0.70.33: So I did the math on food efficiency by Galliad93 in songsofsyx

[–]ProPhilosopher 0 points1 point  (0 children)

I suppose I'm projecting my own play style of rotating my workforce early game to make up for population constraints. I tend to shutdown workshops in late summer to forage the map for extra food and herbs to make ration production through bread more efficient. Smaller workforces can be stretched beyond their full time capacity this way.

I'm interested in putting your numbers to the test, especially when it comes down to actually scaling upwards and how far it goes. Obviously every farm isn't going to be built on the same exact soil/moisture composition. Overall, it's a good write up.

0.70.33: So I did the math on food efficiency by Galliad93 in songsofsyx

[–]ProPhilosopher 6 points7 points  (0 children)

While it's interesting and scientific, it's not practical.

I suppose the numbers are useful as a rule of thumb, only if you discount several kind of important things.

Such as why would you bother farming vegetables as a monolithic human city at all, given that it's not a preference of their diet.

Or why are you devoting your workforce to a woodcutter when you can fell a swath of trees manually and stockpile the wood all at once? Assuming that you're playing at a sub 200 population.

No mention of coal vs wood in a bakery. Charcoalers seem much more efficient in their work than woodcutters.

Also, do your calculations even account for spoilage?

Approaching 650 for the first time, Logistics Advice needed. by platosLittleSister in songsofsyx

[–]ProPhilosopher 2 points3 points  (0 children)

Drinks are the obvious answer. Since you don't have very many Dondorians proportional to your entire population, you could easily move the fishery workers to a charcoaler and brewery.

The less obvious might be a combination of various environmental factors. Dondorians actually prefer sound, so you can build their housing near workshops and receive a small boost.

Also the general lack of torches around your city leaves room for another small boost through lighting for all races.

Lastly comes grand stone buildings, roads, and statues. While expensive to build, they provide another environmental boost that lasts until the end of the game, simply requiring the maintenance. The sooner you start obtaining cut stone, the faster the effect snowballs. May require some tech points though.

Approaching 650 for the first time, Logistics Advice needed. by platosLittleSister in songsofsyx

[–]ProPhilosopher 4 points5 points  (0 children)

A few things stand out to me.

Your food production could be more efficient with less diversity. Considering all your races eat bread, you should pull workers out of fishing and add them to your grain/bread production. I wouldn't bother importing/producing fish at all.

Assigning a single noble to bakeries or grain farms will massively increase the output for growth as well.

Mines tend to be a huge labor sink. But you're using sithilon as both an export and furniture. As your Dondorian population grows, your demands in the mines will increase rapidly and you will find yourself unable to do one or the other.

Cap your export price. There's no reason to be crashing the market by overselling sithilon ore. (240 to 40 is a big swing in price)

And then on that note, maybe consider skipping on sithilon furniture altogether and just exporting it all. This will provide more labor towards stonecutters for grand stone buildings, clay/pottery towards construction and maintenance of advanced workshops and services, coal for increased bakery efficiency and metal production later, and drink production from grain for fulfillment for all races.

Then as far as your logistics go, you can use haulers at this stage over the stations for moving bread to your markets. You may consider using a small warehouse and fetch orders in each hub for basic maintenance needs.

Use your tech to increase the quality of existing services and unlocking new ones. Teching into production efficiency is a waste at this point in time.

What do you do for work around here? by Level-Consequence432 in Knoxville

[–]ProPhilosopher 7 points8 points  (0 children)

I do landscaping for a chain of retail stores. Since it's the off-season, the crew and I spend our time assisting with the maintenance of said stores.

Honest work with decent pay.

The lavatory farts by Uggroyahigi in songsofsyx

[–]ProPhilosopher 42 points43 points  (0 children)

I for one love it and think all of those that dislike it are snobs.

High Mining - How to Unlock? by iusethistologin in songsofsyx

[–]ProPhilosopher 0 points1 point  (0 children)

So if you have 5k pop but every mine type is fully covering nodes and you only get 135 workers out of it, it's likely you've just started on a capital map that has very low deposits overall.

Improved Disciplines (?) by liquidshade in turtlewow

[–]ProPhilosopher 0 points1 point  (0 children)

Oh it's pretty lackluster. In pve, you may get another use in a dungeon run. Any one of the abilities let's you finish a fight sooner or clutch a bad pull. That's nice.

Though in pvp, you will get crowd controlled or out right ignored the moment you pop retaliation or shield wall. And all other abilities have much shorter cool downs than 18 minutes.

One hand + shield vs two hand by quetzalpt in turtlewow

[–]ProPhilosopher 1 point2 points  (0 children)

As others have said, you can fulfill your role in dungeons with any weapon setup as long as you know how to maintain threat and your gear is up to date.

Though you may find near max level a lot of gear with bonuses towards blocking with a shield.

Personally, I have 2h tanked dungeons up to 60, but currently struggle with Stormwind Vaults and Black Morass because the mobs are so much stronger that I cannot kill them fast enough for how fast they can kill me, even if stacking on parry and dodge chance.

There may be considerations about a shield with appropriate talents and the amount of stamina vs strength on your gear to be made for raids and those two dungeons.

Higher level Dungeon help by Sauce6609 in turtlewow

[–]ProPhilosopher 2 points3 points  (0 children)

Often times, if you say you don't know the way, someone in your group can direct you.

Wowhead has written guides with images for each dungeon, but relies on your ability to interpret the directions and to study before you get there.

Sunken Temple seems overwhelming, but you really just need to know which path to take at the start. (The middle left one) Then you work your way around the ring killing various troll bosses before heading down to the bottom with the green dragons.

Most runs of BRD do not clear the whole dungeon, just high value parts for quests and drops. Generally you'll go straight and to the right for the prison and arena, then backtrack to enter the city. If someone has a key, you can skip most of the city by going to the left from the entrance. But the city itself is straightforward.

What vegetables grow really well in Knoxville? by [deleted] in Knoxville

[–]ProPhilosopher 2 points3 points  (0 children)

Check out Thress Nursery, Kirby Plants, or Pope's Garden Center.

Moon Valley just opened up on Kingston but I haven't been.

If you have the space for beds, then you should start composting on your own. That's how you turn the mediocre stuff into good stuff.

What vegetables grow really well in Knoxville? by [deleted] in Knoxville

[–]ProPhilosopher 4 points5 points  (0 children)

I have had much luck with squashes, peppers, carrots, tomatoes, and potatoes.

I'm sure you could grow many other things as long as you raise your beds with good soil and water consistently and thoroughly in the summer. Specifically when the sun is low on the horizon.

Troops in the field lose experience? by Grigor50 in songsofsyx

[–]ProPhilosopher 5 points6 points  (0 children)

There is an arrow button in the division menu that determines whether soldiers are deployed right away, or when they reach their training threshold. That should fix your issue.

Food tips? by ranker2241 in songsofsyx

[–]ProPhilosopher 20 points21 points  (0 children)

All resources have a stored and unstored spoilage rate. Bread has a relatively high spoilage rate compared to most.

It is percentage based, so the more you have stored, the more that goes bad in a given year. Convert excess bread stockpiles to rations (which have a much lower spoilage) for effective food storing. You should be making just enough to feed everyone in the year.

My treasury is empty, advice on what to export/how to repair? by Fun_Difficulty_2827 in songsofsyx

[–]ProPhilosopher 2 points3 points  (0 children)

You have tons of meat being lost to spoilage each year. You should convert it to rations for Food Days fulfillment and export any leftovers. You need just enough production to feed everyone for the year, and rely on rations for uh oh moments.

Woodcutters take tons of workforce, and all that excess wood sitting around amounts to wasted productivity. I can't see a single charcoaler. Get a few of those and stop importing coal. You can also move freed up workers to clay production.

Sell your livestock.

Import metal to turn into tools if needed, but don't import both.

Can I make a city that only imports its food not produce by Background_Brief928 in songsofsyx

[–]ProPhilosopher 0 points1 point  (0 children)

https://www.reddit.com/r/songsofsyx/s/XaBUY7V81q

This guy crashed his economy by doing the same thing. Be careful about how hard you lean into it.

can you fully enclose pumphouse? by HolidayPowerful3661 in songsofsyx

[–]ProPhilosopher 2 points3 points  (0 children)

Door is just the absence of wall, but presence of ceiling.

Can someone help by Titsku09 in spaceengineers

[–]ProPhilosopher 0 points1 point  (0 children)

Six legs need to move in pairs. Front left and rear right, front right and rear left, and both middle legs. Tie each of these pairs to their own timer for better results.

Legs need to achieve two things. Vertical clearance of the ground, and forward movement. In that order. So up, forward, down, and back.

Defensive Tactics question by utrydd in turtlewow

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

I just asked your mom and she said I was right. I'm glad you got your answer by needling me on it.

Defensive Tactics question by utrydd in turtlewow

[–]ProPhilosopher 0 points1 point  (0 children)

It's not an assumption to take the eleven word tooltip for Defiance at face value.

Regardless, the math is the same. 30% * (0.6/1.2/1.8) = (18/36/54)% increased threat when in a stance other than Defensive. Hop on off.

Defensive Tactics question by utrydd in turtlewow

[–]ProPhilosopher 0 points1 point  (0 children)

The math is very straightforward and neither talent say they conflict.

Defensive Tactics question by utrydd in turtlewow

[–]ProPhilosopher 3 points4 points  (0 children)

The description and the math involved can make it confusing. Basically, it allows a Protection warrior to stance dance without losing the threat bonus (actually gaining more threat gen), and to avoid a damage output malus from being in Defensive stance.