We haven’t had a lot of reddit money diaries lately and I was curious about how much I spent on her in the first 6 months, so I did this to tally up! I’ve done MD before so I’m just going to do a very quick summary here: I have a masters degree, in workforce last 2 years, I was making $100,000 til a layoff in late April. I have roughly $12k in retirement, $16k in checking, and $27k in savings. No debt. I adopted Cordelia 11/11/2023 and the bulk of expenses, though not all of them, are split with my sisteroommate. If not otherwise noted, assume the total was split 50/50 between us. In the interest of tracking full costs, I will only be noting the totals.
Upfront Costs/Adoption Story I came in knowing I wanted an adult cat and that special needs wasn’t a dealbreaker, and it was truly love at first sight when I met Cordelia (nee Socks). She was 6 years old and recently re-surrendered to the shelter after her owner, an elderly Eastern European woman, moved back to her home country. She had a rough backstory, grew up in a hoarder home and was found and brought to the shelter when the home caught fire and firefighters found literally over a hundred cats in cages. In addition to being less appealing to potential adopters because of age, she was suffering from dandruff mostly due to being overweight and was/is on a prescription diet for proteinuria. Nevertheless, she is a gentle, loving, total couch potato of a cat who adores being brushed and touched by humans.
The shelter is pay what you wish, and I made a $100 donation to the shelter (not split). Additionally, I had no cat supplies, so before I brought her home I went to my local pet store. I had a $100 gift card that I won in a raffle to benefit a pitbull rescue, but still paid $44.99 out of pocket for a haul that included a litter box, 20 lb bag of litter, a cat condo (that she never even touched, naturally), Litter Genie, and a bag of Litter Genie refills. I did not need to pay for a carrier at this point because the shelter provided one.
Category Total: $144.99
Pet Insurance $25/month, through Healthy Paws, not much to say.
Category Total: $150
Toys and Accessories Other than the cat condo previously noted, I spent $51 at PetSmart (not split) on a harness and some random toys. As usual, she does not like any of these toys and only wants to play with my dirty socks. This purchase also included a slicker brush because she loves the brushie. For $2 at TJ Maxx I got her a scratch pad that she loved and scratched to death and I replaced for another $2 later on. At one point she scratched my doorframe so I got a scratching post with a built-in brush at the base and also got more Litter Genie bags for a $50 pet store visit. In January I returned to the pet store yet again and bought a water fountain for $30, which was another dud. Last month I bought her a set of raised food/water bowls for $20 and pleased to say they actually increased her water intake! I also bought a Furminator for $20 as the season change has made her quite scrunkly. Finally, I’ve spent $110 on alternative carriers because the one from the shelter is pretty awkward and heavy. I got a backpack carrier for vet visits and today I ordered a rolling carrier to try and bring her on public transit to my parents’ house.
This total does not include things my parents bought for their grandkitty, such as a cat bed that looks like a present box, or random small toys that I paid for in cash. This stuff is also not split because it was all me being silly and extra.
Category Total: $258
Food This is also sort of a recurring cost, but as I mentioned, she is on prescription urinary food. Though maybe not for much longer because she had a bladder test Friday! Every 48 days, I pay $122 for two 24 packs of her wet food. She eats a can a day and also gets a tiny bit of prescription dry food so she doesn’t spend all night bugging me. The shelter did send me home with what they had of her prescription. The total spent on her food thus far is slightly higher than the recurring cost because I had to replace the dry food once.
Category Total: $545
Vet Visits As part of her pet insurance coverage, I needed to bring her in for a comprehensive physical exam within 30 days of adoption. I brought her to a local vet and paid $217 for a physical exam. The vet found that she had ear mites, presumably from the shelter environment, so this total includes an ear cleaning and preventative mite treatment. This also includes a fecal analysis. Two weeks later, we decided to get Cordelia microchipped, which was $295 including the actual procedure and the registration fee with Pettrac.
This past Friday, Cordelia had another vet visit. This was primarily because she’s due for a rabies vaccine in May, but we also opted to do her annual physical so both those appointments would be on the same schedule and she won’t need to go in every 6 months for routine stuff. The total here was $346, of which $125 was the urinalysis. In addition to the urinalysis, physical, and rabies shot, I also got her a gabapentin prescription to hopefully avoid peeing/pooping/vomiting on car rides.
Category Total: $858
Grand Total: $1955.99
Reflections Sorry not sorry for being a crazy cat lady. I have some photos in my post history of Cordelia, she truly lights up my life and my/my sister’s apartment. There’s a new coziness and warmth that wasn’t there before she came home. As I type this MD, she’s next to me on my bed making biscuits. Also, she's down nearly 1.5 lbs since I brought her home! She still has a bit to go to get to a healthy weight but she's noticeably improved at grooming herself.
tax I'm about 330 hours in, day 560, clearly I LOVE this game. It's everything I wanted Medieval Dynasty to be, but with a much better execution (Sorry MD). With that in mind, it's in Early Access and that of course means it's not done, and we who purchased it in EA have a responsibility to provide kind, constructive feedback in order to ensure the game is allowed to flourish as much as it deserves. To that end, I have a few notes and ideas that I think could further improve this already stellar game.
I'm sorry it's so long, I've been accumulating this over the course of my playtime.
Stealth Mechanics
So, maybe this is something planned for a future update, or intentionally omitted, but I find it kind of odd that an archer wearing all dark clothes in the dead of night can't sneak around and pick off a team of brightly colored Brigands one by one without engaging the whole squad. Seriously, the screen is pitch black, I can barely see myself, but somehow all the Brigands know exactly where I am and B-Line towards me the second an arrow lands in the woods behind them?
Maybe this is just an AI problem, but I would love it if there were some sort of stealth mechanics in the game. I'm not saying add a "sneak mode", but things like being able to confuse enemies by breaking line-of-sight, maybe hiding in bushes, getting closer without alerting by moving slowly, using cloth and leather armor instead of plate to make less noise, maybe even throwing rocks to distract enemies. Traps would be nice as well. Things like caltrops, bear-traps, etc.
Dual Wielding & Combat
Probably an obvious one, maybe even something already being worked on, like I assume more polearms are, but dual-wielding your slot 1 and 2 weapons would be nice. Even if you couldn't attack with the weapon in Slot 2, it would be nice if you could pull it out and block with it, allowing for faster swings after blocking.
Melee combat needs some TLC too. I think we're all heavily relying on bows to get us through this game, and I think part of the reason for that is that melee combat is too limited to fight more than 1-2 people, 3 at most, and only if you're really good at it, and you routinely have to face groups of 5-8. More options in melee combat might be able to mitigate this a bit. A dodge roll might be a step too far, but a quick side-step, back-step, forward-step, etc. would be nice. Counters and parry's would also be nice. Maybe disarming mechanics as well.
Army Management
So obviously, as I'm sure the devs are already aware, this system needs many QoL changes. Don't get me wrong, the latest update adding the tool slot was a brilliant change, 10/10 update, and the current system is surprisingly robust in its current state, but it's still got some major pain-points, major enough that I, and from the threads that I've read, many others, ended up soloing most of the game.
Firstly, there needs to be some sort of system to save your army configuration. Having to identify your archers, your heavies, your grunts, and other variants by their stats every time you recruit them to a squad is a major PITA. It would be nice if you could save an army configuration and recall it at a later time. Amend it by recruiting others, moving people around, if needed, then save again.
Second, being able to assign people to a specific weapon, or weapon class. Assigning your archers to bows for example, would mean that they would automatically grab the highest level bow, quiver, and arrows that they can when recruited to a squad. Similarly if you assigned one-handed sword, two-handed sword, sword and shield, polearm, one-handed axe, two-handed axe, one-handed hammer, two-handed hammer, etc.
And third, food management... Holy crap, I've seen this mentioned a lot, and I've been trying to think of ways to mitigate the issues. Yes, your villagers need to eat, but maybe we don't need total realism in this area... One option, what if your soldiers just got weaker if they haven't eaten, instead of leaving formation? If we were going for total realism here, then deserters would probably be executed. So if we're not going that far, maybe don't bother with that system in general?
Alternatively, what if there were additional roles for non-combatants in the army. Apprentice Innkeepers could be set as Quartermasters, who can store stacks of food and arrows and soldiers would go to automatically when they get hungry or run out of ammo.
Other roles might include drummers and banner carriers, whose job is to play war drums and/or carry the army's banner, increasing combat effectiveness of other soldiers within range.
Apprentice Healers could be assigned as field medics, and could be equipped with bandages and medicinal salves and would automatically patch up your army during and after a fight.
For that matter, at the moment the healer's kind of unnecessary. If it were me, I'd change the Healer to Herbalist, and make that a requirement for the T3 forager hut, medicinal salve, and a third structure for manually converting fruits, vegetables, and plants into seeds.
Additionally, maybe your herbalists could revive fallen villagers in a shorter amount of time, having them respawn at some kind of hospital that could only be researched by them as well.
Villager Housing & Job-Specific Equipment
Can anyone tell me what villager housing storage is even for? As far as I can tell, they don't store anything in it, and it doesn't seem to do much of anything at the moment.
What if, instead of keeping your worker villagers in combat gear all the time, we could craft job-specific clothes at the weaver, that granted bonuses such as +2 harvesting, +1 agility, +3 laborer, etc, of course at the expense of armor. What if each villager assigned to a house had their own storage box at their house. Then, armor and clothing could be stored in their housing storage, and when you recruit, or call them to arms, they run home and equip any armor set in their housing storage before reporting for duty. Being dismissed would cause them to run back and re-equip their job specific clothing.
Eventually you could unlock an Armory at T2, or maybe T3, where every soldier set as a guard reservist can store their armor and weapons, allowing for faster equipment changes.
Building & Structure Placement
Devs, you've got to increase the tolerance on placing larger buildings. I can see that they have foundations, but they don't auto-level correctly. Maybe just give us a manual raise/lower option? Placing large buildings is a nightmare on 90% of the map, and most buildings end up having to be placed in the 1x1 pixel area they can be, instead of where you actually want them to be.
Additionally, many structures have the "center point" used for calculating placement/height set to either a corner, one side, or somewhere else, resulting in some really awkward placement. Fences for example, have a center point at one end instead of the actual center, so if you place a fence on a slope on one side of a road, it's half-sunken into the ground, while after rotating it 180 degrees for the other side of the road, half of it is floating in mid air.
Several structures featuring a fenced area allow you to build other things such as chests and torches within them, while others such as the Tavern and Blacksmith do not. The inconsistency is odd, and to be honest, I think it's fair to say that most players would prefer more relaxed building collision requirements in general. I see complaints about construction clipping being too harsh in almost every survival crafting game, and trust me, I play A LOT of them. A certain amount of overlap/clipping really shouldn't be an issue.
The food cellar is particularly picky about where it can be placed and requires predominantly level ground, which makes NO SENSE because it's literally just a mound of dirt. Why can't I place it 80% buried into the side of a hill, it's already just a dirt hill...
Some decorations would also be nice. Kegs, benches, street lamps, etc. At the moment we can only place streetlamps in neutral villages, but we can't for our own village? For that matter, why can't we just build neutral village buildings wherever we want? The Belltower could be a quick call to arms option. Training grounds could slowly boost your own villager stats instead of only books, etc.
Bigger fences, and eventually gates would be amazing as well. I'm sure there are already plans to expand on all of this, but just putting it out there.
There's a few building-related bugs I'd like to report as well:
- Completed Stockpiles always spawn half-underground.
- The Lumbermill description states it can produce planks, but there doesn't appear to be any way to actually command it to do this, unless I missed it?
- The Lumberjack placement point is offset quite a distance from the player, and as such does not rotate around it's own axis, but rather the player's, making placement somewhat more difficult.
- The player's Cabin has no interior lighting and is pitch black inside at night.
Not sure how others feel, but I personally think it would be better if structures such as the Inn and the Foraging Hut did NOT have built-in smoking/drying racks. In the case of the drying racks, these should be a separate structure, and in the case of the smoking rack, it already is.
The reason for this is that NPC's will automatically start smoking/drying food, food that you may have wanted to reserve to create higher-end products, and there's no management system in place for them to forbid this. Alternatively, adding a management system to them would also mitigate this issue.
I would also add a separate "Tool Rack" that only accepts tools, and make the current Weapon Rack only accept weapons and shields, and for that matter, I would remove the attack capabilities from all tools in general. It was a novel idea, and might be moderately helpful in the early game, but it kind of makes a mess of things and I don't think it's worth it. The dedicated tool slot goes a long way, but still.
Lastly, removing structures without losing their materials. I know, I get it, it's part of the game to lose the materials when you just click demolish on it, but hear me out. What if only apprentice carpenter's could slowly deconstruct existing buildings, essentially in the reverse of the process in which it was built, returning all materials over time?
Storage Management, Farming, & Cooking
The "Top Up" command for individual workstations is nice, but I think also being able to set this at the settlement-level would improve things dramatically. I'd love to be able to set a global limit for certain items that would supersede workstations.
Farming is a particular pain-point in this regard, because you can't set any production limits, presumably because you don't know the yield in advance. The only mitigation I can think of for this would be adding a "Silo" building that has no storage limit, but can only store seeds and farmable products, researchable by the Apprentice Farmer.
Deliveries also need a "Top Up" command. Instead of setting a specific amount, it would be nice to be able to tell it to only send enough to keep x amount in storage at the destination.
As far as cooking goes, I think the Campfire with Cauldron is good as is, but I would increase the yield on cooked items for the version at the tavern, and I would replace the smoking racks with cauldrons, with even further increased yields for the Inn. For example, the Tavern should make 3x yield for 3x recipe cost, while the inn should make 5x yield for 5x recipe cost, both for the same cooking time and no increase in required wood.
I don't believe it would be uncommon in medieval times for an inn to have a huge pot of stew constantly cooking for any patrons or travelers, and this would give much more of an incentive to use the buildings for more than just temporary housing as the population of your village, and the amount of food required to sustain them grows.
The Bakery also has this problem. Professional bakers don't just bake two loaves of bread, or a single pie at a time. They bake multiple racks of them at once. As it stands, the bakery appears to be more about giving the player access to small amounts of difficult to make foods with additional perks, but I think it should be overhauled to be able to essentially upgrade your entire town's diet when it's fully fueled and operational. Wheat is soooo easy to obtain in large quantities, that I think you should be able to make at least 36-48 loaves of bread at once with this structure, and at least 10-20 of the other baked goods.
Sign Posts & Fast Travel
Good system, I really like it. The only change I'd make is to make the sign posts that are already around the map also become fixed fast travel points once you interact with them. I know it's minor, but I built my village in an area that has one and it would be nice if I didn't have to have a second one right next to it, haha.
Another oddity is that you can build full-on houses, training grounds, etc. in neutral villages, but oh no, if I want to build a sign post to fast travel back, that HAS to be outside the city limits, so I have to run into and out of town a ways every time I visit. This doesn't make a lot of sense, and I think that at the very least, you should be able to build them inside the town once you get to the Friend or Protector status.
Skill Books
I think the current skill book system is a little odd. You start reading a book, which applies a status effect, that grants the exp when it completes. If you die, you lose the effect, leading to the player avoiding doing anything dangerous while reading a skill book, especially higher tier books. This isn't the end of the world or anything, but I do think it could be improved to not potentially halt the momentum of the gameplay.
Alternatively, what if, upon sleeping, the attribute menu popped up and asked you which book from your settlement's storage you wanted to "read before bed", and you woke up with the additional exp? Similar to how in older Elder Scrolls games, you would level up and apply stat points after sleeping.
Similarly, when you select skill books to apply to your villagers, they would receive the exp the next morning as well.
Another option would be to make skill books provide the exp buff over the course of the buff duration, meaning that if you or a villager do die, at least you got some of the bonus exp and it's not a total loss.
Horses & Carts
This one's pretty obvious, probably don't need to elaborate, and I believe we've already heard that mounts are coming. Carts with extra storage would be nice as well.
Rare Encounters & Traveling Caravans
The world is already pretty beautiful, but does feel a bit empty. Yes, there are bandit camps and thousands upon thousands of roaming bandits, but other than that, you never see any villagers just travelling the roads. It would be nice to see more liveliness, things like brigand caravans that you can attack and steal from. Travelling merchants with rare goods who occasionally get attacked by bandits, random quest-giving npc's, etc.
Liberated Village Trade
It would be nice to be able to schedule certain items to just buy all automatically every day, or buy up to a specified amount, and select certain goods that you overproduce as automatically tradeable in return.
Hunter's Camp/Lodge
Why do hunters grab the best possible arrows just for hunting? We need a way to limit them to a specific arrow type. Any time my Hunters Lodges are turned on, they grab all of my iron arrows, iron arrows that I desperately need, when simple arrows will do the job for them just fine. Yes, I mitigated this by making hunting outposts instead and delivering a few stacks of simple arrows a day, but c'mon, that shouldn't be necessary.
Wood, Logs, & Trees
The fact that trees don't regrow is... kind of ridiculous. There's nothing in my settlement that I have to constantly micro-manage more than logging outposts. I'm positive the devs have already gotten the memo that we want trees to regrow, but just stating it again here as well, for the record.
Well, that's it, those are my thoughts. I might edit this and add to it over time if I think of anything else, but to all three of you who actually read all that, what are your thoughts? Any of these a bad idea? And if so, please elaborate, and I'd love to hear your ideas as well!
For a bit of context, I’m 25 years off. Also I didn’t graduate from that college, I merely attended 2 semesters
honestly i don’t know what’s going on. i’m the MD at my store, usually the main closer. so usually nobody really calls/talks to me until afternoon bc they know i’m sleeping. anyways, woke up today to my DO calling me asking if i left my keys on the desk.
i didnt leave any keys when i closed last night, but apparently my GM had our mid-shift manager come in at 9am instead of 2pm, put his keys on the desk, and then just left. he’s not responding to any calls or texts. he seemed fine last night when we did shift change and when we spoke before he left. i have no idea what could’ve happened between now and then.
i feel like we are absolutely screwed though. he just fired our best employee/shift lead in training, and now all we have is just me and one other manager that has proven to be little more than incompetent.
idk what the higher ups’ plan is going to be but i hope to hell they don’t try to force me to be the new GM cuz it’s not happening😭
UPDATE: apparently, my GM was waiting in the parking lot for me to leave after close, came in, packed all his shit up, and left. he apparently thought my DO was going to fire him (she wasn’t, she had no inkling of this) and he decided he’d quit before she could. but realistically he just severely fucked himself over if he ever wants to work at another papa johns, corporate or franchise.
my DO and another GM are going to be helping me out, but they did ask if i wanted to be a GM. i said that i would need a LOT of changes to be made, including my pay, for me to even consider it. idk what we’re going to do but i am panicking
So I have a 2019 MacBook Pro, a few days ago I updated to Sonoma 14.5, but since then I've noticed that it has really gotten hot every time I turn it on or out of sleep. I have Activity monitor on, and I notice that there's suddenly a lot more processes like CGPDFServices, mds_stores, and md_write just taking up a ton of CPU, like mds_Stores had 389 percent CPU usage at one point. I do not know what to do, Spotlight still consult says it is indexing, I tried rebuilding the index, disabling Pdfs in Siri and Spotlight, testing in safe mode, etc. I am not sure what else to do.