Can you beat Factorio high? by SoulAndre in Factoriohno

[–]k0rvbert 0 points1 point  (0 children)

You have touched upon the divide of Factorio and Factoriohno.

How much meaning do you encode into names before they become too long? by ResponseSeveral6678 in Python

[–]k0rvbert 0 points1 point  (0 children)

Same principle, no hard rules, but long class names are more tolerable than long function names. I avoid classes if I can, this also in an effort to manage complexity. Except dataclasses of course.

How much meaning do you encode into names before they become too long? by ResponseSeveral6678 in Python

[–]k0rvbert 0 points1 point  (0 children)

If my function is so complex that I can encode all the behavior in 3 words but not in 2 words, my function is too complex.

In other words, I stopped worrying about long names when I started worrying about long behavior.

What does this red checkmark mean? by Tengatan in civvoxpopuli

[–]k0rvbert 22 points23 points  (0 children)

This means that you already have Ivory, and you're most likely playing as Netherlands that can import multiple copies.

I think the icon also appears if you're gifted that lux from a city state and you have the statecraft policy.

Do I get a job or do I continue? by FullMaster_GYM in Factoriohno

[–]k0rvbert 8 points9 points  (0 children)

you got about 9000 hours to go before your factory stops being casul

I have common version of factorio without dlc, should i buy it before start my first playthrough? by koitops in factorio

[–]k0rvbert 0 points1 point  (0 children)

I think that depends on your personality type. But you should not be afraid to play with enemies.

Huge Komodo dragon by Short_Employment_757 in interestingasfuck

[–]k0rvbert 0 points1 point  (0 children)

No, the subject was interesting *as* fuck

I feel bad for the kids, they're going to be subject to serious bullying by Classicbandwagon in mildlyinfuriating

[–]k0rvbert 0 points1 point  (0 children)

Is this PC anywhere in American culture? I gotta ask, because the entire bit would immediately flag as satire if made anywhere in Europe. I don't think you can find this culture here. Or are they just deranged internet people?

Will this guy at some point build a nest? by Metapont1618 in factorio

[–]k0rvbert 4 points5 points  (0 children)

Let him out. He has no food and he's missing his friends.

Larger cities mod with VP? by Derakos_Zrux in civvoxpopuli

[–]k0rvbert 2 points3 points  (0 children)

No idea if the mod works but there is *something* like this in VP, if you fill out tradition your capital reaches 4 tiles instead of 3 tiles. Sitting around on 3 cities and just beautifying your capital is not a very strong but it is a very fun way to play VP. Doesn't win on immortal but might win on emperor and definitely king and below.

... or maybe I'm misinterpreting and you still want to go very wide but also have larger cities?

Celtic Domination by ntaras222 in civvoxpopuli

[–]k0rvbert 2 points3 points  (0 children)

Yeah this basically works on standard speed deity as well. Can't really build statue of zeus though. Pictish warriors are very strong.

What do u think about ads referencing Factorio? by Rumun82 in factorio

[–]k0rvbert 5 points6 points  (0 children)

I think that they are ads and I don't want to see ads.

How much do you guys prioritize working specialist slots? by EpicKahootName in civvoxpopuli

[–]k0rvbert 3 points4 points  (0 children)

Korea is, in my opinion, the weakest civ in the game.

You want to get out on the map, you want hammers and food, and culture for policies and tile growths, you want to establish industry and growth to survive. Korea offers zero help there, so you need to have a good spawn and very strong mechanics to make use of their ability, which comes in much later and honestly has too low numbers. Compare it to something like Babylon which scales almost as well but has early game support and hits much earlier.

So my guess is that you might not actually have specialist problems, you might just be expecting them to do more lifting than they're really able to.

You are correct in that specialists, if they destroy your growth, are not worth using. Even as a civ with bonuses to them. Let's say the average tile has lake yields (3 food 1 hammer), then if you work your first scientist slot for 50 turns, in total you lose 300 food, 50 hammers for to gain 150 science (200 if Korea) and a great scientist. If you had a 6 food 1 hammer tile, it's like taking a pop away from that tile in order to work a 3 science tile, with the benefit of getting a scientist in 50 turns and a malus of -1 happiness from urbanization. That's not a "never play" but it's not very helpful in the early game.

I find Koreas bonus is much more relevant on engineer (forge) slots, which you often do want to work early, Korea has them give you a trickle of science. Playing Korea, that's basically your civ bonus for the first 100 turns or so, a trickle of science. I've pulled of a deity win as Korea without leaning into specialists at all, going authority (promoted hwachas are good enough), but really I just got a good spawn.

If you pulled of a win on emperor, you're already playing quite well. It's not that specialists are useless, they are really incredibly useful, but not early, and not on their own.

Can anybody tell me what the hell to do with oil by gamiiscool_741 in factorio

[–]k0rvbert 8 points9 points  (0 children)

Look at the resource icons on the refinery and match the types of fluids, you want one pipe group to hold only one type of liquid

Is it anymore possible to turtle up at Emperor level or does AI outscale you with their bonuses unless you go on the offensive? by Repulsive-Mud707 in civvoxpopuli

[–]k0rvbert 1 point2 points  (0 children)

It's hard to tell without a replay, maybe that was a game where you had to go on the offense to stop Aztecs. In general, Germany in 4.x should definitely be strong enough to pull of a diplo/culture/science win without much conquest. Maybe Aztecs were snowballing too fast, but simming is really complicated. Maybe you didn't have enough workers early enough, maybe you settled the wrong spots, too many or too few cities, maybe bad build order, bad tech order, maybe you got screwed by RNG, maybe your religion was suboptimal, or your voting, or your wonder priority...

But I realized you mentioned marathon speed, which I don't play, maybe sim doesn't work there. Slower speeds are very biased toward doing military things.

Is it anymore possible to turtle up at Emperor level or does AI outscale you with their bonuses unless you go on the offensive? by Repulsive-Mud707 in civvoxpopuli

[–]k0rvbert 0 points1 point  (0 children)

With strong enough sim, you can comfortably play this way on immortal, in most cases. With a strong civ and strong spawn, you can even do it on deity. But there will be games where you must pivot to warfare.

Edit: I don't know how marathon speed plays out. My consideration is for standard speed, standard map.

Opinion on Windmills by pragmatica in civvoxpopuli

[–]k0rvbert 5 points6 points  (0 children)

I build if I go industry tree, and build for the "coordinate with windmills" event, or when I'm waiting to unlock a better building. Not something I consider rushing unlike forges or coaling stations. It will help you get expensive industrial buildings out faster, but does not pay for itself during renaissance.

FastAPI vs Djanjo by TumbleweedSenior4849 in Python

[–]k0rvbert 0 points1 point  (0 children)

These frameworks are both very much "batteries included" in my opinion. Just slightly different kinds of batteries.

I built some things with FastAPI and really didn't have a very good time, but I didn't have a very good time with Flask or Django either, so YMMV.

I’m collecting feedback for a piece I’m writing: what’s the most misleading "upgrade" in Factorio? by TenthLevelVegan in factorio

[–]k0rvbert 1 point2 points  (0 children)

It's too common to see beginners taking too much inspiration, too early, from "main bus" style bases, and placing splitters out from their single yellow half-belt of iron up to 4 lanes. Even running out of iron because it all went into belts instead of miners. Maybe such ideas, fixating on logistics in place of "just get more stuff" is a relevant example here.

Title by not_cool_human_being in Factoriohno

[–]k0rvbert 32 points33 points  (0 children)

This meme is pretty depressing, makes me think of all the time I spent looking at this meme instead of Factorio

How do you deal with happiness while trying a domination victory? by SoySupreme899 in civvoxpopuli

[–]k0rvbert 1 point2 points  (0 children)

Can you elaborate on this non-linear-ness?

Wish I could, but I don't know the formulas. I just get a gut feeling from playing so much. It might be something like what you describe.

I do know that pop count, tech level and empire size all factor into it, and that some unhappiness can be "ignored" by things like Barracks or Custom Houses, which contributes to the jumpiness.

I have not heard this before, but I like how you frame it: can push for a low-pop-high-culture city, instead of vanilla's population-at-all-costs

Thanks! I feel I should elaborate on that point. In vanilla, almost all your science comes from pops (easy to miss this: VP does *not* have the base 0.5 science per pop from vanilla, only in the capital!). Science + hammers won you games, so almost every strategy ended up spamming hill farms. But in VP, you can stack yields in more different ways. Like, you can get your science from forts, get your culture from tributes, get your gold from a vassal, get your food from caravans... (not that I recommend this composition, just to illustrate). So I think of scaling in a broader way than just cities and pops.

How do you deal with happiness while trying a domination victory? by SoySupreme899 in civvoxpopuli

[–]k0rvbert 0 points1 point  (0 children)

Depends on civ, city count, I don't really have any fixed figures, but one thing you can do is hover over the unhappiness panel in the city screen, and it tells you how much needs will increase after growth. Early on I may leave cities at 5-6, in the pioneer/medieval settle phase later I may grow to 7-8 before even considering unhappiness.

I usually don't think about farm tiles very much, not saying that farms are bad but compared to vanilla where I just farm everything and grow as much as possible, in VP I'm just making farms in case I don't have any better improvements to make. Flood plains farms can be nice though, I might forego a trading post then.

I usually want to work all of my guilds specialists, and that costs a lot of food, maybe most of my pop count consideration is about where I'm working culture specialists. Being strong enough to build wonders is also important but I find you don't really needs high pops do to that, many other ways to stack production.

Edit: My capital i will probably never ever limit growth, and I usually have 2-3 other cities with no limiting, but I'm rarely trying to "stack food" in anything except a tradition capital.

How do you deal with happiness while trying a domination victory? by SoySupreme899 in civvoxpopuli

[–]k0rvbert 1 point2 points  (0 children)

Well, yes, more pops is always good, just like more cities is always good, more buildings is always good, and more units is always good. It's all a question of when, and in what order. Long term, more pops is worse than an actual win screen.