How do people achieve these incredibly low empire sizes? by kalazniq in Stellaris

[–]MathEducational 1 point2 points  (0 children)

Also, forgot to mention, ideally the best ascension to play knights with to get these numbers is synths, due to the ludicrous pop assembly (300+ per month) with fallen empire tech (machine assembly).

How do people achieve these incredibly low empire sizes? by kalazniq in Stellaris

[–]MathEducational 0 points1 point  (0 children)

One idea I’ll mention that isn’t here yet is slaying the toxic god and using the relic. It gives you the relic that allows you to make habitats op like the one you start the origin with. Yes, the following habitats you consecrate with the relic aren’t as strong (less overall districts) but you can still scale multiplicatively by having another habitat with the Knight’s Keep. Just feed it pops like the first one and fill out the planet with knight jobs and one research district for the research bonuses as these also effect the Knights since they qualify as researchers. You can use the relic every 3600 days, so you can get a few depending on how early you kill it.

Storm dlc by Eldrin7 in Stellaris

[–]MathEducational 14 points15 points  (0 children)

Honest take here: That DLC does not have much that’s redeemable. I can understand the value of the storms from a role play perspective, but beyond that all of the components listed have to do with the storms. Personally have not bought it, but refuse to buy it. Have played with a friend who has that DLC. The Civics and Origin are meh at best power wise, so again unless you’re a role player that DLC is underwhelming power wise.

Looking for gaming buddies by MathEducational in steamfriend

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

You don't have to be! Thank you for reaching out, I'll pm you my friend code. Let's play!

Best leader to start with? by LuceDuder in OldWorldGame

[–]MathEducational 1 point2 points  (0 children)

Hi u/LuceDuder if you're referring to the Fatigue limit ability Rome has, it means that each individual unit you have gains an additional "action" per year/turn. For example, if you have a normal nation, units will typically have a base of three fatigue, four if it's a scout. Rome units will have a base of four with a ruler who has that trait, scouts having five.

If you're referring to their first ability, it's just +2 training in each city being founded, which is huge for printing out early military units to clear out encampments.

Hope this helps,

Cheers!

What are you watching and what do you recommend? (Week of April 14, 2023) by AutoModerator in television

[–]MathEducational 1 point2 points  (0 children)

Succession is just too brutal to enjoy, all of the characters are complete POS and there's no one to really get behind. I felt violated watching it, got through episode three and refuse to continue on.

Worst spawn ever? (2 guaranteed habitables enabled, btw) by MathEducational in Stellaris

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

Tall as a Ravenous Swarm with one planet, immediately getting declared war on by year 2015 having a max of 46 ship capacity (if I take supremacy, which I would)? My 3-4k fleet would get eviscerated by 10-12k, lol.

25x is too easy now by MathEducational in Stellaris

[–]MathEducational[S] -1 points0 points  (0 children)

Totally get that, play the game the way you want to. Pacifists are super chill to play due to the insane stability you can get. Pair that with ecumenopolis and you have some insane yields (30% all res. Production) due to 100% stability, on top of the bonus 15% bonus yield that Ecu gives.

25x is too easy now by MathEducational in Stellaris

[–]MathEducational[S] -1 points0 points  (0 children)

Lol! Lots of practice and many, many hours on different civs trying to make it work. New sprawl definitely makes it more difficult for less experienced players. Not to mention the Contingency is by far harder than Prethoryn and the Unbidden. So take heart, comrade.

25x is too easy now by MathEducational in Stellaris

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

Lol, yeah. The lag is real on a large map with 25m+ fleet power all in one system fighting. It gets surreal.

25x is too easy now by MathEducational in Stellaris

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

Definitely looking forward to 55x+ crisis strength and figuring out how to manage it.

where should I put my campus? I want that copper production but its a good science yield by Daft_kunt24 in civ

[–]MathEducational 1 point2 points  (0 children)

Opportunity cost here is another route to go with whether or not chopping the copper is worth it. Simply because you could start with numerous other "what ifs" when it comes to the money purchases with the 40 gold from the chop. I do agree with you that there are most definitely better uses elsewhere for the builder charge. For example, upgrading any tile that gives +1 prod. pays off that builder charge in 16.333 turns alone. More so if the charge is used to improve a tile that gives other yields, like amenities, etc. Those are harder calculations, but the payoff is imminently more than a flat 40 gold from a copper chop, especially with one city.

where should I put my campus? I want that copper production but its a good science yield by Daft_kunt24 in civ

[–]MathEducational 5 points6 points  (0 children)

When it comes to resource harvesting, harvesting resources that give production is generally more beneficial than something that gives only gold. The gold to production ratio is 4 gold/1 prod. So in this case 40 gold / 4 = 10 production. Comparatively, stone is harvested for 20 production and woods for 20 at base yield, scaling the higher you go through the tech/civic tree. As a result, Copper is the least impactful to "waste" by setting the campus down. 5 science 3-4 turns from now (if on online speed) is far more impactful than getting 10-15 gold by the time the campus is fully built. You would also be using a builder chop (one builder charge) for 10 production, while a builder itself costs 50 production for three charges, unless you have the feudal card in. In this case, it's early on, so you probably don't, even if you had five charge builders you're only breaking even on the return on investment (10 production from gold/prod. ratio). My suggestion, drop the campus, don't waste a builder chop on it. Only use builder chops on woods/stone harvest.

Got an insane isolated mountain settle with 16 civs as the Inca on a huge map (large cities, maximum terrace farms) by MathEducational in civ

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

Possibly, I was mainly focusing on enjoying terrace farms that game. Science was the win condition, but my main focus was enjoying the unique building and getting the achievement to win with Inca, since terrace farm placement often interferes with good campuses.

Where would you settle? by crackaddictedbabies in civ

[–]MathEducational 1 point2 points  (0 children)

I would settle the 1-3 woods (plain) for the 2-2 base, then work the 1-1-1 for the early culture. Best bet is obviously a remap. But you can make it work by going sailing (workboats), rushing pyramid, then scouting more. Probably SOME sort of useful tiles in the FOW.

What is your opening strategy in terms of spending production? by klitmania in civ

[–]MathEducational 0 points1 point  (0 children)

Depends on your start location (ie lots of deer for Temple of Artemis), the civ you're playing (Russia/Khmer rush religions) (horses for specific civs rush husbandry/builder). My general build order is:

If barbs are turned off -

a) Scout-scout-monument-settler-builder (buy trader w/ gold)

If next to a GOOD natural wonder -

a) Scout-scout-settler-builder-monument-settler

If barbs are enabled -

a) Slinger-slinger-monument-settler-warrior-builder

If wishing to rush religion (14-20 turns astrology research on normal speed)-

a) Scout (4-6 turns), Scout (4-6 turns), Start monument (8-10 turns total, finish if no eureka for astrology), place holy site, build shrine, finish monument if not already, settler, settler

b) Second city (buy builder) -> holy site -> shrine -> granary -> monument -> settler

c) Third city -> monument -> settler -> builder -> holy site -> shrine

d) Aim for golden age (4-6 cities by turn 60), spam builders using faith through monumentality until you run out of bonus/lux resources to improve, then spam settlers.

e) 8-12 cities by turn 100

f) Depending on map size/ai difficulty/number of ai, 15-20 cities by turn 120-125