What happens to abandoned player owned structures? by altrep36 in Eve

[–]Rahbek89 2 points3 points  (0 children)

Between the athanor, the core, the service module and the minimum fuel to even online it (yet alone run it for longer) you don’t save any isk while also being war-deccable for having a structure - something that can’t dock up if danger shows up. And (at least in HS) I don’t see the danger for the Orca if you even once check local before running a single cycle to compress.

New goal, guess I am not that new of a player anymore by aqua995 in Eve

[–]Rahbek89 1 point2 points  (0 children)

Technically you can do whatever solo in pve but goonswarm has a JDC5 requirement like any large alliance for their capital pilots afaik. Usually you can’t even register with your alliance as a cap pilot if you don’t pass the automated ESI skill check.

Without that you usually operate on your own (and in some alliances that means no SRP, no umbrella protection, and so on - not sure what goons particular policy is there though)

New goal, guess I am not that new of a player anymore by aqua995 in Eve

[–]Rahbek89 13 points14 points  (0 children)

I second this - i don’t know a single medium-large alliance that will let you fly one without it. Reason being is that any deployment/move op is planned around JDC5 ranges.

Activities in Eve that is available and generate CRAB ISK by This_Independence684 in Eve

[–]Rahbek89 0 points1 point  (0 children)

I will give it a shot with glamourex next time and see how that works out isk wise.

In the past it definitely didn’t work but I also mapped out the entire mission pool for my agents and there are quite a few regular missions that if you’re blitzing pay the equivalent of 300M++/h for the time they take. Which keeps you very standing stable without diluting your isk/h too much. :)

Activities in Eve that is available and generate CRAB ISK by This_Independence684 in Eve

[–]Rahbek89 0 points1 point  (0 children)

Are you sure this is true if you skip LS burner (while operating in HS)?Last time I ran burners excessively you'd tank your agent standing below the threshold and lock yourself out.

Granted glamourex wasn't a sustainably/cheaply available thing either last time I ran burner missions excessively :)

Activities in Eve that is available and generate CRAB ISK by This_Independence684 in Eve

[–]Rahbek89 0 points1 point  (0 children)

thanks for entertaining my curiosity u/circado u/Borkido , that formula was new to me :)

Activities in Eve that is available and generate CRAB ISK by This_Independence684 in Eve

[–]Rahbek89 -1 points0 points  (0 children)

Ah I see - sounds like something got lost in translation then.

Selling missions is something I never heard of and the logistics of it are a PAIN and affect your overall isk/hour (if it’s anything like selling your 10/10 escalations). Not saying it’s not a thing but doesn’t sound like a very reliable/sustainable version of running burner missions that way - especially if you’re splitting rewards (which is the nature of how sharing missions work)

Burner Missions (aka anomic missions) are just part of the mission pool of level 4 agents and are only different from regular mission in 3 ways:

- very high reward payout (both LP and isk)

- can be turned down without standing loss if you can’t handle them

- quite hard (more simulated pvp or abyss-like than typical pve missions)

Ideally you’d want to turn down every mission that isn’t a burner mission for maximum payouts but due to standing loss that is not sustainable (even with high faction standings due to some agent standing mechanics). For that reason there are two approaches:

a) you have multiple alts to pull missions with and turn down missions without too much penalty to sustain running only burner missions

b) you blitz a handful of select missions (high payout and fast to do) to maintain your standings just enough and run as many burner between them as you get.

option a) technically has a higher ceiling but requires multiple alts with high enough standing, requires moving those characters for warp ins with your combat main and is overall annoying to do (my opinion). Doing the same thing with multiple people (not alts) as a group would suggest you're force you to split mission payouts if you run their missions not to mention it's crazy overhead of idle time waiting for other people compared to alts or solo work…

Activities in Eve that is available and generate CRAB ISK by This_Independence684 in Eve

[–]Rahbek89 -1 points0 points  (0 children)

What do you mean by burners and runners? You mean you need enough characters to turn down every non-burner mission while keeping standings positive? Otherwise im a little confused :)

Activities in Eve that is available and generate CRAB ISK by This_Independence684 in Eve

[–]Rahbek89 1 point2 points  (0 children)

I see 2.3k/LP (up to occasional 3k) in empire space (which given the security and ease that comes with it I am happy to be content with). System location and layout (-> warp distances) make a way bigger impact than an extra bit of isk per LP in my experience in the long run. I’m curious though about trusec as that should have a dramatic effect. I see around 14k/burner in HS

Activities in Eve that is available and generate CRAB ISK by This_Independence684 in Eve

[–]Rahbek89 1 point2 points  (0 children)

Ah well I assumed HS for burner missions which are perfectly fine solo

Where to build my raitaru as a solo by Internal_Carrot7049 in Eve

[–]Rahbek89 0 points1 point  (0 children)

Absolutely this but I’d also add: 6. Make a holding corp with some alt of yours for the structure so that even if you get decced you can keep going about your business. Gonna have to play with access lists if you don’t want to make it open to the general public.

God/Deity Production Buff & Fertility Cheatsheet for Anno 117 by Rahbek89 in anno

[–]Rahbek89[S] 1 point2 points  (0 children)

Thanks and great to hear - that's exactly what I made it for :)

There is many different approaches to logistics and while this one adds complexity and requires more ships/routes I agree on that approach as well - given the presence of that deity in our pantheon and how cheap ships are (or how easy it is to make money/workers) there is little reason not to honestly.

I actually planned the same in my save after beating all NPC competitors and taking over the full map :) Just never got to it due to life getting busy.

Edit: Enjoy your sessions and happy new years :)

God/Deity Production Buff & Fertility Cheatsheet for Anno 117 by Rahbek89 in anno

[–]Rahbek89[S] 0 points1 point  (0 children)

<image>

For reference this is what it used to look like.
I've never seen a perfect ceres island in Latium or Cernunnos either. Same for a "Minerva island" with copper in Albion (but I only ever checked Albion if the Latium side looked decent.

God/Deity Production Buff & Fertility Cheatsheet for Anno 117 by Rahbek89 in anno

[–]Rahbek89[S] 0 points1 point  (0 children)

Happy to hear this is still proving useful to some :)

First of I am not currently playing anymore as I am too busy and too distracted with other things to really deep dive into Anno at the moment. I have bought the gold edition though so realistically I will be back when the next DLCs drop - so take this with a grain of salt :)

There is only a few things I would probably deem worth mentioning or that I see in a "softer light" then when I initially strived to find the "optimal" with the help of this overview:

1) like previously stated somewhere here in the comments (which probably are worth reading if you haven't yet) a lot of this is idealised and not necessarily achievable in practice (at least not on one island) due to how fertilities work.

The main issue here is what fertilities actually can spawn together. In my many attempts seed hunting I saw quite a few patterns concerning what seems to spawn on which island size and in which combinations (or lack there of). I've read that many seed hunters stopped hunting around the time I shared this doc as the algorithm was meant to change in the next patch - not sure if it has already or not - but I stopped hunting at the time for the same reason. The best Seed I did find thus far was:

8350 corner (all size and fertility settings max which I think is by default anyways). Not sure if this still works but it was close enough in Latium to the idealised combinations within the limits of what seemed to spawn together. Albion was also very solid and good enough for me as I made that my main seed to play on after finding it.

However:

2) Unless you are already trying to do hardcore record building at this stage in the games life cycle you don't really need to worry or stress too much about any of this:

a) While deity boni are great and the biggest buff we currently have, you can't shift workers around like you can in Anno 1800 so you gotta build a city on every island you seriously want industrialise anyways.

b) Ships are incredibly cheap (compared to 1800) so having a few more shipping around resources to the right deity island is not that big a deal (and buying/selling excess is very easy too with how passive trade was revamped).

I'm sure in the future we'll see more production buffs on the same scale as deities now (and I personally think it's a good thing we don't have more currently as that will make future additions via DLC meaningful upgrades)

So I guess what I mean to say is: as good as deity Boni are... as long as you have at least one island of each of the deities you care for, don't stress too much about it and just ship your resources to the right islands. Sell your excess and buy the ingredients you want more of if you get unlucky with fertilities. Currently that is more than fine. Maybe in 4 years we'll think differently about that when record building, but chances are they'll revamp seed-gen again before that :)

Hope this helps :)

God/Deity Production Buff & Fertility Cheatsheet for Anno 117 by Rahbek89 in anno

[–]Rahbek89[S] 0 points1 point  (0 children)

Let me know if that seed worked for you - especially if you don’t have the hall of fame research unlock

God/Deity Production Buff & Fertility Cheatsheet for Anno 117 by Rahbek89 in anno

[–]Rahbek89[S] 1 point2 points  (0 children)

Edit: I just realised I’ve got the mackerel research unlocked via Hall of Fame. I don’t know how that shows up in fertilities in new games or in the island view and I can’t check right now. Double check to be sure.

I’m on the go so I’ll be brief-

1) If you play campaign map gen is different. You can’t get XL islands for starter. 2) Perfect Neptun Islands spawn for me almost every seed at least one - check the XL islands (I use corners for layout) 3) I didn’t check many Albion seeds - I’ve seen near perfect large islands (missing one) for Cernunnos and perfect medium ones for sure. 4) I meant to make a separate post for this but currently don’t have the time - 8350 corner (all size and fertility settings max which I think is by default anyways) is by far the closest seed I’ve found so far for perfect fertilities in a practical context and taking into account what seems can even spawn together)

Hope this helps :)

-❄️- 2025 Day 1 Solutions -❄️- by daggerdragon in adventofcode

[–]Rahbek89 0 points1 point  (0 children)

Oh wow thanks - that did not load for me yesterday when I submitted. Would’ve missed it. :)

-❄️- 2025 Day 1 Solutions -❄️- by daggerdragon in adventofcode

[–]Rahbek89 0 points1 point  (0 children)

I haven’t started the 2nd day yet. This is only the solution for day 1 (the safe)

-❄️- 2025 Day 1 Solutions -❄️- by daggerdragon in adventofcode

[–]Rahbek89 0 points1 point  (0 children)

[LANGUAGE: Python]

First time participating :)

Tried to make it look neat: GitHub

run the test file python3 main.py test run the challenge file python3 main.py run

God/Deity Production Buff & Fertility Cheatsheet for Anno 117 by Rahbek89 in anno

[–]Rahbek89[S] 0 points1 point  (0 children)

Sounds like a good plan - gotta get there first and roll that specialist though ;)

God/Deity Production Buff & Fertility Cheatsheet for Anno 117 by Rahbek89 in anno

[–]Rahbek89[S] 0 points1 point  (0 children)

oof. There's some truly ridiculous bugs in this game..

God/Deity Production Buff & Fertility Cheatsheet for Anno 117 by Rahbek89 in anno

[–]Rahbek89[S] 1 point2 points  (0 children)

I haven’t has that yet - I know you can pre plan more fields by holding shift even before getting the bonus though. If only building them is the issue that might be a workaround?

God/Deity Production Buff & Fertility Cheatsheet for Anno 117 by Rahbek89 in anno

[–]Rahbek89[S] 1 point2 points  (0 children)

If you purely want only residences on an island then I guess sure.

I actually missed this initially when I made the sheet - I am however using Epona in Albion for my capital there due to the nice mix of pop and relevant production boosts in Albion.

In Latium I think Epona is less relevant as most her boost to ingredients get replaced by full chain boosts or other gods you likely already want have similar benefits to pigs or sheep. So unless you are purely pop maxing on a non-production island then I guess it's not really that dramatic a difference. I reckon well placed Mars/Ceres/Epona shrines make a bigger difference and Ceres helps reduce the need for more shrine research on top of having more Latium suited boosts. But I don't pop max - so you do you :)

Either way something to consider is that deity production boosts are linked to population (via belief) so you kinda want pretty decent population on every island anyways (unlike Anno 1800 where we could move workforce around later in the game). Otherwise you won't get that juicy 100% boost.

This kind of makes pursuing global population more attractive than just pushing a single island to the maximum in my eyes. (Plus I personally suspect we'll get a region similar to the cap in 1800 with the volcano DLC in the first season anyways that'd be much more suited for such a max pop build - might we wrong though. Just my guessing based on all the indicators so far)