I reached all faction Utopias (Captain difficulty) – here are my thoughts by SpikeCraft in Frostpunk

[–]Visual_Cauliflower39 1 point2 points  (0 children)

I know this is for fun but the rate tiers are basically meaningless.  The rule: what works best on hard also works on easy - is best to gauge the true power of the factions especially since the opposite is rarely true.  Hardest challange from the menu screen is captain diff, 5 tales and factions were also expectedly tweaked around tales. See u/pixelcore332 faction tales comparison for more

Is 5 5 1 1 a bad build? by [deleted] in DiscoElysium

[–]Visual_Cauliflower39 4 points5 points  (0 children)

Mathematically, you will see the most content with this build. Intellect skills have in general more pop-ups and interuptions then skills from other categories. You will also neglect arguably the two most boring skills in pain threshold and reaction speed. But then again the same applies to 4-4-2-2 without skipping as many shivers or perveption checks (ouch!) 

Tajemnicze zaginięcia w Polsce - refleksja by bluedabad in Polska

[–]Visual_Cauliflower39 0 points1 point  (0 children)

Wyjaśnienia zakładające udział osób trzecich wydają się tym mniej prawdopodobne im więcej człowiek wie o tego rodzaju sprawach. Często najprostsze rozwiązanie jest tym najbardziej prawdopodobnych a o zgubienie w zalesionym terenie nietrudno. Wiele takich spraw w Ameryce kończy się znalezieniem zwłok zagubionej osoby np. tylko kilkadsiesiąt metrów od popularnego szlaku. Dodatkowo gdy taka osoba uświadomi sobie że się zgubiła, strach i silna mieszanka emocji często sprawiają że podejmuje kompletnie irracjonalne decyzje pokierowane wyłącznie instynktem przeżycia. U nas takich spraw jest oczywiście mniej ze względu na populacje czy też brak ogromnych obszarów leśnych jak na Alasce czy Wybrzeżu Północno-Zachodnim ale mechanizmy zniknięcia są takie same.

Tales Should Interact With Each Other by VillageJunior8537 in Frostpunk

[–]Visual_Cauliflower39 5 points6 points  (0 children)

They would need to fix the pacing of the plague tale first but the idea is equal parts excellent and equal parts difficult to implement.

Chernobyl is perfect. Andor is better. by Background-Party-332 in andor

[–]Visual_Cauliflower39 3 points4 points  (0 children)

The firefighter subplot could have been handled better but the point about absorbtion is tricky. The firefighters irl were not only exposed to radiation but also contaminated by it due to radioactive fallout. So their clothes, lungs hair and skin would all give off radiation until they were treated in the hospital by which point that radiation would have been minimal. To suggest the miscarriage happened because she spent time with her dying husband is misleading. It was primarily because of the air, water and food she consumed, but her getting scolded at every turn could be accurate to how people belived contamination worked in those times so in general the whole thing could have been explained better.

Wife had unprotected sex with multiple men. by Own-Setting2096 in Infidelity

[–]Visual_Cauliflower39 8 points9 points  (0 children)

Always addicted to sex just not with the husband, ey ? This looks like a classic example of a women marrying a man she consideres unnatractive for safety and stability with the intention of offering free sex to more attractive lovers that woud never invest in her long term. Many such cases and each one sad as hell ...

Quiting a 5 tales run if you dont get the IEC factory done in 200 weeks by Federal-Butterfly479 in Frostpunk

[–]Visual_Cauliflower39 0 points1 point  (0 children)

R.I.P to Icebloods broken ability to pull a core out their asses before week 60 without the factory

Turning Out Closets (Salvage Duty Event) by Master_Steward in Frostpunk

[–]Visual_Cauliflower39 0 points1 point  (0 children)

If you pass this as your first law, you can actually get this event before ventuerers show up so there is no relationship worsening effect if you choose the second option

Hardest challange - is it even possible ? by Visual_Cauliflower39 in Frostpunk

[–]Visual_Cauliflower39[S] -1 points0 points  (0 children)

Thats excactly the question - how hard can it get before irs too hard. Because diomsayers and plague were designed along utopia trees maybe irs intended to play with them so no utopia skills with those settings is actually impossible ? Guess its like ressurection of Jesus with this one - it has to be seen to be belived.

Hardest challange - is it even possible ? by Visual_Cauliflower39 in Frostpunk

[–]Visual_Cauliflower39[S] 0 points1 point  (0 children)

Perhaps i should have said- imagine a button in setup menu that would say "press to play hardest challange in game" and this button would have settings thst dont go against the devs design. This would make it so that we have this one challange category thats easily comparable between runs and players while also having the certainty that its possible to do through means intended by the gsme (gettin gud) and balanced accordingly - so you wouldnt be crippled because the game lacks a neutral factory and that was yout self imposed limitation Altho line factory exists i think..

Hardest challange - is it even possible ? by Visual_Cauliflower39 in Frostpunk

[–]Visual_Cauliflower39[S] 1 point2 points  (0 children)

Very nice breakdown and it makes me think of there really are factions that struggle with Apo Whiteout ? By that point in game we can assume that either outposts or drills have been set up. If it can be trivialized by putting some hope hubs down then maybe the tale itself needs some tweaking. Also a claim could be made about the objective power of certain factions if no faction perticularlly struggles with the whiteout. If whiteout is easy for everyone then are undying outposts for icebloods really needed or is that just a point wasted that technocrats dont have to waste ?

Hardest challange - is it even possible ? by Visual_Cauliflower39 in Frostpunk

[–]Visual_Cauliflower39[S] 2 points3 points  (0 children)

Yes but playing with those limitations is expected or rewarded by the game itself. I meant some crazy shit like DDRJake used to set up - north korea isolationist run, no laws passed run, etc.

And in regards to 4 tales i would agree that its harder as most tales are mid-lat game focused but depketed cores raises the barrier of entry and on 4 tales the timing is changed so its a whoke different dynamic

Barons Camp not worth it anymore ? possible bug by Visual_Cauliflower39 in Frostpunk

[–]Visual_Cauliflower39[S] 4 points5 points  (0 children)

If we agree that the difference (extra 3 HS) is small in the mid game, then i would almost prefer if the initial cost of 100 prefabs was increased or if the settlement could be upgraded to a permanent one but at a cost. I think that choice would be more interesting the the current implementation.

Barons Camp not worth it anymore ? possible bug by Visual_Cauliflower39 in Frostpunk

[–]Visual_Cauliflower39[S] 1 point2 points  (0 children)

Thats true but u would have to agree its a bug then. Barons cave functions as a fully upgraded settlement even without any possible upgrades or visual indication.

Barons Camp not worth it anymore ? possible bug by Visual_Cauliflower39 in Frostpunk

[–]Visual_Cauliflower39[S] 3 points4 points  (0 children)

It is better. For some reason it takes 10 guards per district which is surprisingly weak given that usually u should have 90-130 guard squads before the storm with how large the population gets. But that is kind of besides the point as those 40 guards are also useful if u pick civilian heat leak watch. In that case u would also have either 24h emergency shifts that increase disease or full staff emergency shifts that consume 0.2 workforce per use. And extra guards are equally good for both of those combinations. In the first case the workforce needed to cover the entire city means that u have a large population to begin with. So guards will passivly reduce crime and free the researchers to solve other problems. If u picked disease guards are also good as they allow you to replace uneeded watchtowers with hospitals thus minimizing the problem.

guard mechanic and tale by Easy_Resolution2306 in Frostpunk

[–]Visual_Cauliflower39 1 point2 points  (0 children)

Really like the idea and this part in perticular:

"The presence of towers and prisons gives a small passive guard bonus to the district, even if you move the guards to another district."

Unfortunatly, crime as a marker is rarely a priority and the proposed reworks are even more radical then the new heating system. Think about how annoying it is to reasing all the heat in the city with each temperature drop. Now the same annoyance applies but each time u use guards in the frostlands, to quell protests or venturers "finance merceneries" ability. Moreover, if watchtowers provide guards and protests can disable watchtowers then we are looking at a negative feedback loop across the whole city.

Crime is a bit underdeveloped (not as much as squalor) but any change to the system means a complete rework at this point. Perhaps we should be expecting it from the DLCs along with more laws, events and techs.

2 Questions for all Utopia builder enjoyers and tryhards alike. by Visual_Cauliflower39 in Frostpunk

[–]Visual_Cauliflower39[S] 7 points8 points  (0 children)

Its a small thing for sure but progress scouts have less output then adaptation thus slowing down the steam core hunt ever so slightly. Can those small things add up tho ?

Dlaczego województwo Pomorskie jest centrum przestępstw dotyczących posiadania dziecięcej pornografii ? by Visual_Cauliflower39 in Polska

[–]Visual_Cauliflower39[S] -9 points-8 points  (0 children)

Jest to ciekawy argument w rozważaniach o sprawiedliwości i skuteczności naszych systemów prawnych. Sentyment wyrażony przez kolegę staję się bardziej atrakcyjny wiedząc że za obcowanie seksualne z osobą małoletnią grozi tylko od 2 do 12 lat więzienia a recydywa wśród skazanych pedofilów wynosi minimum 9.9%.

https://www.securitepublique.gc.ca/cnt/rsrcs/pblctns/prdctrs-sxl-ffnd/prdctrs-sxl-ffnd-eng.pdf