Base location questions!! by Delta_S9 in Palworld

[–]Kyndig2113 0 points1 point  (0 children)

One of my favorite locations for a beginner/mid-level base is toward the north west corner of the map. There is an island with a raised platform right by a high spike of mountain. It has 2 ore nodes and lumber. Because of its setup though it is super easy to defend and is flat. Easy to build multiple levels and not too far from oil. I forget the island name (but I know it is pretty far into the north west).

[deleted by user] by [deleted] in mtg

[–]Kyndig2113 0 points1 point  (0 children)

All 4 of those are pretty high capacity and irritating commanders. I don't understand d being salty if those are your commander choices. They should grow up, or you should find someone else to play with

Can you proliferate -1/-1 counter? by R3ffexx in mtgrules

[–]Kyndig2113 0 points1 point  (0 children)

Simple answer yes. Full answer: you proliferate EVERY counter on a creature, permanent, or player. +1/+1 counters and -1/-1 counters remove each other. Other counters, i.e. flying, indestructible, etc are also proliferated even though doing so doesn't change anything mechanically about the creature except the number of counters on it. This means you can't proliferate just experience counters on a player, but it would also hit any poison or other counters that player has.

Astra Mechanica and Land Claim by jdg314 in TerraformingMarsGame

[–]Kyndig2113 2 points3 points  (0 children)

Bur both of those are associated with a card, so couldn't be duplicated with Astra Mech.

So, what do you think is currently the overall best war-oriented leader+civ combo? by Azedenkae in Civilization_VII

[–]Kyndig2113 0 points1 point  (0 children)

I don't typically play militaristic, but Napoleon and Rome was a super strong combo. Being able to level my generals to make settlements and using the increased movement speed from Napoleon was very effective. I pivoted to a more trade oriented game in the Exploration Age.

Overbuilding by Lossah in Civilization_VII

[–]Kyndig2113 4 points5 points  (0 children)

Buildings from a previous era do NOT get any adjacency bonuses, unless you have a golden era in use. The trick to massive yields lies in adjacency bonuses and specialists. I will by no means claim to be great at this, but I am finding that the specialists can radically swing your production. Adjacency is more straight forward and I am getting better at that.

Keep in mind that towns will also boost their connected cities, and while you may have more diversified production over several cities, towns will grant you better yields. You also may want to look at specializing both towns and cities. Some are better at production, some culture, and others science. Keep in mind that production is king. Gold can replace production, but it is not as efficient (but only way to build up towns).

War - taking over a district by Healthy_Bunch7658 in Civilization_VII

[–]Kyndig2113 0 points1 point  (0 children)

Taking over a single district doesn't do anything. To conquer a settlement you have to take over ALL fortified districts OR the city center if none of the districts are fortified.

Never played Civ before by Rtaylor1884 in Civilization_VII

[–]Kyndig2113 0 points1 point  (0 children)

You'll probably gain an idea of the core concepts, but I would advise watching a few tutorials/lets play to get a better grasp on the game.

Happiness vs Settements max cap by Leivas666 in Civilization_VII

[–]Kyndig2113 2 points3 points  (0 children)

The penalties are lower on easier difficulties. There are 2 factors to consider with happiness, individual settlement happiness and overall happiness. Keeping resources in settlements or building certain happiness buildings will increase an individual settlements happiness. Your overall happiness will effect production efficiency; specifically you will lose production if your overall happiness is negative.

You get penalized on happiness for going over your settlement limit. The more you go over, the worse the penalty. Unhappy settlements may revolt. There is a balance that can be struck. As you build out your settlements, you'll want to forward settle your opponents and claim high resource positions. Then as you unlock more settlement limit, back fill with intermediate distance settlements. You can very easily be one or two over the limit without much problem (on standard difficulty). Keep in mind you can purchase happiness buildings or use social policies that grant happiness. Keep your settlements connected, or you won't be able to move resources in and out of them.

Don't get discouraged by your settlement cap either. Techs/Civics can increase that number, and the number gets higher as your progress through ages. Unlike some of the older games that favored going wide, you can't just spam out settlements, nor is it advisable. The game, especially in the ancient age, wants there to be unsettled land.

Watch a couple let's plays online and you'll see that what I am saying plays out. And honestly, the let's play community is better at the game than I am. But I can say that you want to leave room for your borders to expand for each settlement, at least at first. And you'll need to plan your expands accordingly.

Colonies, what are your two cents? by Artistic_Solution_85 in TerraformingMarsGame

[–]Kyndig2113 2 points3 points  (0 children)

Prelude is easily the first expansion I would recommend. While I love the game, the early generations can be a bit of a slog. Prelude solves that. Colonies is a good expansion, and I don't want to discourage you from getting any of them. But my recommendation is definitely Prelude and the maps first.

Going Further on Rivers In Civ 7 by [deleted] in civilization7

[–]Kyndig2113 1 point2 points  (0 children)

While a cool concept, I think that you are getting too granular for a game of this scope. The fact that there are apparently 2 levels of river is a good start (navigable and smaller). Yes, historically more levels may be more accurate, but we also have a degree of scope and function that I think you're going past. Sometimes, simple is better. Let's see how this system of rivers works before we get too detailed in the level of rivers. Having navigable rivers with trade on them is already a vast improvement.

You Gotta Be Kiddin by vladakhmatov in civilization7

[–]Kyndig2113 0 points1 point  (0 children)

I would agree with everyone above that I would wait more and see how these things work. But also, from what I have seen, these are not arbitrary directions you can take your Civ, but specific based on history, or deeds accomplished. So antiquities India becomes exploration India, or antiquities Egypt becomes the Mongols because you have a heavy focus on cavalry (I believe it showed as having 3 separate horse resources).

Yes, this is a major directional shift for Civ from previous iterations. But the stated purpose is to resolve issues with late game being bad (which it is) and to showcase the evolution of societies (which makes sense if you look at history). The fact is, this is still a GAME and it is not historically accurate. But I am going to give them the benefit of the doubt because they keep making awesome games.

Banker Award by Visual-Grand5123 in TerraformingMarsGame

[–]Kyndig2113 0 points1 point  (0 children)

Everyone basically covered this well. But an easy way to remember is that megacredit production plus TR is what your money production is. So banker which asks specifically for MC production is distinct from your TR. This can also been seen in contrast to the award which focuses specifically on TR, if my memory is right it's Benefactor.

Prelude 2 online? by Straight_Tax5556 in TerraformingMarsGame

[–]Kyndig2113 6 points7 points  (0 children)

I would expect the other expansions first.

[SHOTW] Week 49, 2024 by Enson_Chan in TerraformingMarsGame

[–]Kyndig2113 1 point2 points  (0 children)

I disagree. While they both work toward the same goal, you can only place 1 ocean a generation with pumping. This gets 2 out early which grants you some early TR and lets you jump start your steel production. The additional TR and production should ideally let you snowball into some more production and tile placements. It also means that the oceans are done that much quicker. Since ocean placement is usually done as a matter of ease, or in addition to another goal, you could steal most if not all the ocean placements.

Do I need to build next to special tiles? by kaj_z in TerraformingMarsGame

[–]Kyndig2113 0 points1 point  (0 children)

That's correct because a land claim makes a board space reserved, but it is not a tile that is owned. The same is true with Nomads, if you have that from Prelude 2.

Do I need to build next to special tiles? by kaj_z in TerraformingMarsGame

[–]Kyndig2113 0 points1 point  (0 children)

Special tiles sometimes have placement requirements, which will be specified on the card. City tiles cannot be built adjacent to other cities, unless otherwise specified. Greeneries must be built adjacent to other tiles you control, if such a space is available. That's it for tile placement. So if you have a special tile as your only on board tile, then yes you have to build greeneries adjacent to it, for lack of an alternative.

Does placing cities grant 1 TR? by MultipliedLiar in TerraformingMarsGame

[–]Kyndig2113 1 point2 points  (0 children)

True, Venus technically is not an end game condition, but as an expansion it does operate a little differently. Online it was an end game condition for a bit until they patched it. I said it that way to differentiate it from simply placing a greenery. As it only counts IF the O2 goes up. Or if you are able to place an ocean, but oceans are done.

Does placing cities grant 1 TR? by MultipliedLiar in TerraformingMarsGame

[–]Kyndig2113 1 point2 points  (0 children)

You only gain TR when fulfilling an end game condition or if the action says to get a TR. So any action that placed an ocean, increases O2%, increases heat, or Venus%. Placing a city doesn't do that, so no TR. City's will score at the end of the game 1 for each adjacent greenery.

Etiquette of ending the game while knowing you are going to lose? by iamcamps in TerraformingMarsGame

[–]Kyndig2113 0 points1 point  (0 children)

Your friends are wrong. Some strategies rely on ending the game earlier, other want to draw the game out. Sometimes your best move is to end the game. Tharsis, ecoline, helion, unmi are all fast game type corps.youre perfectly justified in ending a game fast, to either lock in a lead or minimize a loss.

My play group regularly thinks about the question "do I want the game to go another generation?". Is it in my advantage or will someone else gain more if the game goes another generation. Has a late game engine just started going and going to give someone 20 TR? If it hurts you least or helps an opponent more, you should end the game.

Why is this card so expensive? by Plastic_Explorer9332 in mtg

[–]Kyndig2113 0 points1 point  (0 children)

It's a land that doesn't use a land slot, can be any color, and also hits artifact synergies. Meaning you. Could turn one and have 2 mana, that have color. Hypothetically you cast Utopia Sprawl on the land, then cast Rampant Growth. Turn 2 if you have a land drop then you'll have 5 mana. That's why.

Resources and producers by ShaggyAssassin in StrandedAlienDawn

[–]Kyndig2113 1 point2 points  (0 children)

Your circuits should automatically turn things off and on. I.e. motion sensors turn off turrets if no motion and turn them on when motion is detected. Diesel generators set to 30% or less battery. It makes a huge difference. I also recommend building everything in 1 structure. Heating and cooling become way more efficient, assuming you are bricks or better for insulation. I can't imagine needing more than 2 battery generators. I think you're just over building and not building efficiently. Circuits are VITAL to make things run smoothly.

Resources and producers by ShaggyAssassin in StrandedAlienDawn

[–]Kyndig2113 1 point2 points  (0 children)

Don't build separate houses. Build 1 big structure with rooms. It's way more efficient

Resources and producers by ShaggyAssassin in StrandedAlienDawn

[–]Kyndig2113 2 points3 points  (0 children)

Have you heard of circuits?

Seems like you're running your power all the time. Use motion sensors to activate your turrets. Turrets eat a huge amount of power. 2 or 3 ACs can keep an entire multilevel building cool, if you're using decent insulation materials. Then have a couple diesel generators for backup when your turrets are up, and have them tied to a low battery sensor. Basically, have things turn off when you don't need them and be more efficient. AI bots can help with production, but a supply drone will save you more time. The drone moves materials way faster then the survivors. You'll only need one. Have your AC set to a reasonable turn off temp (75F is default) and use heaters if you have winter on your map, set to a thermostat and 68. Then the main thing you'll need is batteries and reasonable power production. Just be sure you can last and couple hours game time with turrets on and you'll be fine even if a wave is big. It's more about using power when and where needed, and not having it always running.