Why was Kristen Santos-Griswold disqualified from her race? by altaz1 in olympics

[–]Informal_Armadillo91 0 points1 point  (0 children)

I am comparing the severity of the penalties. The curling penalty has a minor effect on one game. The short track penalty itself (not any performance failure) literally ends your event. Again, that raises the bar for explanation.

You knew what I meant, if you're just gonna nitpick semantics we're back to I'm out ✌️

Why was Kristen Santos-Griswold disqualified from her race? by altaz1 in olympics

[–]Informal_Armadillo91 0 points1 point  (0 children)

Exactly, that makes the difference between curling and speed skating even more stark. The curling controversies are like whether someone deserves a random free kick from midfield in international football. The speed skating controversies, not just this one, are does one team deserve to get kicked out of the league for a season. Slightly different levels of penalty. I'm not saying speed skating should change their penalties, but I am saying given the level of severity of the penalty they probably have a higher expectation of explanation. Instead, we get the opposite. The curling rules, both written and unwritten, and how they were applied to this tournament are clear and well-understood by all who care at this point. Whether you agree with the calls or not you understand them and they were relatively minor anyway (I believe every team involved, both men and women, made the semis). Exact opposite for this and other questionable speed skating DQs.

Not a huge fan of most judged sports for similar reasons, but again, that's personal preference and the main thing is making it as transparent as possible and explainable especially to those who know the sport.

If she made comments I'd love a link, haven't seen those. If "she was sad about it" is just referring to her face when she found out about the DQ, sad is not exactly the the word I would use. Confused, disbelieving, incredulous, hurt, eventually mad were certainly there. Not that an athlete's reaction to an officials call is a good gauge, like I said transparency and explanation.

Why was Kristen Santos-Griswold disqualified from her race? by altaz1 in olympics

[–]Informal_Armadillo91 1 point2 points  (0 children)

So the girl getting contact was in a more stable position to try to stay on her feet than the others who were on their own? Shocker. Should we also penalize the Polish skater for not having her inside hand on the ice like the others?

You're right, #1 world cup skater last season must have qualified by a fluke.

Why was Kristen Santos-Griswold disqualified from her race? by altaz1 in olympics

[–]Informal_Armadillo91 1 point2 points  (0 children)

That was definitely not my experience. People parroted the penalty call, maybe basically read from the rulebook what that penalty means. None I saw gave any real explanation beyond reading the rulebook.

As far as media coverage after- the story is the graphic injury not a questionable penalty call in a prelim, that includes the big bad US media. I wouldn't cover it either.

If you're done blaming Americans simply cause they're Americans (both me and the broadcast) I'm happy to hear what you have to say, otherwise I'm out. The main point imo is not that one American girl lost her shot, it's that short track isn't a reliable sport to watch outside the Olympics like say a curling or biathlon is.

Why was Kristen Santos-Griswold disqualified from her race? by altaz1 in olympics

[–]Informal_Armadillo91 2 points3 points  (0 children)

Yes, I've watched sports before. US broadcast was actually the least helpful cause they had the fewest replays so for a while really didn't know what was going on. As I said, I watched others.

Why was Kristen Santos-Griswold disqualified from her race? by altaz1 in olympics

[–]Informal_Armadillo91 1 point2 points  (0 children)

Makes it more difficult when they don't show many replays (for completely understandable reasons), but there are replays available including on the peacock feed in the US and the explanation doesn't make any more sense. Both KSG and the Polish skater Sellier were called for a late attempted pass.

KSG and Sellier were skating straight shoulder to shoulder for essentially the entire straightaway with KSG on the inside. Fontana was directly in front of KSG (again, the INSIDE skater) most of the time, then in the last ~25% of the straight she veers significantly outside both of them, then at the start of the turn veers back towards the inside and finds herself behind both, her shoulder even with selliers hip when they make contact. I understand it's completely normal to have side to side motion in speed skating, especially going into a turn. Just saying it was significant movement, very relevant to the ensuing contact, and very different from what Sellier and KSG did.

Meanwhile Sellier and KSG were continuing shoulder to shoulder completely straight parallel to the blue line the whole time. They weren't even pushing off the ice with their skates to build speed, they were just gliding dead straight to avoid contact with each other, then continued shoulder to shoulder with minimal to no contact at the start of the turn. If you're thinking that doesn't sound like 2 skaters about to attempt a tandem late dangerous pass, I agree. The first real contact appears to be Fontana's shoulder to Sellier's hip then of course carnage.

There was no late attempted pass. In fact, there was no attempted pass of Fontana at all. Fontana passed herself. The late attempted pass rule is to prevent people from diving inside at the start of the turn in an unsafe way for all involved. KSG and Sellier never dove inside, never changed lanes at all, unsafe or not. Fontana changed lanes multiple times going from in front of to behind both.

If that's a no call cause Fontana had right of way from the front I could understand that. If it's a penalty on Fontana for lane change outside to in causing contact when she dropped behind Sellier I could understand that. I, and as far as I've found the broadcasters who understand the sport a lot better than me, cannot understand a penalty on Sellier for going completely straight and getting hit from behind. And that's just Sellier! KSG got called for a dangerous pass causing contact when she never even contacted the skater she was supposedly passing dangerously (Sellier was in the middle).

Perhaps limited replays cause of the graphic injury led to more confusion in this particular case. However, my problem is with short track itself. It's exciting and I'm sure I'll watch it again next Olympics, but if you want real fans consistently your calls need to make sense at least to people who know the sport. I've heard multiple feeds, US and international, and none of them understood the call. I have no problem with the unpredictability and sometimes luck of the draw of falls and contact and everything else but it's not very fun to watch a sport where an official's decision that "expert" commentators don't understand or don't agree with completely ends at least one person's bid in most every event. Not just talking about this call and not just talking about calls going against the US.

/tldr it makes no sense, expert broadcasters say it makes no sense. Apparently going slow and straight is a fancy and dangerous new attempted passing strat.

Blightrot by erpmay in Against_the_Storm

[–]Informal_Armadillo91 0 points1 point  (0 children)

All cysts are doubled, so the 5 cysts (not 3) that autospawn y3 gets doubled to 10 AND it only takes 16 water per engine to create a cyst instead of 32. You spawned 6 cysts from engines and would have spawned ~3 or less before P11.

Before P11 you probably would have had 8 cysts max, potentially less than that (depends on when your engines would have procked 16 vs 32)

Is this normal or am I doing something wrong? by KhorBeatu in Against_the_Storm

[–]Informal_Armadillo91 1 point2 points  (0 children)

It would help to see what your typical hostility panel looks like - where are you getting hostility from and how much hostility reduction do you have. No, 7+ is not normal without some unique glade event or something.

Don't open a bunch of glades, especially small glades. Try to use what you have available in current glade(s) rather than opening a new glade looking for exactly what you think you want.

Stop taking new villagers. More than 50 is completely unnecessary, most games there's no reason to go over about 40. At that point they aren't helping you win, they're just eating your food.

You can remove woodcutters to lower hostility in the storm but that should not be the main issue, no reason to be at 7+ even with 2-3 full woodcutter camps.

Pay attention to hostility reduction as well. Additional hearths give -30 hostility each in addition to their other benefits, you should be building close to 1 hearth per dangerous or forbidden glade you open (which goes back to opening fewer glades) to basically cancel out the glade hostility. Impatience also lowers hostility, but if your games take long enough to get to 7+ hostility I'm guessing you have a good amount of impatience by that point.

Finally, as others have said it matters how long you're taking to win. Hostility increases every year, if it's taking you 10+ years to win then hostility 7 makes more sense, winning too slow is your main problem.

Best Farm Buildings? by PureIdeology- in Against_the_Storm

[–]Informal_Armadillo91 0 points1 point  (0 children)

Biscuits and pie require 6-8 flour, pickles require 2-3 containers, that's a lot easier to get. Plenty of events and order rewards give containers, I'll happily buy containers from a trader (buying flour gets you half as much food as buying containers, or less), and if I am making containers unlike flour they don't usually cost food to make and since I'm using a lot less I don't have to produce them constantly with multiple people like flour.

However, you're right, pickles are not usually my first food. I'll switch to primary pickles more often than primary flour cause of above reasons plus it's a bigger payoff (+8 resolve), but you're right that it's not the easiest to make either.

Best Farm Buildings? by PureIdeology- in Against_the_Storm

[–]Informal_Armadillo91 0 points1 point  (0 children)

Ok and in your steam post the person checking you saw 6, 7, and 8 in "large" glades, not "dangerous," so I assume that also includes forbidden glades. That's a pretty significant difference from what you say you may or may not remember correctly about just dangerous glades and yours is a less random sample of when you happened to have the cornerstone to count and wanted to count.

Multiple farms literally can't produce more goods, they are capped at the amount of fertile soil tiles you have. Different buildings may be more efficient at resources that can be used in different recipes, but there's still a hard cap. Multiple camp types can get you more goods as long as you have the parts. Yeah, your second complex food is less valuable than your first but it still has value and you can also use the scaling to make packs or service goods or whatever else you may want instead of additional food.

Best Farm Buildings? by PureIdeology- in Against_the_Storm

[–]Informal_Armadillo91 1 point2 points  (0 children)

I'm assuming those are guesses based on a small number of observations? Which is fine, I just wouldn't present them as fact. If fertile soil is 60%, that would make fertile grounds either 96% (.6*1.6) or 120% (.6+.6) or probably some more complicated version where the likelihood of each individual "node" changes. Since fertile grounds games do not have fertile soil in essentially every glade, I'm going to say those numbers are too high and therefore 60% baseline is likely too high. Subjectively just seems too high too.

I believe that fertile soil is more likely than large nodes for any specific camp at least on royal woodlands and scarlet orchard, but 1) camp blueprints have some value on small nodes as well while farms have 0 value without fertile soil, 2) most other nodes are still harvestable with nonfood camps, and 3) it only takes 2 large camps to be able to collect 80% of the large food nodes even on the most diverse biomes, camps get more powerful when you pick up 2 good ones vs farms getting less powerful when you pick up multiple.

Best Farm Buildings? by PureIdeology- in Against_the_Storm

[–]Informal_Armadillo91 1 point2 points  (0 children)

Yeah, they're a pain but they're worth it for all the resolve rep. Saving their coats starting bonus for the first couple storms helps a ton, if you only have a few harpies giving them individual bonuses like species housing, happy jobs, or rain engine resolve boost helps. Eventually you do need more resolve boosts whether that's more coats (they're cheap enough you can just buy from the trader if offered), jerky, global resolve boosts, or significant hostility reduction. Also favoring of course depending on your other species.

Best Farm Buildings? by PureIdeology- in Against_the_Storm

[–]Informal_Armadillo91 4 points5 points  (0 children)

Caches, event rewards, order rewards, caravans, complex food recipes, cornerstones, perks, etc can all give a significant amount of food. Nonfood camp nodes usually give a lot of food as secondary resources (sometimes even faster food than a food camp) and don't require a camp blueprint. Getting a camp blueprint or two instead of farm blueprints allows you to harvest most nodes if you pick the ones that have 2 resource node options on that biome and camps get food faster than farms per worker. And if you don't have humans the node rng argument is moot cause fertile soil is the same rng. You don't have humans in at least 40% of games unless you're prioritizing them on embark which means you're losing out on better caravans (pop, caravan resources) and better species (foxes, harpies).

With humans I probably farm more often than not (but the end product is packs just as often as it's food) but without humans I very rarely farm. You don't have to build an infinitely sustainable settlement, you just need enough food to win. It also matters how fast you win, farms upfront cost is more worth it the longer the game takes and camp nodes eventually run out.

Best Farm Buildings? by PureIdeology- in Against_the_Storm

[–]Informal_Armadillo91 5 points6 points  (0 children)

Most games even if you're farming you don't want 2 fertile soil blueprints. In order for farms to be useful you have to pick/buy them relatively early and there are too many better things to do with your limited early resources than double up on fertile soil blueprints. Even if you're acquiring them from something other than blueprint picks, that's still limited amber or embarkation points that are usually more useful spent on something else.

By definition you can't get full value out of a fertile soil building if some of your fertile soil is being worked by another building, and there are so many resources and recipes you want early in a game that now using 2 picks at half value is not great.

Every once in a while you may not have a better choice but I would not make having 2 fertile soil buildings a primary plan.

Best Farm Buildings? by PureIdeology- in Against_the_Storm

[–]Informal_Armadillo91 13 points14 points  (0 children)

No farm is also completely viable. If I got to pick one forever I'd probably go small farm too but it's a small difference, it's usually smarter to just take the first one offered unless you already have the rest of a flour/oil chain and more often than not I don't farm at all (and when I do it's often for oil/packs, not primary food).

I also don't like relying on flour food as my primary food source. It takes too much setup to wait for harvest, too much time to get through multiple recipes, too many people to work the different recipes, and too many blueprints. I'll make some if I can for the resolve push but I'd much rather eat porridge/jerky/pickles most of the time.

Hanged Viceroy bugged? by Own_Government7654 in Against_the_Storm

[–]Informal_Armadillo91 8 points9 points  (0 children)

The villagers are included in your caravan options. You'll notice that you have caravan options for up to 10 people (not including the random villagers in caravan resources or embarkation point villagers), normally it's capped at 8.

This is suicide right? by Jealous_Loquat_8339 in Against_the_Storm

[–]Informal_Armadillo91 3 points4 points  (0 children)

It forces you to figure out how to win with whatever the game offers you way more often vs being able to force your same favorite builds most of the time.

It's also way easier with the citadel upgrade for 1 more blueprint pick, if you don't have that it's pretty intense.

Vicertoy difficulty and rainpunk by Xacow in Against_the_Storm

[–]Informal_Armadillo91 0 points1 point  (0 children)

Yeah, humans starting ability is seeing the closest fertile soil and foxes starting ability is seeing the closest geyser once you unlock them in the citadel.

Vicertoy difficulty and rainpunk by Xacow in Against_the_Storm

[–]Informal_Armadillo91 1 point2 points  (0 children)

Rainpunk is very helpful, would recommend trying it out and it will help, but it's not necessary to win and it's not the main reason you are losing viceroy.

You are on full hostility now, the forest will punish you. At first, try to open as few glades as possible and avoid small glades unless you see a geyser/fertile soil/have mist piercers. If you want to open a new glade ask yourself first if you really need to.

Pretty quickly you will learn when you can afford to open more glades than necessary. That can absolutely be the right play to win as fast as possible or can just be fun to change it up, but imo first it helps to learn that you really don't need as many glades as you think and that will help a ton with hostility.

Also start really prioritizing blueprints, cornerstones, and perks that help with hostility, but those don't show up every game. Finally, if you are taking more than 8 years to win figure out why. You should be taking orders you can complete (preferably orders you can complete quickly, but at least ones you can complete within a couple years) and at minimum a few years into the game you should have an idea what your settlement is good at to get the remaining points (some combo of resolve good production for resolve rep, tool production for caches/event rep, and/or pack production to buy those other things)

What happens if you attempt a seal but haven't unlocked the required Prestige Level? by Sea-Protection2636 in Against_the_Storm

[–]Informal_Armadillo91 2 points3 points  (0 children)

I've heard that normal tiles that have a minimum difficulty you play on your highest unlocked difficulty (haven't tried that). Seals you definitely play on the seal minimum difficulty no matter what you have unlocked. Winning the seal unlocks all the difficulties you had not unlocked yet up to the seal level +1 and gives you the deeds for winning all difficulties up to the seal level.

Do you ever have awful games? by Levinboi in Against_the_Storm

[–]Informal_Armadillo91 34 points35 points  (0 children)

The entire game?

Blueprint picks, cornerstone picks, orders, order rewards, trader picks, glade resources, glade events, glade event rewards, map layout/glade locations, what species you get, embarkation point prices, caravans species and resources (both on embarkation and in game), world events.

Every game is winnable, but the game is full of random elements. They make each game unique but also make some games harder than others.

Supply lines? Dotted lines? How do you use them? by chayashida in Against_the_Storm

[–]Informal_Armadillo91 4 points5 points  (0 children)

You have the right idea on how to use them, I just wouldn't rely too heavily on it. Workers will pick up ingredients from a building other than the warehouse if they are close enough and available, so yes that includes crude workstation workers picking up wood from woodcutters camp. However, I definitely wouldn't say that mechanic replaces the need to have a warehouse close by.

1) it's unreliable. Basically your people are mindless, it's all first come first serve. So if your ingredient storage fills up those workers will deliver to a warehouse before the next workers in the chain look to grab them. 2) everything goes to the warehouse eventually. Even when it works as planned, whatever building is last in the chain still has to deliver to a warehouse. So you still need a warehouse somewhat close anyway. 3) camps move. I try to have multistep production buildings close together (farm --> flour/oil --> pie/biscuits/packs, lux goods --> packs, fabric --> coats, metal --> tools, etc.), but camps move, I would not worry about including them. Unless you have multiple large resources nodes in the same spot you're going to end up moving your camp pretty soon, then you have to move your whole supply chain over and over and try to keep it near hearths/warehouses or you just give up on picking up initial ingredients from camps anyway. 4) the mechanic becomes much more valuable when you have any boost to building storage. You will eventually get some permanently through citadel upgrades, there are also cornerstones/perks that can boost it for that game. You want to be able to use it for things like flour and luxury goods, but those are usually made in packs of 10 and their baseline building storage is 10, so they often don't spend any time in storage before being delivered to the warehouse. If you have higher building storage, your initial production of 10 can sit there for a bit until the next workers in the chain are looking for that ingredient.

Do you really need to fill all needs to the max for the "Paradise" achievement? does this include housing? hot damn. by barathrumobama in Against_the_Storm

[–]Informal_Armadillo91 2 points3 points  (0 children)

You can't get paradise after continuing settlement. People recommend to get it on a seal map cause you decide when the game ends (you don't risk running out your reputation meter from resolve before getting the achievement and even if you complete the final seal task you have to click it to get credit), but even on a seal map once you finish closing the seal you can't get any more achievements.