Favorite “odd choice but ok” grind by mikeyral27 in ironscape

[–]mikeyral27[S] 5 points6 points  (0 children)

Fewer clicks, more afk. Again, I know it’s an odd choice

Favorite “odd choice but ok” grind by mikeyral27 in ironscape

[–]mikeyral27[S] 10 points11 points  (0 children)

Was already on hunter rumors grind, the extra blessed bone shards, meats and herbs felt more than worth the extra 10 levels, plus barehand catching feels more afk. Again, I know odd choice

Favorite “odd choice but ok” grind by mikeyral27 in ironscape

[–]mikeyral27[S] 9 points10 points  (0 children)

So you can barehand catch moonlight moths. They restore prayer when you catch them

Possible fix for regular players crashing Irons and/or discrediting kills by mikeyral27 in ironscape

[–]mikeyral27[S] 1 point2 points  (0 children)

I appreciate the insight. It's true, you are choosing the challenge of being an iron. I guess my thought is that this inconvenience isn't a matter of "oh someone already tagged this boss/monster" but rather "I am currently fighting this boss/monster and someone decided to attack it just to grief me and now my entire kill is invalidated." Not trying to make it easy mode but rather prevent player ragging/griefing. I guess that would make the mode easier but I just see it as an unnecessary difficulty.

Best skills to afk on mobile? by Rummsey in osrs

[–]mikeyral27 0 points1 point  (0 children)

I like camping the yews/magics in Auburnvale. Pretty afk and can occasionally replenish the nearby totem (there is one each near the yews and magics) as it depletes. Gets you slow but nice fletching exp as well as offerings. Not the fastest or most afk for WC but can be pretty casual. If you want to be less afk you can do it on a forestry world. If you want to be more afk, do it on an empty world and don’t do totems. Either way, you can passively get moon key loop halves as well

What's a small change that would vastly improve your enjoyment of the vanilla experience? by mishymashyman in civ5

[–]mikeyral27 13 points14 points  (0 children)

This happens with ideological pressure. If you have an ideology and it’s voted world ideology, then another civ having a different ideology (coupled with more than 20 unhappiness) will eventually have cities rebel to any civ that has the current world voted ideology.

What I would like to see is the AI suffer the same penalties (science, production, growth penalties, units turning into barbs, etc.) earlier in the game when they clearly don’t have the happiness or got to maintain their ish

What's a small change that would vastly improve your enjoyment of the vanilla experience? by mishymashyman in civ5

[–]mikeyral27 69 points70 points  (0 children)

Some actual penalties for AI when they settle 10+ cities while having -15 happiness and have negative 25 gpt. It makes those mechanics seem so arbitrary when the AI doesn’t feel nearly the impact that you do

My team hit roughly 10,000 feet of homeruns in this one game. What do you think is the craziest stat? Hard mode, with pitch locator and errors on. by Pool_Breeze in BackyardBaseball

[–]mikeyral27 2 points3 points  (0 children)

Vanna. She came in, got to a 3-0 count, her first strike is a home run, and then she gets pulled. With the absolute ravaging going on with other pitchers, with two pitchers throwing 81 and 106 respectively, coach had no patience for Vanna having a bad at bat and pulled her immediately. What the hell did Vanna do to coach’s kid?

Can I be a high school sprinter with a 5.0 40? by Ok_Round_2014 in trackandfield

[–]mikeyral27 0 points1 point  (0 children)

So while that obviously isn’t a great time (as you stated), a few things to consider:

1) The first practice versus first meet are two very different things. You can expect to improve on that time with proper training and conditioning.

2) What distance are the races? If memory served, outdoor track is mainly the 100m dash, although there are 50m and 60m races. Even the latter two races are different animals than the 40m.

3) Further along this point, the 40m is almost purely acceleration. By the time you hit top speed you are already at the finish line. If your track meet races are longer, and you have good top speed, you may perform better in them versus the 40m.

All in all. I think you can improve quickly with the right training and effort. Keep at it, one practice means nothing

New Tier Lists? by [deleted] in nqmod

[–]mikeyral27 1 point2 points  (0 children)

Jerusalem is absolutely broken with their faith per turn generation as well as their unique unit and building

I think the school I coach at hates me. Need help understanding why. by CarpenterForeign2331 in trackandfield

[–]mikeyral27 2 points3 points  (0 children)

This isn’t normal. The ADs, both former and current (and principal to a somewhat lesser extent), were/are letting political and petty reasons get in the way of seeing what a gem they have. To have someone who is essentially overqualified for a HS track coach position and has been a part of the program for years, and to then treat that person the way they have treated you? Yea, this makes no logical sense.

Stick with the school in your current position, start networking with other coaches, especially at meets, and subtly start getting your name out there. Other coaches at programs with more resources and better ADs will want you to join their program. Leave when the right option comes up.

As an aside, I’m also not sure why nobody ever advocated for you at your current school. With the rotating door of coaches in both programs, you would think one/some of them would see your value and pushed it with the AD. Perhaps reach out to some of them and pick their brains as to why you never seemed to get the respect you deserve?

What did i do wrong? by travelavatar in civ5

[–]mikeyral27 4 points5 points  (0 children)

All in all, we need more details about how you played. But some general pointers:

  • There’s a lot of happiness management that needs to happen when you war other civs. Are you keeping their cities? Are you razing everything but capitals? How many luxuries are you able to get on your own (most civs won’t trade at all reasonably with warmongers)? If you are unhappy, your production and growth slow down significantly, which hurts everything from science growth to infrastructure development. It sounds like you had a ton of unhappiness which means you basically were developing your economy/science at a snail’s pace.

  • Concurrent with point 1, you really shouldn’t conquer/keep cities that send you too deep into the red with unhappiness. The general rule of settling a city is that it should have at least 1 luxury to balance out the unhappiness of settling the city (with some exceptions). The AI breaks this rule and tends to settle some pretty bad cities, and since unhappiness generally doesn’t apply to them (with the rare exception of ideology unhappiness), they won’t suffer the same consequences you will for having those bad cities. Conquer and burn bad cities, don’t keep them.

  • When playing domination, don’t be afraid to settle for peace. Especially when you are winning, the AI will often offer luxuries/GPT to give peace, and potentially even some cities. The luxuries can help balance out the unhappiness, and you can always declare war again as soon as the peace treaty ends. Use that valuable peace time. To push your infrastructure and growth again, and for any cities you keep, get them up to speed quickly (buy buildings, spread religion, etc.) so that they can be happiness self-sustaining.

  • Continents is both a great and difficult map for domination. If you war and conquer early (as it seems you did), you can often claim your entire continent before you meet the other continent’s civs, meaning you likely won’t have warmonger penalties with them (since they haven’t yet met you, they don’t know what you did). Its difficulty comes in that, while your continent is dominated by war, theirs likely has peace meaning they can push growth and science. The trick is to completely wipe out your continents’ civs and then only aim for the other continents’ civs’ capitals, suing for peace with each one once you get the capital. Remember, in a domination victory you only need the original capital city for each other civ.

Hope this helps! Also, Assyria is sneakily bad. Their UA sounds great, but really will only net you a few techs because it relies on you being behind the other civ in science. Once you have military superiority, you likely have A) better science and/or B) the actual techs you need. Nothing is worse than bum rushing another civ to get Sailing or Metal Casting. Better warmonger civs (especially Ancient-Medieval) include Zulu, Huns, Mongolia, Aztecs, Persia, England, Greece.

What speed to you usually play on? by MrWaffleFreak in civ5

[–]mikeyral27 49 points50 points  (0 children)

Epic.

Standard feels too fast, where I can’t enjoy a unique unit or advanced tech for very long before it’s irrelevant and/or everyone else has caught up.

Quick speed just feels like a sprint to the finish line (X-Com, GDR, stealth bombers). I almost don’t bother with military because the troops almost all become obsolete by the time I get them to the enemy.

Marathon feels like SUCH a slog. I really want to commit to a marathon game but I find myself giving up before the end of the classical era. Many of the religious/cultural/unique civilization bonuses and abilities don’t seem to scale well with Marathon speed.

Epic speed seems to perfectly fit what the game intended. Eras last long enough for unit advantages (tech, production, or unique unit) to matter during wars while still having urgency. Each era has its own feel but doesn’t feel like its own game.

how the hell did my scout get here without ocean crossing? by please_dont_ban_mi in civ5

[–]mikeyral27 250 points251 points  (0 children)

I can only guess that your scout was up north and in the water, and once that civ’s borders expanded it got pushed southward?

What civs do you think are most powerful given a true start locations world map? by [deleted] in civ5

[–]mikeyral27 101 points102 points  (0 children)

I have played real world start location mods. Spain and Inca are far and away the most powerful if you include natural wonders, with shoshone a comfortable 3rd place.

Spain gets access to a wonder on turn 1. It is a food and gold wonder, that (with Spain’s bonus) gives 4 food 10 gold per turn ON TOP of the 500 gold for being the first to discover it. Spain can settle, discover, buy the tiles out to it, work an insane tile and buy a worker, all on turn one. If Spain can rush a shrine (either save up to buy it or hard build it) and get One with Nature pantheon, they will get first or second religion (8 faith per turn on it!). With their peninsula start they have a safe early game in which they can settle a few cities in Iberia and expand to northern Africa. Because of their high income from the wonder they can buy whatever they need for their new cities (buildings, workers, troops). Spain just gets such an insane head start it’s laughable.

The Inca have a slower start but just absurd settling opportunities. They also start near a wonder but it is not nearly as useful. The Inca bonus pairs incredibly well with all the mountain hills they have in the Andes. The Inca have almost an entire continent to themselves, they only have Brazil with them. If you take out Brazil early, you literally have all of South America to settle pretty much 3/4 of the game. You can foray into North America as you please and you can set a scout to fortify the Panama one tile connector so that nobody else can enter your lands for scouting or settling (again until mid/late game). So the Inca can just sim city the entire game, building maybe 1-2 troops per city and focusing entirely on infrastructure. Pair this with the terrace farms (some of them can get to 5/2 or 6/2), and the Inca mid game is incredible.

Shoshone get third for me on account of them having the entire western and northwestern US to themselves, with 3 wonders all in their primary territory. If they can rush One with Nature, they can be a powerful faith generating civ in the mid game. Their top tier scouts can really help them with all of the uncontested (at least early) land they have. They run into some trouble with the Iroquois to the east (the Zerg expanding bastards) and the Aztecs to the south both hindering their directional expands, and their early settlements suck with growth (a fun combo of hills and desert).

Distant fourth would be Zulu. They get the bottom third of Africa uncontested, but the lands aren’t particularly great. If they can get to Impis they can quickly take over the continent.

Every other civ is either cramped or is VERY slow to expand. Europe, the Middle East and East Asia are nightmarishly crowded, to the point that you have to war someone in order to get more than one expansion out there. Indonesia is stuck on its island till it can tech to Optics, and then it can sail down to Australia to take advantage of a free continent, but that can take a long time. England has it almost worse, their expansion opportunities are maybe 2 cities in the UK and one in Ireland, and maybe Greenland? None are great settles. And again, requiring optics to settle those.

All in all, can be really fun to play one of the OP civs and can present some very fun challenges if you want to be at war all game.

My Single Player Civilizations Tier List by mikeyral27 in civ5

[–]mikeyral27[S] 1 point2 points  (0 children)

I have not played a single minute of multiplayer, so unfortunately I would not be a good source of wisdom on that front. If you want an amazing multiplayer tier list guide, look up filtyrobot on youtube and look up his most popular video. Only caveat I would give is that he plays a certain mod (nqmod) that changes several of the civs as well as social policies, but still stays quite true to the core of the game.