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  1. Concurrent Viewer Ranking
  2. It's time to be evil...

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Recent HyperChats

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Super Chat commentsComments

16 Comments

@B

@BlueHourJailbird

•

7 months ago

My first stream watching Roca live. I loved the banter and the evil laughter. Long chill games like this create such a good stream vibe

4
@S

@Sky-2x2x2x2

•

7 months ago

LONG LING THE FEMPEROR (also best of luck in trying to beat the heat)

1
@A

@AshersAesera

•

7 months ago

2:42:40 Love the evil laugh ^^ It's been too long since Civ V that I don't feel confident enough to really say what you should and shouldn't do. However, you're doing fine if you're able to push another Civ around at this difficulty. Best to just ride it out and let you make your own mistakes as your improved familiarity of the game is more important when starting out. The only thing I will say is to keep in mind which victory condition you want to go after. Thanks for the stream Roca~

1
@R

@Rogue418

•

7 months ago

Long ling Rockaizer Rourin!

@c

@caim5681

•

7 months ago

1:42:50 Ok, I understand reverse psychology. I'm on my way to getting a tattoo

@f

@flashtirade

•

7 months ago

She's not just a clown, she's the entire Circus Maximus. Thanks for the stream Roca.

1
@R

@ReyFS_

•

7 months ago

Otsu Roca

@i

@intenseavarice34

•

7 months ago

A CIV5 Vtuber stream?? In the year of our lord 2025??? Sign me tf up!

@s

@sharkespeare

•

7 months ago

1
@s

@sate_h

•

7 months ago

Thanks for the stream! It was a lot of fun as always! 無理しないでね、お願い Here's mucho texto cause you asked for it. I'll write up on some important stuff that I caught on while watching, but keep in mind that you're playing on what basically is *baby mode* - so you don't need to take it too seriously and just have fun messing around. Any empire will crumble before your mighty human frontal cortex. Anyways: - You basically have war figured out. Attacking with melee units is usually not good, but if the cities are that weak nobody can blame you. Tougher cities will give your melee units a rough time. The usual strategy is to build lots of ranged units to surround and siege a city, then go in for a final blow with a melee unit when it's ready for capture.The reason why you struggled with movement against Ingurland partially has to do with The Great Wall wonder, which reduces enemy movement speed by one in the civ's territory. Make sure all of your units are upgraded! They get massive strength buffs with upgrades which are worth taking 100% of the time. - You should place ranged units on hills if the geography allows it. Not only do they get a defensive bonus meaning they can tank more hits, the range reduction of hills will be nullified. Keep in mind this does not affect the sight reduction of forests/jungles. - Rome should be your biggest baddest strongest city by distance! But it still does not have vital buildings like a granary, library or aqueduct. Since Rome makes buildings coss less production when they're already built in the capital, not having built them is seriously hurting your potential production speed and population growth in other cities. Food buildings to get high population is important since science is dependent on population. -On population, it also places a hard cap on how many tiles your city can actually get things from per turn. For example, a city with 3 pop can only work 3 tiles. Extra populations can also become specialists if buildings with specialist slots (Such as a workshop with an engineer specialist spot, helping you generate great engineers). If you click "citizen management" in a city, you will see exactly who is doing what. -Having too many cities isn't a good idea. You can't win domination without conquering either, but every new city increases the culture cost of policies, science cost of techs, and removes 3 happiness. Staying just above the line won't hurt you, but excess happiness gets added to your Golden Era points (between happiness and culture on the top bar) so you'll have less golden eras, losing out on massive boosts. 4 (what you have now) is a pretty ideal count of original cities to work with. -All wonders are good to have especially ancient-classic era ones, but as the game progresses, wonders get a bit more specific as to what victory type they provide a bonus for. If you intend to finish the game and win you'll have to choose carefully to not waste a dozen turns.

@i

@iSoulend

•

7 months ago

6:40 if only i watched this stream earlier 9:20 i'm from late june and growing up my bday always fell either on exams or right when holidays started, so it was kinda hard to celebrate ... though i did like summer itself ... but not anymore, it's just too goddamn hot now, plus yeah the mosquitoes, me & my mom are like mosquito lightning rods, if either of us is here, everyone else is safe 'cause we're gonna get all the bites 1:31:50 funny that there's so many engineers, considering what you said about engineers before (that they're all furries, especially the physics ones) 1:46:30 our imagination says, you'd prolly just straight deny if you weren't into it, you just can't say you are

@i

@iSoulend

•

7 months ago

46:35 Hey, good beginning, but I would just like to explain some simple mechanics to you with mucho texto (since you're asking for it) :> About workers : First let's talk about acquiring workers, because as you've seen, they're very costly at the start. It's actually common practice to steal workers from city states, they're generally undefended and on the edge of the territory, and city states can be peaced at will, unlike other civs, so you can simply swoop in with a scout or warrior, take a worker, and peace, as long as your unit doesn't get killed in one turn it's 'free'. Of course, that'll make the city state angry at you, but the relationship will gradually go back to neutral, so even if you anger it in the early game, it won't be a problem to ally later in the game. One thing to keep in mind though, you're only allowed one free war, if you declare war on an other (or the same after having peaced earlier), you'll get permanent relationship debuffs, and eventually permanent wars. Not a problem if you just intend on bullying them all, but if you want to ally with them, it's better to only do a steal & peace once. Though, you can actually steal a worker and stay at war with them for a long time and steal more workers as they build them. The relationship bar actually continues to go back to neutral even while at war, so you can stay at war for dozens of turns and when you end it you'll be close to neutral. If you have the DLCs, there's also the option to "ask for tribute", which depends on your military might & how many units are close to the city-state, in that case you can ask for money or even a worker (though you need a lot of strength to get a worker, it's more common to get money from a bunch of cs and buy a worker). You can also steal workers from other civs (or settlers, they'll become workers, it'd be too easy if you got free settlers), with the natural consequences. Workers actually do their work at the end of your turn, but you can click to make them do it now. That's relevant for the turn where they would finish an improvement, for examples : - If you get a luxury resource, you can trade it with other civilization, or maybe you were unhappy and had a combat penalty, and that tips you back into happy, obviously much better for the fights this turn. - If you get a strategic resources, well you'll be able to build the units this turn, or again to trade them or overcome the lacking resources combat penalty. - If it's a road that you intended to use this turn. Not really relevant for other things like tile yield or city connections, or during the turns where it's still in construction though. About citizens : At 55:55 you misunderstood, they were talking about citizens, not workers. Workers are units that build improvements on tiles, citizens are the population of your city that are working these tiles, giving you the tile's yield. For example, hills give 2🔨production, a worker can build a mine on a hill, which will increase its yield by 1🔨to 3🔨(yield can also be further increased by technologies, policies and such). But if you have no citizen working that tile, you won't get its yield. That's what's happening in Antium at that moment, where citizens are only working food tiles and so you only have the 1🔨from the city itself (cities always produce at least 1🍎1🔨). When you're in the actual city screen, like at 1:02:18, you can open the *Citizen Management* panel in the top right corner, and assign citizens at will, or tell your city to focus on a different type of yield (by default they focus on food 🍎hence why you can have very low production for a while, as the city will only start working 🔨tiles once it runs out of 🍎tiles). Btw, cities border can grow up to 5 tiles away from the center, but citizens can only work up to 3 tiles away, which is also the maximum distance you can buy tiles to, and the minimum distance between two cities. Since the number of tiles you can work is limited, that also means that you should concentrate on having high-yield tiles, rather than a lot of meh tiles. For example, at 1:30:53 your worker builds a desert farm, this is terrible. Desert's default yield is nothing, with a farm it becomes 2🍎. You will likely never work that tile (unless of course you get Petra, no not a cute penguin, a wonder that gives desert tiles +1🍎+1🔨, though even then the intention is generally to get very high yield tiles from hills (2🔨-> 1🍎3🔨) and oases (3🍎1🪙-> 4🍎1🔨1🪙). About movement, roads and actions : Unit actions costs movement points (MP). Some actions, like building or attacking, will use "all your remaining MP", but it makes no difference if it's 4MP, 1MP, or even 1/2MP. Meanwhile, some actions will only take 1MP. Moving on flat terrains like grassland, plains, desert, snow... only cost 1MP, and rough terrain like hills and forests will cost 1 more (this can stack, a forested hill will cost 3, though this is only relevant for units with 3MP+). Moving along roads ignores that, and it'll instead cost 1/2MP, or 1/3MP after Machinery. (Do note that it's for moving from a road tile to a road tile; moving from a non-road to a road or from a road to a non-road will cost the normal amount. That also means it's often better to stay on a road tile than to move to a non-road tile, even if you still have some MP left, if there's 'traffic' on the road for example). As a result, it's often beneficial to use your MP before doing an action that uses all your MP (not always though, doing nothing can be the move). For examples: - Setting up an artillery unit costs 1MP, and firing uses all your remaining MP, so if you're on a road tile, you can move to an other road tile (0.5), set up (1), and fire (0.5). - Pillaging (destroying an enemy improvement, gaining a few gold and healing 25hp) costs 1MP, so you can pillage (1) then attack (1). You can even repair the tile with a worker stacked on your military unit, to keep a cycle of pillage/repair going, that doesn't generate much gold but the heal will be very welcome if your unit is tanking city shots. - While exploring, if you want to go on a rough terrain tile next to you, you can move on a flat terrain first, revealing a few tiles, before moving to the rough terrain. If the rough terrain you're going to is a hill, it will reveal what you revealed anyway (hills give +1 sight), but it might make you reconsider depending on what's revealed (and if it's not a hill, you did reveal a few tiles for free). - While moving a worker through two flat tiles to build an improvement, you can move one tile, build something (likely a farm or road), then next turn move to the tile you initially wanted to go to and build that improvement, as opposed to moving two tiles in one turn and then building the improvement the next turn, that's some extreme min-maxing but you do get 1turn of work on something. On the topic, at 3:00:00 : moving from a tile next to an enemy to an other tile next to them (which is called their Zone of Control) consumes all of your unit's movement, like you got tackled. So under normal circumstances, while you could have done that, the legion you attacked with could not have attacked this turn, but the one you wanted to move could have, since it'd only use 1MP to move on the plantation, so it would've indeed been more optimal. In this case though, England had the Great Wall (an abject defense wonder tbh, it becomes obsolete at Dynamite but before that it makes you essentially unattackable if you know how to defend), so you wouldn't have been able to attack this turn if you did that. (Though you would've gotten one more unit ready to attack next turn). I hope it wasn't too much, but since you said you wanted mucho texto, I felt it was my duty. Thanks as always for your streams ! 💜 Just got my anarchy ticket btw, see you at vexpo !

@K

@Kuramoe

•

7 months ago

@v

@vcwolf4020

•

7 months ago

@p

@puppytigers

•

7 months ago

2:35:39