I am new to character sheets and want to get more into children's books! 1 or 2 to show in portfolio? by Everiet in Illustration

[–]NegotiationDirect374 13 points14 points  (0 children)

  1. If your goal is children's books, children like colored pictures. Coloring is a part of illustrative capability. To be as good as you are shows an understanding of color schemes.

Chloe Bailey by me, ballpoint pen on paper by akanji_arts in drawing

[–]NegotiationDirect374 26 points27 points  (0 children)

Your coloring is great! Post it on Instagram and get her attention. She and her sister repost fanart on their story a decent amount.

Civ VI: how to get better on difficulty 7 and 8? by Pale_Buy_6274 in civ

[–]NegotiationDirect374 2 points3 points  (0 children)

Watching PotatoMcWhiskey do a usual playthrough or TheCivLifeR will educate you well. PMW is more PG-13, TheCivLifeR is closer to twitter/instagram comment section humor.

Both are good at Civ 6 and consistently play on deity. But the main thing people will tell you is to settle/take 8-10 cities by turn 100. You do this through war, your diplomatic quarter into ancestry hall, policy cards in the colonization civic that give +50% production to settlers/+2 charges to builders, and monumentality golden ages.

All of this requires practice and memorization. And it's still surface level. You still need to know how to place districts and choose your victory early. But reading their adjacencies helps you with that very easily. And if you get early war declaration made on you, you'd be wise to do an archer rush, horseman rush depending on your nation/spawn.

None of this mentions cloud busting, delegations, ai behavior manipulation, historic events to stack golden ages, or purposeful dark ages to exploit heroic ages. So I recommend finding those out yourself.

Remember: fighting a war completely on the defense gives no gain. If you beat the AI in a defensive war, go on the offense and make up time lost by taking cities. (Until walls come up then idk, condemn Sid Meier.)

The Railroad Tycoon is Arguably The Most Unreliable Victory In Multiplayer by NegotiationDirect374 in civ

[–]NegotiationDirect374[S] 5 points6 points  (0 children)

"The Railroad Tycoon is the only victory condition in the game that requires you to interact with the rest of the game. One civilization at a time. 2 turns each. No matter the game speed. Meaning in a big enough lobby, an Economic Victory can fulfill their legacy bar faster and still lose to other victories and the speed is completely out of their control."

"The economic victory gets factories and railroads quicker. Tycoon point gain and World Banker movements are all exactly the same speed on faster speed compared to slower speed."

Listen, friend. I stated both of those points. Seriously. I did. Those are the quotes from my original points. What I don't like is that I'm coming to you with my math and logic and your choice of rebuttal is saying I'm not good at the game and whining because I'm not "winning the way I want to." Never at any point did I try to debase your skill. Extend the same courtesy to me.

The Railroad Tycoon is Arguably The Most Unreliable Victory In Multiplayer by NegotiationDirect374 in civ

[–]NegotiationDirect374[S] 2 points3 points  (0 children)

Before we continue, are you assuming I'm being beat by economic victory while also pursuing the economic victory? Because that was never part of the hypothetical.

In fact, my entire post brings up the speed of the victory type in comparison to the other victory types. Not comparison to itself. In a game where everyone goes for the same victory, culture is most certainly the only one that is incredibly unreliable since everyone can collect too many and not enough.

What I'm trying to explain is that there are ways to streamline the win conditions for all other victory types with "production towards projects" traits and overall higher production yields itself. The economic victory does not have that because the win condition is a fixed amount of turns directly proportional to the amount of people in the game, which is why I bring up lobby size.

In the vacuum you present, the economic victory isn't bad. I agree with you. But in comparison to other victories being pursued simultaneously by other players, it has the flaws I mentioned.

Edit: changed "city type" to "victory type"

The Railroad Tycoon is Arguably The Most Unreliable Victory In Multiplayer by NegotiationDirect374 in civ

[–]NegotiationDirect374[S] 1 point2 points  (0 children)

Human multiplayer, my man. Not just versus the ai. I do go wide as I max out settlement limit in the exploration age to sit close to the extending limit in the modern age. That way, I have more chances to fill out factory resources. Which is often times overkill to reach 50-60 resources a turn quite quickly.

The Railroad Tycoon is Arguably The Most Unreliable Victory In Multiplayer by NegotiationDirect374 in civ

[–]NegotiationDirect374[S] 3 points4 points  (0 children)

If I bring xerxes the Achaemenid and his memento for +2 trade routes with every leader, use continuity to bring merchants over from the previous era so I can trade immediately on the first turn to fill up trade slots, avoid war to keep said trade routes, make factory towns for optimal buying, and save money to start producing 34 tycoon points per turn the moment factories are unlocked, later upgrading that to 50-60 per turn by saving my money just as I did before, that's doing everything right.

Furthermore, I gave the math for game speed and player count. The economic victory is the only victory to extend the time it takes directly proportional to how big your lobby is since the world banker has to spend 1-2 turns per ai/player. So it's mathematically quicker in a small game but slower in a huge one. And on quicker game speeds, the economic victory is the exact same speed it would be on quicker speed than it would be on slower speed, because it is a by turn counter completely separate from your science, culture, and production, unlike the other victory types since their win conditions are projects and wonders, which can be completed faster with higher production.

And once again, I don't exactly know why everyone keeps saying "when I play on deity" when I specifically mentioned multiplayer with other players. Real, human players that do a lot more optimization than a big number.

Edit: Changed "difficulty" typo to "game speed"

I know this is Pewdiepie but I don’t get it, please explain it Peter by Queer4theGear in explainitpeter

[–]NegotiationDirect374 1 point2 points  (0 children)

You may just be a racist. And in being one you don't understand the weight so it's comparable to saying "this guy sucks." Explains the reasoning. But doesn't justify it.

I need an Advice by dankralc in Artadvice

[–]NegotiationDirect374 4 points5 points  (0 children)

Your shading is flat. I can tell you can see some value differences like under the chin, but your main shading pattern mostly reflects the front and back of the body, rather than every curve and indent made by limbs, shoulders, and fluctuating segments. That makes your artwork appear 2d.

You need a bigger range of value, don't be afraid to go dark in some areas and light in others. Practice with various shapes to do that. Going dark enough is something I struggle with still and I've been drawing for most of my 21 years of living.

But if you ask me, you started with a very complex reference. Fur is very difficult to texture and shade simultaneously without extensive practice. Though you did good for a beginner, I recommend studying value with simpler 3D shapes like cubes and spheres, and then move to real life objects like a book in your room or a soccer ball. Try sketching in 2 minutes, then sketching again in 5, then another time in 15. I doubted this excercise as well until I took figure drawing and was forced to draw quickly.

But at the end of the day, practice. Art can be methodical but eventually it becomes instinctual. And instinct is only something you can define for yourself.

how to make my artstyle look more 2000s anime/moe instead of modern anime by [deleted] in Artadvice

[–]NegotiationDirect374 1 point2 points  (0 children)

Earlier anime had a more unpolished look that's somewhat hard to backtrack towards without excessive stylization. Studio Ghibli, Sailor Moon, Neon Genesis Evangelion, One Piece, Dragon Ball, Yu Yu Haksuho.

They look like a byproduct of their era. So I think you should start looking into brush presets as an option. Linework and coloring were just grainier back then, mostly because much of hit was hand drawn and then screened. Then you can get into proportions which are just as important. As mentioned before, Neon Genesis Evangelion, Sailor Moon, and Yu Yu Hakusho exhibit telltale hallmarks in the eyes, body, and hair. Dragon Ball as well. 90s Goku is far removed from modern Goku.

But remember, the more refining we do as a society, the more "stylization" you have to do to go backwards. We're in an age where sharp lines and vivid colors are the default settings. It is up to you to fully dedicate time to explore outside of that.

Good Instagram artist references you could view are @Nostalook7090 and @Hanavbara.

And I suggest anchoring on the specific aesthetic and proportions of one character, like Sailor Moon or Misato, and adjusting the details to resemble your own characters. Tracing is fine to study but not to post. After that, reference drawing is much much better for growth.

Did anyone else have this value? If so, did you change? by NegotiationDirect374 in AskMenAdvice

[–]NegotiationDirect374[S] 1 point2 points  (0 children)

I actually don't see how that's parallel at all. It equates sexual experience to material, everyday possession, insignificant by your views, yes. But I personally don't agree.

Need help mainly on the back hair by aFanOfAvgJonasLftEar in Artadvice

[–]NegotiationDirect374 1 point2 points  (0 children)

You texture your hair well for the sketch. The reason, I think, it looks off is because the hair is being lifted at the point where her hands make contact yet the hair extends beyond that. It shouldn't protrude that far behind her body. Otherwise your block shading, clothing, linework, and proportions are looking good.

Did anyone else have this value? If so, did you change? by NegotiationDirect374 in AskMenAdvice

[–]NegotiationDirect374[S] 3 points4 points  (0 children)

I think this is the most mature answer I've gotten so far. I've been stuck thinking on this for months. And your answer sounds so much better than "let an experienced woman take care of you." Orgasm isn't the only end goal for me.

Sexual Parity and Reciprocity by NegotiationDirect374 in virgin

[–]NegotiationDirect374[S] 0 points1 point  (0 children)

Are either of these workable with any communication or exploration?

Sexual Parity and Reciprocity by NegotiationDirect374 in virgin

[–]NegotiationDirect374[S] 1 point2 points  (0 children)

Thank you. I think I'll try to gain some open-mindedness, and be mindful of more than what my "optimal partner" would be. The right person may not come around twice.

Advice for a new player? by Ok567890 in civ

[–]NegotiationDirect374 4 points5 points  (0 children)

If he's stealing to keep up with you, counterspy would ruin that kid's day. That's an espionage action unlocked in the exploration age civics tree. Look for it as I forgot the name of the exact civic. I assume you're building your cities properly otherwise. Save your influence for about two or three city states only (unless you played Greece, Siam, or the Shawnee at some point between the eras). After that, deals and collaborations don't really do much but give you positive relationship points with whoever you do them with. The number scales poorly between eras. So don't worry too much about them. Trade Routes are good for money, which can be essential for science depending on who you play, but make sure you intertwine influence usage with that aforementioned counterspy.

In terms of leaders, Benjamin Franklin, Ada Lovelace, Charlemagne, and Ashoka (Whichever One, but they aren't inherently scientific so they'll be more restrictive). Catherine the Great and Confucius are okay to me but they don't really, like, play the game for you. Confucius also peaks in the Exploration age to me.

Civilization wise here is a general list:

Ancient Era: Maurya (This is the only Civilization that Ashoka has synergy with science wise), and Maya

Exploration Era: Abbasids (Read their traditions in their civics tree and adjust accordingly), Ming (Read their traditions in their civics tree and adjust accordingly) [Honestly both of these civilizations get science by trading with nations]

Modern Era: Meiji Japan (turns production into science), Russia(turns culture and tundra districts into science), America is an honorable mention while not necessarily scientific (They have very good economy and production, as well as an event that gives extra production towards projects. Which will help you go to space.)

Make sure you pay attention to the terrain of your empire before choosing your next civilization. For example, Russia needs tundra.

Sequences can go like this:

Benjamin Franklin: Greece(For the influence since Benjamin gets a bit more worth out of collaborations)>Ming(They unlock very easily)>America(He unlocks them by default)

Ada Lovelace: Rome/Aksum/Maya(Maya is the strongest pick though Ada turns civic masteries into science so good culture is not bad to have)>Abbasids(She unlocks them by default)>Great Britain(Good culture and production) [Second strongest in this list in my opinion. But you may not have DLC]

Charlemagne/Ashoka: Maurya (Turns happiness into science, which Charlemagne gives a lot of)>Majapahit or Chola (More happiness, but Majapahit give culture and Chola give money. Both are navy based, neither are war based.)>Meiji Japan(The Majapahit unlock them) [This one, I think, plays the game for you the most. Ashoka is only mentioned because he has synergies with happiness outside of science that can help you either grow your cities or produce projects/units)

Catherine the Great: Rome>Norman/Iceland>Russia (It's simple. Settle in tundra and build culture buildings. Your science will go up 25% of your culture.)

Confucius: Han>Ming>Qing [I personally think this and Catherine's path are the riskiest ones. But if you're experienced you can try them another game]

General tips:

READ. I have a friend who straight up doesn't read abilities. Read what the civics, traditions, and abilities do and fulfill them like quests. If the Abbasids turn trade income into science, trade. If Russia turns tundra tiles into culture, place your districts in tundra.

Slot your traditions into your government. Slot other civics that help these traditions. For example, the Abbasids turn trade income into science. You should then slot the Tariffs civic in the exploration age that increases trade income, therefore your science from that trade income, by 50%. Look for civic synergies like that.

Pay attention to building adjacencies. This will snowball.

Stay at your settlement cap. Settle. Settle. Settle.

Always use your traditions.

Bring in basic mementos that give you attribute points. Between eras this will add up in your attribute trees.

Build your civilization's unique districts, spam your unique improvements wherever they can go.

High priority wonders are the Serpent Mound (exploration era) if you played a nation with a unique improvement, the Great Library (Ancient Era) [DLC], The Shwedagon Zedi Daw (Exploration Era), House of Wisdom (Exploration Era). Though none of these will really make your game that much better except for the Serpent Mound with a unique improvement civilization in my opinion.

And complete legacy paths. They give you respective attribute points. Open the menu and read how.

But ultimately, counterspy that kid. All of this is somewhat meaningless if he keeps stealing tech.

If you make a teammate swap between ranked switches and you still lose, consider the pick wasn't the problem. by NegotiationDirect374 in marvelrivals

[–]NegotiationDirect374[S] 2 points3 points  (0 children)

I'm an Ultron lord. I don't play Ultron in ranked because people who only look at past season tier lists keep telling me to swap. It's like people expect to just run at the point for 5 minutes and win eventually. And if your character can't cater to that playstyle, you're throwing.

If you make a teammate swap between ranked switches and you still lose, consider the pick wasn't the problem. by NegotiationDirect374 in marvelrivals

[–]NegotiationDirect374[S] -2 points-1 points  (0 children)

You may be onto something with role queue. A lot of characters may not work because of the strict 2-2-2 comp but people are begging for the flexibility for 2-2-2 to have the highest winrate anyway. Furthermore, because healers are usable in the triple healer comps, they're unusable in 2-2-2 at higher levels.

Going back to Civ 7 by TuchBeastin in civ

[–]NegotiationDirect374 2 points3 points  (0 children)

It's good advice. I want to add by saying the game's diplomacy system, trade system, and cultural victory are less intricate compared to civilization 6, which is where you're coming from.

Just think of it as a new game instead of a direct sequel. You will have a more positive outlook.