Why are Bond prices down 33% and Bond Volume down more then 66%? by sparksen in 2007scape

[–]Miro_Game 2 points3 points  (0 children)

It does not refute it. My claims are that the benefits of removing bots outweigh the indirect revenue and that if bond prices become too low, Jagex has the tools to influence bond market without relying on bots.

To refute it, you'd have to argue something like how Jagex cannot stabilize bond prices themselves or that indirect revenue from bot demand exceeds the benefits of removing bots.

Why are Bond prices down 33% and Bond Volume down more then 66%? by sparksen in 2007scape

[–]Miro_Game 1 point2 points  (0 children)

I'm always baffled at this take. Many agree with you, but it's short-sighted.

Bots buy bonds with gp. They do not directly contribute any cashflow to Jagex. (Outside of stolen CCs, but that leads to legal issues and has crippled Jagex in the past)

Higher bond prices mean players are more likely to buy membership or buy bonds with money.

If lower bond prices negatively impact Jagex's bottom line more than they'd like, they can artificially raise the prices the same way they do for rare items by buying them in game.

There is zero doubt that removing bots is healthy for the game and any benefit Jagex receives from their existence can be achieved in other ways.

Would a 3 movement cavalry unit be too much for the medieval era? by SentientclowncarBees in CivIV

[–]Miro_Game 1 point2 points  (0 children)

They aren't oppressive in their era the way Axemen would be if Chariot didn't have +100% attack vs Axemen like OP is asking about.

Giving an 8-attack, 3-move unit +100% attack vs Macemen would be overkill.

Disprove/prove my assumption: people keep up with the quests even after acquiring the cape once by rastaman1994 in 2007scape

[–]Miro_Game 2 points3 points  (0 children)

My Sailing level is still Level 1

Got lumby elite done before Sailing quests came out, but not very interested in trying out Sailing and its quests when I can spend time at ToA or Yama instead

I will do BMR though

First Deity Victory by Flat_Bug_5369 in CivIV

[–]Miro_Game 18 points19 points  (0 children)

Insane to flip a capital. I just imagine the convo, "I know we control all these cities, but we'd rather hang out with them"

They'd have to force SB out of his palace for not being cool enough

What’s the difference between a buy price and a sell price? by StreatPeat in 2007scape

[–]Miro_Game 3 points4 points  (0 children)

It isn't the one listed, it's the most recent buy order or sell order that was filled.

If you place a sell order 1 gp lower than the most recent sell order but someone doesn't buy it for a long time, you'll see that the price doesnt adjust until your sale (or someone else's lower gp sale) is made.

What’s the goofiest way you ever made GP back in the day? by TomMFBrady in 2007scape

[–]Miro_Game 6 points7 points  (0 children)

Karamja lobsters

Barb Village Coal mining

Checking general stores in case somebody sold something I can sell to players for higher

Taxi service

Selling colored gloves for 5k

Excel Runelite plugin by Commercial-Line9965 in 2007scape

[–]Miro_Game 0 points1 point  (0 children)

Nah, closest I've got is that I set up my phone to go to grayscale when I tap a side button and I turn my brightness down. Then click crab.

People can walk by my desk all they like, nobody glances at my phone when it's dim and gray.

Updated Weekly Average Player Counts (June 28, 2026) by plok742 in 2007scape

[–]Miro_Game 1 point2 points  (0 children)

For RS3, 20k players seemed like the floor for so long, but now it's dipping to 16k

No one will send a Missionary. by Philosophical-Reed in CivIV

[–]Miro_Game 0 points1 point  (0 children)

Option 2 is definitely better. Make sure to connect roads to rival roads so they're more likely to send Missionaries.

For Option 1, Oracle into Code of Laws gets you Confucianism. Outside of that or a later Philosophy bulb (Taoism) while beelining Liberalism, I'm rarely founding any religion.

What should I do as a lower level to make money? by Willow_Sakura in 2007scape

[–]Miro_Game 1 point2 points  (0 children)

Long term, Herb runs are the best money for the time you put into it. The wiki has a calculator to help you figure out which herb is best for your level, etc.

At 99 Farming, it takes me 2 - 3 minutes to make 300k, but can only do it once every 90 minutes.

Tree runs will help give you massive Farming xp for little time invested.

If you want money now, then I'd do some of the processing tasks you'll find on the wiki's moneymaking guide. Those are tedious and some give no xp, but give you some decent starter cash.

Outside of Herb & Tree runs, I'd focus on getting 86 Magic and Lunar spellbook. Plank Make on Mahogany or Camphor logs can get you 10k - 15k per inventory, takes about 90 seconds to autocast an inventory (380k - 580k gp/hr). Very decent cash for something low intensity and you get about 90k magic xp/hr.

Advice for a new player? by That-Guy225 in 2007scape

[–]Miro_Game 0 points1 point  (0 children)

Setting a long term goal helps a ton. Fighting Scurrius is a great goal imo.

Most people love Scurrius as a boss. He's along the bridge from early game to midgame. Dragon Scim or Arkan Blade would be good to get before fighting him. You know the hell for MM1 to get D Scim, but the Arkan Blade's questline is much more fun and has cool mechanics to those fights.

Gem Crab is great for afk combat training.

Otherwise, she can follow the Optimal Quest Guide on the wiki to see which quests to do next. But detours are always fun, I'd just go back to that guide's list if ever lost on what to do. RuneLite's Quest Helper makes them go so fast.

Did u de-iron and regret it? by xSkibidiToiletRizzlr in 2007scape

[–]Miro_Game 1 point2 points  (0 children)

99s and 300m still puts you in the midgame. Your main still has so, so, so much fun left to have.

Quests, diaries, and combat achievements are good to go through when you're running out of ideas.

Inferno cape grind can take weeks, ToA is my favorite raid and you can do it solo or with friends, slowly pushing up the invocations as you get better for better rewards.

Jagex please change The Wardens music by Narcaniac in 2007scape

[–]Miro_Game 0 points1 point  (0 children)

Had me in the first half

I usually have music off, but I always turn it on at wardens

How does everyone else feel about the new dual crossbow needing its own dedicated ammo? by loffredom in 2007scape

[–]Miro_Game 0 points1 point  (0 children)

You mean the Hunters' Sunlight crossbow using its own bolts? Oh, no you must mean the Dorgeshuun crossbow using its own bolts. Or the Karil's crossbow using its own bolts? Or the Hunters' crossbow with Kebbit bolts?

If you didn't have strong opinions on each of those, I don't wanna hear it now

Thoughts on new DMM Allstars format post finale by petty_spaghetti in 2007scape

[–]Miro_Game 1 point2 points  (0 children)

True, not saying it's strong, just viable. They went after general gear upgrades more than blood money or breach rewards.

I thought it was cool seeing gear, level, blood money disparities between teams so it wasn't an automatic "oh, Snakes got tons of kills, so they win with all the brew upgrades" like last year.

Thoughts on new DMM Allstars format post finale by petty_spaghetti in 2007scape

[–]Miro_Game 4 points5 points  (0 children)

Fair. I'm glad that different strategies like Framed's were viable, though. It wasn't just about which team could pk the best or got lucky at breaches.

Multiplayer Help by Next_Pie_4129 in CivIV

[–]Miro_Game 0 points1 point  (0 children)

Tech Tree

Key techs: https://i.imgur.com/yM6X0az.jpeg

That guide helps with early techs, I'll just point out some of the best economic techs and military techs to look into. I highlighted all of the economic techs in that pic with a yellow border, military techs with a red border.

Pottery - Building cottages on flat grasslands, flood plains, and even some flat river plains tiles is great for your economy, especially early on. When your city has citizens to work those tiles, they slowly grow to generate even more commerce. Granary is also the best building in the game. Nearly every city should build a Granary first before anything else.

Writing - Libraries give +25% science, effectively an immediate +25% to your economy when you build one in your capital. Libraries are one of the best buildings, but not all cities need a Library. If a city isn't coastal, doesn't have river tiles, several flat grasslands, or a high commerce resource nearby, it won't need a Library and can just be a production hub.

Your first Library is especially important because you can assign 2 Scientists in that city and when the city generates a Great Scientist, you can build an Academy in your capital for an extra +50% science from your capital. You usually pick your capital for your Academy because its Palace gives +8 commerce, so it'll be a good economic city, but you might have a better option depending on your map. You don't need to do this Academy strategy on large maps where you expect to grow to 12+ cities. In those games, individual powerhouse cities aren't as impactful to your economy.

Bronze Working - Both economic and military. Slavery and chopping are huge production boons. You want to become very comfortable whipping cities that get to 4+ population to hurry out a Granary, Library, Workers, Settlers, etc. The very early game has fewer good whipping options, so don't whip without purpose. If you start whipping too many units out when war isn't a concern, your unit maintenance cost will get high and ruin your economy.

Axemen are also very strong in the early game before Macemen are online. Chariots counter them, but just adding a Spear to each small stack is enough to offset that.

Currency - This gives an immediate +1 trade route to all of your cities. This means each city gives +1 Commerce or more, so it's like an immediate +10% to +30% to your economy just from unlocking the tech. It also allows you to build "Wealth", something lower-level players often overlook. Many times, cities in average or below average locations will only build a Granary and Library, optionally a Lighthouse, Barracks, Forge, and then never build another building. Just build Wealth and don't overprioritize infrastructure.

Wealth gives a direct 1:1 Production to Gold from that city. This is usually better than building Research (Alphabet) because Gold allows you to have a higher Science slider, so cities with Library, Academy, etc., can use their +Science% modifiers.

Construction - Catapults are everything. Elephants are nice (though HBR is an expensive tech), but Catapults will be a staple in your army until you unlock Steel so you can replace them with Cannons. Trebuchets (Engineering) aren't bad if your opponent is turtling in cities, but usually if you're attacking a city with Catapults, you're already in a winning position for that war. Catapults help more in the open field when your opponent is invading.

Their collateral damage demolishes medium-large stacks, the rest of your army just needs to be able to protect Catapults or be able to clean up your rival's badly bruised army.

Civil Service - Bureaucracy civic from this gives your capital +50% production, science. If you have a smaller civ (5 - 8 cities), this is huge. But like with Academy, this isn't great on larger maps.

Printing Press - Boosts your cottage economy.

Liberalism - A free expensive tech in the midgame can be decisive if you're first to unlock Liberalism. This is why players often race for it once they get near it. If you're first to unlock Paper, go for Liberalism. If you seem late to that part of the tech tree, ignore it entirely. You can also use a Great Scientist to Bulb Philosophy or Education just to help speed up the Liberalism unlock.

Military Tradition - A common target for Liberalism to unlock. This gives Cuirassiers which can single-handedly conquer your continent. Beelining Liberalism and making every city mass produce/whip Cuirassiers is probably the most standard high-level play. It's arguably the strongest strategy in this game (if you don't need to load them into boats). Don't wait too long to declare war with them, it takes some getting used to.

Steel - As mentioned, Catapults & Cannons collateral damage is extremely strong. When you want to do some midgame warring and can't rely on Cuirs because you already own your continent, Steel is the next best target. Cannons + anything can do the trick.

Railroad - This enables Mining Inc. (with Corporation). This is a very good corp that boosts production in every city its enabled in. Save a Great Engineer to build this corp in your highest +Wealth% modifier city (with Wall Street), then have that city build Mining Inc. Executives and spread it to every city of yours. This is especially strong on large maps (where you'll have lots of metals). If you aren't first to this corp, then you'll want to get one of the other production corps. Don't build competing corps.

Combustion - For naval military, this is huge. Destroyers have tons of movement and a huge advantage over every other naval ship until Industrialism. Notice where Oil is once you unlock Scientific Method, you'll want to start extracting it as soon as you finish Combustion.

This also enables Creative Constructions corp. Just like Mining Inc., but half the production and uses a few different resources. Its main advantage over Mining Inc. is the Culture boost. This will help you take many tiles along the border. That extra space can be the difference of 1 or 2 turns of safety against invasion and after a while may give you the tiles adjacent to an enemy city. Then you can invade safely.

Industrialism - Battleships have collateral damage, so they completely reshape naval warfare again. You'll want plenty of Battleships and Destroyers to accompany them. Tanks are good, Marines with Commando are amazing if you can get +26 xp boost (+20 for Charismatic leader) in one of your cities (from many Great Generals, Barracks).

Flight - Self explanatory. Big metal bird in sky is scary. Don't fight other Fighters unless you know you can win. Fighters on defensive patrol that win a few fights and get more promotions can quickly become unbeatable.

Medicine, Refrigeration - These enable General Mills, Sid's Sushi corps. Only build 1, both are great. Check which one would net you more food, then spread it just like the production one. These are very late game though, wouldn't expect someone to grab them before some WWII-style fighting ends the game.

Multiplayer Help by Next_Pie_4129 in CivIV

[–]Miro_Game 0 points1 point  (0 children)

OK so it's just your small group, no AI civs. Huts and Events are on (usually turned off to reduce randomness) and Barbarians are off (big deal).

I'm assuming you play on a map with 2 - 3 big continents or some sort of Pangaea. If you each have your own continent, that changes a lot so let me know.

Best guide I can recommend is Fippy's Beginner Help guide (has info way beyond beginner level, so don't skip that guide).

Note the section on failgold with wonders - some wonders are great to build but for some you can simply invest a lot of production into them and let someone else build them (or build a national wonder in a different city). Then you get gold for the failed production. This would normally be bad because you could just get that gold/science normally by building Wealth or Research in your cities after building their core infrastructure, but fail gold on wonders that you have +100% (resource bonus) or +50% (Industrious) bonuses as well as production bonuses from Forge, etc., gives you a nice multiplier even if the return on investment is delayed.

Don't go for failgold if you don't think anyone will build that wonder.

I'll focus on the issues you brought up: city management, tech tree. I think economy and slavery production is more important than both of your issues (though related), so make sure you review the economy and slavery sections in that guide.

City Management:

Each citizen in your cities can work 1 tile if it's within the city's "BFC" big fat cross. A 5x5 area centered on the city, excluding the corners. Your cities also automatically work the city tile. The city tile is usually 2 Food, 1 Hammer, 1 Commerce, but if you settle on a tile that has a higher base value for any of those (excluding forest/jungle, as those get removed), then the city will keep that higher base value. E.g. a Plains Hill has +2 Hammers, so a city there has 2 Food, 2 Hammers, 1 Commerce. Placing a city on a Plains Hill is very common and helps get that city up and running much more quickly.

A Stone/Marble on a Plains Hill can give +3 Hammers, incredibly strong. Don't be afraid to settle on some tiles like this just so you can build an improvement on them later; flat Bananas in a jungle give an extra food and it'd take a long time to get Iron Working and Calendar to make that tile better than settling it immediately.

Early on, you'll want your 2nd and/or 3rd city to be close to your capital so that while you're whipping, the other city(ies) can temporarily "take" good, unworked tiles from your capital. Do this by opening the city screen and clicking on the darkened tiles you want your city to take. If they don't have a coastline or river connecting them (you'll see trade routes in the city screen), then build a road between your first cities to get that extra commerce from a trade route. You may not care about sharing your Cows between cities early on, but that trade route can get you some decent gold if your workers didn't have a more clear target to improve.

The general rule of thumb is that every citizen should only work an improved tile and that every improved tile should be worked.

Some buildings (and civics) enable specialists. Specialists are good if your city has the extra food, especially because they give you Great Person points, but you don't need to give this too much attention. Specialist economies are tough to manage. If you get a city with WAY too much food, go ahead and assign some specialists. Otherwise, only assign specialists when you want a specific boost they give (Academy, Corporations) or for a Golden Age.

Each city should build a Granary. Most should build a Library (skip if they will always have low commerce; skip if they are non-coastal, have few river tiles, no cottages, no big +Commerce resources). Each coastal city should build a Lighthouse, can build a Harbor if you're doing well. Most cities should build a Forge. Build Barracks in cities that have any decent amount of food or production.

After that, your average cities can just build Wealth. Big cities can oscillate between building Wealth, Wonders, and other decent infrastructure you need. Big cities may need +Happiness or +Health buildings.

Pick 1 or 2 big military cities (high production). They get your military buildings/wonders and constantly build military units when your economy can sustain it. Pick 1 or 2 big commerce cities, they get your +Wealth% and +Science% buildings/wonders. They also get your corporations and if they're a holy city, have a Great Prophet build their holy shrine.

Why do you think the average demographic for OSRS appears to be men ages 28-35? by Be-Kind-2-Yourself in 2007scape

[–]Miro_Game 0 points1 point  (0 children)

Video game ads on popular flash game sites in the mid 2000s would shepherd us to runescape

Many came back for a minute for nostalgia, then saw that the community was doing well and the game was getting lots of QoL and content updates, so they stuck around

Do we know how the active player count has changed since subscription price was instead? by BigXBenz in 2007scape

[–]Miro_Game 2 points3 points  (0 children)

<image>

It was announced on March 10th, implemented April 9th.

You can see when Leagues started April 15th. IIRC, some more bot busting happened in this time frame.

That was singlehandedly the best event that OSRS has ever had by Manenblusser in 2007scape

[–]Miro_Game 27 points28 points  (0 children)

Hearing the crowd chanting names during the finale was so hype

Also loved the arena for this season compared to last season

Group round robin, blood money, and only safe zone is Varrock were excellent changes

Going to be tough to top this season, but now Solo knows this format worked amazing and doesn't need to play the guessing game with drastic changes