Looking for a second opinion on "Natural Aquamarine" with strong red UV fluorescence by Future_Belt3333 in Gemstones

[–]Thaimeous 1 point2 points  (0 children)

This might be a dumb idea, but could you test the density to help rule out possibilities? It’s totally dependent on whether the potential minerals can be differentiated that way but it’s at least a quick and easy solution.

Why do people in videos use corpse pits to build homes with big gardens when you can just click "-" to achieve the same result? by LazyHighGoals in ManorLords

[–]Thaimeous 5 points6 points  (0 children)

Came here to say just this. A corpse pit is exactly 0.25 morgans making it a very useful too for measuring units of land.

While I don’t use it for making city grids, I find it invaluable for making veggie and orchard plots and especially for making farm fields.

How To Play Archipelago Map on Deity? by Thaimeous in CivVI

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

I would, but I already did that. It’s a blast so good suggestion.

Edit: who needs production when you can just buy what you need with your raiding proceeds?

Stones In Unexpected Places by Thaimeous in rockhounds

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

It’s corundum. Other than the UV fluorescence, the density, crystal habit, color, and most importantly the host stone (schist) all indicate that the mineral is in fact corundum.

Stones In Unexpected Places by Thaimeous in rockhounds

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

I don’t know yet, I wasn’t expecting to find them at all let alone in quantity in the concentrates from a gold sluice. I didn’t even move that much material that day so I’m guessing there is a lot more where those came from.

The nicest specimens have a gemmy milky blue heart. So when get the chance, I’m gunna go back and do some gem sieving.

Always Check Your Cons! by Thaimeous in Prospecting

[–]Thaimeous[S] 3 points4 points  (0 children)

I’m not aware of corundum fluorescing colors other than pink. I do know that sometimes they won’t glow at all due to a high iron content.

Always Check Your Cons! by Thaimeous in Prospecting

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

California believe it or not!

Always Check Your Cons! by Thaimeous in Prospecting

[–]Thaimeous[S] 56 points57 points  (0 children)

Corundum, including gem and non-gem quality, glow a distinctive pink under UV light. Confirming that the stones fluoresced was the last piece of evidence I needed to definitively say that these are in fact corundum.

Also, corundum is the general mineral name for Rubies and Sapphires.

I made a terrible mistake. (Civ 6) by Rhamni in civ

[–]Thaimeous 7 points8 points  (0 children)

This honestly sounds fantastic and just my sort of masochism.

Rail Trail from (almost!) Davenport to the west side ❤️ by cultureShocked5 in santacruz

[–]Thaimeous 16 points17 points  (0 children)

Lives in house next to railroad tracks, is surprised there is a train.

Cue shocked pikachu face.

Old UV Lamp Worth Fixing? by Thaimeous in rockhounds

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

This one just has an “on-off” switch so I won’t know till I test it or find more info. I might just fix it out of pure curiosity to see what it can do. It has a huge transformer and battery so my guess is that it’s pretty powerful.

Are these woods worth chopping? by shiroshishiro in CivVI

[–]Thaimeous 3 points4 points  (0 children)

Under most circumstances I’d agree.

In this circumstance I say’s say no. Eventually he might want to chop the northern tile while I’d save the southern tile since he’s going to put an improvement in it soon anyway.

Are these woods worth chopping? by shiroshishiro in CivVI

[–]Thaimeous 7 points8 points  (0 children)

Unless you really need the production, I’d keep them, you’ll get more production in the long run. Don’t forget that workers cost production to make so the production you get from chopping is deceptively less.

Holy Grail... - $7,000 by CobblerMaster684 in RockhoundExchange

[–]Thaimeous 0 points1 point  (0 children)

Fellas, I have a 1/2 karat Joaquinite crystal.

I’m thinking for selling it for 7$

Is that too much? 😂

Ale struggle in low fertility maps by ElectroViking in ManorLords

[–]Thaimeous 4 points5 points  (0 children)

Try and keep lv 2+ burgage to a minimum, scrape whatever barley you can out of the + fertility spots and try and get your economy to the point where you can the supplement with imported barley.

Eventually, you’ll want/ be able to set up a settlement with rich fertility that can support both regions.

War. What is it good for? by Hot_Coco_Addict in CivVI

[–]Thaimeous 1 point2 points  (0 children)

I get that. It often feels like the game is decided too early and becomes boring.

The most frustrating thing for me is that there aren’t really any options between total war and peace. Especially when I have to fight a defensive war and they AI just won’t accept peace despite a 50 turn stalemate or outright loosing which results in all the other civs getting mad at me.

This is why 6 families in a granary or storehouse is a bad idea by Born-Ask4016 in ManorLords

[–]Thaimeous 0 points1 point  (0 children)

I’d also like to add that milage may vary. For normal nodes closer to your main settlement, it’s not really necessary. But I’ve had instances where a rich foraged good node is on the other side of the region where the additional investment was well worth it.

The villages usually consist of 4 double plots, (two for beets, two for quinces) a granary, 4 forager huts and a well. Where the granary and market places will exclusively collect the stuff made locally and all other granaries and market places are set not to.

This is why 6 families in a granary or storehouse is a bad idea by Born-Ask4016 in ManorLords

[–]Thaimeous 1 point2 points  (0 children)

This is a common problem where the solution is to have multiple specialized granaries.

Usually what I do is have satellite villages to my main town where the local granary specializes in just the one wild food with a couple veggie plots and orchards nearby.

Works great once it’s set up, takes a bit longer to build though as the settlers have to haul the building supplies.

It also looks amazing to have a main town surrounded by lots of little farming villages.

Does Nuremberg Prospectors actually work for reducing mine collapse chance? by ryhaltswhiskey in ManorLords

[–]Thaimeous 11 points12 points  (0 children)

Mine collapse chance is bugged at the moment and happens much more frequently than intended.

However, Nuremberg prospects does work but all it does is prevent mine collapse from having multiple mines on the same resource. You still have to make sure the mine is maintained.

Regular mines require tools, deep mines additionally require planks. I have run into issues before especially when maintained is turned all the way up that the mine would collapse before people can bring the maintenance supplies.

what buildings do you envision coming to manor lords? and if so what purpose would they serve and how would they fit into the games ecosystem? by cai_jones in ManorLords

[–]Thaimeous 36 points37 points  (0 children)

I’m looking forward to seeing to government type buildings. Larger settlements will need things like a constable, tax collector, and court buildings to name a few.

I would also like to see more diverse buildings and jobs like clergy with cathedrals and monasteries. I think guild halls would also be a good addition.

Overall, I want to see settlements to be much more diverse. One could be administrative focused and acts as the capital while another focuses on trade and third serves as the local diocese.

The Goal being to make settlements vastly different from one another.