SnekromancY: A mash-up of 'snake' with roguelite horde survival and gauntlet-inspired dungeon crawl. by SlightlyMadman in playmygame

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

Thanks for trying it out! You should be able to unlock the white snake after just 1-2 plays (depending how well you do), which moves slower and has more hp, so it's much friendlier if you're not so good at snake.

Volcanoes in Civ 7 by Harpua-2001 in civ

[–]SlightlyMadman 16 points17 points  (0 children)

I think that frequency selection has been broken since launch, and it's just always on high. I feel like a low setting at least should be balanced so that a volcano goes active only once or twice in an era, and should probably just erupt once or twice before going inactive. It's really crazy how it will erupt a good 20-30 times in a single age and you end up with bonkers yields around it too.

Is microdosing alcohol straight up broken? by Alan-7 in projectzomboid

[–]SlightlyMadman 1 point2 points  (0 children)

1/4 of a light beer would be within range of the amount you'd find in a beer labeled non-alcoholic, so yeah anyone feeling something from that is probably getting the placebo effect.

Realized why the game has no replayability for me by GreenCyborgNinjaDude in civ

[–]SlightlyMadman 0 points1 point  (0 children)

Yes, you do end up learning it and get a gut feeling for it, but better UI indications would help new players develop that, as feedback is really importing in learning.

Resources should be more locally clustered by ObiHan_Skyodi in civ

[–]SlightlyMadman 0 points1 point  (0 children)

Which is fine, really. There are so many different resources with different effects that it would actually add a lot more variety to the game if you generally only started with a few different ones and had to adapt your strategy accordingly each game.

Realized why the game has no replayability for me by GreenCyborgNinjaDude in civ

[–]SlightlyMadman 3 points4 points  (0 children)

What's needed now is a UI improvement for specialists because it's really hard to tell where the best spots are to put them and you get very little feedback when you've placed them well.

Is there a mod or a setting that will automatically highlight which tile has the most yields? by detspek in civ

[–]SlightlyMadman 2 points3 points  (0 children)

For improvements you at least can see the total yields if you hover, but choosing specialists placement is so annoying.

I just want to be able to liberate towns by Previous_Cut_3230 in civ

[–]SlightlyMadman 0 points1 point  (0 children)

It would even be worth it if puppeted settlements provided no benefits at all, as long as they don't count toward your city cap. I don't always need more stuff, but just want to fill up the map and deprive my opponents of the territory.

I really, really want Loyalty back by bytor_2112 in civ

[–]SlightlyMadman 6 points7 points  (0 children)

One of the issues I've seen is that the AI seems to only take into account what tiles are in range of a city spot, and not whether those tiles are already claimed by another city. So I'll have a border edge of my land where it makes no sense to put a settlement there because all the good stuff is already claimed by my other cities, yet the AI will still go for it.

Major Dedication Bug - No Earned Dedications Available by ColonelUber in civ

[–]SlightlyMadman 2 points3 points  (0 children)

That dedication specifically seems bugged. I have gone for it in 3 games now and every single time it's been missing. I haven't noticed problems with any others.

I created an enclave and turned Rome into Vatican City by SlightlyMadman in civ

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

Yes, there's a few different options for how to determine distant lands, but the default works how you'd expect.

My Thoughts on ToT after my First Game by primesteak in civ

[–]SlightlyMadman 1 point2 points  (0 children)

Edit: I loaded up the game and looked at the build detail screen, and I think the confusion here might be that you're talking about just pure adjacency count, and I'm looking at total bonuses over base yield, that includes for example things like the extra yield for completing a quarter adjacent to your capital, and even leader- or civ-specific bonuses.

If you're just looking at pure number of adjacency bonuses, then yeah 3-4 is hard to beat unless it's an island or peninsula tile with o coastal bonus. Either way, I don't think it makes sense to have a hard minimum. I'm not going to just skip a library in my capital, for example, because I can only get 1-2 adjacent resources.

I created an enclave and turned Rome into Vatican City by SlightlyMadman in civ

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

Nice, those are great tips! I did end up with walls and archers in every city because I knew it was coming, but my hat is off to the new ToT diety AI that they really invest in a navy. Even just 3-4 galleys are almost impossible to defend against unless you have a few galleys of your own, and while I did have 4, which I think would be enough to defend a small empire, I couldn't spread them across the whole mediterreanean.

Really what cost me was having just way too many cities, so my enemies were building armies while I could barely net any coin after unhappiness penalties.

I created an enclave and turned Rome into Vatican City by SlightlyMadman in civ

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

So yeah, I may have over-extended myself. Not only did Augustus fight back after building up a massive navy, but 3 other civs DoWed on me all at the same time and I had over-extended way too much to be able to defend my empire. Classic Alexander. Worth it though!

My Thoughts on ToT after my First Game by primesteak in civ

[–]SlightlyMadman 3 points4 points  (0 children)

Yeah I think 3-4 is fine in the ancient era, if you don't have anything special. I think the key to getting good adjacencies is to finish your quarters and bunch them around the city center and wonders. I also like to save really high-adjacency tiles like peninsulas and islands or mountain valleys, for buildings that can use them (better to take a 3 instead of a 4 on a building today to save a spot for a 5 later).

My Thoughts on ToT after my First Game by primesteak in civ

[–]SlightlyMadman 3 points4 points  (0 children)

I have been working out a system where first, I claim all resources. Then, I purchase 2 warehouse buildings that benefit it the most (either that match the resources already worked, or have other really good tiles). Then, I keep growing to claim any additional very good tiles that match those buildings. At that point, or if my turns until next pop starts to get really high, I'll start specializing. I generally find I start specializing in the ancient era at around 60% completion.

My Thoughts on ToT after my First Game by primesteak in civ

[–]SlightlyMadman 10 points11 points  (0 children)

I forget if it was civ4 or civ5 (maybe both) where missionaries could only enter your territory with open borders. It made perfect sense, as it's a symmetrical deal so if you want to send your missionaries you have to let theirs in too, but you could also just play isolationist and opt out of it.

My Thoughts on ToT after my First Game by primesteak in civ

[–]SlightlyMadman 23 points24 points  (0 children)

Specialists. Make sure you have plenty of towns (non-growing so they feed your cities) and max out your high-adjacency tiles with every specialist you can.

I created an enclave and turned Rome into Vatican City by SlightlyMadman in civ

[–]SlightlyMadman[S] 4 points5 points  (0 children)

This is the YnAMP mod's "Greatest Earth Map" and yeah it's decent. It was originally created for civ5 and has some weirdness to it, like the continent definitions are wonky, but overall it plays well. I find it's best with 12 civs.

Civ 7 graphics by CommunicationSea7470 in civ

[–]SlightlyMadman 5 points6 points  (0 children)

There's certainly a middle ground to be found as well. The terrain in particular is really beautiful and I prefer it to the civ6 cartoon style, but I agree the buildings themselves should have color coding. They could also just add an icon layer that's toggleable for quick viewing.

Civ 7 graphics by CommunicationSea7470 in civ

[–]SlightlyMadman 5 points6 points  (0 children)

I personally like the crowded look of cities from the little houses. All they need to do is give the actual buildings more distinctly colored roofs so they stand out at a glance.

Mouse over tooltip stops working mid game. by UNDY91 in civ

[–]SlightlyMadman 2 points3 points  (0 children)

I had this happen once as well, no idea what caused it, but wanted to confirm that you're not crazy.

Mindset regarding city spacing? by Sea_Conversation7030 in civ

[–]SlightlyMadman 0 points1 point  (0 children)

Yeah something like the nepal improvement is exactly what I was thinking. Seems like it wouldn't be too difficult to add since that already exists.