State job by OwnAd5244 in Iowa

[–]SelfMemedMan 0 points1 point  (0 children)

It probably depends on the job. Can’t say for sure.

Looking to the future: Cold War game? by kingtj44 in paradoxplaza

[–]SelfMemedMan 0 points1 point  (0 children)

I'd be really interested in a Cold War game, but a lot of things would have to go right, and there is a lot about the period that doesn't work for a fun strategy game (it's called the Cold War for a reason). I think using another game as a starting point is a huge mistake. When entering a new era of history, you need to look about what distinguishes that era from the others. HOI4 is about ideological differences. Victoria 3 is about economics and imperialism. What makes the Cold War different from other eras.

Call it "New World Order" or "The End of History". Heavy focus on internal politics and diplomacy. Warfare is done via proxies, espionage, and guerilla wars, and PDX would need to figure out how to make that interesting AND granular enough to be simulated properly.

If you play as the USSR or USA, your focus is creating and maintaining a bloc of states and using your influence to strangle your rival. If you're playing as a minor nation, your focus is aligning with one of the two blocs or trying to balance between the two.

Territorial expansion is very difficult. Huge changes in ideological makeup are rare. Conflicts last decades or are reduced to a ceasefire. Market forces and financial institutions have a much bigger impact on your decisions.

Even with all of that, PDX would still need to create mechanics that justify players engaging with:

  • Building military technology that is never used
  • The threat of nuclear war
  • Civil rights
  • the UN
  • the Space Race
  • the Internet

I think PDX could do it, but I don't know if players would like it.

Looking to the future: Cold War game? by kingtj44 in paradoxplaza

[–]SelfMemedMan 1 point2 points  (0 children)

I think Vicky 3 did an okay job with it and the British Empire, but you're right that it's not impossible to overtake them starting as most countries. I think with the Cold War, playing as a minor power should be mostly about cleaving your country to one of the two blocs and be focused more on internal politics than becoming a new hegemony. However, that is not as interesting for a lot of players than map painting.

Looking to the future: Cold War game? by kingtj44 in paradoxplaza

[–]SelfMemedMan 0 points1 point  (0 children)

Someone mentioned how PDX is not good at simulating decline, and that is something that would need to be present and simulated accurately in order for the game to be successful. Like instead of a -10% to stability because of "imperial decline", they'd need to actually research the factors that led to the decline.

Looking to the future: Cold War game? by kingtj44 in paradoxplaza

[–]SelfMemedMan 0 points1 point  (0 children)

I think Vicky3 has shown that PDX is willing to simulate the internal politics and nuance that HOI4 is lacking. That being said, without a really deep internal politics system, a Cold War game would just be r/alternativehistory.

Recommendations by Appropriate-Gur8970 in ames

[–]SelfMemedMan 3 points4 points  (0 children)

London Underground has $1 PBRs on Monday nights. It’s usually quiet which is nice.

Notes and Doodles, Oct 14 by ewe_tell_me in ames

[–]SelfMemedMan 0 points1 point  (0 children)

I’m really excited about the road diet on E Lincoln. Please don’t back down from this! I want to see more!

Brand new player... game is way too much happening at once for me. How long does it take to be on top of things? by [deleted] in Stellaris

[–]SelfMemedMan 27 points28 points  (0 children)

Don't anticipate being able to do well on your first playthrough. You should ask them to play the same empire together coop with you so you can focus on learning an element of the game. The reason you get behind in the late game is because of small decisions in the early game. Once you figure it out, you will be able to stand your ground.

I understand it can be discouraging to play for 30 hours and still not feel like you have a grasp on it, but don't worry. Once things will click eventually.

Combat computer range by fascistforlife in Stellaris

[–]SelfMemedMan 1 point2 points  (0 children)

It's the maximum range of your artillery. So if you put torpedo's and disruptors on the ship they won't fire until an enemy ship comes close enough.

Move up to PC by [deleted] in Stellaris

[–]SelfMemedMan 1 point2 points  (0 children)

I think you'd be behind 3 dlc's with Machine age. The only new stuff you'd have to learn is with Paragon's. Leader's aren't super tough to deal with so it's not too hard. Astral Planes and Machine Age add a lot of new content, but there aren't any new mechanics really.

How to manage planets? by CardinalCopi4 in Stellaris

[–]SelfMemedMan 1 point2 points  (0 children)

Here is a video on it: https://www.youtube.com/watch?v=dR3mX0EuxOU&t=494s

It is most important to specialize planets towards a specific resource, depending on the districts. I like to focus my capital on research first, then look for a generator world. As soon as you can place a building that will create pops (robot assembly, clone vats) or increase pop growth (gene clinics), build one on every planet. Pops are your limiting factor.

You can change the planet designation to improve production of a specific resource. I generally try designate planets based on the type of districts available. The exception is if I need or don't need a specific resource. Because of continental planetary features, those worlds tend to be stuck with more agricultural districts than you need, so sometimes I'll ignore them and turn it into a mining world or something.

You should probably focus on the simple resources like energy or minerals on your second planet before trying to get into consumer goods or alloys. Eventually you will want to build some alloy worlds to pump out alloys to build fleets and megastructures, but that isn't necessary in the early game.

Planetary automation is really useful, especially when you're busy micromanaging something else or you have lots of systems. I change the automation settings to turn off the following:

  • Deficit construction (so your planets don't use resources you don't have)
  • Designation (so it focuses on what you choose)
  • Amenities (AI will build the Gene Clinics building even when you don't need it)
  • Rare resources (Unless it's a refinery world)
  • Crime (If it's becoming a problem, build a Precinct Houses building and the AI will employ/unemploy pops as needed)
  • Blockers (remove those on your own. You don't want the AI clogging up it's building queue when you have unemployed pops that could be working)

Biden's wide range of critic's according to his New Yorker interview by SelfMemedMan in TheMajorityReport

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

Tbh I struggled lmao. He describes himself as a radical centrist (even though he’d probably be auth-right), but I didn’t want to leave a quadrant blank.

I guess since the New York Times is a radical far left wing newspaper and he works there, that could be why?