least that’s supposed to deliver explosive surprises!
least that’s supposed to deliver explosive surprises!
???
except:
raising cattle on a commercial scale requires mind boggling resources!
every single study on environmental impacts of food production lists beef as the number 1 worst food source in terms of environmental impacts period.
“Raising cattle doesn’t require anything.” - yeah, in fantasy land.
in case you actually want to know the answer:
it’s the avocado being shipped. and by, like, a mile and a half. it’s not even close.
raising cattle is the single most energy, water, and CO2 intensive food production there currently is.
well, rimworld does have a focus on (micro)management and strategy!
if your pawns are constantly down due to raiders, then you need better defenses! …or tame a herd of animals and release those at your enemies! (rhinos work very well for this!)
there are tons of little optimizations you can make to efficiently run a colony. for example, social fights: you can keep those from happening by keeping the problematic pawns in different areas! or removing one or both of their tongues! or sending one on basically permanent caravan missions! etc., etc.
this kind of deep strategizing, combined with the random bullshit the game throws at you, is mostly why people love rimworld!
and mods… definitely get mods! that’s where the game reeeaaally shines!
re: rimworld
it’s really important to read the messages and the little bits (like the logs when a social fight occurs) to really get immersed in the story!
might be worth watching some YouTubers playing to see what i mean!
hazzor usually does a good job of getting into the story, so does ambiguousAmphibian
but as the others said: if it’s really not for you, then it’s just not for you!
because the class system is built into capitalism.
you can’t have unchecked capitalism without an exploited underclass.
and you said it has nothing to do with the economic system, which is false, hence the downvotes…
the information age is easy: the silicon age!
not sure about the space age…maybe titanium age? that’s about the time we figured out how to machine titanium on large scales, and for highly specialized, extreme applications (talking about the SR-71 here, mostly). could also call it the alloy age, since a number of important alloys were discovered around that time
steam deleted a LOT of reviews on the overwatch page at some point (probably repeatedly, probably an automated system).
their “anti-review-bombing” measures sure love to fire when even when the community does have legitimate complaints.
so overwatch hasn’t gotten better, they just keep deleting some of the negative reviews…
“debunking” requires a source… otherwise they just put forth a claim
thank you for posting!
I’ve been looking for something like this, and judging by the inclusions on this list I’ve already read, I’m guessing I’ll enjoy most of the others as well!
now I’ll be busy for the foreseeable future, which is nice :)
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you are right!
i did actually forget about that when commenting, and thanks for the added info!
however, that’s not exactly what i was talking about:
assuming normal or better soil you need less work (i.e. time spent working the fields) per unit of nutrition when moving from rice->potato->corn because of yield.
so your pawns spend less time planting and harvesting, which results in higher overall colony productivity since they can do other stuff in-between, like cooking, cleaning, mining, etc.
you are correct in that you should choose which plant you use based on the soil first, and according to productivity second!
i just wasn’t really considering soil quality when writing the comment…
when starting a new game:
-set up a stockpile:
indoors, preferably shelves, but that’s a goal to work towards
-stockpile some food:
starting with a talented grower makes early game easier. rice is best in the beginning, when it’s beginning to stockpile switch to potatoes, when those stockpile to corn. each step requires less work by your pawns, leaving more time for other stuff.
-get a ranged weapon and some defenses
some bows if there’s nothing else. first raid is alwaysa single melee guy, that’s scripted, afaik. setup some sand bags or embrasures. walls/corridors to limit the range enemies can shoot at you.
-get batteries
super important! difficult to have a reliable food supply without those!
-get a freezer
also super important because of the above!
-set up a prison
last on the list, not that high of a priority…but still, get some more people!
and then do pretty much what you want…once early game is done, get some research done, plant some cotton, some herbal meds, set up a little medical area, etc.
this should get you to mid game fairly reliably!
yes, in the sense that they have negative elevation ;)
Tell me if those companies that experienced more productivity, why did they not continue to implement it?
they did. 80% of them did exactly that!
it works exactly as expected, and the companies that did switch to a 32h-week model did see increased productivity, and 80% chose to keep the 32h-week model.
read the study.
wrsl damit die direkte übersetzung ins englische einfacher zu verstehen ist
got curious, googled it, here’s something interesting:
https://news.usask.ca/articles/research/2018/u-of-s-study-hones-in-on-causes-of-ms-disability.php
seems genetic. which makes sense.
apparently that region just got unlucky with its gene pool, though, as the news release states: more research is necessary in order to be certain.
being caused by environmental chemicals hasn’t been definitively ruled out, but it’s not looking likely
(btw, bravo on an actually readable press release by a university!)
so you’re basically saying it talked itself squarely into uncanny valley?
i honestly didn’t consider that would be an issue for LLMs, but in hindsight…yeah, that’s gonna be a problem…
oh, damn, you’re right!
i got that mixed up; i thought ranked choice also includes proportional representation, because it frees up your secondary vote to be for whoever you want it to be, without pressure to vote for a canditate that “has a chance of winning”, thus alleviating the issue of strategic voting…but that’s pretty much the only thing it does.
but the proportional representation is tied to the way mandates/seats are distributed, which isn’t tied to the how the vote works.
so if the senate still had the same number of seats per state, it wouldn’t fix representation, because the weight of the votes still wouldn’t be equal…
yeah, sorry for the confusion…long day…but thanks for the polite correction!
the DLC are pricey, but they’re also proper, old school expansions adding lots of content that actually enhances the game.
it’s perfectly playable without the DLC, and there’s a LOT of DLC-sized mods on the workshop!
kind of a fundamental problem with modern DLC: they generally don’t get cheaper over time (remember when that was an actual thing? not just sales, but actually lower prices for older games?).
if you keep up with the releases it’s super okay at about 20/25€ once a year, maybe twice, bur if you’re late to the party it’s a whole lot of cash all at once!
exactly why paradox introduced a subscription for Stellaris’ DLCs at 10€/month… honestly kinda worth it, if you know you’re just gonna play for a while and then move on…still wish stuff would just get cheaper at some point again…