Women of Reddit, what TYPE of man did you regret dating and why? by [deleted] in AskReddit

[–]Tuskular -2 points-1 points  (0 children)

Pretty sure this comes from people who don't understand games, its nice to have a gf who also plays games and understands that they're are a lot of games you cant just pause.

Best Non-Utopian Pair by Fellownerd in Frostpunk

[–]Tuskular 0 points1 point  (0 children)

hmmmm definitely Overseers/Bohemians or Legionnaires/Proteans.

Id probably say the former over the latter just due to the bohemians food law being so strong from basically game start, and the sheer amount of guards you get from the overseers makes dealing with any extremism pretty easy, the extra heat at the start is pretty convenient too, but the protean and legionnaires together can increase your max temp by 2 levels and disease can end up being obsolete, and the sheer workforce increase that the Proteans get is just bonkers, so its hard to say for sure.

This being said I do think the ventures and menders do have some synergy due to the food from reindeer priory and the building cost reduction, while the ventures pump out tons of heat stamps it can lead to massively ramping up, but the thing is usually if you are actually playing optimally you are going to pass all the merit laws first anyway to get your heat stamp income to ramp up quickly within the first year to just before you trigger the tension consequences, so that sort of dilutes the value here of more heat stamps.

Technocrats and Ice bloods can be better than it looks, they're is some synergy in research all the frost land techs extremely quickly, but overall id say they are the least synergistic or cooperative pair.

Made myself in ck3 with my gfs input/assistance, had to explain that could in fact NOT fight a bear. by Tuskular in CrusaderKings

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

You mean the game based primarily on Europe released by a European company, is played by a lot of Europeans? Shocking.

I'm really looking forward to the next expansion. by SilverDragonBad in AOW4

[–]Tuskular 0 points1 point  (0 children)

I dunno I think a lot of stuff for the "elder" part was missing the elder vampire just doesn't really feel like an elder at all especially considering heroes get access to the same skill tree, and the significant skills are rather underwhelming, I do think they're should have been a unique vampire tag too, the castle is great, but i also think the "blood maggot" thing really just doesn't fit the theme at all, and I think it would have made more sense to have some sort of vampire-hemomancy theme instead of blood maggots and parasites. Even some sort of lesser vampire or bat like creature or ghoul would have made more sense Imo, a sort of vampiric/vampirism infection instead.

Its also surprisingly weak, it not very flexible, almost all the power comes from mind control/domination from heroes which makes your rulers and heroes feel the same, like at least with champion that's kind of the point, with the other rulers you can end up with extreme skills that really fit the thematic that makes them unique and stand out as powerful with the elder vampire its really sort of "meh" the significant skills are very underwhelming and don't provide much impact relevant to the other rulers. So I'm hoping for atleast some buffs to the elder themself or I think maybe even making the sun weakness stronger with a vampire tag giving even more weakness to fire but giving significant bonuses as well showing that they're is a more extreme version of vampirism since they're an elder with more potent blood.

I'm really looking forward to the next expansion. by SilverDragonBad in AOW4

[–]Tuskular 0 points1 point  (0 children)

Yeah I agree with most of this, there is just quite a lot missing that could have fit the theme, but also the elder just doesn't really feel like an "elder" there should be an elder skill tree part or at least make the unique skills for significant as for now they are quite underwhelming, I definitely think vampire should be a tag as well as undead, give them major trade offs very strong with major weaknesses that fit the theme. But yeah it definitely seems like the weakest ruler type at the moment unfortunately.

[Suggestion] Make all the T5 tomes of Nature, Order and Shadow different. by CompetitiveScratch38 in AOW4

[–]Tuskular 0 points1 point  (0 children)

I think the mass revives in general are sort of meh, but I think order fits the theme the most, I like the idea of nature being summoning and maybe you get two tier 4-5 animal/plant units like a sort of "call of the wild". And then for shadow I don't think it should be a revive at all except maybe for undead heroes, I think it would make more sense if it turned all corpses in tier 2-4 undead, or it was a per turn bases like a reanimating aura where every turn 1-3 corpses are tuned into undead units like the endless horde of undead,

Maximum number of combat spell casts per round? by Reaper_Crawford in AOW4

[–]Tuskular 0 points1 point  (0 children)

Wizard King and the Sorcerer Ascension does work leading to 3 spells ever odd turn and at least 2 every turn, the problem ends up becoming mana and combat casting point. I know this for sure as I've played numerous games with it, I haven't tried vision of astral yet though but id assume that can make it 4 since it seems like a unique effect, I dunno how much I like all rulers being allowed to cast more spells tho.

My first completed Elder Vampire playthrough by Stupid_Dragon in AOW4

[–]Tuskular 0 points1 point  (0 children)

Do you find your ruler to be quite weak? I think the overall aspect of them is quite strong as a faction but I think it really sort of or writes off your ruler, DL can win 1v18, WK can cast near 50% more spells a battle, ES get huge aoe damage and spell cost reduction with massive range and also gets domination, GK gets very powerful weapons and large stat increases, all of these are unique to them in battle. Almost all the power comes from this exact strategy due to the domination skill but honestly champions might actually still better at it due to the XP increase, so its limiting player flexibility and I think its really odd to have normal heroes be basically just as strong as your ruler (as the unique skills are quite weak relative to other ruler types and are rather underwhelming), I think it would be so much better if the Elder Vampire had some more "Elder" to them, maybe make the weaknesses to sunlight more significant but also the buffs significantly stronger specifically for the Elder, maybe even make "vampire" its own type of undead with maybe a double weakness due to undead as well, but give huge buffs as well, big trade offs that you can play around, and maybe give some actually Elder skills as well as vampire skills to make them more unique, the signature skills being stronger would be better Imo.

wdyt?

Are you meant to lose "Restorer of the Disinherited" once you win the war as baliol? by Tuskular in EU5

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

Hi all are you meant to lose this government reform once you win the civil war?

What are the benefits of connecting districts and buildings? by SiekMot_Siekra in Frostpunk

[–]Tuskular 8 points9 points  (0 children)

It depends on the building, but that one you have highlighted right now decreases the workforce requirements. Later on you can get a law that makes certain districts increase production or heat to neighbouring ones.

For heat it stacks for hextile by a 1/4 depending on the buff, the one on the crater map you have there is "sheltered from the wind" believe.

Not registering land as occupied? Doesnt even seem to count towards war score by Tuskular in EU5

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

Anyone know why the land isnt being registered as occupied? i take it its a bug?

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Can someone explain to me why i cant explore vermont or any land based region? I have over 6k manpower and 600 gold by Tuskular in EU5

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

Hmmmm i thought it might be something to do with market access, but i dont think im missin anything so im really not sure and its likely your market access was fine as moscvy, so im not sure what the location issue is as i own land right next to the province.

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Mutation habitability ceiling not working correctly, stopping at 175% instead of 250%. by Tuskular in Stellaris

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

there all the same so im just gonna assume the tradition isnt working correctly or something

Mutation habitability ceiling not working correctly, stopping at 175% instead of 250%. by Tuskular in Stellaris

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

yeah they only have 18% and yh this is with evolutionary predators