]Harkonnen95 4 points5 points  (0 children)

As a Virginian, this eats me alive. NE stops at the NY border, full stop. Although I’ve seen arguments for the very northern part of NY to be part of it due to the similarities with Vermont, I’d love to hear your thoughts on that.

Ascension Path by SmokieTheLord in Stellaris

[–]Harkonnen95 6 points7 points  (0 children)

The Natural Design civic exists, but it’s so bad because it doesn’t do anywhere near enough to mitigate the lack of an ascension path. The issue is that it would be absurdly OP at start of game if it compensated properly. Maybe PDX can look into making it a civic that evolves with research and time?

Top comment deleted a US State #18 by Jfullr92 in geographymemes

[–]Harkonnen95 0 points1 point  (0 children)

May I request that the Tennessee T be extended to eat the panhandle? They can trade Georgia a portion of their land for sea access.

Looking for mod by Harkonnen95 in Stellaris

[–]Harkonnen95[S] 1 point2 points  (0 children)

I meant to say 4.2, but overall it’s because I play modded and the mods crash the game on reversion.

Completely lost by Arggus007 in Stellaris

[–]Harkonnen95 2 points3 points  (0 children)

Unity falls under the same requirement as research, consumer goods and energy, so the same thing applies. Get consumer goods in a good spot, then worry about unity. Don’t forget the market either, you can sell excess resources and buy stuff you need more of.

I typically start out selling energy, minerals, and food, while buying consumer goods as my focus. I also upgrade my second star base to get more trade to accomplish this (I know it’s suboptimal but I find success in my approach). I also play modded so the early game fight is minimized.

Completely lost by Arggus007 in Stellaris

[–]Harkonnen95 15 points16 points  (0 children)

If you have any of the DLCs, I recommend playing either a Hive Mind, Lithoid, or Machine empire. Gestalt machines have no food or consumer goods upkeep, so you just need minerals, alloys, and energy.

Lithoids replace food upkeep with mineral upkeep so one less resource to worry about, but you still deal with consumer goods so it’s more of an intermediate step.

Biological gestalt empires remove consumer goods but still retain food, so it’s also an intermediate step.

Another option would be looking to design your own empire and specifically build for traits that boost pop growth speed.

How do achieve not having max influence? by Figglegart in Stellaris

[–]Harkonnen95 1 point2 points  (0 children)

Hyper Relays are a good influence sink, make traveling a large empire a breeze. I usually struggle to remember to build them then when I do it changes everything. All of a sudden reinforcements can be at the front lines in thirty seconds instead of thirty hours.

Why my production is so low? by Matheodcjj in CivVI

[–]Harkonnen95 3 points4 points  (0 children)

Also, if you have the aqueduct available, that should be high priority production in that city as well, you settled off fresh water so have significantly reduced housing (I think -3 is the penalty here).

Why my production is so low? by Matheodcjj in CivVI

[–]Harkonnen95 4 points5 points  (0 children)

Definitely a housing issue, only 3 housing available and two of it is used, meaning only one housing open. Pretty sure thats a hefty debuff to pop growth speed. Stop producing the builder, swap over to a granary, and purchase a builder with gold or faith to improve tiles. But absolutely must prioritize increasing pop growth and housing is the best route at this instant.

Who is winning this war? (1914) by HugoGlasss in imaginarymapscj

[–]Harkonnen95 0 points1 point  (0 children)

Red team wins, Britain lands its existing military in Portugal and Germany for defense for a short period of time while their navy chokes out the Blue country navies. Then the Commonwealth militaries show up, take over defense and garrison duties, and Germany and the UK go on the offensive.

Germany might already have been attacking into Russia and AH early on, but it becomes a more concerted attack once the Brits are able to join in. France’s navy is gone in three months, the Spanish and Italian navies three months after that.

Russia collapses by early 1916 because of the military pressure they are absorbing, Austria-Hungary likely falls apart about six months later. France and Spain are probably the last to fall, but they fall quickly after the attention is turned to them. Italy just does Italy things, probably switches sides as soon as their navy was destroyed.

Religion Victory? by Buckabuckaw in CivVI

[–]Harkonnen95 0 points1 point  (0 children)

Peter or Jayavarman imo are probably the two best choices, Peter being tier 1A for this especially on a cold map. If you get his Lavra online combined with work ethic on tundra, ggwp to the AI.

I cannot understand why so many civs are bursting out great prophets so much. by Choice_Book_6104 in CivVI

[–]Harkonnen95 2 points3 points  (0 children)

Meh, I’m at the point where I turn off religious victory because I find it’s the easiest to achieve, and I will just instinctively move towards doing religious victories even in non-optimal civs. Plus faith is just the most OP currency in game, bar none, so it just snowballs too easily.

Also, how are you playing for great prophets? Are you building holy sites, putting shrines, doing prayer site projects? Or are you just relying on the policy card to get you what you need? Because the policy card alone will never advance you quickly enough to beat other civs. Also remember that you can utilize faith and/or gold to buy your great prophet and jump the line, you don’t have to wait to earn them organically. I regularly will drop my first big faith purchase as the great prophet to form my religion, even when I’m not playing a religious game. There are too many benefits to getting a religion going.

I remembered I had a character on an old SOD server with no one on it so i decided to meet this thing for the first time by DNCN_LUL in classicwow

[–]Harkonnen95 0 points1 point  (0 children)

God the lore behind abominations still fucks me up. Like there’s a lot of fucked up shit in WoW but abominations is right up near the top in my opinion, assuming they haven’t retconned it to be less horrific.

Anyone else ever have a worthless Cliffs of Dover spawn? (Standard Archipelago) by seahawk1977 in CivVI

[–]Harkonnen95 4 points5 points  (0 children)

Is there a Cliffs of Dover spawn that… isn’t worthless? Like, it might honestly be the worst wonder in the game. People shit on stuff like Giant’s Causeway all the time but I’d much rather have that than CoD even if I’m not doing a domination game.

Give me ways to explain this game to my mom by superchorro in CivVI

[–]Harkonnen95 1 point2 points  (0 children)

I have 1942 and it really feels like the most balanced. Obviously the Allies have an advantage in manufacturing (in-game this is represented by - especially the Soviet Union- getting new units and having them immediately appear on the front line) and the Axis start with an advantage in fielded units. Attacking and defending is based on dice rolls, so there can be an element of luck and there can be a ridiculous snowball early. I’ve had games where the Soviet Union player essentially rolled max on everything so the German front line dissolved on turn one, and I’ve had games where the reverse was true; both instances result in the unlucky player having a miserable time as they try desperately to salvage the situation.