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Cake day: June 11th, 2023

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  • 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!




  • 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!



  • 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!


  • gerrymandering is rendered obsolete by points 1 and 2 on the list…so that’s already included in the OP ;)

    the reason gerrymandering is a thing, is because of the first-past-the-post/winner-takes-all voting system, which ranked choice replaces.

    ranked choice allows propotional representation, which also fixes the 2 party problem!

    edit, also fixes your point 2, because under ranked choice there is only a popular vote (also just known as “a vote”, because there isn’t any other one left)

    nvm, got something mixed up…shouldn’t comment when half asleep…



  • 9bananas@lemmy.worldtoGames@lemmy.worldWhat game fits this?
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    5 months ago

    i don’t think so, but you can either entirely disable it, or make them passive, or tune it to your liking; there’s tons of customizability in the difficulty!

    it’s honestly some pretty smart design in how they handled it! you should give it a try, see if you like it!

    one little beginners tip that’s kinda important: they always choose the shortest path to your base (so pretty much any structure you build) and they attack based on your power consumption! (there’s a little widget that tells you when a wave is coming)