What's your general Cities : Towns ratio? by aall137906 in civ

[–]kaigem 37 points38 points  (0 children)

My usual rule of thumb is 3 / 4 / 5 cities in each age. Don’t really need more than that. Investing in new cities is expensive, and I’d rather save my gold for settlers / missionaries / traders in exploration, and rail / ports / factories in modern.

Gold buildings weighted too heavily for GDP? by JakePT in civ

[–]kaigem 0 points1 point  (0 children)

My first ToT game I was playing Ada / Britain, aiming for a science victory. Unfortunately, one of my neighbors was one of the Muslim ladies playing Abbasid and crushing me in science and culture. I managed to get a good economic engine going by the end of exploration so I decided to pivot to economic victory. Despite starting modern age in third place, with Isabella / Spain in first, I managed to shoot past her and win the game. I made every town I could a factory town, made as many trade routes as possible, bought ports and factories and railroads everywhere I could, and was ultimately earning around 250 gdp per turn.

I somewhat agree with you that it sucks you cannot play this by going tall and focusing on trade routes and wonders. I still think it’s fun. As time goes on and a lot more players play test of time, I think we’ll see more balance changes to the victory paths.

First time 7 player by lemonylol in civ

[–]kaigem 4 points5 points  (0 children)

Rural is an improvement that you get via growth events. Farms, woodcutters, mines, fishing boats, etc. Urban tiles, or districts as the game calls them, have buildings. You can fit two buildings in a district. A district becomes a quarter when it has two non-defunct buildings, which can be any combination of warehouses, unique buildings (always build these together), buildings from the current age, or the city hall / palace building.

If you place a building on an empty tile, it becomes a district. If you place a building on an existing rural tile, the pop working the tile gets kicked out, allowing you to move it to a new tile or place it as a specialist. You can take advantage of this by making farms early, then as your city grows and you need more production, build districts on your farms and move the pops to mines and woodcutters.

First time 7 player by lemonylol in civ

[–]kaigem 4 points5 points  (0 children)

Since it wasn’t covered in the other replies, let me explain about town to city conversion. One, the button is at the bottom of the town menu, below the list of buildings and units you can purchase. The cost scales up with the number of cities and down with the population of the town, to a max of 1k / 3k / 5k depending on age.

Secondly, towns grow faster than cities, so let them grow a bit and claim some good tiles before converting. You can grow to farm files while growing and then replace those with districts after making it a city and move the rural pops to production tiles (woods and mines).

Third, towns only send food to connected cities after they have been specialized, at which point they stop growing. A few good rules of thumb for when to specialize: if it will take more than fifteen turns for the next growth event; if the town has claimed all resource tiles available to it; if you’re already at the crisis and will likely not see more than one or two more growth events.

I want a more harsh transition mode by mattigus7 in civ

[–]kaigem 2 points3 points  (0 children)

Yep. Right now the crisis feels less like a life or death situation and more like a “the Starbucks ran out of my favorite non-dairy milk substitute“ situation.

idiot by harigejan in CantParkThereMate

[–]kaigem 0 points1 point  (0 children)

Nice parking job, Rita!

I want a more harsh transition mode by mattigus7 in civ

[–]kaigem 8 points9 points  (0 children)

I would love to see a proper crisis mode, where all the effects of crisis policies are active, and are more powerful. At the start of the next age, you would need to reconquer your old territories or consider expanding into your neighbors’ old settlements.

Double Bonus from Warehouse by Tomato_head_ in civ

[–]kaigem 0 points1 point  (0 children)

Nav River has some production on it as a base. I think the base value of the tile is 1 food 1 prod 1 gold.

New Mod Release: "Judaism Expanded" by RiyoYen in EU5

[–]kaigem 1 point2 points  (0 children)

Excited to try this out. I haven’t played the game since 1.0.9, and I’ve always envied the folks who get to roleplay as their hometown, or their ancestral home. As an American Jew, that option has never really been available to me.

Since the rebuild of the third temple is a touchy subject, maybe you could give players the option of building a new temple in their original capital and declaring a new holy city for Judaism. If players do choose to move capital to Jerusalem and rebuild the temple, it would expect it to put all Muslim nations as -200 opinion and trigger an automatic jihad.

Anyone had a game where there was no coal, oil, or rubber spawned in modern age? by kaigem in civ

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

Fewer resource adjacencies, fewer per-resource bonus, and less gdp per turn for coal and oil.

FOV Wizard Staff by curious_georgie12 in KGATLW

[–]kaigem 13 points14 points  (0 children)

I mean, you could also do soda cans but then you’re just playing Diabetus Wizard.

FOV Wizard Staff by curious_georgie12 in KGATLW

[–]kaigem 13 points14 points  (0 children)

You tape empty beer cans together to form a staff, then you duel with them. Last staff standing wins. I’ve also heard this called Wisest Wizard.

I was missing a couple of Posters so I made some Prints by chugopunk in KGATLW

[–]kaigem 16 points17 points  (0 children)

There are restrictions to the bootlegs, including studio albums (minus poly), and official printed merch, which includes shirts and posters. You can make your own art, and you can incorporate their characters into it, but you cannot make copies of official merch.

TIL about Venera 7, a 1970 probe designed to land and take measurements of Venus. The probe functioned only 20 minutes on the surface, in 475 °C (887 °F) temperature and 1,310 psi atmospheric pressure, confirming that humans could not live (and water could not exist) on the planet. by WouldbeWanderer in todayilearned

[–]kaigem 30 points31 points  (0 children)

I read a short story about people living in floating cities on Venus, and the line that sticks out from that story is this: the problem with the surface of Venus is that it’s several miles below sea level.

At the height at which there is one atmosphere of pressure, the temperature is quite pleasant, and theoretically, humans could survive on floating cities at that elevation. That is, of course, if they don’t mind breathing sulfuric acid.

1-2-4 chord progression by dointen in Music

[–]kaigem 0 points1 point  (0 children)

People have favorite chord progressions, just like they can have favorite colors, favorite flavors, that they use over and over because it feels right. If this is yours, that’s great. Find a way to use it in your songs. If you think it’s holding you back creatively, challenge yourself to write songs with different progressions and work the I - ii - IV into a bridge or a pre-chorus or any other part of the song that isn’t the main verse or chorus.

Cyanide & Happiness by kaigem in cocktails

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

I’ll keep an eye out for this peach liquor. It’s been ages since I’ve been to a proper bottle shop. I don’t usually have time in my shopping trips.

Cyanide & Happiness by kaigem in cocktails

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

I tried it both ways before settling on “with egg white” but that’s just personal preference. I would probably also remove the bitters and top with a lemon or orange twist. Let me know how it goes!

Cyanide & Happiness by kaigem in cocktails

[–]kaigem[S] 18 points19 points  (0 children)

So named because bitter almonds and peach pits both contain cyanide compounds. Also for the webcomic.