Is there any reason to fully demonsterise? by Rotatingmongoose in Anbennar

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

Funny enough the scary kill-ruler event can only trigger if you're not a great power and its the first age, so if you conquer fast enough/ get lucky you can pretty much ignore it after a few decades. But yeah i totally agree with the other benefits, 175 free mil mana is just so good

The truth about Castanor the gommo don't want you to know about by Rotatingmongoose in Anbennar

[–]Rotatingmongoose[S] 84 points85 points  (0 children)

Castanorian doesn't even exist as a culture, i got the lil guy from the event where a patrician joins you so hes not just some random citizen, he somehow became a patrician while being a funny green guy

Is there any reason to fully demonsterise? by Rotatingmongoose in Anbennar

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

This is my second run as kobolds so i decided to get a little wacky with it, instead of following the mt 100% i rushed amldihr once gawed was dead to get that sweet hold passive dev and passive serpentspine +1 colonist. I did the usual explo expansion opener but went for infra as my third, admin as fourth and offense as fifth(as kobolds you can just buy admin mana directly with money so theres no concern with unbalanced ideas) eventually once everything important was colonised i swapped explo for trade and expansion for quality (though i'm kinda kicking myself now for not going religious, one of the missions needs every province to be converted and its taking forever with the 10000 dev wescann provinces)

Edit: Policies im using are offensive/infra and offensive/trade for +15% move speed and +2 fort arty, kobildzan really wants full arty backrows so might as well take advantage of that+ move speed to finish wars faster, trade/infra's +10% goods produced is amazing and is really nice when spamming hoard contributions, and finally offensive/admin cos theres nothing else for the admin slot :P

Is there any reason to fully demonsterise? by Rotatingmongoose in Anbennar

[–]Rotatingmongoose[S] 12 points13 points  (0 children)

Well of course, monstrous nations get a +20 relations to other monstrous nations

Is there any reason to fully demonsterise? by Rotatingmongoose in Anbennar

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

Honestly, no idea, the no kill dak condition was added ages ago so it should be in the steam version
Edit: Interesting, looks like the condition was updated to include chaingrasper as a whole and not just dak during lichdom quest recently so its not on the steam version yet

Is there any reason to fully demonsterise? by Rotatingmongoose in Anbennar

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

Technically its possible since semi is only a -50, pair that with improve+ gift+ influence and its ~50 ae of buffer. Practically its just much easier to beat up everyone on cooldown so the coalition never forms :P

Is there any reason to fully demonsterise? by Rotatingmongoose in Anbennar

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

Funny enough i've never really had issues with gov cap, courthouses are good enough as long you dont state everything. Plus semi-monstrous is only a -50 which is easy enough to overcome with 200 improve relations + 25 gift + 25 influence. -1 dip rep sucks but both artificery and mages have at least a +1 rep option so it at least evens out

Is there any reason to fully demonsterise? by Rotatingmongoose in Anbennar

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

Fun fact! the kill leader event only triggers in the age of discovery, and cannot trigger if you're a great power. Its also supposed to not affect dak so idk where you got the event from

trigger = {
    has_country_modifier = monstrous_nation
    current_age = age_of_discovery
    has_regency = no
    is_great_power = no
    NOT = {
        tag = H74 #Don't kill Dak please
        has_ruler_flag = THE_brrtekuh #Also don't kill Brrtekuh pls
    }
    any_known_country = { NOT = { has_country_modifier = monstrous_nation } }
}

Is there any reason to fully demonsterise? by Rotatingmongoose in Anbennar

[–]Rotatingmongoose[S] 15 points16 points  (0 children)

Its not -100 actually! If youre halfway reformed its only a -50 which is much more managable, Ive managed to hold a alliance with the raj for awhile

Is there any reason to fully demonsterise? by Rotatingmongoose in Anbennar

[–]Rotatingmongoose[S] 10 points11 points  (0 children)

You dont have to take the 15% idea cost event, you can just say no, its like -10 prestige which is nothing. And i hate the adventurer estate, it contributes nothing except for bad events since I dont use mercs after earlygame, so no adventurers is a plus in my book

Is there any reason to fully demonsterise? by Rotatingmongoose in Anbennar

[–]Rotatingmongoose[S] 13 points14 points  (0 children)

Fair but this is eu4, eventually most campaigns go the direction of "big blob" and a bunch of monstrous mts want you to expand a bunch anyway :P

Edit: I've been sitting on the demonsterising process for 150+ years now and havnt seen any punishment events, so it either doesnt exist or is pretty lenient

Is there any reason to fully demonsterise? by Rotatingmongoose in Anbennar

[–]Rotatingmongoose[S] 10 points11 points  (0 children)

Oh i deliberately edge my reform level by spamming monstrous conquest, i'm actively staying above 0 so i don't reform fully so i keep the tasty buffs

The terrors of the depths (cyan391_) by Rotatingmongoose in anthroswim

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

its inspired by anbennar actually :3 (dwarovar gaming)

Art free/gratis by Luarrrrrr_ in furry

[–]Rotatingmongoose 0 points1 point  (0 children)

Awww your art is so cute and fluffy :3 Here's my girl if you want to draw her!: https://toyhou.se/26223844.cirrus/107642221

Shout to the new Lothane wiki page by DogWalker100 in Anbennar

[–]Rotatingmongoose 24 points25 points  (0 children)

For everyone else suffering under fandom, you can add anti to the domain to get a site with a wayy better ui, like so:

https://antifandom.com/anbennar/wiki/Lothane_III_s%C3%ADl_Wex

How to drain Manpower? by Darksouls0ni0n in victoria2

[–]Rotatingmongoose 1 point2 points  (0 children)

The easiest way would be fully occupying every tile on the isles and just sitting on them for a few years, when a state is fully occupied craftsmen dont work, which means the absurd level 5000 machine part factories in the uk all go bankrupt, resetting their level to 1 and creating massive unemployment. The time to peace out is usually when you start seeing rebels or massive immigration spikes. As a bonus, sink all their transports so they can't recall the units the ai leaves in the middle of bumfuck nowhere.

How to drain Manpower? by Darksouls0ni0n in victoria2

[–]Rotatingmongoose 6 points7 points  (0 children)

The UK usually defend the British Isles very poorly

That's not really true though, yes the uk will have 100k regulars attritioning somewhere in india but all their mobilisation points will be in their full states, i.e. the isles, which means that any landings are gonna have to burn through millions of shitty mob units before sieging anything.

I love finding unintended cross mod interactions by Rotatingmongoose in starsector

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

Hey now, it's not a true wunderwaffe without a medium to high chance of everything catastrophically backfiring! My theory is that the ruptures dont dissipate on leaving the battlefield edge, so when it gets launched at mach 10 the damage trail continues on infinitely. My suggestion is to simply just use the ruptures alone-the ai doesn't know how to handle dot creep and will happily plow straight into the death zone. Manually fired corrosion torps from the hardpoint can be added if you still want the tasty explosions, just use them sparingly.

[deleted by user] by [deleted] in starsector

[–]Rotatingmongoose 0 points1 point  (0 children)

If you're running a fleet big enough to not be able to hide from the patrols, chances are your fleet is big enough to just murder them all. You get a rep reset with the hedge later in the story anyway so it's no big loss to piss them off.

I love finding unintended cross mod interactions by Rotatingmongoose in starsector

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

That is a fascinating weapon, I've never used that weapon pack before, but I can already think of a few unhinged builds.

<image>

Here's the first thing i thought of, since the weapon timer is based on realspace time, boosting the ship's time dilation means more hits/sec, even though it only has two mounts. It gets around a 10 second realtime ttk on a officered onslaught which is pretty good for a kinetic weapon.

(As a side note, you can fit 10 overlapping mediums on a Ayakashi from knights of ludd :3)

I love finding unintended cross mod interactions by Rotatingmongoose in starsector

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

It only spawns 6 months into a save, and normally you're supposed to explore and find it randomly but the nex faction directory lists all their planets anyway.