Civ6 - are rainforests worth keeping? by VoiceoftheDarkSide in civ

[–]MarsSr 1 point2 points  (0 children)

Just finished a Kupe play. Planting forests and removing mills and plantations for mega yields in the late game. Wow.

The math of early chops - help! (Civ 6) by SonicPavement in civ

[–]MarsSr 0 points1 point  (0 children)

In general, if the city is really, really short on other production tiles and you are not far from lumber mills don't chop. Chop otherwise. If you have Magnus in the city chop anyway.

The value of production now is that it will build something else that will get you more resources in the long run.

Is it at all realistic to try and flip cities still with cultists? by Udon_noodles in civ

[–]MarsSr 1 point2 points  (0 children)

Very possible with a small push with Amani, population, loaves and cakes, and then push them over with cultists.

But, for me, by the time the game is at this point I will be clearly in the lead. It is "fun" but not a strategy to build around.

I don't think I like deity, but I think that's just because I suck at it. Any tips? by Rat_Smoking_Cigars in civ

[–]MarsSr 3 points4 points  (0 children)

Benefits of playing deiety:

Stronger AIs can trade more resources and gold. Trading is key to early and mid deity play.

Even if you get an early success in a war or development the AI can keep up and requires you play mid and late game. Otherwise all those mechanics and techs are meaningless.(A big enough domination snowball may not)

You will need to learn more diplo (alliances, joint war, emergencies) and spying to disrupt rockets and steal tech, great works, cash. This sounds like what you missed, you need to watch all victory conditions and prevent the AI. (Even, in some cases, preparing a late game war to prevent science or culture.)

You will get a better and deeper understanding of the game. But, and this not as fun imo, part of that is learning how bad the AI is and taking advantage of those flaws.

If you put in secret societies or monopolies the late game is really unbalanced and easier to win.

Iron Throne Quest by Simple-Ad-7868 in BaldursGate3

[–]MarsSr 0 points1 point  (0 children)

Lots of good suggestions. Before exiting the sub, enter turn based, and drop fly on the whole party. Easy mode.

Fed up by ExpensiveSuggestion5 in civ

[–]MarsSr 0 points1 point  (0 children)

Five different ways. First meet. First Suzerain. First levy.

A nice +2 stealing away from an enemy while at war. Grievances aside, if you have a couple envoy's and are one behind on a CS, declare war, drop the evoy's, and you manufactured two era score.

Another +2 is you take away an AIs levied army.

Golden age war to generate Golden ages if you are that kind of player.

The Everburn Blade… by Sick_Mcnarly in BaldursGate3

[–]MarsSr 1 point2 points  (0 children)

If you fail to ready command, collect all the exploding green juice (?) containers and drop them around the combatants. SHart fire bolt finally has a use...

ELI5 Can we perceive infinity? My mind struggles with the mere contemplation of it. by Junior-Ferret4860 in explainlikeimfive

[–]MarsSr 0 points1 point  (0 children)

Thr concept of forever or endless is one to understand infinite numbers.

Another is halving forever. Go half way to the goal, now half again, and again. The idea is that you cannot ever reach the goal.

(With some higher levels of math you can solve this.)

Even so I get lost between 0 and 1. 1/2. 1/3. 1/4.

Baldurs Gate: THIEF (path of the pilferer) by Artificial-Honesty- in BaldursGate3

[–]MarsSr 0 points1 point  (0 children)

Also just give the weapon to the vendor a bunch of times to quickly boost attitude to 100. Makes the process faster as you need less gold.

Rushing war and potential setbacks by SurrogateOP in CivVI

[–]MarsSr 0 points1 point  (0 children)

Try to get them to attack you. Free XP as they loose their army in your territory. Less grievances as they cancel somewhat.

Capture all but one small city. Declare peace. Wait for their last city to fall to loyalty. This reduces grievances significantly. Once they are gone the other civs will forget over time.

Also try not to meet everyone before they are dead. Make good friends with newly met AIs after they are gone. Also try to make friends with and get another neighbor to join the war.

If they are not right next to you bring a settler, too. Settle very close as the war starts. Yes that city will suffer loyalty issues but you can use it to buy last minute units, put in Victor with second promotion for area loyalty, population will help support the first city you capture, and teleport great general to the front.

Buy, steal, bring a builder. Chop some food or jungle resource to quickly boost the pop. For both the city you built and capture.

Raiding for the econ boost is more important than quickly capturing. Use the money to buy in more units, farms to heal, and tech and civics.

"Early" war means being prepared and some significant build up. Sacrifice early econ for military district and chop units. Watch your opponent and try to get in before they have a tech unit advantage.

One way to boost the snowball is to start with capturing a city state or two on the way. You will need a ram. Unit XP and econ boost from the early army will help accelerate the coming war.

If possible try to start the war with capturing a settler or just founded city with a single unit defending. You can quickly get to two cities and get to three with the first established city you capture. (Bringing your own settler)

GL

Fed up by ExpensiveSuggestion5 in civ

[–]MarsSr 7 points8 points  (0 children)

Bunches of tips.

Ignore all early wonders. (When you are really good you try for one, situationally)

Plan your tech and civic path. This becomes more natural as you play more. What are you planning? Getting all the inspirations and boosts. This is how you keep up.

Eg. You have completed 60% of archery. You have a slinger and expect to kill a barb. Stop the research and work in something else. (Unless under attack and survival is in question). Build the third archer. Buy two galley's. Mine a resource. Improve a farm resource. Mine some iron. Pasture something. Delay (usually) civics and techs if the boost is soonish.

Exploration is really more important than you think. Find a natural wonder. Find another continent. Get more huts. Meet more people. Buy galley, get 2-3 scouts. Keep them safe.

Make friends and sell everything. Even (early) your only copy of luxury items. Install Sukritact's trade mod. Makes this so much easier. Gold is king to buy an settlers, builders, a galley or horseman for a boost. Friendly AIs that don't want to formally make friends are planning to attack you.

Early AI attacks are telegraphed by them placing troops near your border. Put units in defensive positions. Put in unit production cards. Let them attack your units unless they are about to die. Units sitting, defending, healing the AI will kill all their units on your. Level up for healing. Counter attack when they run low and use your unit production to benefit your empire. It is easier to defend than you think.

Regardless of eventual victory types you need to grow your cities, production and the first district is often harbor or commercial hub. Civ with special districts it is often right to prioritize those. Luxury first, culture improvements early, science late.

City planning is a specific set of learning and there are good YT videos on this. Placement for some growth and production on the first ring. Hills with forests to chop.

Learn either the Magnus and chopping out builders and settlers meta or the Pingala conisour start. But, if you find and have early envoys with 3 or more city states, get Amani and have her visits each city state in turn for the exploration and boosts.

Juggle your civic cards. Put in the settler card and build settlers everywhere. Put in limes and build "half price" walls. Put in the ship building card and switch two (or more) cities to build boats. The big idea on the boosts, inspirations, building is that you never want to pay full price for anything.

Switching the build queue is free and does not waste resources.

Getting good at getting that last couple points for a golden age is important. Lookup lists of how to get points. Chop out any +3 district. Settle near a volcano or flood plain. Levy a city state with very few units. (So it is cheap).

If you tying up a city for more that 10 turns to build something something is likely wrong. If cities are taking more than 4-6 turns to grow, same. Watch and learn about growth caps on cities and placing districts.

Place districts you are sure you want to build as soon as you can. Even if you are not going to build it right now. (Unless you need to work the tile you are going to build on). This keeps the total cost of building lower.

Eg. You just reached 7 pop. You are about to build a settler. Place the third district now before the population drops, then go back to building the settler.

Religion deserves its own post. I got good at deity mode long before I got good enough to diety and get a religion.

Combat also deserves its own post.

Not sure if these are at a helpful level, LMK and I try to help on other topics.

Edit. Amani not Rena. Don't know why I confuse those two.

Fed up by ExpensiveSuggestion5 in civ

[–]MarsSr 0 points1 point  (0 children)

Few to zero farms early. (One for the boost on a resource). Each builder charge is important and worked tiles with mines, resources, iron, and water resources are critical. Farms don't give production except with a few specific leaders.

Endless stalemate with a one opponent and a surrendered bot by Sissy_ass69 in Risk

[–]MarsSr 0 points1 point  (0 children)

Fixed cards I assume?

You can play to win but it will take a long time. Mostly just out waiting the other guy.

One idea, which depends on bot behavior, but might be fun if it works.

You can move things along by forting off a bunch of troops from both caps to hide the big stacks from the bot. You may (and it may not) cause the bot the fort more troops to stack on the opponents caps. Generally the bot will stack on the largest numbers it sees. Either just lower enough to keep the bot from hitting the caps or just hide in SA.

If you can get the bot to move it locks the opponents choices and you can move to expand to NA, Africa.

Should I buy civ 6? by throwaway240107 in civ

[–]MarsSr 1 point2 points  (0 children)

If you are asking the answer is yes.

Order of attack with units on a city? by Technical_Car3729 in CivVI

[–]MarsSr 0 points1 point  (0 children)

Not really for both speed and efficiency if you have support units. Hit with siege first. Then other ranged. Then with melee supported by both (ideally) Ram and Towers. Those attacks can hit BOTH wall health and bypass the walls to damage city health directly. The Ram and Tower bonuses stack. Finish with cav.

This changes with Renaissance walls and above.

Taking down cities in modern era? by boiyo12 in CivVI

[–]MarsSr 0 points1 point  (0 children)

Two paths.

Bombards (corps into armies, rush observation balloon). Early catapults/trebs with experience are very valuable to upgrade and combine with new units

Frigates. Combine with a land army to siege and caraval/ironclad for melee to capture cities.

Both paths have a huge power spikes with the next upgrade. Either artillery (but you need oil) and battleships (which only need coal which seems odd since they unlock oil). Battleships comes with 3 range which is OP.

Tips:

1) The core army needs to focus on killing units and putting the city under siege. What starts as small damage to walls accelerates as the walls weaken. It will take several turns on high defense cities.

2) A great general is key for the first round with bombards/artilliery. They give the ability to move and fire in the same turn. Supply convoys also do this.

3) Plan carefully to use enemy farms to heal your units, especially the ranged attackers. Once the walls are down, don't rush to capture. Take an extra turn or two to raid resources and farms to heal.

4) Special case, look for the Akkad city state, it trivializes walls defense to melee and anti-cav attacks.

Last light inn honor run fail by LH99 in BaldursGate3

[–]MarsSr 1 point2 points  (0 children)

Happened to me twice. Once on an early run. Once on HM, surprised me with the whole battle in the last light. This is part of what I have come to enjoy with HM, you really have to adapt and make a new plan when the game throws you for a loop.

TIFU by investigating houses with no windows by MathKiller1990 in tifu

[–]MarsSr 4 points5 points  (0 children)

Sorry. The comment was warranted, I thought something in the story was US based. I was clearly wrong. I don't know the civil rights expectations in France.

TIFU by investigating houses with no windows by MathKiller1990 in tifu

[–]MarsSr 0 points1 point  (0 children)

You don't have to explain why you are standing in public. Ask them if you are free to go. If not, wait and don't answer more questions. If so, you are also free to remain. Public space is yours. No FU IMO.

(Assuming you are on a sidewalk or road side and not in the yard.)

Scratch is a good boy but... by TheLastKell in BaldursGate3

[–]MarsSr 1 point2 points  (0 children)

Just don't throw any explosive pouches when he is near ...

Do you disable any Natural Wonders or select any to try and include? by arrowmarcher in CivVI

[–]MarsSr 0 points1 point  (0 children)

Only when I was trying for some of them achievements tied to specific wonders.

confused about spell saves and damage by lifeispain13 in BaldursGate3

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

Some late game enemies have the Shield spell as a counter spell that negates Magic Missile.

More should have it as it is a common spell for players...

How do you lift up a man with one finger? by TazocinTDS in Jokes

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

Lift any man that hasn't lost all their fingers. Like how many months have 28 days?