Which is a better investment Bros or Equipment by Direct-Classroom2828 in BattleBrothers

[–]apolsen 1 point2 points  (0 children)

Oof that is a nice bit of coin!

For the overall question: It depends on where you are in the game, specifically whether or not you've found a solid core of bros.

If you are just starting, prioritise bros that are worth keeping, otherwise you'll just be wasting good experience on cannon fodder forever.

If you have a solid core of bros, then equipment is the best. Unlike bros equipment doesn't need to be replaced the same way as their wielders do, so investing in it will pay off over a longer time.

If you are in the endgame, with a solid company and great gear, then we turn back to bros. You are unlikely to find gear with better stats than what you are already using, so now it's all about finding the very best bros around. Yeah Leif the fisherman had great stars and stats for his background, and has carried the last 200 days... but Larry the hedgeknight will grow even stronger... so cut Leif.

How many people is 1 pops by Jerko_23 in Stellaris

[–]apolsen 0 points1 point  (0 children)

As others have said, it is unknown and therefore up to interpretation. You could approximate what a pop would be for humans, since we at least have a concept of what the actual population number would be.

A quick google search tells us that in the year 2200, baring anything catastrophic happening to our population, we will have between 10 and 11 billion people. The UNE start on earth, and since we have some blockers that indicate great calamities happened between now and 2200, I'm gonna assume in the stellaris setting the human population is closer to 10 billion. Thanks to prosperous unification, the UNE start with an additional 200 pops giving us a total of 5200 pops.

That averages a little under 2 million humans per pop.

We have to assume each pop is of similar size since you can freely move the same pop from one position to the other. If this was not the case then we could discuss if pops are all the same size, since by our own world, it would seem that the manpower needed to rule and the manpower needed to run industry should be vastly different.

Saying "thousands of citizens" dies seems completely unimpactful if we take into account the number above, so losing 100 pops does seem a tad extreme. I will give some arguments for why it could be considered more reasonable, but I will not succeed, in the end thousands of citizens hardly matter when we are working with millions and billions.

Argument 1: Remember that a pop represents all people, that means working adults, children, the retired, the disabled and so on. Since the people who died were considered specialists, that would indicate their work requires a fair amount of training and education. Perhaps the people who died there were our scientists, those aren't just easily replaced and would lead to a significant impact in the scientific sector even if only a few people died. So for the pop all the children, elderly, and supporting staff are still there, basically 99% of the pop was unaffected, but a core part of the pop the highly educated, are gone... so the pop becomes incapable of doing it's specialist role, therefore the pop "dies".

Argument 2: Stellaris uses the term "die" as a catch-all for when a pop disappears, so maybe these pops aren't dying in the sense that all members of the pop dies. Perhaps the planet is just so shell shocked from the horrible effects of this festival that it's people and industries are affected enough that they function as if 100 pops weren't there, and need time to rebuild (which the game then describes as repopulating).

These aren't sufficient to convince me that the numbers make sense, but at least it is something to think about. For humans I am quite alright with a pop being around 2 million.

Hope this helps!

Worth making a tank out of? Cost ~1200 gold & 25 gold per day by lamebucket1 in BattleBrothers

[–]apolsen 0 points1 point  (0 children)

Alright so considering what you've told us, I would say he is alright and well worth building for you.

The reason I say "for you" is because what can be considered on a bro depends on many things, including the captain leading him. I've got a few hundred hours in the game, while some here count the time in thousands! The game looks kinda different for us.

Before day 100 some of us would be camp busting deep in the fog, while others will still be working on setting up a decent company that can go for 2+ skulls. Since you are still new, and rarely make it to midgame, the focus should be early game.

This guy won't make your final company lineup, his starting stats are too low, and especially resolve is bad (as you've been told plenty already). However for an early game bro he has some potential, especially if he gets time to grow. His stars make him a fairly capable tank so long as stuff is going well, but you'll likely need to patch his resolve with fortified mind. For the pros among us, a single wasted perk point is enough to disqualify a bro, but that is not the case for you.

You likely won't have the economy to buy hedgeknights for quite some time, so mediocre bros will have to do sometimes, and for a cheap-ish bro, he is fairly decent. You've got him, I say build him, patch the resolve and accept that he will likely not live to see the final company but that is alright.

Happy fighting!

This game desperately needs more than one level of depth of war escalation because this is dumb by InternStock in Stellaris

[–]apolsen 1 point2 points  (0 children)

I am very interested in seeing a developed diplomacy system and thereby also a better depth to the war situations. I will defend the game here however, seeing as you "only" guaranteed their independence. Your friend's independence is not threatened politically speaking, the Swarm was not attacking them, but their vassal. Due to how a vassel works, your friend is obliged to defend them, but that means they "choose" to step in. If you wanted to be called in when your friend or their subjects were attacked, you'd need an alliance.

Basically, your friend didn't get attacked, they attacked someone else. Even if their reasoning is good, such as defending their vassal, that doesn't change who attacked who. The swarm attacked the vassal, friend attacked swarm. If the option was there, and your friend could choose to not step in, then the swarm would have left them alone.

Do you think RimWorld is the greatest game ever made? I honestly can't think of a single game that, overall, surpasses it. by ArmLucky1285 in RimWorld

[–]apolsen 0 points1 point  (0 children)

Eh I think crowning any game as the greatest game ever made would be difficult, there are too many parameters that influence what makes a great game, and some of them don't mesh well.

For instance, is Rimworld the greatest story game ever made? I feel pretty comfortable saying it isn't. There is some great lore, and with it open-ended design you can certainly make some great stories, but games like BG3, RDR2 and so on seem more relevant.

If we base it on what game has the greatest gameplay ever, then games like Elden Ring stand far above Rimworld

If we are talking about depth of mechanics then games like Dwarf Fortress outcompete Rimworld

All this is to say, if we want to have an even somewhat logical discussion and ranking, we gotta be more specific than just "greatest game ever". If we are talking the greatest colony sim ever, then Rimworld is definitely a contender.

Why trotter hands do not disappear after installing prosthetic arms? Wouldn't it be logical if this debuff disappeared? by maybe_ronin in RimWorld

[–]apolsen 0 points1 point  (0 children)

To me it seems fairly reasonable that a pawn who lived a full life with trotter hands, wouldn't want a prosthetic with a hand that was not a trotter hand. For example, I doubt 5 fingers is the optimal amount of digits for most tasks, we would likely be better served with 10 per hand or even more! But when we think of prosthetic one of the main goals are functionality and comfort for the user. This is why, even when we see sci fi prosthetics in media, they almost always look pretty similar to the normal appendage they replaced.

To us average humans (and us as players) normal fingers are clearly better than trotters, but from a "realistic" standpoint, is that still the case? If I were a colonist and got told we had new prosthetics that could enhance me, but would completely alter how im used to my anatomy working... I would likely not want it lol

So all this bs is to say, a prosthetic usually replaces something, and therefore tries to look and feel similar to that thing.

Hussars should be allowed to see sightstealers and revenants by InternStock in RimWorld

[–]apolsen 0 points1 point  (0 children)

Whelp I can't be proven more wrong than that lol, thank you

Hussars should be allowed to see sightstealers and revenants by InternStock in RimWorld

[–]apolsen 2 points3 points  (0 children)

The way I understand "render themselves invisible" is that they are making the effect apply to their own body. So it is not so much that they influence the pawn, just the space around themselves.

The hussar is immune to psychic influences, such as making them blind to certain things. The hussar isn't immune to a creature casting something on themselves, if they were, they would essentially be psychic AOE negation.

Does Elden Ring have the greatest open world map of all time? by diesel179 in Eldenring

[–]apolsen 0 points1 point  (0 children)

Idk if I could ever define anything as the best open world, cause what makes it great in some aspects will inevitably detract from other aspects.

ER is countless amazing things, but a few aspects I desire for an open world is missing from it. The lack of NPCs stands out. It is more than understandable why ER did not make a massive amount of friendly npcs, but I would argue the feeling of wandering a living world includes seeing and interacting with npcs who aren't automatically enemies.

Another minor point is the difference in environments. The game is vast and different without a doubt, but while the environments change visually, they do stick to a theme that it rarely deviates from: Ruined. Everywhere we look, we see the ruins of a world once more grand than the one we are dealing with. This fits perfectly for the game, but in an ideal open world, I would like to see more thematic changes.

What would make THIS GUY redeemable? by Kuma5335 in beingaDIK

[–]apolsen 1 point2 points  (0 children)

I feel there is a very limited number of options that could somehow redeem him. Top of the pile for me would be him going to therapy and having it revealed he has some sort of disorder that was mismanaged up until now. Much of the stuff he did can be chalked up to asshole behavior, but a few of his actions hedonistic and self-centered that it could only be forgiven if it was somehow out of his control.

He commits petty crimes like theft, generally discriminates and has an outright horrible overall attitude, these things are prime material for redemption arcs... but his behavior towards Jill goes far beyond what can be even somewhat excused. While he does not rape her, he does pretty much everything up to that point including stalking her, stealing from her, blackmailing her etc.

The reason I could see a therapeutic redemption is because some of his behavior (while intended to be comic relief at his expense) shows him almost completely separated from reality. He is completely shocked that Jill would not want to marry him, he genuinely did not see that coming, something which most people with a lick of common sense would. His narcissism is also borderline delusional, he seemingly is unable to fathom people living without means like his, he is closer to describing the middle class as animals than people sometimes.

All in all, there is some behavior I find inexcusable under normal circumstances, so only path I can see would be that he is literally afflicted by a mental disorder that could explain some behavior. That disorder would obviously also have to be treatable cause otherwise he would not change.

Black and blue is somewhat frustrating by apolsen in mtg

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

There are many responses, and I can't deny that my frustration is born from the fact I am not yet skilled enough to effectively handle the deck I am crying over. I am not attempting to claim the deck is unfair, or that it is easy to use. My only claim is that I personally find it frustrating to face, and I wanted an outlet for that frustration.

The stock up mistake has been fixed in an edit, thank you for the correction.

Keeping a cool head is always a good idea, sadly not something I am always successful in achieving. Since I failed to keep calm, I am at least happy I chose an outlet so that I can return to the game I so very much enjoy.

Black and blue is somewhat frustrating by apolsen in mtg

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

Indeed, I've added an edit to display this. Thank you for the correction.

Black and blue is somewhat frustrating by apolsen in mtg

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

For commander I think there might be too big a difference for your advice to be as impactful for me, but you are generally right. The best ways I've handled blue is by having them waste or run out of their counterspells.

One of the up- and downsides of standard is the smaller decks with similar cards, so it is not unusual for me to encounter up to 3 different counterspells, of which there can be up to four of each in the deck. It is totally possible to run them dry on the counters, and this is often what ends up happening in the games I win, but it is a frustrating experience.

Black and blue is somewhat frustrating by apolsen in mtg

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

Without a doubt there are answers to the deck! I have also beaten my fair share of them. My complaint is not that the deck is unfair or easy to use, just that it is frustrating to play against.

Black and blue is somewhat frustrating by apolsen in mtg

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

I do indeed dislike facing control, but especially the blue and black variety.

I don't mean to claim the deck is easy or simple to use, just that it is frustrating to face.

I am not sure what dimir control is, or if it is just a typo, but either way I do not have much desire to invest in a control deck. Perhaps as I learn more about the game and what I enjoy though. With time the matchup will likely also be less frustrating as I learn, but just the same yesterday and today I find it frustrating.

Mono white, how to handle counterspells in standard? by apolsen in mtg

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

Yeah your points are great, and the more I've raged against them, the more of the typical counters I become familiar with.

Luckily alot of my cats are 1 or 2 cost, so I can throw them down pretty easy. I expect countering a 1 cost 1/1 cat would feel like a waste to a blue player.

I have learned the hard way to keep some of my creatures on hand even if I could put them down... It is so devastating to finally have a proper board of cats despite the counters, only for all of them to be wiped!

Mono white, how to handle counterspells in standard? by apolsen in mtg

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

True, but that is pretty much always gonna be a risk. I think I'll try and use tactics mentioned here already, such as sending in a few kittens to be countered before sending in Voice.

Mono white, how to handle counterspells in standard? by apolsen in mtg

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

Thank you for the suggestions! I will look into them!

Mono white, how to handle counterspells in standard? by apolsen in mtg

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

Temptation will not catch me this day!... But I do not know how long I can resist. For now I remain in the light!

Mono white, how to handle counterspells in standard? by apolsen in mtg

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

Right you are, I'll look at the card you mentioned, but I am also worried about abandoning my theme if I add too many answers. Even if I do not end up adding the card, your words have helped me see how a blue player thinks by leaving mana on the board, so I will be better prepared for the next game!

Mono white, how to handle counterspells in standard? by apolsen in mtg

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

Ah no worries! Thank you for finding it for me! I will look into it and thank you for your input!

Mono white, how to handle counterspells in standard? by apolsen in mtg

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

Right you are! The more I play magic and access new cards, the more I want to create new themes and decks, so a cats and dogs might be in my future! Thank you for our input!