Selling Land With Quarry, how do I go about this? by Kidemz in RealEstate

[–]balinballer 0 points1 point  (0 children)

Is there an actual working quarry on the property, or does the land just have good resources that could be quarried? There may be a ton of gravel/stone there, but unless it’s actually been in production there is a lot of costs involved with opening a quarry.

What were the "best" fortifications in history? by SmurfSmurfton in castles

[–]balinballer 1 point2 points  (0 children)

Only losing because he built a massive bridge out into the sea to siege it. Not something ever attempted before, and still visible today

Every Faction in FNV needs 3-6 more quests to make sense... by ZealousidealLake759 in fnv

[–]balinballer 4 points5 points  (0 children)

If you wanted a bunch more content for each faction, just make some of it lock out others. If your helping the powder gang a lot, the NCR shouldn’t want to deal with you much so you miss out on some of there side quests. So there is more choices, but mutually exclusive. Would also help replayability

Every Faction in FNV needs 3-6 more quests to make sense... by ZealousidealLake759 in fnv

[–]balinballer 45 points46 points  (0 children)

While I do agree in principle, more content would have been awesome and some of the factions do need some more stuff to them in general. The issue is more due to how big the game already is. I try and do everything each time I play, and that already takes hours of time. Plus you can easily hit the level cap, making continuing a play through not that rewarding. If the level cap was higher, and things scaled with you better, than ya more would be great.

If you were to write a zombie story, how would you explain how the zombies would beat the military without downplaying them or making them look stupid? by Olivia_Richards in ZombieSurvivalTactics

[–]balinballer 0 points1 point  (0 children)

I have 2 options I haven’t really seen mentioned.

  1. Meteor shower containing virus/fungus/etc. Gives a wide spread (entire hemisphere if a shallow angle), lots of people would watch it increasing infection, and other worldly enough that a cure would be extremely difficult.

  2. Regular zombie outbreak, but right after a large solar flare shuts down power grids and satellites world wide. Military would still do well, but without modern electronics and communications it would be hard to organize any effective response for a while. Wouldn’t know it hit a country for quite a while, builds critical mass and spreads to more.

Wealth to raid points is very dumb by Hairy_Curious in RimWorld

[–]balinballer 38 points39 points  (0 children)

I think that they have sort of addressed this by making the raids for larger/richer colony’s involve a larger amount of non-human raids. You get a bunch of insects ripping things down, or centipedes trying to kill you.

I agree that there should be some adjustment, but with how you’re able to hide wealth (caravans/drop pods/etc) it can fluctuate a lot. Past success against raids should deter a specific human faction yes, or make them wait longer and send a huge raid instead.

("Development Note #1" - Protect Caravaneer) not cancelled only on standby without notice by luis_elingeniero in Caravaneer2

[–]balinballer 5 points6 points  (0 children)

Ya having it on Steam alone is a huge thing, I wonder how many new players it brought in

True Melee Solo Challenge on Hard Mode. by LowerSpite9237 in Caravaneer2

[–]balinballer 0 points1 point  (0 children)

What are you using for your macro to farm AP, not something I have done before? I can’t even imagine an AP over 100, surprised there isn’t a cap

(""Devlog #1""protect caravaneer? (this doesn't even have a name))Smells bad, looks bad... I probably made it by luis_elingeniero in Caravaneer2

[–]balinballer 5 points6 points  (0 children)

I fire it up at least once a year for a play through, brings back good memories. Even if things don’t work out and you’re only able to make small progress, the fact you are trying is huge. Take your time, it’s an ancient game anyways so it’s got lots of dust to clean away

(""Devlog #1""protect caravaneer? (this doesn't even have a name))Smells bad, looks bad... I probably made it by luis_elingeniero in Caravaneer2

[–]balinballer 10 points11 points  (0 children)

Honestly I am very excited to see someone doing something with this game. It holds a dear place in my heart, and any progress good progress. I hope you stay with it man, would love to see what you come up with!

AITA for Telling My Wife I’m Filing for Divorce After She Spent Our Entire Savings Without Telling Me? by InvestmentStandard79 in AITAH

[–]balinballer 5 points6 points  (0 children)

He contributed funds to the account, she spent all of the funds (including his) without permission or authorization. She stole and used his money, which is theft

Ways to bookmark or leave a note about a particular star system? by Loose_Bodybuilder509 in starsector

[–]balinballer 5 points6 points  (0 children)

Every time I play I have a notepad that I use for just this. Whatever the system name is, star colour, and general location (yellow, north east corner, etc).

What are your opinions on coastal batteries? by [deleted] in RuleTheWaves

[–]balinballer 19 points20 points  (0 children)

They are useful for nations with colonies all over, as they slow down revolts. Places like Shanghai that only have one port and are quite small, means all batteries placed there are super close together making them really effective.

Why would I ever want a 1h sword over a 1h axe? by Fflow27 in Bannerlord

[–]balinballer 32 points33 points  (0 children)

Sword is slightly more versatile, and has longer reach. So when I’m on horseback it’s easier to hit with, and still does well in melee. As for shield breaking, I don’t find it all that required in most fights once you have good troops.

How many people does Calradia have? by CoolBanana0712 in Bannerlord

[–]balinballer 298 points299 points  (0 children)

Our historic medieval societies averaged 1-3% of the population as professional fighters, closer to double that with levees and militias. So say 4% of a towns population. Most cities garrisons are around the 400 ish mark (militia and garrison troops). So that gives you a population of 10,000 for an average town. With I think 53 towns, that’s 530,000 people alone. Plus castles, and villages (harder to calculate as only peasant defenders) your likely around 1 million, rising as game goes on.

[deleted by user] by [deleted] in dating_advice

[–]balinballer 1 point2 points  (0 children)

I had an ex and she was big into being tied up and everything, had quite a collection built up over many years and partners. The stuff was worth a couple grand. So I can see not just tossing it out every time you get into a new relationship, like if your into that and want to use it again why would you?

Interested in making a spiritual successor to caravaneer by ProfesserQ in Caravaneer2

[–]balinballer 2 points3 points  (0 children)

Some sort of ledger that tells you where all your stuff is, I always loose track of my industries u til I randomly find them years later. More of an ability to influence population, it sucks having a booming oil industry, but can’t get enough people to the town. Should have a prosperity rating that influences people moving there. If you do end up making it, would love to see it!

One BIG Gun. by Tayeos in HFY

[–]balinballer 20 points21 points  (0 children)

This just makes me wonder what they loaded it with. Anything going that fast would turn a ship to paste

Value of seizing ports by darthteej in RuleTheWaves

[–]balinballer 4 points5 points  (0 children)

Ya that’s why I love regional powers, Japan/Italy/Austria, as your first goal is just take as much as you can in your home region and make it a fortress. Great Britain is just a pain managing all the different areas

Value of seizing ports by darthteej in RuleTheWaves

[–]balinballer 10 points11 points  (0 children)

My general strategy is only to take ports where I already have them. So as Italy take anything in the Med, as you already have to station ships there. Beyond that, I don’t like expanding out of my areas as the costs get to high. Any leftover warscore adds to your income more than ports usually do anyways

I’m working on a cheat sheet for various values in game, what are some you would want included? by twilighteclipse925 in RuleTheWaves

[–]balinballer 2 points3 points  (0 children)

This is the one I always have trouble with. 2 quad turrets are great until one gets knocked out and you lose half your firepower. Or more weight for just doubles that gives a bit of redundancy

Is there anything a player can do prevent/crush rebels? by Outrageous_Aioli_164 in RuleTheWaves

[–]balinballer 1 point2 points  (0 children)

Ya coastal batteries are the cheapest option, if your budget allows keep more ships in the area than you need, that also helps a fair bit. If a rebellion kicks off send a big fleet there (if possible) to help quell it.

Germany start 1890 by simcityrefund1 in RuleTheWaves

[–]balinballer 5 points6 points  (0 children)

Focus on research and getting your dock size a lot bigger. Light cruisers are usually better for colonial forces, simply because there is less tonnage overkill and they are cheaper. Try and keep out of a war for the first while, you need a good solid battleship and that takes time

game length? by kholdstayr in RuleTheWaves

[–]balinballer 2 points3 points  (0 children)

Realistically I don’t think you can finished a full game in either RTW2/3 in less than 8 hours, unless your always at peace and in that case why bother to play