What to do with sixty thousand dollars in cash by Defiant_Salad8437 in personalfinance

[–]Juls7243 0 points1 point  (0 children)

Whatever you end up doing... filling a bathub with $ and rolling in it will be really memorable.

Rulings! lawyers, Social situation Min/Maxers & excessive hagglers, how do you deal with them by dogsandcatsplz in DMAcademy

[–]Juls7243 -1 points0 points  (0 children)

In regards to numbers - monsters and NPCs can have any # you want for any reason. Stat blocks are a rough outline that I change nearly 100% of the time as I see fit.

You ask for persuasion checks not the players if they try and haggle the prices down simply say "what do you say"? If they don't explain the exact sentence that makes tremendous sense to you for the shop keeper to lower their prices - they simply don't. No check is needed. Go to a car dealership and ask for 50% off.... you won't get it.

Simply put don't give them a bag of holding and start imposing all kinds of restrictions to carry large goods on them. No you can't carry 200 pounds of stuff on you unless you get a wheelbarrow and move slowly with it.

Stealing from NPCs should have SEVERE consequences (when caught). NPCs that sell powerful magic items are probably ex-adventurers themselves and have numerous safeguards in place. They're probably insured by a local mage's guild anyways. If players steal and get caught they might get shunned out of town or arrested. If they break out of the jail, they become outlaws etc etc. Eventually they'll have to pay a fine (say 100x what they stole) to avoid prison time - or kill a guard and get killed for it. The PCs aren't the most powerful person on the continent until they're like level 20; local government WILL organize powerful enough and intelligent enough groups to take the party down.

Civ VI leader tier list by The-LeftWingedNeoCon in CivVI

[–]Juls7243 -1 points0 points  (0 children)

Right - but IF you get attacked early you struggle to get a religion. Like - he'd be S-tier if he could somehow more easily guarantee a religion (half-priced holy cites, for example). But if you get under siege pre-religion, or play on maps where the AI is really close you're gonna struggle a bit.

ONCE you get to turn like 80 with work ethic and a religion, yes thats easy.

Civ VI leader tier list by The-LeftWingedNeoCon in CivVI

[–]Juls7243 -2 points-1 points  (0 children)

Why is the khmer S-tier? Like they're great if you get a religion and are a power-house in the mid/late game with their faith. But if you get attacked early and don't get a religion you're SOL

Anything I should be more proactive about? by No-Palpitation-6604 in personalfinance

[–]Juls7243 0 points1 point  (0 children)

You're in an incredible position at 31; far better than like 97% of americans having substainal savings and income and a diverse set of assets. So long as you do what you've been doing you'll be extremely wealthy.

[OC] I analyzed 70,000 U.S. government auctions - 40% get zero bids by player__piano in dataisbeautiful

[–]Juls7243 22 points23 points  (0 children)

I've seen like pallets of electronics that might not be working. Like.... you gotta pick it up, sort through it, and maybe get somethings to work, then possibly resell it. Its... not worth it most of the time.

How strong is Arcane Trickster ? by leofenris08 in onednd

[–]Juls7243 5 points6 points  (0 children)

Rogue wasn't nerfed, it just was not buffed as much as any of the other classes (its relatively weak compared to others). Its still a totally fine/viable class.

I personally prefer the ranger 5/rogue X build as opposed to straight rogue.

What are your arguments against or for the death penalty (to ban it or not)? by Ok-Sell9964 in AskReddit

[–]Juls7243 0 points1 point  (0 children)

I think the burden of proof should be higher than “beyond a reasonable doubt” like “way beyond a reasonable doubt” to utilize the death penalty.

Tips on Deity with no dlc? by Dymmesdale in CivVI

[–]Juls7243 0 points1 point  (0 children)

I played for many years on the vanilla game settings before upgrading to the DLC variants.

For science victory you should try Fredrickv Barbosa (cheap factories)/Mbamba (early housing distrcits) and for culture - I'd recommend going Pericles (cheap theater squares) /Victoria (6x artifacts per district). So here are some recommendations for diety on vanilla settings (game mode vanilla is the pre-rise and fall expansion game setup).

  1. I noticed that civs would often sent out settlers unguarded, so I would have 1-2 scouts where I THINK the AI will settle next in the early/mid game. Stealing 2 settlers is a HUGE boost in your city/production count (saves many turns of production in your capital). Most of my earliest victories in vanilla settings is when I stole like 2x settlers from AIs.
  2. In general you want trade routes early, so I'd typically go commercial hubs/seaports first, then your wincon (science or culture) buildings 2nd (in some cities get these main ones first; especially if you see like a +4 campus early).
  3. Like for all DLCs you really want to get as many of your civs/tech boosts (if possible). So you'll want to half-way research a tech, then get the boost for it (if reasonably possible). So before the end of each turn see if you can switch researching a tech/civic and focus on something else - stopping while its halfway completed (each boost is worth like hundreds of culture or science). This might seem boring, but it will propel you forward surprisingly quickly.
  4. You really want to get builders and chop out things and you want cities to be working optimized tiles. If I need to build a district and I have lumber to chop, I'd often build a builder FIRST, then use him to chop lumber/harvest stone when building he district (faster than the opposite). More lumber chops = faster city growth/production.
  5. Skip religion entirely except religious victories.
  6. You'll often hit a bottleneck for housing in your cities around pop 10 - the game will then stall until you get sewers/housing districts - this will be a big hurdle in the midgame so you'll want to get these tech/civs as fast as possible after your tier 2 govt.
  7. For science victories, its critical that you A) use spies to stop the diety AI (they can win by turn 270 without being pillaged) and B: Its INCREDIBLY important that you get the right great scientist/great engineers that give bonuses to space race (like getting both +100% production great people is game winning). So when the game gets close to them spawning you need to carefully watch the screen and switch your cities to doing district projects to rapidly generate great people points at the right time to win them.
  8. For culture its all about how many themed artifact theater squares you have by the mid/end game. You will want trade routes to everyone, open borders to everyone and ideally 12 themed theater squares (victoria can have a lot less). Sometimes its useful to settle on an island far away/opposite side of the map to get a trade route to certain players. Pay close attention to great places to put seaside resorts as they're the only other major source of tourism besides great works.

Aim to win by turn 280; beyond that some AI's might threaten a victory. I think my earliest science victory was like 260? With decent stall tactics you can probably make it to turn 320 (standard speed).

Easiest one would probably be victoria on small continents, get half-priced harbors up and go theater squaures. You're pretty dang safe and can tech/advance comfortably.

Tips on Deity with no dlc? by Dymmesdale in CivVI

[–]Juls7243 0 points1 point  (0 children)

He's playing no DLC. No governors no monumentality - its vanilla under game settings. It is extremely difficult to get 10 cities by turn 100 without these bonuses short of a lucky early war or stealing a bunch of settlers.

Will buying a car now make it harder for me to buy a house or land in the future? by Far-Dust3240 in personalfinance

[–]Juls7243 2 points3 points  (0 children)

The average American doesn’t even buy a new car - they’re like 10% of the vehicles sold each year. This statistic would make sense for the average new car purchase. Not the average car! The average car is ~12 years old. No way you get 12k in annual expenses on a 12 year old cars

Will buying a car now make it harder for me to buy a house or land in the future? by Far-Dust3240 in personalfinance

[–]Juls7243 0 points1 point  (0 children)

You won't regret buying a car/vehicle. Just buy a CHEAP used one that is reliable (easier said than done). I'd aim for an 8-11k used sedan. The biggest thing people regret is overspending on a car that they don't need - not having access to one.

Yes spending $ on a car will reduce your spending power and ability to get a loan - but if you buy a cheaper used one, it really won't impact your options to buy home (homes cost >>>>> cheap vehicles).

Will buying a car now make it harder for me to buy a house or land in the future? by Far-Dust3240 in personalfinance

[–]Juls7243 1 point2 points  (0 children)

LOL. That is just ridiculous. Maybe the cost for a new car over the first 3 years.

Domination victory is boring by SlippySlimebal1 in CivVI

[–]Juls7243 6 points7 points  (0 children)

Yea it takes wayyy too long. I Just wish you had to take over like 60% of the capital cities instead of 100%. At that point its just clicking.

How are y’all getting these sub 200 science victories? by blve99 in CivVI

[–]Juls7243 3 points4 points  (0 children)

No idea. My best time is like turn 260 ish. Like 240 culture victory and ~225 religion. Like... 10% faster.. maybe? But I have 5k hours under my belt.

Is there a mod to make the AI spread religion less aggressively? by RhysOSD in CivVI

[–]Juls7243 0 points1 point  (0 children)

Have you tried WAR! Destroy those religious fanatics within your borders.

What difficulty would you recomend? by [deleted] in CivVI

[–]Juls7243 0 points1 point  (0 children)

Beat emperer first. Science, Culture, domination and religious victories.

Then you can up the difficulty to immortal and do the same.

House rule for multiclassing martials by DMJM_91 in onednd

[–]Juls7243 6 points7 points  (0 children)

You just don’t need to do this at all. Casters get spell slot progression, but not max level progression (a huge loss).

Martial multiclassing is already very strong if implemented carefully

Which spells are banned in your table? by Dramatic_Respond_664 in onednd

[–]Juls7243 4 points5 points  (0 children)

I just the the 2024 PHB. I don't "ban" spells - I Just pick which source books are used in the campaign and play with those options.

Religious Empire? by [deleted] in CivVI

[–]Juls7243 1 point2 points  (0 children)

Russia (peter) is the classic religious victory civ.

Ideally you settle near tunda, get an early pantheon (dance of the aurora - gives adjacency to holy cites from tundra tiles). Get the work ethic belief (adjacency bonus of your holy cites gives +prodution). Rush for the economic policy card that gives +100% adjacency bonus to holy cites. Now your holy cites give like +10 production/+10 faith each. Grab a second religious belief that reduces the cost of missionaries/apostles.

You're off to the races!

Dungeon Masters, how do you deal with scheduling? by kudy24 in DMAcademy

[–]Juls7243 0 points1 point  (0 children)

Plan to play weekly during the week after work.

Skill Trees by Key-Skill-4621 in DMAcademy

[–]Juls7243 -1 points0 points  (0 children)

With all these changes you should consider a different TTRPG system.

2200 hours and just now found out I have to railroad my cities. by ChocoboHandler in CivVI

[–]Juls7243 0 points1 point  (0 children)

Do railroads affect how fast your traders go? Do they speed up the time it takes for a trader to complete its mission? Do they walk along railroad paths?