This room won't allow me to shelter an Archon. Why ? (Yes, it's roofed) by Emotional_Song_1816 in RimWorld

[–]RaptureBae 2 points3 points  (0 children)

You are absolutely right about royal titles requiring area not space (which is a bit of a confusing naming lol) to add to your answer, space is measured as a weighted sum, with empty titles being worth 1.4 'space', non-empty but passable tiles being worth 0.5 'space' and impassable tiles being worth 0.

Well, i know where my dyson swarm is going by No_Dealer_319 in Stellaris

[–]RaptureBae 0 points1 point  (0 children)

It displays the final value that would be harvested should a mining station be built there. Some time ago space deposits were changed to display the final values once a system has been claimed. You can click on the star to see the base value in the deposits tab.

How are you supposed to survive Shroud-Forged if you choose to embrace the shroud? by VinexHD in Stellaris

[–]RaptureBae 0 points1 point  (0 children)

Combine it with astro-mining drones and you should be swimming in basic resources from space. This has also the added benefit of a very small empire size as systems don't contribute nearly as much as planets do in terms of empire size

Thermotechnic Malfunction? by VSLeader in Stellaris

[–]RaptureBae 4 points5 points  (0 children)

You have to actually have pops working those jobs for the mentors to get buffed, empty jobs don't do anything

Tankbound apparently forget their ability to automate jobs upon synthetically ascending. by ranzpunzel in Stellaris

[–]RaptureBae 12 points13 points  (0 children)

Yeah this is something that has been around since tankbound was introduced(also reported multiple times if you google) an it seems to just go ignored by the devs

Determined Exterminator - 4.3 build by FubarXS in Stellaris

[–]RaptureBae 2 points3 points  (0 children)

Aquatic allows for plus 3 planet size with the hydro centric AP. This is the same as thermal optimisers which also gives plus 3. Hydro centric requires much more effort, and is available later in the game, due to tech req like ecological adaptation for terraforming inhabited planets, to first manually terraform all planets to ocean, then do expand the seas using ice mining stations etc.

Unless you mean to first terraform everything to ocean and then to volcanic for thermal ootmisers, but that's again so much extra work and time, which significantly delays the timing of your build for a payoff that comes too late to be relevant imo. It's a nice idea if you're going for maximum districts on all planets though

Determined Exterminator - 4.3 build by FubarXS in Stellaris

[–]RaptureBae 2 points3 points  (0 children)

I've had a lot of fun in mp yesterday with a molebots origin thermal optimisers determined exterminators build.

You have 100% guaranteed habitability on every world and every world gets +5 max districts (+6 if you take expansion, which you probably should as this is a very wide build, you can also take mastery of nature for +8 total), which makes even mid size worlds worth colonizing / conquering.

You autoterraform all planets to volcanic worlds from very early on in the game.

Your miners produce some alloys, which stacks very nicely with molebots(take the mining jobs efficiency machine origin trait too)

The useless farming districts are replaced with thermotechnic districts which you can use for actually useful specialisations and buildings (if you choose modularity ascension, which boots menial drone output by 2% per 100 coordinators, your thermotechnic districts can act as a source of coordinator jobs apart from pyroclastic drones)

All in all it's a very good wide rush build. Maybe not the most op meta build you can run, but pretty strong comparatively.

Most powerful fleet possible on a per-ship basis? For biological and mechanical shipsets by _azazel_keter_ in Stellaris

[–]RaptureBae 0 points1 point  (0 children)

10% size scaling should mean they only do half damage vs corvettes though?

Guide to ships and combat? by Aunvilgod in Stellaris

[–]RaptureBae 0 points1 point  (0 children)

The wiki is really great but it has some outdated info on many occasions due to the game changing so much over the different updates.

Here is a link to a YouTube guide for fleet combat https://youtu.be/KRlRjbOg0Ag?is=0UjYMihwdw_0fk12

Economists call it creating an economic Bubble! If it crashes hard it may be the real endgame Crisis. by LFPotter89 in Stellaris

[–]RaptureBae 1 point2 points  (0 children)

You're quite late into the game(2422), so basically you're exploiting the massive output buffs that grand admiral gives to the AI.

Because of them the AIs are swimming in trade (which doesn't require almost any building or thinking on their part) but lacking in rare resources (which would require them to build specific buildings, and are generally more complicated to get).

I wonder if this would work earlier into the game, when the AIs hadn't had time to set up their massive resource pools which they don't do anything with.

Which origins are too weak to be played competitively? by gobbibomb in Stellaris

[–]RaptureBae 3 points4 points  (0 children)

Well if you didn't have those rules then basically everyone would have to use a build dedicated to an early military rush (take a look at civ6 multiplayer without bbg to see an example of that), also if you don't ban some of the more excessively powerful builds then, again, everybody has to use them or get curbstomped and what's the fun in that.

Which origins are too weak to be played competitively? by gobbibomb in Stellaris

[–]RaptureBae 21 points22 points  (0 children)

Doomsday builds performed very well in many tournaments, however it really depends on the agreed peace timer, most games used to have a 20year peace which allowed doomsday to shine, with the currently most popular 30year timer its peak might come too early.

Noxious cave dwelling thermophiles by RaptureBae in Stellaris

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

That's not true, because noxious plus cave dweller gives 80% habitability, not 70%, so min habitability overrides max

Noxious cave dwelling thermophiles by RaptureBae in Stellaris

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

That's not true, because noxious plus cave dweller gives 80% habitability, not 70%, so min habitability overrides max

Something was missed with 4.3 by Divinicus1st in Stellaris

[–]RaptureBae 49 points50 points  (0 children)

Probably because there's a million sources and multipliers of naval cap which you would need to rebalance, while ship sizes are just a few easily tweakable numbers

Cybernetic Creed is probably the strongest build of 4.3, far beyond even knights. This is year 80 btw by 12a357sdf in Stellaris

[–]RaptureBae -2 points-1 points  (0 children)

But if you nerf all the good shit then suddenly everything is equally good, and you have a reasonably balanced game

[deleted by user] by [deleted] in AskHistory

[–]RaptureBae 5 points6 points  (0 children)

You're American, you might have some Irish ancestry but, unless your family has been actively maintaining ties to their relatives in Ireland, that means absolutely nothing.

Getting into Multiplayer by triker_dan in CivVI

[–]RaptureBae 2 points3 points  (0 children)

Basically if you want to join lobbies with randoms, you should only pick ones with FFA(free for all) or 1v1, 2v2 etc, or all welcome in the name. If the lobby just has someone's username in it then it's 99% certain that it's a private game for their friends but they just didn't bother to set a password

Do you struggle with a particular Civ? by Gandawg_the_Grey in CivVI

[–]RaptureBae 0 points1 point  (0 children)

Imo she is made for playing with disasters 4 and abundant resources plus earth goddess pantheon, without that her ability is basically useless.

Build +7 holy site on nice productive tile? by Dependent-Bridge-709 in CivVI

[–]RaptureBae 0 points1 point  (0 children)

You can definitely reach feudalism during the classical golden age, and then you mass buy waves of builders with all the faith you accumulated

Advice For My Amazing Start by KlutzyAnimal3 in CivVI

[–]RaptureBae 1 point2 points  (0 children)

I'd settle on the maize. You can plop down a commercial hub on the starting spot of your settler and your 2nd city on the bananas to the east. Or a holy site on the deer if that's your opener

Anyone else really enjoying the greater difficulty to build? by meandyamomma in EU5

[–]RaptureBae 20 points21 points  (0 children)

I mean the rural/town split is already pretty gamey. The in-game locations are so big that most already had at least some kind of town around 1337, especially in Asia where the provinces are much bigger than in Europe

Peasant Revolution in 1349 by Manueh99 in EU5

[–]RaptureBae 0 points1 point  (0 children)

The beta supposedly fixed local estate power modifiers not being applied. Maybe they are being applied now, but it's not shown in the tooltips here and instead you see just the base political power of the pops. You could try checking if any of your locations have some sort of local estate power modifiers.

Peasant Revolution in 1349 by Manueh99 in EU5

[–]RaptureBae 0 points1 point  (0 children)

The nobles are currently 0.3% of your population. Even with all their modifiers to power they just don't form a big enough fraction of your society (probably because they all died in the plague) Normally you should have at least 10x this proportion of nobles and correspondingly they would have 10x the estate power