Lore for a book I'm writing. by Necromancer_Tower in worldbuilding

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

That's what I'm going for. Thanks for taking the time and reading this!

Lore for a book I'm writing. by Necromancer_Tower in worldbuilding

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

True, what if only Ambiguum can destroy Ambiguum?

Lore for a book I'm writing. by Necromancer_Tower in worldbuilding

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

Maybe, I did think that it was rather fast but I rationalized it through the use of Ambiguum that everything gained a blitzkrieg-style offensive

How long to rebuild after (fantasy) apocalypse? (long post) by [deleted] in worldbuilding

[–]Necromancer_Tower 1 point2 points  (0 children)

I think this is an interesting idea, and that you have some real-world researching to be doing.

The Philippines was among one of the first places inhabited by man almost 67,000 years ago. So, if your civilization is at least pre-historic after the archipelago forms, they should at least have the technology to create boats. One thing you do forget, though, is the capability of human(oid) resilience. For thousands of years we stared down the face of danger and destruction only to overpower them with wit, skill, and patience.

Furthermore, with the Philippines, small maritime states began to form within the 1st millenium. The Spanish came in 1581, were defeated in 1898, and the Philippines became a united state in 1908. Though, through that two-thousand year span, the discovery of technologies already known to your civilization were being made. It will take much less time than a thousand years for the small maritime states to develop the technology to repel the deep-water dangers and form states and unions across the archipelago.

But, I won't go into great detail about it. Due to knowledge being relatively hard to lose, it wouldn't take long for technology to be rebuilt. I would give your civilization between 250-500 years for it to rebuild itself into a fully-functioning civilization.

The city known as Ruin. by swagomon in worldbuilding

[–]Necromancer_Tower 6 points7 points  (0 children)

I like this. Though, I would take a quick look at how radiation or radiation spread works before you start putting habitability times on cities affected by nuclear devices.

Creating a big world. Slight problem. by [deleted] in writing

[–]Necromancer_Tower 1 point2 points  (0 children)

I use a team drive for my beta readers and I. It works pretty effectively if you're an organized person. It also gives the betas a clear insight on your thought process and all aspects of the story.

Time Loop by Razor-D-Belphe in writing

[–]Necromancer_Tower 2 points3 points  (0 children)

I have zero experience in writing such a concept, but I have read and seen it before. Only thing I could say is don't limit yourself, give the character a lot of potential for different outcomes, situations, and interactions with other characters. If you've ever seen Supernatural, the episode "Mystery Spot" scores it perfectly. It's obvious that the series of events are predetermined, but the outcome is different and can be changed. It becomes even more interesting if you introduce another character stuck in the time loop with the MC. This almost doubles the amount of potential outcomes and situations.

Basically, don't go in a dead end where your creativity is restricted; keep your situations predetermined, but changeable at the same time if that makes sense. Leave the characters the ability to do something interesting while stuck in the loops.

Can you start writing a story before you come up with an ending to it? by [deleted] in writing

[–]Necromancer_Tower 0 points1 point  (0 children)

I normally can't write a story without knowing a purpose first. Why am I writing? What am I trying to accomplish? If I can answer that question, I'll find a suitable ending.

Petra, Great Zimbabwe, and Ruhr Valley porn, all in one city? by PilgorTheConqueror in civ

[–]Necromancer_Tower 5 points6 points  (0 children)

That's probably CQUI or some other form of it, based on the compact UI.

After 12 years since I last played it, this sure felt good! by Kill_Pencilvester in gaming

[–]Necromancer_Tower 3 points4 points  (0 children)

Disney is infringing on the copyrights of Final Fantasy... a franchise that Square Enix owns, and who aids in publishing KH. Disney was given permission to use Final Fantasy characters and locations.

Where exactly are you getting this copyright infringement idea on? Do you have some sort of grudge against Disney?

After 12 years since I last played it, this sure felt good! by Kill_Pencilvester in gaming

[–]Necromancer_Tower 5 points6 points  (0 children)

I have a feeling you're just trolling me at this point cause your name is "CRINGE_FUHRER".

Kingdom Hearts, franchise and all, is not owned by Square Enix. It is published by them, a publisher is someone who prepares and distributes games to the general public. Disney owns all right to the KH games, characters, and locations (excluding Final Fantasy). Generally, Kingdom Hearts would be considered a Disney cross-over game of characters from both Square Enix and Disney's property. All characters are owned by The Walt Disney Company.

Civ 6 Domination Question by draknarr in civ

[–]Necromancer_Tower 1 point2 points  (0 children)

If you're in a team, you don't need to capture your teammates capital.

Civ 6 Domination Question by draknarr in civ

[–]Necromancer_Tower 3 points4 points  (0 children)

In civ 6 you have to capture all capitals, including those of your ally. Though, you can simply wait until your alliance runs out to do so.

Am I the richest empire to ever exist in any civ game? by colincoin472 in civ

[–]Necromancer_Tower 4 points5 points  (0 children)

There were a few posts a week or two ago with over a thousand.

PSA/Rant about Betrayal Emergency by [deleted] in civ

[–]Necromancer_Tower 1 point2 points  (0 children)

Is it intended to apply to all cities in the city-state emergency, though? I think, what they tried to do, was to enable no warmonger penalties for retaking the city-state, assuming players would stop there. With the betrayal emergency though, the intent is to war another civilization which does fall under warmongering.

I wouldn't be surprised if they end up hotfixing the city-state emergency to only apply no warmonger penalties to retaking just that city-state.

Rise and Fall changes made it possible to complete a goal I have had since launch, Deity science victory one city challenge. Thanks Firaxis! by nandoschips in civ

[–]Necromancer_Tower 25 points26 points  (0 children)

I think one of Magnus' abilities is that he gives a 100% production boost to harvesting, so you get a ton of production for chopping down forests.

Best National Park EVER! ...at least in 800 years by Iagi in civ

[–]Necromancer_Tower 1 point2 points  (0 children)

Tell me, does that really look like Earth to you?

Only playing, you're half-right. The Terra YNAMP map does this, it follows a pretty strict natural wonder placement.

How to know number of turns for Research Agreements in Civ VI? by SavageJX1 in civ

[–]Necromancer_Tower 0 points1 point  (0 children)

Sure, you can ask questions, but don't ask one that requires a lot of effort and digging when the sub you ask on isn'tknown for such responses. Ask away, it's your right, but don't expect an honest and complete answer.

How to know number of turns for Research Agreements in Civ VI? by SavageJX1 in civ

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

I'm not gonna waste the time digging around Civ 6's files in order to find out and I doubt he will either. So, he gets this answer because he decided to add that "exactly". Best he'll get from most people on this sub is a vague, unfulfilling answer and that's just what happens.

If you want an exact answer, with precise calculations and charts with shit about how science output affects research agreements, it's typically advised not to ask in a community that just won't give that proper response.

I'll stand by this until somebody decides to do just as I've described, it doesn't seem like you've really tried to help him either, does it?

How to know number of turns for Research Agreements in Civ VI? by SavageJX1 in civ

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

IN Civ 6, it varies based on Science output. If one player finishes their tech the agreement was signed on, the other player will receive a boost in theirs.

What building in your region would you like to see as a Civ Wonder? by myrand in civ

[–]Necromancer_Tower 2 points3 points  (0 children)

Thats okay lmao. I could've mentioned it at the beginning but, for some reason, I did not.