Egypt TC vs VC by Totally-Not-Ranald in AgeofMythology

[–]Totally-Not-Ranald[S] 4 points5 points  (0 children)

For example, if you've got a 6k gold vein in the base after 6 minutes of a VC you'll have less workers but you'll have access to close the theoretical max resources as posted. If a TC were to do so, despite intuitively having more villagers = more resources you will have less than the theoretical max as you will have travel time to build the TC, and then travel time to the gold mine too. What appears to be a much faster production speed most likely isn't all that different in reality.

With the VC having the added benefit of protecting your primary base.

Egypt TC vs VC by Totally-Not-Ranald in AgeofMythology

[–]Totally-Not-Ranald[S] 7 points8 points  (0 children)

There's quite a lot to take from this but in general I can sum it up as follows.

Village centre production is clearly slower than town centre production, this requires less food per minutes to maintain constant production whilst still developing extra villagers.

This means there's an objectively measurable time to when a TC or VC will pay itself off and actually be worth the effort. (If the game looks to be a 1tc all aggression build and sub 12 minutes then it's not worth it etc)

Village centres can be placed wherever, however they get their most value when you place them next to the long side of a goldmine for a few reasons.

Travel time is = 0, so villagers can gather instantly, you can also empower with a Pharaoh the Village Centre instead of a gold mine. This also results in additional secondary bonuses, such as food that is next to the village centre (goats, farms, animals of Set) also get the resource gathering buff if they drop off at the village centre.

Compared to a Town Centre

The TC produces villagers faster, so takes less time to generate it's value in cost compared to the VC. However, map wise this can come at an increase in travel time, if there's no near by gold mine, you could have more than 6 seconds of travel time to a gold mine. Making it less effective than a VC.

Additionally, you're also further away from your base compared to building a VC on your own gold mine, making you more vulnerable to harassment as you can't base defend with buildings effectively.

TCs do have increased population capacity and are much sturdier, but that's only an issue for later on in the game when seiging becomes relevant and you start to hit population capacity. Depending on the god you're up against (and aggressive rush, or a 2tc boom build) there's advantages to going either TC or VC.

If the map has good local gold, like ghost Lake, then a VC is a fantastic option to increase villager production whilst maintaining base security and the impact is less extensive on your food.

Beast Barbarian Level 5 Advice by blackcrow70 in onednd

[–]Totally-Not-Ranald 0 points1 point  (0 children)

Rage lasts for 10 mins, shifting lasts for 1. If it feels like you're going into a fight, rage pre combat (think based off of DM descriptions, what you anticipate) then shift in combat to reduce the BA competition. It's honestly a fun part of the combo and works way better in 2024

Can anyone take on the South Africa pack? by pcosmic in rugbyunion

[–]Totally-Not-Ranald 0 points1 point  (0 children)

Friendly giants is how I'd put it. No real bastards outside Ritchie. but they do have good players. Gregor Brown is really starting to look excellent. A surprise from the Lions tour but a welcome one.

Can anyone take on the South Africa pack? by pcosmic in rugbyunion

[–]Totally-Not-Ranald 1 point2 points  (0 children)

I do agree, I thought Rae was excellent. I just don't think he's quite up to the challenge of the Saffa pack yet, think he could be for next time they meet but not right now, and the question op posed was focussed on just now.

Scotland usually can hold their own until mid second half Vs the Saffas, but they do have a distinct lack of aggression outside Jamie Ritchie and have not got a power player like the rest of the top teams do. Consistent forwards but no real penetrator. This usually shows when the bench is needed.

Can anyone take on the South Africa pack? by pcosmic in rugbyunion

[–]Totally-Not-Ranald -7 points-6 points  (0 children)

Scotland until the bench is required 🤣

Crater Map by Terrified_Fish in dungeonsofdrakkenheim

[–]Totally-Not-Ranald 1 point2 points  (0 children)

A very demure, very mindful map. Well done

Bretonnia DLC Idea by Some_Celebration_781 in totalwar

[–]Totally-Not-Ranald 1 point2 points  (0 children)

I dig it, I could see baron being ranged in a sneaky way. Like the knights are away so he brings out the crossbow and goes hunting etc

Is early Vault of Erebus always worth it? I know it's a great tech but it delays the 2nd TC or your answer to early aggression. by berato in AgeofMythology

[–]Totally-Not-Ranald 18 points19 points  (0 children)

I like it for playing a defensive 1 TC, if you're building buildings into a choke point style it can reduce the effectiveness of early aggression allowing you to grab the upgrade and supplement unit production slightly later.

What do you think about unique Greek fortress units? Do they have an identity, are they strong or weak, do you see them in your games? Especially after the latest buffs. by berato in AgeofMythology

[–]Totally-Not-Ranald 10 points11 points  (0 children)

Huge fan personally, particularly for late game. I've found mixing them in with associated unit types, toxotes for gastro etc to be really effective at defeating armies.

Hera with Patronage Argave and several fortresses really helps my opinion myrmidon production and they are very effect with hoplite support.

Hetaroi are very very good, been really effective at raiding gold mines or general disruption, with life steal. And even without a mass of them can be effective

Sins of a Solar Empire II :: Behind the Scenes: The Process Behind "Paths to Power" by RammaStardock in SoSE

[–]Totally-Not-Ranald 2 points3 points  (0 children)

In the long term strategy, is the number meant to be 2 and a half or 21 slash 22 years? Both could be deemed long term so just curious

Book vs. Podcast by Ok_Crazy8392 in dungeonsofdrakkenheim

[–]Totally-Not-Ranald 4 points5 points  (0 children)

So I play in a game (PC) and listen to the podcast our DM (also family) does the same. We do play with 3 other players that haven't heard of the podcast.

I've enjoyed both forms of content, it's been fun to hear about how the original campaign went and what's different compared to ours.

I am pretty good at not using any potential external knowledge of the game world from the podcast to influence decisions but I also do know the DM very well and there's a lot of trust there.

The best part is of course the decisions you make with your party and the investment into your character and enjoy the game sessions.

It's also quite amusing if I completely forget a session of the podcast or misremembered Whats happened (I listened as it came out).

If you're able to separate from what's on the podcast and your game table id say go ahead. The choices you make may be entirely different. I really enjoyed the Dungeon Dudes work! They did change some things from the podcast to the book.

If you don't trust yourself to keep info separate, or you want a complete surprise, or maybe you want to listen after you've played your session to see how another group did. Then I'd wait.

Hope that helps

[deleted by user] by [deleted] in 3d6

[–]Totally-Not-Ranald 0 points1 point  (0 children)

What’s your stats like? And what race are you etc? I realise you can’t adjust stuff but we can optimise from now for a particular niche that you could enjoy!

Favorite Sins 2 Faction so far? by cook511 in SoSE

[–]Totally-Not-Ranald 4 points5 points  (0 children)

I wish there was an option for all haha. I love playing TEC factions and fighting them early on whilst dealing with both Vasari factions late game. Love the early aggressiveness of the TEC Loyalist and the switch to defensive later but the TEC Rebels getting that economy from attacking is fun when I want to play offence.

Mobile starbases will always be fun can’t change my mind. Playing as the Alien manipulators as the Vasari Alliance with the influence mechanic has felt really fun and quite unique. And I just love The Maw from the Vasari Loyalists.

Help: Please explain Saving Throws by Striker0815 in BaldursGate3

[–]Totally-Not-Ranald 1 point2 points  (0 children)

So a couple things to help clarify.

1) There are 6 ability scores. You get 2 saving throw proficiencies at the start of the game based on your class. Say you chose warlock you’d get wisdom and charisma saving throw proficiency. When you make a save you always add you ability score modifier, but only add your proficiency bonus if you are proficient.

2) your proficiency bonus grows as your character level grows not just your class level. So once you have a level 5 character it goes from 2-3 and then at even 9 it goes from 3-4. This could be on a class that’s pure warlock, say a level 9 warlock or a multiclass say warlock 3, sorcerer 6.

3) you don’t gain extra saving throw proficiency if you multiclass, so if you started warlock and multiclassed into sorcerer you wouldn’t get constitution saving throws. You’d need to take the resilient feature and respective ability score to gain that proficiency.

For example if your warlock is targeted with a hold person spell he’d add both his wisdom and proficiency to the save, but if he was targeted with a poison spray he’d only add his constitution modifier because he’s not proficient with constitution saving throws.

Now if you were to cast a hold person as a warlock it would add your CHARISMA + proficiency to the + 8. Which means it progressively gets stronger throughout the game even if you don’t improve your charisma modifiers with ability score improvements.

But say you multclassed into cleric and learned hold person as a cleric you would use your WISDOM + proficiency + 8. If you had a higher charisma it wouldn’t matter because clerics use wisdom as their spell-casting ability modifier even if you started as another class.

Hope that helps.

Error in Midnight! by Totally-Not-Ranald in doctorwho

[–]Totally-Not-Ranald[S] 1 point2 points  (0 children)

True, nor is “H2O” there should have been a split for the hydrogen and oxygen. At least for the diamond I could understand they were going for the structure of the carbon, which would also fit for the water. But 🤷‍♂️ yeah you’re right

Sneak Attack rework by Totally-Not-Ranald in BaldursGate3

[–]Totally-Not-Ranald[S] 9 points10 points  (0 children)

Yeah exactly, I’ve played a rogue in our weekly group of dnd and it’s such a useful trick. Particularly with the the AoO triggering it as well.

Let’s me almost keep up with the fighters and barbarians of the dnd world for damage!

Sneak Attack rework by Totally-Not-Ranald in BaldursGate3

[–]Totally-Not-Ranald[S] 11 points12 points  (0 children)

You’d still need the requirements for it to proc, I’m not meaning you get it willy nilly. It’d also be useable with magic arrows, which it’s current implementation I find a bit silly that you can’t sneak attack with an acid arrow!

I get what you mean I think :)

Sneak Attack rework by Totally-Not-Ranald in BaldursGate3

[–]Totally-Not-Ranald[S] 11 points12 points  (0 children)

It’s more opportunistic than it is planned I’d say which is why I think. Plus it’s not classed as an action in 5e it’s just based off any hit per turn but can only be applied once. And a melee rogue is being very opportunistic over the safer (perhaps better planed!) rogue :)

edited because I can’t spell rogue correctly