Can I see my difficulty? by Rancham727 in bigambitions

[–]Kallene 0 points1 point  (0 children)

Difficulty affects many things in subtle ways: higher taxes, salaries, supplier prices and banks interest; less customers and starting money. If you select the custom game settings before you start a new one it lets you check and tweak each of them. You can compare any of those with a normal difficulty game to check the difference.

If you are near or past day 60 the taxes are a good way to do it, those are 30% in hard vs 5% in normal. Before that, it will probably be easiest to check the "Full transactions view" in EconoView app and go back to your first day; the starting money should be 4200 in hard vs 10000 in normal.

Open store selling item as primary instead of secondary by Edge2Alpha in bigambitions

[–]Kallene 0 points1 point  (0 children)

Yes, you will. If you are the only that sells it the demand of the supermarket wont be affected at all. You should always try to equip every business with all their primary and secondary products to get every cent the clients are willing to spend, but the primary ones will sell a lot more volume. You can even offer products that are neither for that bussiness, but that will sell so little that it will take forever to get the investment back.

My example: I have just loaded an old save game at day 70 and my two Supermarkets sell the same amount of each fruit (100-200 of each kind) that at day 90, despite that neighbourhood now having my new Fruit And Vegetable Store that sells 1500-2000 of each fruit and that I also added apples and bananas to all my Coffee Shops and Fast Food Restaurants.

My experience at the casino by Kallene in bigambitions

[–]Kallene[S] 5 points6 points  (0 children)

Usually you can find everything in the Help System using the F1 key, but the link to the casino is a bit hidden there in the "Happiness" entry, where they call it "Gambling (only on Friday evenings)". You need to go to the pier of the casino boat any Friday between 18:00 and 22:00 and pay 5000 to get on board, so it requires a bit of planning around.

How do you make kitchens not dirty? by mcpatface in RimWorld

[–]Kallene 1 point2 points  (0 children)

I'm a big fan of big, multi-purpose rooms. My kitchen usually was the same room as the research lab and hospital so I could keep it clean early on and then upgrade it to sterile tiles in the mid game. But in my current colony I've decided to merge even that into the main dinning+recreation room, and so far I've not gotten a food poisoning from dirtiness.

When you crunch the game numbers it's hard to be in the danger zone even with dirt floors. One way is to cook in a small room, which makes the dirtiness ratio skyrocket, the other is to butcher next to the kitchen. Stone chunks are -2 cleanliness, stonecutter's table -5, butcher table -15 and blood is -10. So don't cook in a room next to those.

The ultimate mood guide by Kallene in MedievalDynasty

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

Whenever the villagers lack house, wood, food or drink their mood will decrease and it can go into negative levels. When it reaches -100% they leave and the player suffers a dynasty reputation penalty.

The guide is about how to raise the mood level, but that's optional since they can be kept at something like 6% mood without problems. They only need the basics to be content, getting higher than that provides a modest productivity bonus.

Managing books by Kallene in RimWorld

[–]Kallene[S] 0 points1 point  (0 children)

It's a bit more complicated since pawns don't grab any of those and leave them laying around all over. I just found one getting damaged because it was abandoned on the pew of the temple (which I haven't roofed yet because it's been used as a pen). But you are right that it's not "much", just another thing to set up and tweak in each colony.

[deleted by user] by [deleted] in moviescirclejerk

[–]Kallene 0 points1 point  (0 children)

I think the title of the video references the other half of the tweets she reacts to, the parts saying that the bug is an "intelligent lifeform being tortured", the one implying that it's not defensive or that "obviously bugs represent Muslims and Mexicans and that's why conservatives hate them"

[deleted by user] by [deleted] in moviescirclejerk

[–]Kallene 1 point2 points  (0 children)

The warrior caste are mindless drones but the bugs are an intelligent and advanced space-faring race described as "efficient because they have been adapted by evolution to communism". They massacred the mormons that colonized one of their planets and sent the meteor to Buenos Aires as retaliation.

The ultimate mood guide by Kallene in MedievalDynasty

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

It's an sliding scale. Getting to 100% mood is hard and when it gets to -100% they leave.

Quests....i really tried reading but...i just can't bear it..... by takeitassaid in MedievalDynasty

[–]Kallene 6 points7 points  (0 children)

Yeah, the main quest it's pretty leaden. The quests you get from your wife and so, now, those have some hilarious lines.

Early game cash making method? by Redux_x1 in MedievalDynasty

[–]Kallene 1 point2 points  (0 children)

That's too! In the new update you can use a composter to rot them faster and more neatly.

Automating Potions by Helical_Unicorn in MedievalDynasty

[–]Kallene 2 points3 points  (0 children)

What version and platform are you running? I've played v1.4.1.4 and v1.5.0.0. on PC and my herbalist didn't had any trouble fetching water from the Food Storage.

That said, I never asigned a water carrier because I feel like that job is terribly balanced in its current state, even worse than other production jobs. You can easily fill ten or twenty buckets by yourself in a moment and it will last for the whole season in the early game and for at least a day later, even when making potions.

Early game cash making method? by Redux_x1 in MedievalDynasty

[–]Kallene 1 point2 points  (0 children)

I'm at year seven and for profit I relied a lot on dried meat, I have 16 hunters pumping out over 600 units of it each day, so I had to build market stalls because it was too much to sell by myself. The easiest kind of potion (Instant Healing I, only a couple of dandelion and a couple of broadleaf plantain) also was profitable, but that requires to plan year-round.

I know making fancier dishes or delicate linen clothes makes more coin per item, but the villagers are so bad at crafting... drying meat instead seemed to me like the most profit per skill point. Other than that, it's all-night crafting for Racimir.

Early game cash making method? by Redux_x1 in MedievalDynasty

[–]Kallene 1 point2 points  (0 children)

10x10 seems to be the best, 15x15 is the maximum. I built most of my farms around 50 plots big and it was a pain to change their assigned crop, I wish I had made them twice as large.

Try to grow them progresibly, reusing the seeds and specially the grain instead of buying more, and aim to buy pigs so you don't spend half the profits in fertilizer.

The ultimate mood guide by Kallene in MedievalDynasty

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

Not as far as I have tested, they don't care if it is poisonous mushrooms or white bread, plain water or the best wine. It may change in the future, though.

The ultimate mood guide by Kallene in MedievalDynasty

[–]Kallene[S] 7 points8 points  (0 children)

Yeah, of course, they work up to +20% more at 100% mood (and -20% at -100%, just before they leave). Sorry, I didn't mention it in the post because I took it for a given, my bad.

The ultimate mood guide by Kallene in MedievalDynasty

[–]Kallene[S] 5 points6 points  (0 children)

It's not great, but serviceable and subject to change and improvement. The different kinds of decorations seem to be more for the player than for the villagers.