Twitter - Often the best place for team news. If you put some work in following the right people for your sport, you twitter can pay off. I don't actually have any good sports specific follows to shout-out though. There are also decent sports bettors who post their picks if you're in to tailing.
whoscored.com - Lots of stats, and they use opta data which most betting sites also use. Gives most accurate rendition of stats vis-a-vis matching your sportsbook.
https://stats.nba.com/teams/advanced/ -the NBA website tracks basic advanced stats. I mostly use it to check off/def ratings, what pace team are playing at and how teams will match up on grabbing rebounds, but it's pretty customizable and I imagine could be used for more
https://www.teamrankings.com/ - also a good site for free granular stats. Covers most American sports. I don't use it too much but I probably should.
On Spells and Society, or how 5e spells completely change everyone's lives.
Today i have a confession to make: i'm a little bit of a minmaxer. And honestly, i think that's a pretty desirable trait in a DM. The minmaxer knows the rules, and exploits them to maximum efficiency. "But wait, what does that have to do with spell use in society?" - someone, probably. Well, the thing is that humans are absolutely all about minmaxing. There's a rule in the universe that reads "gas expands when hot", and suddenly we have steam engines (or something like that, i'm a political scientist not an engineer). A rule says 1+1 = 2, and suddenly we have calculus, computers and all kinds of digital stuff that runs on math. Sound is energy? Let's convert that shit into electricity, run it through a wire and turn it back into sound on the other side. Bruh. Science is just minmaxing the laws of nature. Humanity in real life is just a big bunch of munchkins, and it should be no different in your setting. And that is why minmaxing magic usage is something societies as a whole would do, specially with some notable spells. Today i will go in depth on how and why each of these notable mentions has a huge impact on a fantasy society. We'll go from lowest level to highest, keeping in mind that the lower level a spell the more common it should be to find someone who has it, so often a level 2-3 spell will have more impact than a level 9 spell. Mending (cantrip). Repair anything in one minute. Your axe lost its edge? Tore your shirt? Just have someone Mend it. Someone out there is crying "but wait! Not every village has a wizard!" and while that is true, keep in mind any High Elf knows a cantrip, as can any Variant Human. A single "mender" could replace a lot of the work a smith, woodworker or seamstress does, freeing their time to only work on making new things rather than repair old ones. Prestidigitation (cantrip). Clean anything in six seconds. Committed axe murders until the axe got blunt, and now there's blood everywhere? Dog shit on your pillow out of spite? Someone walked all over the living room with muddy boots? Just Prestidigitate it away. This may look like a small thing, but its actually huge when you apply it to laundry. Before washing machines were a thing housewives had to spend several hours a week washing them manually, and with Prestidigitation you can just hire someone to get it done in a few minutes. A single "magic cleaner" can attend to several dozen homes, if not hundreds, thus freeing several hours of the time of dozens of women. Fun fact: there's an interesting theory that says feminism only existed because of laundry machines and similar devices. Women found themselves having more free time, which they used to read and socialize. Educated women with more contacts made for easy organization of political movements, and the fact men were now able to do "the women's work" by pushing a button meant men were less opposed to losing their housewives' labor. Having specialized menders and magic cleaners could cause a comparable revolution in a fantasy setting, and help explain why women have a similar standing to men even in combat occupations such as adventuring. Healing in general (1st-2nd level). This one is fairly obvious. A commoner has 4 hit points, that means just about any spell is a full heal to the average person. That means most cuts, stab wounds, etc. can be solved by the resident cleric. Even broken bones that would leave you in bed for months can be solved in a matter of seconds as soon as the holy man arrives. But that's nothing compared to the ability to cure diseases. While the only spell that can cure diseases is Lesser Restoration, which is second level, a paladin can do it much more easily with just a Lay on Hands. This means if one or two people catch a disease it can just be eradicated with a touch. However doing that comes with a cost. If everyone is instantly expunged of illness, the populace does not build up their immune systems. Regular disease becomes less common, sure, but whenever it is reintroduced (by, say, immigrants or contact with less civilized humanoids) it can spread like wildfire, afflicting people so fast that no amount of healers will have the magic juice to deal with it. Diseases become rare, plagues become common. Continual Flame (2nd). Ok, this one is a topic i love and could easily be its own post. There's an article called "Why the Falling Cost of Light Matters", which goes in detail about how man went from chopping wood for fire, to using animal fat for candles, then other oils, whale oil, kerosene, then finally incandescent light bulbs, and more recently LED lights. Each of these leaps is orders of grandeur more efficient than the previous one, to the point that the cost of light today is about 500,000 times cheaper than it was for for a caveman. And until the early 1900s the only way mankind knew of making light was to set things on fire. Continual Flame on the other hand allows you to turn 50gp worth of rubies and a 2nd level spell slot into a torch that burns forever. In a society that spends 60 hours of labor to be able to generate 140 minutes of light, this is a huge game changer. This single spell, which i am 99% sure was just created as an excuse for why the dungeon is lit despite going for centuries without maintenance, allows you to have things like public lighting. Even if you only add a new "torchpost" every other week or month sooner or later you'll be left with a neatly lit city, specially if the city has had thousands of years in which to gather the rubies and light them up. And because the demand of rubies becomes so important, consider how governments would react. Lighting the streets is a public service, if its strategically relevant to make the city safer at night, would that not warrant some restrictions on ruby sales? Perhaps even banning the use of rubies in jewelry? Trivia: John D. Rockefeller, the richest man in history, gained his wealth selling kerosene. Kerosene at the time was used to light lamps. Gasoline was invented much later, when Rockefeller tasked a bunch of scientists to come up with a use for some byproducts of the kerosene production. This illustrates how much money is to be had in the lighting industry, and you could even have your own Rockefeller ruby baron in your game. I shall call him... Dohn J. Stonebreaker. Perfect name for a mining entrepreneur. Whether the ruby trade ends up a monopoly under the direct supervision of the king or a free market, do keep in mind that Continual Flame is by far the most efficient way of creating light. Gentle Repose (2nd). Cast it on a corpse, and it stays preserved for 10 days. This has many potential uses, from preserving foodstuffs (hey, some rare meats are expensive enough to warrant it) to keeping the bodies of old rulers preserved. Even if a ruler died of old age and cannot be resurrected, the body could be kept "fresh" out of respect/ceremony. Besides, it keeps the corpse from becoming undead. Skywrite (2nd). Ok, this one is mostly a gag. While the spell can be used by officials to make official announcements to the populace, such as new laws or important news, i like to just use it for spam. I mean, its a ritual spell that writes a message on the sky; what else would people use it for? Imagine you show up in a city, and there's half a dozen clouds reading "buy at X, we have what you need", "get your farming supplies over at Joe's store" or "vote Y for the city council". The possibilities are endless, and there's no way the players can expect it. Just keep in mind that by RAW the spell can only do words, meaning no images. No Patrick, "8===D" is not a word. Zone of Truth (2nd). This one is too obvious. Put all suspects of a crime into a ZoT, wait a couple minutes to make sure they fail the save, then ask each one if he did it. Sure its not a perfect system, things like the Ring of Mind Shielding still exist, but it's got a better chance of getting the right guy than most medieval justice systems. And probably more than a few contemporary ones. All while taking only a fraction of the time. More importantly, with all the average crimes being handled instantly, the guards and investigators have more time to properly investigate the more unusual crimes that might actually involve a Thought Shield, Ring of Mind Shielding or a level 17 Mastermind. There is a human rights argument against messing with people's minds in any way, which is why this may not be practiced in every kingdom. But there are definitely some more lawful societies that would use ZoT on just about every crime. Why swear to speak the truth and nothing but the truth when you can just stand in a zone of truth? Another interesting use for ZoT is oaths. When someone is appointed into an office, gets to a high rank in the military or a guild, just put them in a ZoT while they make their oath to stand for the organization's values and yadda yadda. Of course they can be corrupted later on, but at least you make sure they're honest when they are sworn in. Sending (3rd). Sending is busted in so many ways. The more "vanilla" use of it is to just communicate over long distances. We all know that information is important, and that sometimes getting information a whole day ahead can lead to a 40% return on a massive two-year investment. Being able to know of invasions, monsters, disasters, etc. without waiting days or weeks for a courier can be vital for the survival of a nation. Another notable example is that one dude who ran super fast for a while to be the first to tell his side of a recent event. But the real broken thing here is... Sending can Send to any creature, on any plane; the only restriction being "with which you are familiar". In D&D dead people just get sent to one of the afterlife planes, meaning that talking to your dead grandfather would be as simple as Sending to him. Settling inheritance disputes was never easier! Before moving on to the next point let me ask you something: Is a cleric familiar with his god? Is a warlock familiar with his patron? Speak With Dead (3rd). Much like Sending, this lets you easily settle disputes. Is the senate/council arguing over a controversial topic? Just ask the beloved hero or ruler from 200 years ago what he thinks on the subject. As long his skeleton still has a jaw (or if he has been kept in Gentle Repose), he can answer. This can also be used to ask people who killed them, except murderers also know this. Plan on killing someone? Accidentally killed someone? Make sure to inutilize the jaw. Its either that, being so stealthy the victim can't identify you, or being caught. Note on spell availability. Oh boy. No world-altering 4th level spells for some reason, and suddenly we're playing with the big boys now. Spells up to 3rd level are what I'd consider "somewhat accessible", and can be arranged for a fee even for regular citizens. For instance the vanilla Priest statblock (MM348) is a 5th level cleric, and the standard vanilla Druid (MM346) a 4th level druid. Spells of 5th level onward will be considered something only the top 1% is able to afford, or large organizations such as guilds, temples or government. Dream (5th). I was originally going to put Dream along with Sending and Telepathy as "long range communication", but decided against it due to each of them having unique uses. And when it comes to Dream, it has the unique ability of allowing you to put your 8 hours of sleep to good use. A tutor could hire someone to cast Dream on him, thus allowing him to teach his student for 8 hours at any distance. This is a way you could even access hermits that live in the middle of nowhere or in secluded monasteries. Very wealthy families or rulers would be willing to pay a good amount of money to make sure their heirs get that extra bit of education. Its like online classes, but while you sleep! Another interesting use is for cheating. Know a princess or queen you like? She likes you back? Her dad put 400 trained soldiers between you? No problemo! Just find a 9th level Bard, Warlock or Wizard, but who am i kidding, of course it'll be a bard. And that bard is probably you. Now you have 8 hours to do whatever you want, and no physical evidence will be left. Raise Dead (5th). Few things matter more in life than death. And the ability to resurrect people has a huge impact on society. The impact is so huge that this topic needs topics of its own. First, diamond monopoly. Remember what i said about how Continual Flame would lead to controlled ruby sales due to its strategic value? This is the same principle, but a hundred times stronger. Resurrection is a huge strategic resource. It makes assassinations harder, can be used to bring back your officials or highest level soldiers over and over during a war, etc. This means more authoritarian regimes would do everything within their power to control the supply and stock of diamonds. Which in turn means if anyone wants to have someone resurrected, even in times of peace, they'll need to call in a favor, do a quest, grease some hands... Second, resurrection insurance. People hate risks. That's why insurance is such a huge industry, taking up about 15% of the US GDP. People insure their cars, houses... even their lives. Resurrection just means "life insurance" is taken more literally. This makes even more sense when you consider how expensive resurrection is: nobody can afford it in one go, but if you pay a little every month or year you can save up enough to have it done when the need arises. This is generally incompatible with the idea of a State-run monopoly over diamonds, but that just means different countries within a setting can take different approaches. To make things easier, i even used some microeconomics to make a sheet in my personal random generators to calculate the price of such a service. Just head to the "Insurance" tab and fill in the information relative to your setting. With actual life insurance resurrection can cost as little as 5gp a year for humans or 8sp a year for elves, making resurrection way more affordable than it looks. Also, do you know why pirates wore a single gold earring? It was so that if your body washes up on the shore whoever finds it can use the money to arrange a proper burial. Sure there's a risk of the finder taking it and walking away, but the pirates did it anyway. With resurrection in play, might as well just wear a diamond earring instead and hope the finder is nice enough to bring you back. I got so carried away with the whole insurance thing i almost forgot: the possibility of resurrection also changes how murders are committed. If you want someone dead but resurrection exists, you have to remove the vital organs. Decapitation would be far more common. Sure resurrection is still possible, but it requires higher level spells or Reincarnate, which has... quirks. As a result it should be very obvious when someone was killed by accident or an overreaction, and when someone was specifically out to kill the victim. Scrying (5th). This one is somewhat obvious, in that everyone and their mother knows it helps finding people. But who needs finding? Well, that would be those who are hiding. The main use i see for this spell, by far, is locating escaped criminals. Just collect a sample of hair or blood when arresting someone (or shipping them to hard labor which is way smarter), and if they escape you'll be almost guaranteed to successfully scry on them. A similar concept to this is seen in the Dragon Age series. If you're a mage the paladins keep a sample of your blood in something called a phylactery, and that can be used to track you down. There's even a quest or two about mages trying to destroy their phylacteries before escaping. Similarly, if you plan a jailbreak it would be highly beneficial to destroy the blood/hair sample first. As a matter of fact i can even see a thieves guild hiring a low level party to take out the sample while the professional infiltrators get the prisoner out. Keep in mind both events must be done at the same time, otherwise the guards will just collect a new sample or would have already taken it to the wizard. But guards aren't the only ones with resources. A loan shark could keep blood samples of his debtors, a mobster can keep one of those who owe him favors, etc. And the blood is ceremoniously returned only when the debt is fully paid. Teleportation Circle (5th), Transport Via Plants (6th). In other words, long range teleportation. This is such a huge thing that it is hard to properly explain how important it is. Teleportation Circle creates a 10ft. circle, and everyone has one round to get in and appear on the target location. Assuming 30ft. movement that means you can get 192 people through, which is a lot of potential merchants going across any distance. Or 672 people dashing. Math note: A 30ft radius square around a 10ft. diameter square, minus the 4 original squares. Or [(6*2+2)^2]-4 squares of 5ft. each. Hence 192 people. Getting hundreds of merchants, workers, soldiers, etc. across any distance is nothing to scoff at. In fact, it could help explain why PHB item prices are so standardized: Arbitrage is so easy and cheap that price differences across multiple markets become negligible. Unless of course countries start setting up tax collectors outside of the permanent teleportation circles in order to charge tariffs. Transport Via Plants does something very similar but it requires 5ft of movement to go through, which means less people can be teleported. On the other hand it doesn't burn 50gp and can take you to any tree the druid is familiar with, making it nearly impossible for tax collectors to be waiting on the other side. Unfortunately druids tend to be a lot less willing to aid smugglers, so your best bet might be a bard using spells that don't belong to his list. With these methods of long range teleportation not only does trade get easier, but it also becomes possible to colonize or inhabit far away places. For instance if someone finds a gold mine in the antarctic you could set up a mine and bring food and other supplies via teleportation. Major Image (6th level slot). Major Image is a 3rd level spell that creates an illusion over a 20ft cube, complete with image, sound, smell and temperature. When cast with a 6th level slot or higher, it lasts indefinitely. That my friends, is a huge spell. Why get the world's best painter to decorate the ceiling of your cathedral when you can just get an illusion made in six seconds? The uses for decorating large buildings is already good, but remember: we're not restricted to sight. Cast this on a room and it'll always be cool and smell nice. Inns would love that, as would anyone who always sleeps or works in the same room. Desert cities have never been so chill. You can even use an illusion to make the front of your shop seem flashier, while hollering on loop to bring customers in. The only limit to this spell is your imagination, though I'm pretty sure it was originally made just to hide secret passages. Trivia: the ki-rin (VGM163) can cast Major Image as a 6th level spell, at will. It's probably meant to give them fabulous lairs yet all it takes is someone doing the holy horsey a big favor, and it could enchant the whole city in a few hours. Shiniest city on the planet, always at a nice temperature and with a fragrance of lilac, gooseberries or whatever you want. Simulacrum (7th). Spend 12 hours and 1500gp worth of ruby dust, and get a clone of yourself. Notably, each caster can only have one simulacrum, regardless of who the person he cloned is. How this changes the world? By allowing the rich and powerful to be in two places at once. Kings now have a perfect impersonator who thinks just like them. A wealthy banker can run two branches of his company. Etc. This makes life much easier, but also competes with Continual Flame over resources. It also gives "go fuck yourself" a whole new meaning, making the sentence a valid Suggestion. Clone (8th). If there's one spell i despise, its Clone. Wizard-only preemptive resurrection. Touch spell, costs 1.000gp worth of diamonds each time, takes 120 days to come into effect, and creates a copy of the creature that the soul occupies if the original dies. Oh, and the copy can be made younger. Why is it so despicable? Because it makes people effectively immortal. Accidents and assassinations just get you sent to the clone, and old age can be forever delayed because you keep going back to younger versions of yourself. Being a touch spell means the wizard can cast it on anyone he wants. In other words: high level wizards, and only wizards, get to make anyone immortal. That means wizards will inevitably rule any world in which this spell exists. Think about it. Rulers want to live forever. Wizards can make you live forever. Wizards want other stuff, which you must give them if you want to continue being Cloned. Rulers who refuse this deal eventually die, rulers who accept stick around forever. Natural selection makes it so that eventually the only rulers left are those who sold their soul to wizards. Figuratively, i hope. The fact that there are only a handful of wizards out there who are high enough level to cast the spell means its easier for them organize and/or form a cartel or union (cartels/unions are easier to maintain the fewer suppliers are involved). This leads to a dystopian scenario where mages rule, kings are authoritarian pawns and nobody else has a say in anything. Honestly it would make for a fun campaign in and of itself, but unless that's specifically what you're going for it'll just derail everything else. Oh, and Clone also means any and all liches are absolute idiots. Liches are people who turned themselves into undead abominations in order to gain eternal life at the cost of having to feed on souls. They're all able to cast 9th level wizard spells, so why not just cast an 8th level one and keep undeath away? Saves you the trouble of going after souls, and you keep the ability to enjoy food or a day in the sun. Demiplane (8th). Your own 30ft. room of nothingness. Perfect place for storage and a DM's nightmare given how once players have access to it they'll just start looting furniture and such. Oh the horror. But alas, infinite storage is not the reason this is a broken spell. No sir. Remember: you can access someone else's demiplane. That means a caster in city 1 can put things into a demiplane, and a caster in city 2 can pull them out of any surface. But wait, there's more! There's nothing anywhere saying you can't have two doors to the same demiplane open at once. Now you're effectively opening a portal between two places, which stays open for a whole hour. But wait, there's even more! Anyone from any plane can open a door to your neat little demiplane. Now we can get multiple casters from multiple planes connecting all of those places, for one hour. Sure this is a very expensive thing to do since you're having to coordinate multiple high level individuals in different planes, but the payoff is just as high. We're talking about potential integration between the most varied markets imaginable, few things in the multiverse are more valuable or profitable. Its a do-it-yourself Sigil. One little plot hook i like about demiplanes is abandoned/inactive ones. Old wizard/warlock died, and nobody knows how to access his demiplanes. Because he's at least level 15 you just know there's some good stuff in there, but nobody can get to it. Now the players have to find a journal, diary, stored memory or any other way of knowing enough about the demiplane to access it. True Polymorph (9th). True Polymorph. The spell that can turn any race into any other race, or object. And vice-versa. You can go full fairy godmother and turn mice into horses. For a spell that can change anything about one's body it would not be an unusual ruling to say it can change one's sex. At the very least it can turn a man into a chair, and the chair into a woman (or vice-versa of course). But honestly, that's just the tip of the True Polymorph iceberg. Just read this more carefully: > You transform the creature into a different creature, the creature into a nonmagical object, or the object into a creature This means you can turn a rock or twig into a human. A fully functional human with, as far as the rules go, a soul. You can create life. But wait, there's more! Nothing there says you have to turn the target into a known creature on an existing creature. The narcissist bard wants to create a whole race of people who look like him? True Polymorph. A player wants to play a weird ass homebrew race and you have no idea how it would fit into the setting? True Polymorph. Wizard needs a way to quickly populate a kingdom and doesn't want to wait decades for the subjects to grow up? True Polymorph. Warlock must provide his patron 100 souls in order to free his own? True Polymorph. The sorcerer wants to do something cool? Fuck that guy, sorcerers don't get any of the fun high level spells; True Poly is available to literally every arcane caster but the sorcerer. Note: what good is Twinned Spell if all the high level twinnable spells have been specifically made unavailable to sorcerers? Do keep in mind however that this brings a whole new discussion on human rights. Does a table have rights? Does it have rights after being turned into a living thing? If it had an owner, is it now a slave? Your country will need so many new laws, just to deal with this one spell. People often say that high level wizards are deities for all intents and purposes. This is the utmost proof of that. Clerics don't get to create life out of thin air, wizards do. The cleric worships a deity, the wizard is the deity. Conclusion. Intelligent creatures not only can game the system, but it is entirely in character for them to do so. I'll even argue that if humanoids don't use magic to improve their lives when it's available, you're pushing the suspension of disbelief. With this post i hope to have helped you make more complex and realistic societies, as well as provide a few interesting and unusual plot hooks Lastly, as much as i hate comment begging i must admit i am eager to see what spells other players think can completely change the world. Because at the end of the day we all know that extra d6 damage is not what causes empires to rise and fall, its the utility spells that make the best stories. Edit: Added spell level to all spells, and would like to thank u/kaul_field for helping with finishing touches and being overall a great mod.
We Have a 15% Chance to Win the Series, and How to Simply Calculate the Odds
Here is a site that has betting odds on NBA games (I'm not affiliated. There are many other options). The American odds are -235 for the Clippers and +194 for the Mavericks. You can use this odds converter to convert that into a probability, in this case 70% and 34% respectively. The reason it adds up to more than 100% is because betting sites add in some margin where they actually make their money.
Now you know how to calculate the results for any given game, for any sports with odds. Great! Now how do we calculate the series? There are two ways.
You find the series odds (-500/83.3% and +360/21.7%)
You assume that each game we have about the same chance of winning and we plug that into this calculator under 'Probability of success on a single trial'. We also plug in 4 for number of successes and 7 for number of trials. We'll find the answer in 'Cumulative probability:P(X >= x)' and when you use 32%, you find that we have a ~15% of winning
If any are interested, I can explain why this works, otherwise, I'll leave this here for you all to play around with. Maybe you think we have a 40% to win each game. Or maybe you want to see the Blazer's chance of winning the series (approximately the same chance). Also, if there is interest, I could explain how to do this for a player's shots to see how hot or cold they were on a given night. Edit: u/lakersbestinleague brought up a good point. Why is it that when I calculate the series odds the first way, it says 20%, but when I calculate it the 2nd way it has 15%. The second way makes some assumptions, namely that the probability of us winning each game is the same, and that the probability doesn't depend on what's happened in earlier games. What this discrepancy indicates to me is that we should expect to have a higher win rate in other games. Perhaps the betting market still feels there is a home court advantage? Edit 2: After our loss tonight, assuming the same 32% chance of winning a game, our chance of winning the series goes down to ~8.5%. (plug in .32, 6, and 4 to the calculator)
I'm not necessarily new to this forum, but I poke around just enough to only recently become aware of Bob's run. I have seen others get hot like this, and it has always ended in a blaze of infamy. Nevertheless, I love when this community comes together, and lately it has been fun cheering him on like a hot roller getting us all rich at the craps table. However, I have to admit... in the back of my mind, the numbers-lover inside of me has been wondering... "Well, if enough people are posting their picks on a regular basis, what are the odds of one of them getting this hot just by luck?" So, I decided to do that math. For me, personally, this is what makes our terrible hobby so enjoyable. I bet on sports not to make money, but because I enjoy playing with numbers (and having something very small on the line). So, this looked like a fun puzzle. My first step was to calculate the probability of each of Bob's predictions hitting. The simplest way that I know to do this was to convert the moneylines that he conveniently posted to implied probabilities. Then, adjust these to "true probabilities" based on an assumed vig. For example, a ML of -110 has an implied probability of 0.524. However, it is likely that this is seen as a 50/50 bet by Vegas with 0.024 of juice. So, the "true probability" of Bob correctly predicting a -110 bet is .500. I did this for all 24 of Bob's bets. The average "true probability" was .475. Next, I wanted to calculate the probability of being successful 19 out of 24 trials, each with a .475 probability of success. To do this, I have to calculate the binomial distribution. See below. P(k) = (n!/k!(n-k)!p^k (1 - p)^(n - k) Where n = number of trials (bets)... k = number of successful attempts (hits)... p="true probability" Based on my math, the odds of Bob having this run by luck alone is 0.0012. In other words, if handicappers were all full of shit (I'm not saying they are - but let's pretend).. It would take about 821 of them posting their picks before we ran into a Bob. Caveat #1 - These are not truly independent events. The formula assumes they are. But they are close enough. Caveat #2 - I used an average probability (.474) instead of representing each bet's individual probability. This is a shortcut, because I'm tired and lazy and don't feel like figuring out the more precise method. But this would only matter if Bob's misses were disproportionately high/low probability bets. They weren't very different (.460 vs .474). Not worth the extra work. Caveat #3 - I know handicappers aren't just operating off of pure luck. But I do track several of them with spreadsheets, and they rarely beat the juice over time. This is what made Bob's run so fun. I'll be interested to see if he beats the juice going forward.
[Cryoverse] The Last Precursor 030: Soren the Savior
The Last Precursor is an HFY-exclusive web-serial which focuses on the exploits of the last living human amidst a galaxy of unknown aliens. With his species all but extinct and now only known as the ancient Precursors, how will Admiral José Rodriguez survive in this hostile universe? Make sure to read the earlier chapters first if you missed them! Do you like the story? Subscribe to HFY bot and get notified when I post new parts!
Previous Part Part 001 ....................................... Salt and Pepper zip through the underground catacombs toward the source of the 'bomb' detonation they detected moments before. Due to the pitch-blackness surrounding them, these two Shades move at unbelievable speeds, crossing five miles of total darkness in the blink of an eye. They stop a few hundred feet away from a tremendous pile of collapsed rubble and pause to examine the scene. The cave roof appears sunken in, as if something had crashed through the entire mountain down to these lower levels, more than half a mile below sea level. Where there should be a hole leading to the surface, the mountain has instead collapsed in on itself, blockading the roof with tens of thousands of tons of solidly packed dirt and stone. A cloud of dust hangs in the air, recently stirred up by whatever strange object forced its way into the underground caverns. The two Shades creep a little closer, their expressions turning to bewilderment. Before them, a giant metal cylinder sits embedded several feet in the ground, with only a couple of feet of its upper portion sticking out of the cave floor. A vibrating noise hums in the air, as if a beast were slumbering within the planet's bowels. "What the devil is that?" Pepper asks. "Did it fall from the sky?" "Don't be ridiculous," Salt retorts. "How could anything dig through the mountain so quickly? We would have noticed within seconds! The explosion was nearly instantaneous! I bet that tricky human somehow planted this weird... this weird thing here earlier." "But... but we watched him the whole time," Pepper says skeptically, her confusion only increasing further. "How could we have missed something that big?" "Dunno. Master says the fleshbags are tricky. We have to watch out for them. They nearly wiped out our entire species, after all." "Mmm. True that. Hey, do you hear something?" Suddenly and without warning, the circular metal object's 'lid' erupts outward, blasting off the cylinder's top. It flies backward, strikes the ceiling, and embeds half a foot into the stone roof, vibrating for a moment afterward. Then, a gigantic, unthinkably huge metal 'hand' emerges from the canister. Both Shades go on the alert, gazing with wide-eyed fascination, and a tinge of horror, as a metal 'monster' begins to climb out of its metallic embryo. Salt shrinks back, her eyes wide with shock, as the bipedal machine escapes its containment unit, revealing a shiny, silver body hidden within the darkness. Thanks to her incredible vision and perception, she can easily see every inch of its thick, powerful frame. Two gigantic railgun cannons rest upon the metal monster's shoulders. Its gauntlets appear powerful enough to effortlessly crush stone into dust, while its single glowing-red eye focuses on them, a tiny laser observing their movements. Having never seen such a terrifying giant, Salt can only begin to imagine what sort of terrifying beast must have spawned this behemoth. "That thing must be six meters tall!" Pepper gasps. "What is it?!" "M-Master... I think he mentioned these once..." Salt whispers. "It's... it's a human weapon. A killing machine!" At that moment, one hundred and fifty front-facing lights activate on the robot's body, blasting out tens of thousands of lumens worth of solar energy. The entire cavern system for a mile behind the Shades becomes as bright as if a star had ignited within the underground depths. "AHHHHHHHH!!!" "IT BURNS! NOOOOO!!!" Salt and Pepper scream in horror, their voices echoing into the distance with the volume of a thousand melting witches. Both Shades mindlessly leap backward, their bodies decomposing at terrifying rates. Unable to withstand the horrific bombardment of light upon their shadowy forms, they retreat as fast as possible, but only make it five steps before their bodies explode into smoke. A second later, they reform and fall to the ground, their limbs continuously melting due to the corrosive solar energy ripping them apart at the atomic level. Thrice, the Shades explode, reform, and fall to the floor. After the third time, they release high-pitched shrieks, their dying screams mirroring the agony within their souls. Then, they disappear for the rest of eternity, consumed by the all-encompassing light engulfing them. ... Soren Mudrose, Chief Tactical Officer aboard the Bloodbearer, merely stands and watches for a moment as the Shades perish. Their deaths happen within the span of several seconds, giving her just enough time to witness their fall. "Do not become complacent, Officer Mudrose," The synthmind, Umi, says. "Due to the imminent threat to the Admiral's life, you have not been able to properly learn to control the Titan-class Battlesuit. For now, I will initiate Automated Assault Mode. Your task is to guide the Battlesuit to the Admiral's location. Leave the combat to me." "I understand," Soren says, taking a deep breath. "I'm not much for fighting... so I'll go with that. Let's move!" Like an Olympic swimmer diving into a pool, Soren charges forward, her movement inside the giant, clunky, and seemingly unwieldy Titan-class Battlesuit quickly becoming smoother every second. Boom-boom-boom! The ten-ton Battlesuit smashes its feet against the floor as she stomps forward, rapidly increasing her running speed from five miles per hour to more than thirty. "Officer Soren," Umi says, her computerized voice speaking within the Battlesuit's cockpit. "You must move with haste. The Admiral's vital signs have ceased, but his body has begun to move. I suspect the demonic entities intend to capture him and drag him further into their underground lair. You must bring him back in as little time as possible." "I understand!" Soren answers. "Don't worry. I will not let the Admiral down!" Despite running at insane speeds far beyond what her body could ever pull off, compared to the Shades within the world of darkness, Soren's movement is as slow as a turtle's. She travels toward the Admiral's blinking vital signs, which appear as a red dot superimposed over the Titan's holographic imaging interface. "Seven hundred meters to the Admiral's current location," Umi says. "I am detecting multiple Giant-class demonic entities, as well as several hundred Hunter-class enemies. Threat rating: 0.01." "Giant-class entities?" Soren repeats. "Like Trolls? The ones I fought in the simulation?" "Affirmative. However, you have nothing to worry about. Inside a Titan-class Battlesuit, it is all but impossible for biological entities to injure you. Only Duke and Emperor-class demons will pose a threat, and only if they catch you off-guard. Should a Battlesuit utilize Automated Assault Mode, it will only perform with a 5% combat efficiency when compared to the control of a seasoned and veteran pilot. This loss of efficiency is unavoidable, but it will still prove more than adequate for dealing with low-level demonic entities." ... Not far away, at Admiral Rodriguez's body. A dozen Shades linger near the fallen Terran, having been told to stay behind with the human, just in case anything happens. All of them grumble and moan, complaining as loudly as possible about their bad luck. "This stinks!" "I wanted to watch Master break and train that little hussy. Now I'm stuck here, babysitting a dead man." "Maybe we should mess with the orcs. That's always good for a laugh!" "Oh, shut up, Prankster. Only babies like that stuff." "Nuh-uh!" "Uh-huh!" Several of the Shades argue among each other as they trail behind a pair of orcs. The two monsters hold the human by his arms and legs to roughly carry him through the underground catacombs. José hangs limp in their grasp, his entire body unmoving and unable to sense the world around him. Countless nanites swim throughout his bloodstream, their movements slowing more and more every minute due to his unmoving hearts. Without a doubt, the Terran has perished. Unfortunately, none of the monsters or Shades recognize this simple fact. They continue traveling deeper into the underground levels, dragging the Terran's corpse along to some awful, distant torture chamber. As they do, a few of the goblins at the front perk their pointy ears up. They swivel their heads toward a main passage up ahead, where a faint trickle of light begins to slowly expand and brighten that particular exit. In the distance, a sound greets their ears. Boom, boom, boom, boom. The sound of something heavy smashing the ground at regular intervals makes them hesitate. The lead goblin frowns. "What that noise?" "Dunno," his nearest companion replies. "It sound really angry though!" One of the Shades flickers toward the front. Her expression darkens. "I can't sense Salt and Pepper! Where did they go? Ah! Don't tell me... don't tell me they died?!" A second Shade jumps in alarm. "No way! How can that be? Those two are always so cautious!" Within seconds, the distant light becomes brighter than ever. The unmistakable sounds of titanic footsteps makes all of the Shades turn to one another in a panic. Not knowing what the hell is coming, the duly appointed leader barks an order. "Y-you, orcs! Gobbys! Take the trolls and find out what's making all that noise. Hurry!" The four remaining thirty-foot-tall trolls stare dully as their miniature companions zip between their legs and follow the head Shade's orders. By the time the Trolls start moving, the light up ahead has become astoundingly bright, while the heavy footsteps grow ever more frightening and oppressive. All at once, a metal giant rounds the corner, its 150 unthinkably bright headlamps blasting down the corridors. The Shades scream in pain and retreat as quickly as possible, while the charging goblins and orcs screech to a halt and shield their eyes. Despite how the light doesn't injure their bodies like it does the Shades, it's still bright enough to blind them and destroy their retinas. "Aaargh! Big sun underground! Where come from?!" The oncoming robotic warrior doesn't slow down. Soren Mudrose charges at full speed like a stampeding bull. She smashes through the frontlines, stomping anyone in her path into patches of bloody mulch, while swinging the Battlesuit's arms from side to side. Each swing shatters spines, crushes skulls, and sends the helpless orcs and goblins flying, their comparatively tiny bodies about as threatening to the Titan-class Battlesuit as a toothpick to a T-Rex. The Trolls, still lagging behind the orcs and goblins, don't suffer nearly as badly. Perhaps thanks to their tiny pea-brains, they somehow ignore the pain in their eyes to charge at Soren's oncoming form. They raise their fists high and swing down, intending to crush the Battlesuit into spare parts. Given how its size is only 2/3rd's the height of the Trolls, their victory seems inevitable. However, before the Trolls can land their crushing blows, the two automated railguns mounted atop the Titan's shoulders swivel toward the fleshy giants. Thoomph! Thoomph! With two simultaneous shots, a power unlike anything seen in the galactic community for one hundred millions years blasts out of the turrets' barrels. The two nearest Trolls detonate like bombs as two miniature shells rip through their bodies at 5% the speed of light. Their ribs explode backward in horrific showers of gore, splattering their companions behind them. The railgun shell tears into the mountainside and causes a localized earthquake, sending shockwaves in all directions. The deafening concussive blasts blow out the eardrums of the remaining two Trolls, making them stumble in pain while howling soundlessly. By the time the two remaining Trolls manage to open their eyes, all they see is a stupendously blinding light flying at their faces. Soren raises two fists and smashes the Trolls' skulls, killing them before they have a chance to react. Within ten seconds of her arrival, Soren murders every monster in the area, leaving lakes of blood and gore in her wake. "Haah... haaah...." Soren gasps, her adrenaline pumping like crazy. "Did... did I do that?! This suit is incredible!" "Now is not the time for self-congratulations!" Umi says, her tone authoritative. "The Admiral's body rests only seventy meters from your position. Fetch him as quickly as possible and return to the shuttle." Soren nods. She starts to walk toward the Admiral's 'blip,' only to pause. "Wait, what about Megla? I have to rescue my sister and the Kessu too!" "Negative," Umi replies. "Admiral Rodriguez is your top priority. You must bring the last Terran to the Bloodbearer at once. He is the last of his species. If he perishes, there will be no others. However, there are still countless Kraktol and Kessu elsewhere in the galaxy." Soren continues walking toward the Admiral, but her ecstasy from killing all of the monsters disappears, replaced instead with a mixture of horror and outrage. "How could you say that?! Megla is my sister! I will not leave her behind, synthmind!" "You will follow my orders," Umi replies. The synthmind's tone becomes noticeably colder than before. "The Admiral's survival is my top priority. The sooner you bring him back-" "I'll bring the Admiral back as soon as possible!" Soren shouts, fury building in her chest. "But I will also rescue my sister and the Kessu first! Don't you dare try to stop me!" "Officer Mudrose. Your conduct is unbecoming-" "Shut up!" Soren shouts, her voice becoming increasingly venomous. She slows to a stop beside the Admiral's unmoving body and grits her teeth. "Not another damned word! If you think I don't know how critical the Admiral's condition is, you've got another thing coming! Now, how can I bring him along with me safely? I'm liable to crush him to death if I'm not careful." Umi falls silent for several seconds, as if calculating a response. When she does reply, her tone is noticeably more curt than before. "Before you entered the Titan-class Battlesuit, you also obtained numerous auxiliary attachments. One of those is the Temporary Medical Stasis Device. The TMSD will envelop the Admiral in a protective force-field. Place him inside and it will temporarily preserve his vitals as they are now. However, this effect will only last for thirty minutes." One of the magnetically attached devices on Soren's Battlesuit glows with a golden hue thanks to her HUD. She grabs the circular object, activates it with a command, and places it on the Admiral's chest. A faint blue film rapidly envelops the Terran's body, sealing him in its protective embrace. Moments later, he levitates into the air, and an invisible 'chain' of energy connects him to the Battlesuit's torso. "Once again," Umi says, "I must demand that you return to the Bloodbearer at once. The Admiral's life is incomparably valuable. If he perishes, it will mean the extinction of his entire species." Soren hesitates. "...You think I don't know that? If I could, I would! No matter what, I'm not going to leave my sister down here! End of discussion." Soren starts stomping in the direction of Megla and the Kessu, following the general direction of their vital signs. As she does, Umi beeps with disappointment. "Originally, I calculated that you would be an officer who prioritized logic over petty emotions." "I never expected myself to act this way either," Soren retorts. "But now that I've made the choice, I'll never regret it. Logic is irrelevant once my family's safety is at stake!" "...In that regard, I suppose Admiral Rodriguez would commend you. By all accounts, were your roles switched, I am 100% certain he would make the same choice." Soren snorts. "Good. That's the nicest thing you've said all day." ....................................... A few miles away, inside the tucked-away Kessu cave. Megla hovers over little Lele's shoulder, wringing her claws together. "Come on, hurry up! What's taking you so long?" Lele, still disassembling Megla's rifle into a new device, releases a long meow of annoyance. "Mraaaaw! Every time you ask, you slow me down, scale-face! Just be quiet and let me focus, jeez!" The yellow-scaled Kraktol flicks her eyes around the room. Already, her eyes seem to be playing tricks on her, as the flickering shadows appear to slowly move around, bit by bit. Like pitch-black lava lamps, dozens of 'shadow globs' slowly float across the ceiling, making Megla feel extremely uneasy. I swear to the galaxies, it feels like a bunch of creepy monsters are looking at me! Are those the Shades that little furball mentioned? Augh! If this brat is trying to prank me, I'll shave her fur and dunk her in a bath! Megla listens intently, but no matter how she strains, she doesn't hear the sounds of combat outside. Her nerves tighten more and more every second. Is the Admiral okay? Maybe he escaped! Yeah. He'll leave and come back with a... with a rescue thingy! Yeah! He wouldn't just leave us here, would he? Oh, gosh, I hope he didn't lose the battle! He has to be okay, he just has to! "Kyargh! Hurry up, fuzz-brain!" Megla hisses. "I have a terrible feeling something bad is about to happen!" Hardly have the words left Megla's mouth, before a shudder goes down her spine. She whirls around and screams in a shrill, terror-stricken voice. "Eeeeyaaah!!!" Behind her, on the wall, a gigantic face comprised entirely of shadow smiles at her, its creepy and sinister expression revealing nothing but delight in her squeamishness. "Ehehehe!" The face cackles. "Listen to that delightful scream! You seem to be afraid of little old 'us,' you pretty little reptile. What's the matter? Do we scare you?" The face increases in size, swallowing up the entire sidewall. Megla loses her footing and falls to the ground, panic pulsing through her veins. The Kessu behind her appear to be even worse condition, with all of the children having fainted from terror, and Baaru simply unable to move. The Matriarch's legs tremble and shake, while her knees knock together. "Sh-shadow monster! Mreeooww!! Hiss!" All of Baaru's fur stands on end. She hunches down low and raises her claws as if to attack, but it only takes one look at her expression to see she wants nothing more than to flee. Even Lele's father, Ruuki, barely manages to hold it together. His teeth click together as he trembles and chatters nervously. "Maaoww! I do not like this! No, no, not one bit!" As the Shade, Yama, indulges in his twisted fear fetish, his expression sours slightly. In between all of the frightened and screaming Kessu and Megla, one creature remains completely impassive to his presence. Little Lele continues to tinker away with her Hypo-spanner, slowly building what looks like a radio antenna with a tripod base. The barrel of Megla's old rifle points straight up in the air, and the whole thing only stands about one and a half feet tall. Yama frowns. "Hmm. Why is this child not cowering in fear? What a brave little girl! Perhaps she has not yet noticed our majesty and splendor!" Lele raises her head for a moment. She glances behind herself at the horrifying face on the wall. After staring at it for a moment, she returns to what she was doing, her expression not changing in the slightest. Her reaction appears about as startled or impressed as if a leaf had blown past her face. The Emperor of Shadows begins to feel annoyed. He doesn't draw any nearer, due to Megla's glowing force-field, but he skirts around the battlefield, his gigantic head continuing to swallow up the walls. "You there! Little girl! Did your parents not teach you to look at your elders when they talked to you?!" Bzzt, brrt. Lele continues to quietly work on her little science project. "Sorry, can't. I'm busy right now." "B-busy?!" Yama sputters. Countless other Shades materialize on the walls around him, their expressions unsightly. "How dare you ignore us?! We have ruled this underground world for countless years! We have tortured and defiled countless females, making them scream in terror before succumbing to our power!" Rather than intimidating and scaring Lele, the Shade Emperor's words have the opposite effect. She glances at his shadow for a moment and snorts. "Oh, geez. What a dumb, poopy-looking shadow! Look at the big, scary guy, picking on little girls and women. You're just a stupid, weak little bully. You're not scary at all!" Lele's words make the other Kessu jump in alarm. Ruuki quickly drops down and presses his paw against her mouth. "What are you saying?! This shadow is about to kill us all! Didn't you hear what he did to the other Kessu?! We're in dire straits, sweet child of mine!" "Hahaha, well spoken!" Yama cackles. "You should be afraid, large male! We are going to tie your females down, violate them endlessly, make them beg for death, and then convert them to our harem! As for the males, we will flay the skin off their bones and feed their blood to our wargs! Your pain has only just begun!!" Lele rolls her eyes. She pulls her father's paw off her mouth. "You don't scare me. If you were a real man, you'd wait one minute and fifteen seconds for me to finish my Discombobulating Tickle Poker. Too bad you're even more of a scaredy-cat than my daddy." "What?! You insolent little brat! How dare you insult this Emperor's majesty! Do you think we are afraid of a tiny little baby like you?!" "I dunno. Are you?" Even as Lele talks, she continues to screw and weld pieces into place, slowly finishing her assembly of whatever device she happens to be working on. Megla's fear subsides somewhat, and a thought forms in the back of her mind as she notices how the conversation has shifted. The furball is oddly confident. Could it be? Does she really have some means to hurt or kill these Shades? A flash of light appears in the Kraktol's eyes. She stands up a little taller and presses her fists against her waist. "Kyargh! Well said, little furball! Hahaha! How could I be so blind? It's no wonder this shadow-blob taunts us from a distance! He's too scared of us to let you finish your infamous Tickle Poker! Even the weakest males of the Kraktol wouldn't be afraid of a few tiny little cats and women! This so-called 'Emperor' is truly nothing in my eyes!" Yama hesitates. The Shadow Emperor glowers at Megla with the rage of a thousand charging bulls. "Shut your mouth, woman! Soon, we'll have you screaming and begging for mercy!" "Sure, sure," Megla says, slowly building back her confidence. "I'm not denying you can and you will. But does it matter? If all you can do is bully the weak, then you aren't worth a drop of my spit. My Admiral is a thousand times the man you will ever be!" At these words, the Shadow Emperor's unsightly expression shifts dramatically. Once again, his confidence comes roaring back, along with a sinister grin. "Hehehe. Your Admiral, hm? Haven't you noticed yet, worthless woman? We have defeated him! He's all but dead now, a meat puppet in our claws! We defeated that fleshbag, and now we have come for you! Tremble and despair, for no matter how you taunt this Emperor, you cannot leave here as anything but our helpless pet!" Megla's expression sinks. Indeed, Yama's words have the intended effect, making her heartbeat slow to a stop. "W-what? You... you beat the Admiral?! No! That's not possible! The Admiral... he's invincible! You can't possibly...!" "Hehehe, we can, and we have! This Emperor crushed the fleshbag with relative ease. He killed a few minor members of our harem, but it matters not! Now that he has fallen, nobody can save you! Nobody!!" As Yama brags, Lele's paws move with ruthless efficiency. She slides the last bolt into place on her 'Discombobulating Tickle Device' and nods with satisfaction. "Okay, done! You can die now!" Without hesitation, Lele jumps to her feet while ignoring the Emperor's cackling. She lifts the odd antenna-shaped device over her head and presses a button on its underside, causing it to vibrate and build up power. Click, whirrrrrrrr... Yama stops laughing. The Shade Emperor immediately looks at the device in Lele's hands with confusion. "Hm? Die? Wahaha! Does this silly baby think she can tickle us to death?! This Emperor has heard many jokes in our life, but none have been as funny as this!" "It's not a tickling device, you dummy," Lele says, her voice cold. "It's a weapon. And you let me build it." At that moment, a faint ball of light appears atop the antenna. Fwip! The light-orb instantly fires upward and slams against the ceiling. FWEEEEEEEEEEEE!!! A high-pitched noise erupts underground, like a thousand banshees uttering their dying screams. At the same time, the luminous orb detonates, bathing the cave with an astonishingly bright light, one which mirrors the beginning of creation. "EEEEYAAAAARGHHHH!!" Yama, the haughty Emperor of Shadows, screams in agony as the scorching brightness bathes him for 1.34 seconds, irradiating not only him, but all of the Shades present with the lethal cosmic rays. They instantly lose their formlessness, explode into smoke, and reform a moment later as biped-shaped creatures of varying species, landing on the floor to crawl around and scream in pain. "Aaaargh! You little BITCH!! This Emperor will kill you!!" Yama screams incoherently, only managing to put his body together after a few more seconds. Meanwhile, other than the sudden brightness forcing Megla and the Kessu to quickly cover their eyes, they don't suffer any harm at all. The Kraktol quickly swivels to face the enemies around her, looking at them with astonishment. "What?! Furball, you did this?!" "Mhm," Lele answers, shrugging nonchalantly. "No biggie. Oh hey, shadow-bully! Here's another." Click, whirrrrrrrr... The antenna rapidly builds up energy for another ball of light, making the Shadow Emperor become livid. He recoils in horror and flees to the furthest point in the room, but in his heart of hearts, he knows he cannot hide from that all-encompassing light. "No, please! Aahhh! Have mercy! The light burns us! We do not like it, not one bit!" "Too bad!" Lele laughs. "Like my Aunt Lorrie always says... if someone's gonna hurt me or my daddy, I have to hurt them first! Now die, please!" The orb atop the antenna fires once again. It instantly strikes the roof and detonates into another light-blast of god-like intensity. "AAAAAHHHHHH!!" Yama screams once again, along with all the other members of his harem. This time, when the light recedes, two of his Shades explode into smoke and don't reappear. The rest flee the room as quickly as they can, skirting around the edges to avoid Megla's glowing Survival Suit. Yama joins them in his flight, his last panicked words being, "Y-you'll regret this, little girl! You'll regret this!!" ... A moment later, the cave falls silent. Lele glances at Megla. "Okay! We can leave now. Let's go find Big Baldy!" Megla sighs. "Alright. You got me. You're not bad, kid." "Thanks!" ....................................... Author Note: If you enjoy what you've just read, please consider subscribing to my Patreon! I am very poor and presently jobless due to Coronavirus, so every dollar helps. You get access to Cryopod artwork, and plenty of other exclusive posts, with more to come soon. Also consider reading The Cryopod to Hell, the primary story in the Cryoverse! I'll be returning to TCTH for the next week or two after this TLP part. Both stories are part of the Cryoverse, so they're deeply interlinked. You don't wanna miss them! Thank you!
[PSA] Horse gambling still gives races with >100% player return value, making it profitable earlygame with zero effort.
I'm not sure if this is a "glitch" per se as the code is working "correctly", but it's probably a lot more lucrative than intended--and now is as good a time as ever to remind everyone of this decent money-making method which requires virtually no Rank or assets except a few dozen grand in starting cash.
Convert about $20,000~$60,000 to casino chips. Keep in mind you can only do 20k per ingame day.
Play Inside Track, paying attention to the odds on the two best horses which should be between 1/1 (Evens) and 5/1.
If those two horses have 2/1 and 3/1 odds or higher, max bet on the lower of the two. This is a profitable game, and while you may still lose some games, statistically you will gain chips this way.
If the two best horses do NOT have 2/1 & 3/1 or higher, bet the minimum on whoever and run the game just to refresh the board.
Watch your chips slowly but surely rise over time, assuming you are not astronomically unlucky.
Note: If the other horses have high enough odds, there are cases where games with horses under 2/1 and 3/1 (but not Evens & Evens) are still profitable to bet on, but the math on that is a bit trickier, and using a calculator costs time; this is why I usually stick to 2/1 & 3/1 or better. Also while technically you average the same profit betting on any horse, higher-odds horses make luck a bigger factor, which you probably don't want. For best results, map Tab to a mouse button to max bet quicker (PC), and do this muted in the background while you watch YouTube or something because it's...also incredibly boring. Profit per hour fluctuates according to RNG of course, but seems to average better than 2x VIP rotations assuming you don't have a Buzzard or Oppressor MK2 yet to efficiently grind with. EDIT: I'm surprised this wasn't more popular, it's been around for awhile even if it kinda becomes obsolete once better money making methods become available (and it's so...boring...). If anyone's interested in the math and theory for why this works to better understand it, I found the original post explaining it. Keep in mind this all revolves around Inside Track's sloppy method for picking odds, and in the other games (and obviously real casinos), the house always wins. https://www.reddit.com/gtaonline/comments/ciuz70/ultimate_gambling_guide_for_gta_online_odds/?utm_source=amp&utm_medium=&utm_content=post_body
A whole bunch of Bannerlord tips and tricks you may not know (as of version e.1.5.1)
Bannerlord is a great game that is currently plagued by some serious issues, from glitches and bugs to simply not bothering to explain its own mechanics. Without any mitigation or forewarning, these little problems can really snowball and ruin your experience. I've compiled this list of tips and tricks to help other players get around some of these problems and also to maximise your fun while the game remains in early access.
I've separated everything up into categories so that you don't have to dig through too much to get to the stuff you're interested in. Also, stuff that's relevant to new players only is marked with a [NP] in front of it, so you can skip that if you already know the basics.
Edit: Wow, I hit the 40000 character limit so now I have to add more tips as comments instead!
How Stats, Skills and Perks work
[NP] Your character's progression consists of increasing stats, skills, focus, perks and levels. Stats govern your base aptitude in a set of three skills. For example, the Vigor stat affects your aptitude with one-handed, two-handed and polearm skills. Skills represent your ability with that particular skill. For example, the Bow skill affects your aim with the bow and the Steward skill directly affects how many members you can have in your party. Perks are essentially special abilities that are awarded at specific skill levels, e.g. 25, 50, 75 and 100. Sometimes you will get to choose between two perk options. Make sure you check whether a perk is implemented before you choose that perk! (See paragraph below) Lastly, focus points allow you to increase your max skill level with a skill and also provide an exp multiplier, making you gain skill points faster. Note that if you try to train a skill that's reached its limit, it will grow very slowly and eventually stop growing altogether. Thus, you need a constant investment of both stats and focus points to max out a skill. Since your stat and focus points are limited, I suggest you prioritize only a few skills to max out, and accept that the rest will never be fully completed.
[NP]In the character creation screen, the various skills are grouped by stats (in bold, above the individual skills) and each specific skill can have up to 5 focus points assigned (the vertical bars). Each skill you can learn is limited to a max number which is determined by the combination of stat and focus points you have for that skill. With full focus (5 bars), you will need about 6-8 stat points in a skill to allow you to completely max it out. Furthermore, the perks available for each skill are only partially implemented. This means that investing points into some skills is currently useless. To see which perks are implemented, I recommend using a site like https://www.bannerlordperks.com. At the time of writing this post, the entire "Cunning" stat has zero perks implemented, making it virtually useless to you. If you're new, I highly recommend getting points in Social, Vigor and Endurance. Social (specifically the charm skill) allows you to convince nobles to marry/join you more easily and improves your troops' morale (leadership skill). Vigor is your basic melee combat stat, which you will use a lot in the early game and especially in the arena. Lastly, endurance allows you to improve your movement speed (riding/athletics) and is necessary for smithing (skill), which is a really useful mechanic that I highly recommend you try. Another good choice is Control, if you wish to be a ranged character.
So how does leveling work in Bannerlord? Well here's what the Skills screen looks like using the character (C) menu Using skills with slowly increase your ability with them. The more focus points you have in a skill, the faster it's skill points will go up. Furthermore, your character will gain "exp" every time he/she gains skill points. Or more accurately, exp in this game IS skill points. That is to say, training the various skills is the only way to level up. NOT killing enemies, as you might have first thought. This means you can level up just by trading, smithing, running around, or leading armies. You don't even need to fight simulated battles mostly, though doing so will award you with tactics points and some combat skill points. Every level you gain will award you with either a stat point, a focus point, or both. You can spend these points to increase the relevant stat or skill focus bar. When you have points to assign, they will show up on your character screen. In the earlier screenshot is your NPC brother who you always start with, though his name and appearance is randomized. Because I chose the "assign perks myself" option, I can choose his perks right away (represented by little numbered shield icons next to his skills that tell you how many perks are available to choose). You'll note that to the left and right of the "Skills" table there are weird icons with the number 0 next to them. The left number represents stat points to assign, and the right number is focus points. Your new character will start with 1 free focus point to assign. To assign a focus point, select the desired skill and click the "+" sign. REMEMBER: No choices will be saved unless you click "Done", and you can revert all changes made so far by clicking the curved arrow between "Done" and "Cancel". To assign perks, click on the shield icons in the banner in the middle of the skill page and a popup will appear. Click on the perk you wish to choose - again making sure it's actually implemented first - and then when finished click "Done" to finalize your choices. Don't forget that you can use the left/right arrows to assign skills and perks for your NPCs too!
One more thing about perks. The "Governor" perks DO NOT APPLY to your character, because you can't be the governor of any of your cities/castles. Thus, don't pick governor perks for your main hero unless they also come with side-abilities that you want.
Starting the Game and the Main Storyline
[NP] The various factions each come with a special ability. You can use all troops from all factions, so don't worry about being shoehorned into any particular troop type by your choices. Instead, focus on the ability you'll get. Not all abilities are made equal and not all factions are equal either. Currently, the Khuzait faction is kind of OP due to the AI being too dumb to figure out how to handle horse archers, so select them for an easier early-game. Vlandia gets bonus troop exp, which means you can promote veteran troops faster than others. Empire skills are building-focused, which means you need to own fiefs to really gain any benefit from using them. Sturgia are... faster in snow. Also their troops are supposedly weaker than normal (this will eventually change), so pick Sturgia if you're a masochist. Battania are kind of situational with their forest boost (so maybe don't pick them either), and Aserai get trading bonuses, so pick them if you want to be a merchant or just like money.
[NP] Clicking the various family options will show you the potential change in stat points and focus points that you will gain for that choice. You will have about 7 different choices to make before your character is ready to play. Try to pick choices which focus on your ideal stats and skills while minimizing the other ones. Here's a sample character I generated using the stats I recommended earlier. Don't worry too much about making perfect choices here, since you will gain many more stat and focus points throughout your game too. Plus, you'll use most of the stats/skills at one point or another. After this, your brother will ask if you want to do the tutorial. The tutorial only teaches you how to fight, so if you already know that you can skip it.
If you follow the story you will play through a storyline quest for a while until you've rescued your siblings and experienced the execution mechanic in action. Then you will have to chase down a bunch of clan leaders and lie to two special characters who will never interact with you again once you've made your final choice. However, and this is something I want to emphasize heavily: You do NOT need to make a choice about what to do with the dragon banner immediately. In fact, I strongly recommend you do NOT make a decision until you're very well situated in the game. Why? Because it starts a doomsday timer that you cannot slow down or affect in any way, and when it runs out 3 factions will declare war on you all at once and try to grind your entire faction into the dust. Instead, forget about the story quest and just enjoy the game at that point until you are extra powerful and ready to take on the world. Once you succeed at that quest I'm pretty sure you win the game, and if you start it before you're ready you'll be in for a world of hurt.
The Campaign Map
The game has a really useful feature called the "Encyclopedia". Press 'N' to open it when in the campaign screen. If you want to track down a notable figure, you can search their name or clan in the search bar and it will tell you where they were last seen. Anytime you speak to another noble or visit a settlement, town or castle, it will update the rumours of where that noble was seen most recently. This will allow you to track down anyone with ease. You can also see if they were taken prisoner, got pregnant, or switched allegiances recently. Furthermore, you can use the Encyclopedia to check nobles' relations with you or each other, allowing you to single out the nobles who hate their liege and are ripe for conversion to your kingdom. You can also use the encyclopedia to check troop upgrade paths, details about cities/settlements, and info on minor factions, who are like secret clans that you can recruit if you choose to be your own kingdom. All in all, it's incredibly useful for planning your next move.
There's a circle next to city/settlement names in the overworld and the encyclopedia. Clicking that circle "bookmarks" the city/settlement, which means you can easily find it on the map. Clicking it again removes the bookmark.
[NP] If you hover over any of the symbols at the bottom right-hand corner of the screen, you can get detailed info on how the values are calculated. The symbols are, from left to right, money, influence, HP, troops, food and morale. The money icon will show you your daily income vs daily expenses. Influence will show your influence gain/loss over time. HP is your own health and recovery rate. Troops shows what troops you have in your army. Food shows how much food you have and morale shows what's affecting the mood of your soldiers. Using these icons helps you figure out what you need to do to make their values go up instead of down.
Against minor enemies like looters, it's usually relatively safe to use "Send Troops" instead of going in there yourself. You won't gain tactics skill from this, but your troops will gain all the exp instantly instead of spending 5 minutes fighting first.
[NP] You can issue commands to your troops by using the F keys. F1 is the movement menu, F2 is the direction menu, F3 is the formation menu, F4 is whether or not to use ranged weapons, F5 is mount/dismount for cavalry, F6 enables AI control, and F7 allows you to split your groups up and assign the split members to other groups. (e.g. split infantry and assign half to "heavy infantry"). You can also use the number keys (i.e. 1,2,3 etc) to select specific groups of troops to give orders to. 1 is infantry, 2 is archers, 3 is melee cavalry etc. Any non-mapped number selects all troops. This allows you to have fine-grained control during combat. HOWEVER for the most part the numbers and relative experience of the two armies is the deciding factor in how a battle goes. Sometimes you can use the terrain to your advantage, but mostly your tactics will do very little to actually affect the battle's outcome, especially in sieges where taking control of the AI will completely break their ability to use siege equipment and attack or defend properly.
Some basic strategies for manually commanding troops during simulated battles are as follows:
The lazy way: Immediately press 0 and then F6 at the start of a battle. Your troops will do their own thing and you can just run/ride around increasing your combat skills without having to worry about managing battles.
The terrain way: Place infantry in front of your archers and put your archers on high ground. The archers will pick off lots of enemy troops before their infantry get close enough to do any damage, and your infantry will protect the archers when the troops finally do arrive.
The big brain way: Research your opponents' army composition and culture by riding close (but not too close!) to their army to scout them. For example, Sturgians generally will have lots of shield infantry while Battania will have a lot of ranged folks. Figure out the counter infantry type (e.g. for shielded infantry it's heavy 2-handed weapon infantry. For heavy 2-handed infantry it's archers. For cavalry it's spear-throwers. For archers it's cavalry, etc) and fill your army with those units. Engage in wholesale slaughter. Note: This works best when you have a fief garrison you can switch veteran troops in and out of, because rookies get rekt even with a "type" advantage.
The OP way: Get just zillions of horse archers, select them at the start of the battle and press F6. The horse archers will run up to the enemy, fill them with arrows, then run away again and repeat. Currently there's no really effective AI counter to this and they will just bleed troops while you sit there wondering why you're even there.
The "No 'I' in team" way: If you're helping another noble in combat, their troops will automatically be on F6 mode. And you can't do anything about it, either. If you don't want their troops to get completely wiped out, it's best to set yours to AI mode (0 then F6) too. Otherwise they WILL charge the enemy archer wall with their 15 sturgian recruits...
The "Actually, my troops are more valuable" way: Conversely, if you are helping a noble but don't actually need their troops to win (i.e. you have a huge numbers advantage), don't auto send your troops and use whatever your usual strat is. They'll get wiped out but at least you won't lose your precious troops!
You can cheese simulated battles by abusing the "Retreat" command. Hold "Tab" to bring up the stats menu, and press middle mouse button to get your cursor back. Then you can click "Retreat" to teleport your entire army safely out of the battle. Then you can restart the battle with the number of troops remaining from before, but both armies are placed far away from each other again. Combine this with a lot of archers, and you can whittle the enemy numbers down before they reach your army and then simply retreat and start over again until the odds are solidly in your favour. This lets you overcome basically any odds so long as you ensure your opponent takes more losses than you do each time.
Levelling up your troops can be tricky as the experience system isn't very clear as to what gives the best troop exp. However, the following things seem to work fairly well: * Some of the Leadership perks grant lots of free exp over time. In particular, Raise the Meek will rapidly turn all of your lowest-level troops into higher-level ones over time, and the level 225 one, Companions, basically gives you the Vlandian empire troop exp bonus, which stacks with actually being Vlandian * Steamrolling fat groups of looters using "Send Troops" is relatively safe and usually awards a handful of troop upgrades each time * Beating nobles' armies when you have about a 2:1 ratio of your troops to theirs is also usually pretty safe and the higher-level troops they have with them yield much more exp * Winning a siege will be extremely costly in terms of deaths, but the troops who survive will gain tons of experience. Defending a siege will be less costly due to having the home turf advantage, but it's harder to engineer those to occur * Doing hideout raids and taking along a group of only archers is a great way to level up those 9 archers, so long as you don't aggro the entire hideout at once. Just make sure you use F4 frequently to enable/disable "Fire at will" or they WILL try to shoot bandits at the other end of the map and summon the wrath of god down on you * Keep your troop morale high by buying lots of different varieties of food. I'm not sure if morale is fully implemented yet, but you won't have the awkward issue of your troops all running from a difficult battle at least
Building your Clan
[NP] Your clan has a ranking in the clan screen (press L), shown at the top right. Earning renown increases this ranking, and every new level adds more soldiers to your armies and other useful clan perks to your arsenal. Max clan rank is 6, but you won't get there for a very long time. The easiest way to gain renown is through winning large battles, so battling lots will quickly raise that renown score.
The game doesn't tell you this anywhere, but you can have your family join your party by visiting them in whatever city they are hiding in and talking to them (or left-clicking their portrait in that city). Your brother in particular is basically a veteran soldier right from the start of the game, so adding him to your party will give you a huge early-game boost. His high steward score also increases your party size by a lot, so having him around lets you field more soldiers until your own steward score catches up. Later on, set him up as governor of your best city/settlement to give it a huge boost.
You can recruit companions at taverns in major cities. Not all companions are created equally, so I recommend using a companion guide to figure out which ones have skills that you want. You can also manually check their skills by right clicking the character's portrait from the city screen or searching them in the encyclopedia. That way you'll know what they are good and bad at before you go through the long dialogue with them. I personally find the tacticians/stewards most valuable as you can make them lead armies for you (more on that in a bit), and the ones with high trade are helpful because you can create caravans with them for bonus income during peacetime. You can only recruit your clan level +1 companions at a time, (e.g. 2 at clan level 1). This means you should be very picky about who you hire.
If you have joined a kingdom (or started your own), you can persuade other factions' nobles to betray their current faction and join yours. For this you need three things: High charm, luck and money. Save your game. Speak to the noble and say you have something to discuss. Ask about their liege. This will lead to a skill challenge where you have to get 4 successes in 4 attempts (either 100% successes or at least 1 critical success). This is entirely RNG, so choose the highest % options and pray. Or load back a lot. If they hate their monarch you'll have a very high chance of succeeding in at least 1 of the 4 challenges. Once you've successfully convinced them, you then need to bribe them. The bribe usually is about 100k denars, but can go all the way to more than a million denars if they own lots of land (because your team gets the fiefs too when they convert). Unless you're insanely rich, use the encyclopedia to find the poorest, most disenfranchised nobles and you'll discover that you might be able to pay them even a single denar and they'll happily convert. Beware, others can convert YOUR allies too, so try to make sure you give every noble at least one castle to keep them happy and on your side. Also if you save a lot and see the message that a noble has left your kingdom, you can load back and often they won't leave the second time.
If you release a noble whom you beat in combat instead of taking them prisoner, you will get a 6-7 point relationship increase with everyone in that noble's clan. Doing this is an excellent way to butter them up for future conversion to your kingdom.
Convert the head of a clan to your kingdom and their entire clan will also convert along with them!
You can use your influence points to put policies in place that suit you before adding others to the clan. In the Kingdom menu (K), you can go to the policy tab and scroll through the various policies there. Basically, most policies either benefit only the ruler, benefit only the vassals, or adjust your kingdom's rates (e.g. tax rate and growth rate). If you're going to start your own kingdom, take this chance to vote in all the royalty-favouring policies before you add people who disagree with you. Conversely, if you're a vassal, you want to add more vassals to the clan and THEN vote in all the vassal-favouring policies. Both of these strategies will not only increase your influence gain rate, but also make it much harder for a rogue AI to steal powecities from you later on in the game. It will also prevent you from getting disliked by other nobles from voting against their wishes since they won't even be in your kingdom yet.
As a male character, you can marry a noble to have her join your clan. I'm not sure if it's the reverse situation for female heroes or not (i.e. you join their clan). This provides two main benefits. One, you gain another party member to bring along in battle, and two, you can make babies (heirs) who will inherit your stuff if/when your character dies. If you end up playing for enough time you can also eventually add those heirs to your party once they've grown up enough. To woo a noble, simply profess your love to them then return and visit them a few times. You'll have to pass charm checks to woo them properly, so as always, save beforehand! Eventually they'll tell you to talk to the clan leader, and then you'll barter for their hand in marriage. Usually it's pretty cheap.
Did you know that war declarations can be avoided (by sort of cheating)? If you save often and then suddenly get war declared on you (or by your kingdom on someone else), just load back to that save. It's a (low) random chance for war to be declared so there's a strong likelihood that the next time you get to that point in time literally nothing will happen. This allows you to avoid all wars that you don't want! Since the game AI is so bad right now, sometimes this is the only way to save your kingdom from utter annihilation.
You can equip the companions in your party with awesome gear too! This took me 40 hours to realize, but on the Inventory (I) or trade screens, there are arrows at the top that let you select a different character to equip. This works with the Character (C) screen too, allowing you to assign perks or stats/skills to your companions.
In your clan management screen (L), under the parties tab, you can assign your companions to various roles within your party. Generally, this causes the game to act as if your own skill with that particular role is the same level as the assigned companion. For example, if you assign a companion with 80 medicine skill as surgeon, the game will cause you and your troops to heal as if you had 80 medicine skill. Keep in mind that if you don't assign a party member to a role then you will gain the exp for doing that role. In other words, it's a trade-off between gaining free experience and having your party be more effective on the campaign map. The one role in your party you definitely don't want to assign a companion to is Quartermaster, because that trains the Steward skill which you want to raise as high as possible.
You can create separate parties under your clan management screen's "Parties" tab. This allows you to send companions off to raise armies and gain exp all on their own without your intervention. You can also assign them to their own personal role within that party (even the Quartermaster role!) for bonus exp and it won't affect your own exp. Parties have three major benefits that make them very useful. Firstly, they will recruit their own troops for you! The max party size is dependent on the companion's steward skill and your clan rank. This means that with enough time you can create an allied party that's virtually equal in size to your own army. Secondly, those parties can be summoned to your army on a whim (click the flag icon down the bottom right of the screen - you must be in a kingdom to do this) and it costs 0 influence! Thirdly, the parties automatically will go around fighting battles for you and increasing your own influence and reputation. I highly recommend creating at least a few parties. There's a few downsides to be aware of, however. Firstly, you pay all the troop wages for the other parties. This can get VERY expensive if you're not at war and constantly defeating armies for money. Secondly, like any roaming entity, your companions can get attacked and captured by enemy armies. If that happens, you have to wait for them to escape or be ransomed and then track them down in whichever city they end up in to reclaim your companion. This can be very annoying. Lastly, if you're a vassal, your liege can actually summon your companions to their army, thereby using your hard-earned troops for their own personal gain! That's the price of being a vassal though.
Sometimes you cannot assign roles to party members through the clan screen. This tends to happen if you assign a companion to a role and they die in battle. If this happens, instead select them in the party screen (P) and talk to them. You can assign them roles from the conversation menu instead.
[NP] In the early-game you will find the tournaments in city arenas to be almost impossible to win. However, with the power of save/load and determination, you can win big in tournaments by betting on yourself every round. If you win the tournament, not only will you get a sweet prize but you will also be several thousand denars richer. At least until your reputation catches up to you and they start offering less and less money for your bets.
The best way to make money in Bannerlord is smithing (once you've unlocked enough recipes and have about 140 smithing skill). Early on, the stuff you produce is worthless, but as you start making tier 4 and higher weapons you will discover combinations that create weapons work up to 100k denars in value! Make a handful of these and you can go around from city to city, buying up all the expensive armor while still walking away with 20k+ more denars each time. There are many guides to smithing that can be found elsewhere, but here's a few minor tips:
Try not to sell anything you make that's worth less than 10k denars. Otherwise you will encounter these items as arena prizes which will generally make it harder to get the rare arena prizes (e.g. special horses and armour). Instead, smelt it down.
2h swords and javelins seem to be a great money maker once you hit T4+
Smelt the weapons you loot from battles if you need the materials for smithing. Even worthless rusty iron spathas can be broken down into huge amounts of valuable materials.
No matter how many days pass from traveling, none of that will allow you to be able to smelt again once you've hit the limit. This means that even if you come back 3 months later, if you haven't rested in any villages or settlements in that time, you will not be able to continue smelting. You MUST click "Wait here for a while" and just sit around for a day or so to get all of your smithing stamina back.
Smithed weapons are not necessarily better than the ones you can buy. Sometimes they will be, but smithing mostly gives you the ability to trade off damage types and attack speed on weapons. For example, you can increase a sword's length and swing damage but it will reduce it's swing speed and thrust. In other words, smithing is useful for making very specialized weapons, but not for making some OP magical sword of head-lopping.
The second-best way to make money is by thrashing other nobles in combat. If you're at war, target every enemy noble you see whom you can easily beat and trounce them. Not only do you get money and items for beating them, you can also ransom them at taverns for even more money. You also get money when you capture cities in sieges. Naturally, when you're at peace, you'll find it much harder to make money this way.
You can purchase workshops in cities and have them produce goods for a small profit (around 75-125 denars per day). It generally costs about 13k denars to buy a workshop, so it won't become profitable for approximately 140 days. Because of this, if you wish to use workshops you should select cities which you are unlikely to be at war with for a long time (e.g. your own faction's cities!). After all, if you end up at war with a faction, all of your workshops in that faction are stolen from you. To buy a workshop you must physically walk around town. If you hold alt you will see three semi-random workshops throughout the city (e.g. wine press, brewery, smithy). If you walk to one of these shops during the day you will find NPCs loitering around nearby called "Shop Worker". Talk to the shop worker and tell them you want to purchase the workshop.
To decide which workshops to build in which city, examine the fiefs which feed into that city. You can also use a workshop guide, but I find these aren't always correct due to frequent patches. The bottom line is this: Pick a city which has at least one source of workshop materials (e.g. grain, sheep, hardwood) in its settlements. More than one source is even better. Next, buy a workshop and select the type that uses that material. For example, grain is used by breweries, and wood is used by a wood workshop etc. Then, you wait. You can check the workshop's profitability from the clan tab (L), but remember, don't expect it to become super profitable anytime soon. These are long-term investments.
Another way to make money is caravans. Caravans are more profitable than workshops, but come with significant risk, especially if you're at war with anyone. Basically, you assign a companion to manage a caravan (which costs 15000-25000 denars to make depending on the troops you assign), and the caravan will travel from city to city buying and selling goods. Companions with high Trade skills are essential here. While travelling, the caravans can be attacked by looters, bandits, and worst, enemy armies. If the caravan is captured, you'll have to go rescue your companion or wait for them to be released. Then you'll have to spend another 15-25k to get the caravan going again. Basically, don't do this if you're a warmonger. Anyway, to form a caravan, talk to any merchant in a city and choose the "I want to form a caravan in this city" option. Caravans will net you varying amounts of money, and the income will not be every day, but in my experience they are more profitable than workshops and much more annoying to keep track of.
If you have a high trade skill, instead of making caravans you can be a caravan. Load up on sumpter horses which increase your max load, and then use trade rumours (talk to civilians hanging out in town markets) to determine the best places to buy and sell stuff. Buy low, travel, sell high. If you make 30 denars per sale and sell 100 trade items, that's 3k of profit. If you make 100 denars per sale, that's 30k profit! Again, keep in mind that cities generally only keep 20k-30k denars on them at a time, so if you take too many goods you will not be able to sell them all.
Holding the alt key highlights both important people and weapons that are lying around. You can use this during sieges to replenish ranged ammo and locate nearby interactible things.
You can use the siege weapons that your army/city has built. This will train your throwing skill and also open some neat opportunities. For example, you can use catapults to smash siege towers! It takes 4 hits to achieve but boy is it worth it!
Catapults and trebuchets can be aimed left and right but also have a red gauge on the side which affects the distance that your shots travel. You can change this bar using W/S to choose how close or far to shoot. Generally you want the distance to be less than half the red bar because your targets are a lot closer than the range on the siege engines.
When defending a city you will notice piles of rocks (called merlons) lying around upstairs in the gatehouse. You can take these rocks and drop them on enemy troops for massive damage (400+). You can also use them to smash the battering ram with a few good throws, thereby protecting your gates.
You can place your troops before a siege by pressing the numbers (e.g. 1 for infantry) and then clicking where you want them to go. However they just run back to where the AI would have put them anyway, so it's not worth it right now. But someday it might actually work as intended!
Is the castle you were staying in being beseiged by overwhelming numbers? You can sally forth to attack, use archers to pick some troops off, and then retreat from battle before their enormous army starts hacking your party apart. Repeat this about a dozen times and you'll have a much more manageable enemy to fight, with very few casualties on your side. For the love of god though save before you try this. Also note that, due to a bug, when you sally out of the castle you'll be plonked onto the overworld map when you retreat and won't be able to get back in without sacrificing troops.
Save often. Make multiple save files so that you can jump back in time up to half a year if need be. Sometimes bad decisions (e.g. a war with a much stronger faction) take a long time to bite you in the ass.
Buy lots of (non-sumpter) horses. As long as you have at least a 1:1 horse to troop ratio, your campaign movement speed will be hugely increased, allowing you to chase and catch foes must more easily.
Although the tutorial teaches you to buy grain, don't just buy grain. Instead, buy even amounts of every food you can find. That means grain, dates, beer, cheese, butter, oil, meat, fish etc. This will do two things: Grant you huge amounts of Quartermaster exp every day, and also keep your troop morale maxed out, meaning they won't run like cowards from a difficult fight
If you can get your leadership to 125, you can unlock the "Disciplinarian" perk. This allows you to promote bandits into regular military units, which at the minimum makes them as useful as recruits. Some bandits, however, can become very powerful military units, such as bushwhackers, freebooters and forest bandits turning into the much-beloved Battanian Fian Champions!
THINGS NOT TO DO
Don't give anyone the dragon banner before you're ready to fight the whole world. That also applies to founding your own kingdom by completing the relevant quest.
Don't put companions in the Quartermaster role of your party. Otherwise you deprive yourself of an easy way to gain Steward exp, which increases your troop size.
Don't buy workshops in cities you plan on warring with anytime soon, because once war is declared you automatically lose those workshops.
Don't make caravans if you want to go to war a lot. The enemy nobles will target your caravans mercilessly.
Don't leave siege weapons you've built out in the open to get destroyed one by one. Instead, click on the weapon immediately once it's finished and choose "Send to reserve". Once you have 4 weapons built, place them all simultaneously and watch the mayhem unfold!
Don't fight battles where your army strengths are similar (unless it's really important to do so e.g. you're defending your own fiefs against a siege). You will lose a lot of good troops this way, and if you instead fight easy battles you'll get way more rewards with way less casualties in the long run.
Don't execute nobles unless you want to make the game harder on yourself. They breed like rabbits and everyone hates you when you execute someone. Plus there's a good chance they'll execute you too if they capture you in a fight after that. Releasing other nobles grants the most benefit to you by far, even if it's not as satisfying.
And... that's it for now! I'm sure I forgot some tips but I'll edit them in as I remember. At the very least it should open up some new gameplay avenues for some people, and maybe make things a little less stupid for others. If you made it to the end of this very long post: well done!
Hello again. I think I wrote myself into a corner again. I knew what I wanted to do, but I didn’t know how to do it. Well, I wrote this part, before writing the chapter ;) so even I don’t know how it will turn out (yet). Let’s hope for the best. Spoiler: If I did not like it, I would not have uploaded it ;)
Saha had been waiting at the door to the shuttle bay. She galloped inside when it finally opened. The other terrans stepped out of the way, so that Saha could quickly reach Regina and Alex. The two Terrans had just left the shuttle, when the Dexxi grabbed both of them and tightly hugged them. “I was worried sick about you two.” Whispered Saha, while squeezing the smaller Terrans. Her voice sounded a bit weakend, but relieved. Regina and Alex hugged their friend as well, while keeping their faces more to the side, so that they would not be pressed against Saha’s breasts. “I told you we would be fine.” Regina’s voice was soft and gentle. Of course she understood that Saha would still be worried. She was happy that there was a non-terran who was worried for Alex and her. Alex was the first who let go, after giving Saha another squeeze. “Sorry for making you worry, Saha. We’ll be off duty for a while. How about we do something relaxing?” “I’m glad that all of you are back.” Saha’s ears wiggled happily. “Doing something non-dangerous sounds great. What do you have in mind?” “I want to try cooking something. Cooking together is said to be a great activity for friends.” Suggested Regina with a big smile. “I have seen that you were not eating only raw veggies, but also cooked meals. Soooo I want to learn some dexxi recipes.” Saha laughed and agreed. She was the only one on board who was eating anyway, so there was nothing stopping the three using the kitchen. Saha had fetched a datapad from her room, which contained a few recipes. She was sure that Regina and Alex both knew them already, because Saha had given them to the terran cooks. But she wanted to be able to cook like she would do at home and not rely on the terrans to remember stuff, that was why she needed her datapad. The two Terrans switched into their casual ‘clothes’. Regina mentioned that some terrans were trying to create clothes made from fiber. Others had added more holoprojectors, to create fashion from light. Since they were three of them with two hands each, Saha chose a menu with several courses. The preparation for the soup and the main dish involved a large amount of cutting. At home it would have been a hassle, because she did not own a food processor like her mother and grandmother. She was not cooking often enough to justify the expense and give up the countertop space. Regina was trying her best to cut the vegetables as imperfect as possible to give them a more homemade feel. Alex on the other hand was cutting with machine precision. When the recipe said “cut the onions into equal squares”, they would be up to standard. Saha’s vegetables were chopped with relative accuracy and an impressive speed for a biological. She had clearly done that many times before. With the extra stepps the Terrans were doing, they were about as fast as Saha. While they were preparing the ingredients, they were talking about everything and nothing. Saha wanted to offer to talk about Dean, but today was not the right time for that, again. She did not know much about the incident, only that it had been tragic. She pushed that thought out of her mind for now, because she wanted to enjoy the time with her friends, she could worry about them later. Alex bumped her hip against Regina’s, when she noticed that the engineer was going to make way too much. “Ina, we’re only making one serving.” She giggled. “I know that you want us to eat together. But if you didn’t create something crazy again, Saha will be the only one eating.” For a moment Regina pouted. Then her eyes started sparkling again, which earned her another hip-bump. “No you can’t fit a ‘digestive system’ into a terran body. There is no space and I don’t want to have acid sloshing around in my belly.” Saha started laughing. She was sure that she was only witnessing half of that discussion, but she could imagine the rest. “I didn’t think that you would be afraid of a tiny bit of acid.” Saha’s ears pointed impishly forward. “Most of us biologicals are perfectly fine with our acid filled bellies.” This time Alex pouted for a moment, then she smirked, revealing that she wasn’t seriously offended. “It’s just super strange … I bet you would be scared of putting a high capacity energy cell into your body as well.” Alex winked at her. Then she stuck out her tongue and Saha laughed again. After cooking the soup, frying some of the other vegetables and making some dessert, they went to the dining hall. Saha was standing in front of the high table, while the two Terrans were sitting opposite of her. While Saha was eating, they talked and laughed happily. ++++++ When Duke Xem regained consciousness, his jaw and his head hurt. He noticed that he was strapped to a seat. Two members of the Imperial Guard were sitting on the opposite side. Their faces were hidden behind helmets, but from the shapes of their bodies they had to be women. He was grumbling angrily. ‘Sending girls to detain me? What is this Empress thinking? Does she want to insult me? I could take those two out easily, if I wasn’t constrained to this damn seat!’ While he was sure of his superiority, he was still not stupid enough to utter those words. The Duke only noticed that they were in a vehicle when it stopped moving. The two guards left their seats. One of them kept an eye on him, while Leish pressed the button that opened the Duke’s restraints. His hands were still cuffed, but he immediately jumped out of his seat, like the apex predator he was. He attacked the guard in front of him. He was sure it would be easy to wrestle the rifle out of the girl’s hands. The guard looked at the corpulent hynian pushing himself out of his seat and stumbling towards her. The only reason why he even managed to get to her, was because she was trying not to laugh at him. The moment he tried to grab her rifle, she kicked him with her knee between his legs and jabbed the rifle’s stock against his chest. Duke Xem grunted painfully and waddled backwards after he got hit by the stock. When his back reached the wall, he slowly sank to the ground while holding his crotch. “What was that?” Leish’s amusement was clearly audible. “The old fuck thought he could jump me. I haven’t seen any one being so fucking slow.” Replied Shakat, almost laughing. “Yeah, reminded me of our first CC training, only in slow-mo.” Now both of the guards were laughing, while the Duke was glaring at them. “Come on, you fat fuck. Get your ass up and start moving. If you want to cry, you should be a big boy and wait until you’re in your cell.” Leish smirked under her helmet. Both of them were not only Imperial Guards, but also Agents of the Secret Order. They knew exactly how to provoke the Duke. “You’re nothing but little brats! I know how to deal with you! Brats like you just need to be properly fucked!” Duke Xem was shouting angrily, but was silenced by a kick to the face. “Shut up, shithead. You don’t even know how to do that. You’re just a tiny disappointment. Have you never wondered why you slept so well in the Emperor’s bed? After you killed the first girl, the Order spiked your drink every night.” Leish’s voice was barely hiding her murderous intent. “We were not allowed to kill you, but we would not let you kill more girls.” For the first time the Duke looked embarrassed. “Now get moving. Every minute we have to spend with you, is a minute we can’t spend with our Empress.” When Duke Xem stepped outside of the transporter, he was standing in front of a high security prison. He was quickly brought inside. Three prison guards were placed in front of his cell. Their orders were to make sure that the Duke stays alive until his trial. ++++++ Akesh had been watching the assault on the imperial capital with great interest. He was especially excited, when he saw the Hermes preparing to fire. He had assumed that the terran ship would pack a punch, but her accuracy surprised him. Sadly he had not seen the impacts of her guns, but the aftermath was in the report he was reading right now. He smiled when he read that his daughter was already working in his former office. After he had read the report thoroughly, he started to pack a suitcase. His training for this role as Commander Akesh paid off. His first attempts a few months ago had earned him some sneer from his Head Maid. While he remembered that episode, he felt very familiar eyes on his back. “You’re planning a journey, Master?” Asked the woman he had just been thinking about in a sassy tone. “Yes, I am, Emiz. Zokosh has conquered the capital. That means that I don’t have to hide any longer.” His ears flicked amused at her tone. “And where exactly are you planning to go?” Akesh closed his suitcase and turned towards her. “To the Sol-System of course. It seems to be an interesting place.” Emiz flicked her left ear and stepped out of the doorway. A maid entered the room and greeted Akesh courteously. She took his suitcase and left the room again. “Your yacht is waiting for you, Master.” Said Emiz with a bright smile. Of course she knew what he was planning and had prepared accordingly. His ears perked up. He had not expected that she would allow him to go. Emiz turned around and led him towards the landing pad. There they entered a small shuttle, which flew towards the turquoise ocean and landed a few minutes later on the deck of Akesh’s yacht. After the shuttle had been moved into a small hanger and everyone was inside, the yacht fired her engines and lifted her hull out of the water. Akesh was sitting at one of the windows and looked down on his mansion, while they were ascending towards space.
Outtakes The following was removed after the paragraph, where they were talking about acid and energy cells in their bodies.
“Oh! By the way: Because there are some of us, who are trying to live on another planet, we are trying to develop a different power source. In theory you could split water into hydrogen and oxygen, use the hydrogen in a fusion reactor and still come out with lots of energy.” Explained Regina while scratching her head. “We just have to create smaller fusion reactors.” Alex noticed the confused look on Saha’s face. “What Ina wanted to say was: If we can build tiny fusion reactors, we could live on any planet just by drinking water.” “You mean … putting a fusion reactor inside of you?” Asked Saha skeptical. “Yep, mother nature has given you a digestive system, so why should we be unable to build something similar? I mean we don’t need that much energy, so a small reactor would be fine.” Regina smiled brightly.
I googled hard to make sure that the amount of energy would be enough. But then I noticed that they would need to convert that energy into electricity and that they would have to get rid of a lot of heat. I can’t be bothered to calculate that … maybe it’s not that much, but I thought it might be implausible. Here is some homework for those of you who are good at physics:
You have only access to liquid water, are you able to create energy with a fusion reactor? (Assuming there is enough energy present to start the process, and that salt deposits are not a problem)
After turning the energy into electricity, how hot would a Terran become, if he radiates the excess heat with his 2 m2 of skin.
If it’s plausible, some terrans will get an upgrade. :) ++++++ Thank you for reading.
Top U.S. Cities that are crowded with Mexican Cartels
Chivis Martinez Borderland Beat TY Gus Sources Yahoo and Inside Monkey There are at least 13 U.S. cities that are used as distribution hubs by the Mexican drug cartels. Click to skip ahead and see the list of top 5 cities that are crowded by Mexican drug cartels. According to the DEA, Mexican drug cartels continue to expand their presence and forge partnerships with other transnational gangs, U.S. street gangs, prison gangs, and Chinese money laundering organizations. The DEA "assesses that the following six Mexican TCOs as having the greatest drug trafficking impact on the United States: Sinaloa Cartel, CJNG, Beltran Leyva Organization, Juarez Cartel, Gulf Cartel, and Los Zetas Cartel". Sinaloa Cartel is one of the oldest and most successful drug cartels in Mexico. It is also the most significant drug trafficking organization in the United States. Cartel Jalisco New Generation (CJNG) is the youngest of the top 6 Mexican drug cartels. Based in the city of Guadalajara, CJNG is the fastest growing drug cartel and the second biggest player in the United States. This is probably not the last time you hear about CJNG as it is more willing to engage in violent confrontations with rival cartels and security forces. Beltran-Leyva Organization (BLO) is the third most significant Mexican drug cartel in the United States, followed by Juarez Cartel, Gulf Cartel, and Los Zetas Cartel. "Consistent with previous years, the Sinaloa Cartel maintains the widest national influence, with its most dominant positions along the West Coast, in the Midwest, and in the Northeast. CJNG continues to be the Mexican TCO with second-most widespread national influence. BLO activities remain more dispersed throughout the United States, with heavier concentrations in areas with large heroin markets," said the DEA. These cartels primarily employ Mexican nationals to oversee their distribution operations in the United States. Their second choice for leadership positions are U.S. citizens of Mexican origin. They clearly don't care about violating the employment discrimination laws. According to the DEA, these six Mexican drug cartels generate tens of billions of dollars every year and employ a multitude of financial transactions and arrangements to launder and smuggle their earnings into Mexico. "There has also been evidence of the utilization of cryptocurrencies by Mexican TCOs as a means by which to transfer their wealth internationally" said the DEA. Mexican drug cartels also convert wealthy Chinese nationals' Renminbi (RMB) to US dollars at a lower rate than the prevailing market rate. Chinese nationals aren't allowed to transfer their wealth outside of China, so they are willing to pay Mexican drug cartels a premium for the cartels' US dollar cash holdings in exchange for RMB payments in China. We have no idea what the Mexican drug cartels do with all that RMB and how they smuggle all that cash out of China. Our ranking methodology is quite simple. We ranked each city by the number of different Mexican cartels that use as a distribution hub. In case of a tie, we rank the city with more powerful cartels higher. We bet you won't be able to guess the #1 U.S. city that is crowded by these violent Mexican drug cartels. Here are our rankings using DEA's data:
Los Zetas Cartel is the only Mexican cartel that uses New Orleans as a major hub. Los Zetas Cartel is the least influential of the 6 Mexican cartels, but this doesn't mean that its members aren't dangerous people.
Los Zetas Cartel is also the only Mexican cartel that uses Dallas as a major hub.
Los Zetas Cartel is also the only Mexican cartel that uses Laredo as a major hub.
Gulf Cartel is the only Mexican cartel that uses Detroit as a major hub. Gulf Cartel is the 5th most influential Mexican drug cartel in the U.S..
Gulf Cartel is also the only Mexican cartel that uses Houston as a major hub.
Juarez Cartel is the only Mexican cartel that uses Oklahoma City as a major hub. It is the 4th most powerful Mexican drug cartel operating in the United States.
Juarez Cartel is also the only Mexican cartel that uses El Paso as a major hub.
New York City
Jalisco New Generation Cartel is the only Mexican cartel that uses New York City as a major hub. Mexican cartels aren't prevalent in New York City probably because smaller Colombian drug operations still supply large quantities of cocaine and heroin into New York City.
Sinaloa Cartel and Juarez Cartel both use Denver as a major distribution hub. Juarez Cartel is the fourth powerful Mexican drug Cartel operating in the U.S..
Sinaloa Cartel and Beltran-Leyva Organization both use Phoenix as a major distribution hub. Beltran-Leyva Organization is the third most powerful Mexican drug cartel in the U.S..
Sinaloa Cartel and Jalisco New Generation Cartel both use Atlanta as a major distribution hub. Jalisco New Generation Cartel is the second most powerful Mexican cartel in the United States.
We bet you were thinking that Los Angeles is the #1 city that is crowded by Mexican drug cartels. There are only 3 major Mexican drug cartels based in Los Angeles: Sinaloa Cartel, Cartel Jalisco New Generation, and Beltran-Leyva Organization.
Are you surprised to see Chicago at the top of this list? (nope) Sinaloa Cartel, Cartel Jalisco New Generation, Beltran-Leyva Organization, and Juarez Cartel operate out of Chicago even though it is such a long distance from Mexico. Chicago isn’t the murder capital of the United States, but its reputation in this regard is pretty bad. There were 750 murders in Chicago in 2016 and the rivalries among Mexican drug cartels and the gangs that help them distribute their illegal drugs definitely contributed to the Chicago’s murder tally. According to our latest calculations Chicago also has an average of 2.1 murders per day so far in 2020 and currently sits at the top of our list of 15 U.S. cities with the highest number of murders.
You're converting your CS:GO sensitivity wrong, here is why.
UPDATED: This new FOV method is the ONLY way to achieve a near-perfect 1:1 conversion between both games, providing you are willing to loose (or gain in some situations) a little bit of screen real-estate. This will match your games' FOVs in terms of screen distances by taking advantage of Valorant's locked FOV. This is now my preferred method, and I'll leave it at the top. I've left the old post below if anyone can't handle loosing some screen real-estate. In the following few paragraphs, most use-cases are covered. I will create a set of custom resolutions to run Valorant at below. These should all be scaled 1:1 by your video card on your monitor (No Scaling, aka, no pixel stretching). If you have stretched CSGO, you are screwed, see the next paragraph. 4:3 non-streched users can rejoice, as can 16:9 users. 16:10 users can't use the FOV method, but get a reasonable multiplier, and aren't entirely screwed, but its not as good news as the 16:9 and 4:3 non-stretched users who get heaps of options. For non-streched users, these will all use the standard 3.18 divider for your CSGO sensitivity, as we have matched FOV, and we can happily match 360 rotations AND achieve perfect on-screen distance for aim. If you don't want to have any black bars on the horizontal, just match the vertical resolution to the same as CSGO. I believe this will give you some vertical sensitivity error though (eg: instead of using 3622x2038 in Valorant in the first example in the resolution list below, I could just use 3622x2160 and accept some vertical error, but only take on side black bars, with no top and bottom black bars. Valorant will look a little more distorted though too). If you can't figure it out with other weirder CSGO configs, feel free to request, and I can give it a go, but I have already spent a lot of time on this and would rather let people start reporting them in. If you really can't figure it out, ask and let me know. STRETCH USER: Note to users who take a CSGO 4:3 native ratio/resolution and stretch it out to fill a 16:9 or 16:10 monitor: TLDR: Stretched CSGO users are screwed. Nothing can be done, and as I said near the bottom of my original post, this is your punishment for sweating over fat terrorists your whole life. It is IMPOSSIBLE to salvage the same FOV in valorant. You have an hFOV of 90 in CS, stretched out to take up your whole screen real-estate. You need to somehow get Valorant's hFOV from 103 down to 90. You can't. You would have to somehow superscale the game past the edge of your monitor, and clip its wings, loosing much of your HUD, and I also have no idea how you could even render it like that. For these users, either use the original 3.18 value, or 2.53 if you want your horizontal distance to match. See my footnote for stretched users way below (2.53 will FUBAR your vertical sens for Valorant, and give you radically wrong 360 motion.). There is no ideal solution for stretch CS users. For most stretch users, I would recommend the 3.18 value as a starting point and learning the new sensitivity. Any data I presented was based on Non stretch conversions. Stretch conversions has the same kind of error gradient that emerges, but radically worse. CUSTOM RESOLUTIONS FOR VALORANT TO MAINTAIN A 1:1 FOV CONVERSION WITH CSGO: CSGO NOT STRETCHED, 1:1 implies pixel perfect scaling. Pixel doubling would also be ok (using resolutions half the amount of your monitors native). If you are not 1:1, or 2:1 with pixels, it might still work as long as the ratios are the same, depending on how your graphics card behaves. Not listed below? If your CSGO VERTICAL resolution is listed below, then pick any one that has the same vertical res as you, regardless of horizontal, and find the valorant conversion. They all become the same, because csgo just clips your horizontal anyway. Simple formula!!!: Take your csgo vertical resolution (the 1080 in 1920x1080 for example): Times by 0.9428793 = new Valorant horizontal res Times by 1.67622932 = new Valorant vertical res Thank you to x_Delirium in this following post for the math (I adapted his math to figure out the vertical constant without needing to use mouse-sensitivity.com): https://www.reddit.com/VALORANT/comments/fw5nb9/guide_how_to_get_valorant_103_fov_in_csgo/ Common list already done for you, rounded to nearest whole and even numbers: CSGO: 3840×2160 1:1 16:9 -> Valorant: 3620x2036 1:1 CSGO: 2880x2160 1:1 4:3 -> Valorant: 3620x2036 1:1 CSGO: 2560x1440 1:1 16:9 -> Valorant: 2414x1358 1:1 CSGO: 1920x1440 1:1 4:3 -> Valorant: 2414x1358 1:1 CSGO: 1920x1080 1:1 16:9 -> Valorant: 1810x1018 1:1 **\* CSGO: 1440x1080 1:1 4:3 -> Valorant: 1810x1018 1:1 **\* CSGO: 1366x1080 1:1 ??? -> Valorant: 1810x1018 1:1 **\* CSGO: 1280x960 1:1 4:3 -> Valorant: 1610x906 1:1 CSGO: 1024x768 1:1 4:3 -> Valorant: 1288x724 1:1 CSGO: 1280x720 1:1 16:9 -> Valorant 1206x678 1:1 CSGO: 960x720 1:1 4:3 -> Valorant 1206x678 1:1 CSGO: 640x480 1:1 4:3 -> Valorant 804x452 1:1 **\* See how if you use a blackbar res that isn't 4:3, you can get 1:1 with valorant by finding a res above that matches your csgo VERTICAL res, here, that res is 1080. A decent guide for custom rez creation: https://appuals.com/how-to-create-custom-resolutions-on-windows-7-8-or-10/ 16:10 Native USERS CSGO: Any 1:1 16:10 NATIVE Resolution -> Valorant IMPOSSIBLE. You only have 100.39 degrees of FOV in CSGO, and you have no more monitor horizontal space to work with to give Valorant room to breathe. It is the same fundamental problem the stretch users are facing. If you use 16:10 on a monitor natively, but somehow have horizontal black bars (this would be weird and unlikely) then it might be possible to do something. For 16:10 users, your best bet is to just use 3.18 or 3.037 (based on my original post's logic) as your sens divider, and see what you prefer, or use something in between. Fortunately for you, 3.037 is a decent multiplier that won't fuck your vertical sense, or 360 too badly. It is pretty much as good as the 3.370 multiplier that 16:9 users who don't want to match FOV can use. 16:9 USERS NOT WILLING TO CHANGE THEIR SCREEN REAL-ESTATE TO MATCH FOV The divider value I originally posed as being better than 3.18: 3.370 Not everyone will agree, no problem. Consider 3.18 to 3.37 as the sensitivity region you may like. If you pick one, and something feels wrong, try the other. Yes, my original claim about 3.18 being the downright wrong choice is alarmist. Some people will reasonably prefer one or the other, and there are merits to both choices, as I pointed out all along. Now back to the ideal FOV changing method, and how this ideal FOV matching method works: CSGO maintains a variable horizontal FOV depending on resolution ratio width, and at 16:9, it is 106.260205, and maintains 73.739795 vertical FOV, LOCKED. At more boxed resolutions/ratios, the sides get sliced off, and you loose hFOV. You never lose vFOV Valorant maintains a tight 103 horizontal FOV, and ~ 70.5328 vertical FOV. BOTH locked. I've tested this in game by wildly changing ratios and custom resolutions. The game image will always distort to maintain the H and V FOV. We can use this to our advantage to distort Valorant into a screen space that matches what those angles and distances would be in CSGO. Valorant is basically just a slightly zoomed in image compared to CSGO, so now we are going to zoom it out on our monitor a bit to match it. I originally did some incorrect math to convert this (didn't use trig...). There is a simpler way using the mouse-sensitivity website. I'll run through what I did for my screen (2560x1440). This should be correct providing the mouse-sensitivity equations are correct behind the scene, and I do trust that they are. (This is redundant now. I used the trig to get the constants. See near the res list to the easiest method possible). Select CSGO as your game. Set sens and DPI. Set res to 2560x1440 (or your native res of CSGO). Start to adjust the 2560 number until it closes in on 103 degrees actual hFOV at the data readout. 2414 pixels is the spot... We just found out what our horizontal res needs to be for valorant (with some small black bars) to match perfectly to csgo, seeming valorant will lock at 103 hFOV no matter what. You could stop there, and it would be pretty good. Horizontal aim and 360 degree matching is now near pixel perfect. I haven't proven this, but I believe your vertical aim will still be off though. So let's do the same for vertical matching: Now, convert to Valorant as the output. Set the above horizontal res number just found (2416) as your Valorant res. Now adjust the Valorant vertical res number, until Actual vFOV output closes in on 70.5328. This is taking advantage of what I believe is actually a bug on the Valorant data on the website: it thinks valorant's vFOV can change, even though it can't, so we can use it to figure out what pixel count will salvage our smaller vFOV with black bars. I believe for me, 1358 is that number. If they fix this, we will loose the ability to easily match this using the website (redundant now, we can just use the trig derived constants instead of the website. See above the Res list). Redundant: However, it will still be possible to do by matching it until the vertical distance based sensitivities are the same as the 360 degree rotation sensitivities, but it won't be quite as precise or easy, and will require payment on the site. It is plausible that the vertical component of this is slightly off, but I can't see how or why, and if it is, it would be a tiny deviation. If anyone wants to do the math manually to check, please do. We now have a new resolution 2414x1358. Set this with NVIDIA control panel, (or AMD, not familiar with it though) as a custom res, and use it in valorant. Divide your csgo sens by 3.18, or use the default (and free) 360 match on the website (it is doing the same division, just more decimals), and use that. Set scope multiplier to 0.747, or set/leave to preference (see closer to bottom of my original post far below). I still use 0.747. A near perfect 1:1 experience between both games is now achieved within a tiny and imperceptible margin of error. All we have done is matched Valorant to fill 103 degrees of CSGO's 106.26xxx screen real-estate on the horizontal (talking from a 16:9 perspective), and 70.5328 degrees of CSGOs 73.73xxx on the vertical. You may have lost about 11% of your screen real-estate. Effectively, it is like playing CSGO with a little bit of the top, bottom and sides of your screen sheered off. The benefit is a near perfect match in horizontal and vertical behaviour at both the aimer, all the way through to 360 degree movement, a 1:1 match. If you just do the black bars at the sides, your vertical sensitivity will be the same as when using the 360 method, so slightly off, but you've salvaged your horizontal sens completely. Add the vertical black bars, and it should be perfect all-round. If you use a 4:3 CSGO native resolution, you will GAIN screen real-estate in order to match FOV. A few notes. This does NOT significantly distort Valorant from a native 16:9 (providing you are coming from 16:9 CSGO). Things look absolutely fine. You will almost certainly need to run on Fullscreen mode for it to function well. Windowed mode would work too, but leave your desktop in the wings. Fullscreen Windowed doesn't work for me, it just stretches it back out to full screen. Are there any negatives to the FOV method in terms of perception and aim? Well, your perception may hinge somewhat on the moving region of the screen being identical in both games. However, I think it most likely that matching FOV, and distances on your monitor, sitting roughly equidistant at all times, and having everything else perfect, will be by far the most successful method for the vast majority of users transitioning between games. I personally have also clipped CSGO now to give it 103 FOV on the horizontal instead of 106.26 (giving me the same vertical black bars between both games) for the utmost consistency. So the only difference between the two games is Valorant has some horizontal black bars. Doing this of course didn't impact my sensitivity in CSGO at all, it just clips the image at the sides a little, giving me some black bars. Remember, CSGO's horizontal FOV is variable based on resolution. My CSGO res: 2416x1440 native black bar ~ 103x73 FOV blackbars on sides My valorant res: 2416x1358 ~ 103x70 FOV blackbars on sides, top and bottom. Hopefully that makes sense. If you refuse to loose a bit of screen real estate, this is my original post below which uses a different divider that prioritises screen distance instead of 360 degree rotation as the method of matching sensitivities between both games. Both my number below, and the original 3.18 number (without doing what I propose above) will have significant errors, in different parts of your aiming. I argue that my number is better if you want to match your aim. It won't feel right for everyone, and some still preferred 3.18, which is perfectly reasonable. I personally now will be using my above method of matching FOV for a 1:1 match, making this entire section obsolete. THE ORIGINAL POST WITH THE ORIGINAL VALUES THAT CAN RECOVER SOME OF YOUR AIM IF IT WAS FEELING OFF, FOR THOSE NOT WILLING TO LOOSE SOME SCREEN REAL-ESTATE: IMPORTANT EDIT: This new number can change depending on your game window ratio. If you are not using the simple 16:9 to 16:9 conversion, proceed with caution. This is largely, although not just, due to how valorant distorts to maintain its 103 hFOV. However, it should be ok if neither game is distorted. So black bars 4:3 CS is ok, as long as valorant is 16:9. I encourage you to head to mouse-sensitivity.com to get a more reliable value using 0% horizontal distance as your match if there is any deviation from these norms. It will cost $3. To anyone I recommended a value to NOT using 16:9, it may be wrong. Apologies. I have a caveat about stretch to non-stretch conversions in a footnote you need to be aware of if deploying this. TLDR: The normal method is to divide your CSGO sens by 3.18. This doesn't actually give you correct aim, only a correct abstract sense of movement in the world. Divide by the below instead: 16:9 CSGO to 16:9 Valorant (Native to native): 3.370 4:3 CSGO blackbar non-streched to 16:9 Valorant: 3.370 4:3 CSGO STRETCHED to 16:9 Valorant (Don't fuck with valorant here, it won't behave how you hope): 2.53 PEOPLE USING STRETCHED CONVERSIONS, SEE THE FOOTNOTE BEFORE ASKING QUESTIONS PLEASE :) TLDR IS THAT ALL OPTIONS SUCK AND YOU REALLY MAY WANT TO JUST STICK WITH 3.18. Ideal, and common scope multipliers are given at the bottom in the scope footnote. For any other weird options, again, pay and go do the work at mouse-sensitivity.com Yes, using 3.370 will 'feel' a little slower to get around in Valorant now compared to 3.18, at worst about 6% slower in fact, but your aim is more likely to be left in tact. Use whatever you prefer though. Just giving people another option and some stats to what the difference is. Keep reading if you want to know why these proposed conversions (really just the 3.370 one) are technically "better" than 3.18: This is the bulk of my original post: ORIGINAL POST AND PROOFING: People are under the impression that they should be converting their sensitivity from CS:GO by dividing their CS:GO sensitivity by 3.18... People think this will give them the same sensitivity, thus muscle memory, between the games. They are (kind of) wrong. This will only give you the same sense of traversing the game world, as it matches the amount of distance required to move your mouse for a 360 degree rotation. BUT, due to the FOV difference between the two games of 3.26 degrees, you will not have the same feeling of SENSITIVITY. Here is the result of some math as to why. How far do I have to move my mouse, in order to get from where my crosshair is, to where that enemies head is on my screen? You can only achieve a perfect conversion between the two games at ONE point on your monitor. ONE distance. And I can tell you, the 360 degree rotation conversion is wildly off, unless you intend to do a few rotations first in order to hit someone in the head. I ran the math, and the correct point to calibrate to on your screen is almost certainly 0%, right at the crosshair, making subtle movements at the crosshair (in order to target enemies near your crosshair) perfect between both games. Many may already be aware of this, but it is interesting to understand why. Ok, if we use the 0% conversion, we end up with a 1:1 SENSITIVITY match between CS:GO and Valorant AT THE CROSSHAIR. Great, but what about points AWAY from the middle of my screen? Well, things gradually get worse the further the distance, and I will provide the percentage of deviation from a perfect match between the special 0% mark, and the very edge of your monitor, if you set at this 0% mark, and I include the error in doing a 360 too. %distance from edge of screen to crosshair with 0% reference: % error in ideal conversion from CSGO at 0% reference What do we notice? Perfect conversion (within a few units of error not shown) within a full 15% distance from crosshair to edge of your screen. And very low error, less than 1%, all the way up to 50% distance to edge of screen. This is the hot spot region of aiming. If you are flicking to the VERY edge of your screen, 100% of the way, you have a 2.89% error. Achieving a 360 degree rotation has a 6.02% error, so moving around the game world will feel a bit slower compared to CS:GO, but your aim is comparatively left in tact. A 180 will have about a 5.78% error according to my best calculations. To compare, lets check the error at each aiming location using the 360 degree as our baseline, the common method where one divides their CS:GO sens by 3.18... %distance from edge of screen to crosshair at 360 rotation reference: % error in ideal conversion from CSGO 360 rotation reference We can see, our 0% distance from edge of screen naturally carries the most error with this method. The aiming hotspot is the WORST translated region. Only a 360 spin is well conserved, NOT your aim. Even aiming to the edge of the screen at 100% carries a (slightly) higher error of 2.95 compared to matching your aim to the 0% mark (2.89% error). At 120% distance from your crosshair (heading offscreen by 20%) the methods switch place, and the 360 degree method becomes less error prone compared to 0% matching. So, unless you intend your muscle memory to be all about matching for flicking to targets OFFSCREEN, you should absolutely NOT be using the default division by 3.181818.... Match instead to 0%, and divide your CS:GO sensitivity by 3.370 (This is accurate to +- 0.001 units of Valorant sensitivity). This will give you a cleaner conversion in the region of your monitor from 0% to about 115% off your screen, with the MOST conserved sensitivity region being closest to your crosshair. What is better... for your near-crosshair aiming to carry a 5.68% error? Or a 180 spin to carry about the same amount of error while your key crosshair region carries between none to 1% error. You get the latter with the division I provided above. It seems to me a no-brainer as the better option. SCOPE FOOTNOTE: As for your scope multiplier? Unfortunately, at this time you can only correct for one zoom level. I use the 2.5x zoom, to correct the scopes to the same 0% level of my valorant sensitivity, and if you correct as I have said, using the superior 0% CSGO conversion, you will also end up with your scopes behaving the same between CS:GO and valorant. Otherwise, they too will carry the error over from the 360 degree conversion. These values are below (assuming you use 3.370 as your division initially, things get wonky if you want to keep to your 360 degree rotation conservation, yet want your scopes to somehow match). These are independent of your sens. I think the default of 1.0 in Valorant is equivalent to calibrating all of them to the edge of your screen, 100% by distance. This is, at least, a consistent behaviour. I personally still change it to 0.747. SCOPE: To correct the 2.5x valorant scope: 0.747 This = ~ 0.82 from CSGO. Specifically0.818933 A note about scope multipliers: The ideal provided above is for matching your scope movement to distance via the exact same logic as presented for matching the two games, at 0% distance. A few other common scope mulits that people like: CSGO 1.2 = 1.142 Valorant CSGO 1.0 = 0.927 Valorant ALL these values are dependent on using 3.370 as your primary sensitivity divider, and not 3.18. Otherwise, your scopes will carry the error of the primary sens. If using different stretched values, these scoped values should still work ON THE HORIZON. Remember, stretched conversions cook your vertical sensitivity, and you can't do anything about it. Hopefully Valorant releases the ability to tune every scope/ADS level individually, because right now, every other ADS will be a bit off compared to the ideal 2.5x scope. But still closer than the default 1.0 value. For example, the 1.25x ADS of the vandal etc should be set to 0.870, and will be a bit slow with the 0.747 setting. Yes, scope values can, although not always, change if you deviate from the default 16:9 to 16:9. STRETCHED GO TO VALORANT FOOTNOTE (or vice versa, non-stretched to stretched): Converting from stretched to any Valorant can COOK your vertical sens. Nothing can be done, this is your punishment for sweating over fat terrorists your whole life. The divider for 4:3 stretched to Valorant is generically 2.53. Any divider that deviates from 3.18 will increasingly add error to your 360 degree movement. This means that the with a stretch value you end up with a much greater error ramp through the distances, even though your 0% and nearby is correct. I don't have the percentages of error, and I can't be bothered running them, but expect it to be awful. Not to mention, you can't salvage horizontal AND vertical sens anyway with thiscombination, so it still won't feel right. My recommendation for these users is to match to the 360 or nearby (divide by 3.18), tune to personal preference, and learn the new sensitivity, sorry. If you are doing more bizarre conversions, go pay $3 and figure it out at mouse-sensitivity.com using 0% horizontal monitor distance as your hipfire conversion method. Or tune to 3.18 manually, because just like the above, you can't salvage your old sensitivity with varying stretch conversions to any point that won't feel awful on the vertical and 360 movements. BETTER DATA: For the data folk, this much more complete and accurate set of data will give you the error to each point of the screen given a calibration at a specific point. You'll notice at the bottom, all multipliers to use said distance is provided. You'll notice I've used actually the 15% distance as the default, this is because it is a simpler number (3.37) and it actually will give you, almost 100% of the time, the exact same sensitivity as 0% anyway (3.374). However, if you want to have minimum error across the whole visible space, then you actually want to use 50% as your target point (3.334) BUT the error around the crosshair, at 0-15%, is no longer negligible, even though, in reality, across the whole screen, you could consider this the best choice. Sum of the error is of course absolute values. 360 Rot is provided for comparison of error in these regions against the default 3.18(2) method. https://preview.redd.it/z9yz28m5nm451.png?width=602&format=png&auto=webp&s=5e8e88596e7c77faae03c7caf112deef96b0605f DISCLAIMER: I made extensive use of the mouse-sensitivity.com website for gathering all data points involved in these calculations. I did not do any of the math to generate those data points myself, just the analysis. Check them out, and consider giving them some cash if any of this ended up making things better for you. It's a great site.
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