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Thursday, August 14, 2014
Thursday, August 07, 2014
For complete list of changes, check this post for previous version. For reasoning behind them, check all the previous posts about the mod - however you're the final judge and you can selectively pick and choose whichever chances from the mod you like.
You can download it here.
Balance tweaksBuilding monarch point cost reduced from 10 to 5. 10 was sensible if all these conditions were met:
- Your empire was at most medium sized (like Scandinavia)
- You had no extra sources of income (like with trade ideas)
- You had no significant discounts on build cost (like with economic ideas)
Partial westernization (going up to Muslim tech) now requires no rebel-occupied provinces. Apparently Ming somehow manages to get required stability +2 even while half of it is occupied by peasants.
Return Subject Core CB
More reformable countries
- you must have the right primary culture
- you must own and have cores on every single province of that culture
- admin tech at least 10
- not subject, not tribal, not at war, at least 3 provinces
- country you want to switch to isn't already formable in some other way (then use whichever way is already provided by the game)
- your current country isn't on blacklist (Holy Roman Empire, Papal State, Hindustan, Mughals, Spain, France, Germany, Byzantium, Bukhara, Italy, Russia, Scandinavia, Persia, Great Britain, Polish-Lithuanian Commonwealth, Egypt, Vijayanagar) - it's here to prevent cycles of tag switching and other weirdness
- you can't form Muscovy, which is technically Russian's primary culture - you should try to form Russia instead
- you can't form Shun or Zhou - technically primary cultures of Han and Cantonese cultures - that would just feel really weird
Everything is optional
Compatibility with other modsThe mod is currently only guaranteed compatible with UI-only mods.
I've been asked multiple times about compatibility with CK2 imports, EVE, Extended Timeline, and other mods. Right now it requires manual merging, which shouldn't be too much work, and people have successfully done so.
I might someday write a script to merge these automatically and provide packages with both, but that's just a vague plan for now.
Thursday, July 17, 2014
Full list of changes this mod does with brief explanations follows. For more extensive discussion refer to posts for older versions.
You can download it here. (link updated, original release missed one election event and it was giving vanilla republican tradition penalty)
- Truces last 5 years period.
- Coring time independent of size
- Bad events due to OE scale with OE instead of hard cliff at 101% OE
- Can't reduce WE while at war
- WE affects defensiveness and morale like it used to
- AE decay restored to 4/year
- No naval attrition due to time at sea, since AI already doesn't get any. You still get some from being at open sea.
- Claim and core expiration times doubled
- Foreign rebel support increased from +4 RR to +6 RR
- Improve relations mission gives meaningful rewards, not just 3 prestige
- No hard base tax max for diplovassalization, just regular squared penalty
- Baseline free diplomatic relations doubled from 4 to 8
- All ideas giving +1 diplomatic relations increased to +2
- Emperor diplomatic relations bonus increased from +1 to +2
- Annexed vassal penalty capped at -100 to avoid creating eternally unannexable vassals
- Diploannexation cost lower to 1/bt since it's the last thing we want is making everything rely on monarch points more than it already does
- Vassals can fabricate claims
- Vassals willing to go up to 50% OE buying provinces they want, just like other AI countries
- No protectorates ever
- CK2-style holy sites system - if someone of your religion holds its holy site, you get +0.2% missionary strength modifier. It's extra +1% missionary strength and +1 prestige/year if all 5 sites are in hands of countries of your religion. You can conquest mission on holy sites if they're hold by your neighbour or if you have religious ideas.
- Religious conversion rates rebalanced into flat +2% heretic, +1% heathens, +4% pagans instead of really complex systems that make it easier to turn Catholics into Sunni than Shiites into Sunni and was generally awful.
- 50% discount on enemy core creation on pagans restored
- Cleansing of heresy CB gives 25% cost for forced conversion so you can convert country of any size with 100% warscore, but it no longer any discounts on taking provinces
- Religious center down from -5% to -2% missionary strength
- Religious conversions allowed between all branches of Christianity, all branches of Islam, all branches of Eastern, and cross-group between Hindu and Buddhist (you can chain Sikh-Hindu-Buddhist-Shinto if you really want to). As in vanilla Muslim conversions cost stability, others just prestige.
- Missionary strength bonus from stability increased from 0.5% to 0.7%
- RR due to lack of religious increased from +2 to +5, scaled proportionally
- Culture gain/loss threshold both at 10% instead of 20% gain/10% gain, so it's more predictable
- Non-accepted culture revolt risk increased from +2 RR to +4 RR
- Culture conversion cost reduced from 25/bt to 10/bt
- Imperial Ban CB lowers AE to 10% for imperial provinces
- HRE members converting to and from emperor's religion affect IA
- "Ruler of Burgundy dies" nonsense killed completely
- Burgundy capital moved so it starts in HRE like it did in EU3 and real history, and doesn't get crushed by France immediately every campaign
- Muscovy no longer gets free colonists from national ideas, they need to take expansion or exploration for it
- Republican annexations cost only -3 tradition not -10
- EU3 style elections - random instead of fixed candidates, reelections don't give any stat boost, but only cost -3 instead of -10 tradition.
- Steppe horde bonuses increased to +100% manpower, +100% force limits, -50% land maintenance (it sounds like much but they still lose hard most of the time, since they never get new units, tech slowly, and have massive succession problems)
- Manchu can form Qing, Timurids can form Mughals, and hordes with correct culture can form Persia even if tribal - then they become despotic monarchy
- Other hordes can reform government without any idea groups (since AI is hardcoded not to take them ever, so basically AI never reformed horde government). Stability 3 requirement lowered to stability 2 at admit tech 8.
Rest of the World
- Westernization time does not depend on country size
- Advisor cost increases 0.5%/year not 1%/year, it was too brutal for non-Western countries
- Partial Westernization decision - you can go Muslim tech if you neighbour Muslim or higher tech nation, and have stability 3 (or stability 2 at admin tech 8+), at cost of 10 years of Western influences, -5 stability, and -250 of each monarch point.
- Potential policies are displayed when (UI only change)
Choose your own destiny
- If you want to form Byzantine empire as Ottomans, or HRE, the game will no longer stop you
- Policies don't cost monarch points and you can have up to 10 of them active, to make them more relevant and to help AI which picks them at random.
- Moving trade port reduced from 300 to 100 dip since many countries start with trade ports in wrong places
- Peasant war trigger conditions made more meaningful
- Level 1-4 buildings are not destroyed on conquests
- Monarch power pools increased to 1500 to reduce micromanagement around ahead of time penalty
Everything is optional
Thursday, July 03, 2014
For full list of changes read 1.6.1 (b) and 1.6.1 (a) release notes.
Philosophy of this mod is to move focus towards mechanics which lead to fun gameplay without requiring overly gamey tricks from the player, and to restore balance by helping the too weak, more than nerfing the too strong.
Other than taking away Muscovy's free settler (which isn't even a huge deal, since AI Muscovy takes exploration ideas first), there aren't really any outright nerfs included.
Helping BurgundyBurgundy starts in extremely perilous position between hostile HRE and extremely powerful France, and even with event that magically split it between France and the emperor (at 0 AE, free cores etc.) removed, it still rarely succeeds.
To give it better chance, the mod now moves Burgundy's capital to Franche-Comte, so it's a legal HRE member.
Historical situation is somewhat ambiguous here as feudal relations were complex, but making Burgundy HRE member as it vas in EU3 should greatly increases its chances of early survival against the Big Blue Blob without making it too powerful.
Helping RepublicsIntegrating a vassal no longer costs any republican tradition, only legitimacy. Tradition is extremely hard to get compared with legitimacy, penalties for it start as soon as you go below 100% (instead of only below 50%), and republics are really weak even with the mod reversing the most extreme nerfs, so there's no reason to punish them in another way by making significant vassal annexations impossible.
Helping AIAdvisor cost increase by year cut in half. It was extremely brutal, especially to non-Western tech countries, as incomes increase with tech level not with time, and not that fast even then. Even relatively sizeable non-player Western-tech countries had trouble paying for advisors, so only players with their vast and optimized empires were able to afford good advisors.
And now it's possible to have up to 10 active policies (instead of up to 5), and they no longer cost any monarch points. That's mostly here to help AI, as most policies are borderline worthless (-1 dip/month for -10% shipbuilding time etc.) and AI picks them basically at random, but it makes sense to reward different combinations of idea groups instead of making policies so expensive (in terms of most important resource - monarch points) that they'd almost never see any gameplay.
Deemphasize Unfun MechanicsThe mod uses 1.6.1's AE decay values (4/year), not 1.6.2's (2/year). It's easy to get very high AE levels now that vassalization generates huge amounts of AE, but at least decay was quite fast, so it balanced out somewhat.
With high AE from vassalizations with slow decay the game would end up with permanent global coalition against the player like it did in many previous patches, and that's not a fun place to be.
Emphasize ReligionNegative consequences of less than full religious unity increased from +2% revolt risk to +5% (+100% stability cost remains where it was), scaled proportionally. Conversion is usually (not for everyone) slightly easier in this mod due to missionary strength rebalance, and in recent patches there are many ways to increase religious unity even without conversion, so it's much easier to achieve high religious unity than it used to. In my experience religious unity is one of more fun mechanics, and its vanilla values are just too low, so it deserves a big boost.
And to give player more control over their destiny, more religious conversions are possible. Orthodox and Coptic can convert to and from all other Christian denominations. Eastern religions (Shinto, Confucianism, Buddhism) can convert to each other, and additionally Hinduism and Buddhism can convert to each other crossing religious group divide (so you can build a chain Sikhism-Hinduism-Buddhism-Shinto if you really want to).
Muslims can also now convert to each other, except the cost is -100 piety and -2 stability instead of -100 prestige, in line with already existing decisions to flip between Shia and Sunni (which has unnecessarily difficult preconditions).
Pretty much all the conversions enabled here happened multiple times historically, and they just give more gameplay options without breaking balance.
I tried to make sure that religion-specific country modifiers which ought to clear do clear, but it's very likely that I missed some of them. If you see a country modifier remaining which should be gone after conversion, just report it as a bug.
Emphasize Other Fun and Underused MechanicsMechanics which lead to interesting gameplay but don't see much action got emphasized.
War Exhaustion now reduce morale and defensiveness as it did before pre-1.6. In vanilla 1.6 War Exhaustion has no military significance whatsoever, it's basically just revolt risk increase, and that makes its offensive use basically pointless.
Culture conversion cost is lowered to 5/bt from previous values of 10/bt (which was still too high) and vanilla's completely insane 25/bt. I still don't expect it to be used much.
Improve relations mission gives 10 prestige and 25 diplo instead of just worthless 3 prestige. It might be a little much, but then insult rival mission is way easier and gives similar amounts, and a mission without meaningful rewards is just wasting mission slot - you should always have 3 meaningful missions to choose from.
Other Tweaks and FixesVassal annexation relationship penalty capped at -100, as it led to far too many ridiculous situations at -200, where vassals became pretty much permanently unannexable and had to be released from vassalage , annexed, and released as new vassals if you ever wanted to annex them.
Various bugs in tribal government reforms should now be fixed.
Everything is optionalI isolated each change as much as possible, so you can pick whichever parts of it you like and skip the rest. Pretty much the only part that's a bit harder to isolate is rebalancing missionary strength, but even that is not that hard.
The mod is not tested for compatibility with any other mod. It should work with UI-only modes, but it will probably require manual fixing for anything more complex.
Saturday, June 28, 2014
I'm not sure if I should keep calling it "minimod" since it's getting more and more content with each patch, but I'm still trying to keep the spirit "like vanilla except fixed", not going into totally different experience, but I'm not above stealing good ideas from EU3 and even occasionally CK2.
You can read about previous version here.
For just download click here.
Minor changesFirst, a bunch of minor bugfixes, balance tweaks, and in particular reverting ridiculous westernization nerfs the 1.6.x patch introduced.
- Correctly got rid of protectorates this time.
- Forming Qing/Persia/Mughals now changes government to despotic monarchy.
- Peasant War trigger conditions made more relevant. Now if it happens it's really your fault, not just the game being mean to you.
- Neighbour bonus increased to -5%/tech level (1.5 levels), with max increased to -50% (to make westernization worthwhile)
- Completely removed size-based westernization speed penalty
- Tribal government reform stability requirement moved from +3 to +2 (effect does -5) - AI can't plan to get to +3, so it wouldn't do that even if it ought to.
Religion rebalancing1.6 introduced separate missionary strength bonuses against heathens and heretics, so it's now finally possible to fix a lot of ridiculousness of vanilla - like Catholics being trivially easy to convert to Sunni, but Shia to Sunni being pretty much impossible.
All ad-hoc per-religion missionary bonuses are thrown away. Previously base values were:
- Pagans 4%
- default 2%
- Orthodox, Sikh 1%
- Muslim, Shinto, Coptic 0%
- Pagans 4%
- Heretics 2%
- Heathens 1%
Some other tweaks to conversion rates:
- Important religious center is only -2% penalty, not -5% like vanilla (already in previous versions of the mod, just repeating it here for context)
- Positive stability gives +0.7%/level, up from +0.5%/level, so if you really want to burn your admin points to speed up conversion, you're welcome.
Holy SitesAnd most of all - EU4 now has holy site system very similar to CK2. Each holy site religion controls gives +0.2% to missionary strength. If a religion has all its holy sites, all countries of that religion get +1.0% missionary strength and 1 prestige/year on top of that (that is 0.0%, 0.2%, 0.4%, 0.6%, 0.8%, 2.0% going from 0 to 5).
Getting all five is not supposed to be easy - more a serious mid-game goal. Bonuses for partial control should give you interesting reasons to support other countries of your religion in their fights against infidels - something that vanilla EU4 was severely lacking, unlike CK2.
All sites are intended to have some level of historical plausibility while leading to some interesting gameplay. I'm definitely looking for suggestions, but gameplay takes priority over historical plausibility every time.
Karbala is a Shiite holy city, so it would lead to some fun Sunni-Shiite conflict. Cordoba is included to make Muslims somewhat interested in face of Granada and reconquista - something that was completely irrelevant usually.
All Christians share Jerusalem, Rome, and Constantinople for obvious reasons, and additionally:
- Macedonia (Mount Athos)
- Kiev (mostly for gameplay reasons)
- Alexandria (for gameplay reasons)
- Tigray (location of Ark of the Covenant)
- Galicia (Cathedral of Santiago de Compostela)
- Kent (Canterbury, mostly to give Protestants something to do here)
For Hindus/Sikhs I just picked some plausible shared sites (based on just a bit of Wikipedia research) with a bit of geographical spread:
- Jaunpur (Varanasi - Hindu)
- Coromandel (Chidambaram - Hindu)
- Gujarat (Palitana - Jain)
- Siem Reap (Angkor Wat - Hindu and Buddhist)
- Punjab (Harmandir Sahib - Sikh)
- Bihar (Bodhgaya - Buddhist)
- Shandong (Qufu - Confucian)
- Owari (Ise Jingu - Shinto)
- Siem Reap (Angkor Wat - Hindu and Buddhist)
- Gyeongsang (Bulguksa - Buddhist)
Pagans don't get any, since "Animist/Shamanist/Totemist" are not real religions, just some loose agglomerations of vaguely related beliefs.
You can get missions to conquer holy sites held by infidels if you're neighbour of their holder (even if you don't neighbour the site directly) or you have Deus Vult religious idea. AI in tests has been fairly bad at doing such missions, but then AI can't usually even get its cores back.
Partial WesternizationAnd for the second big change - any country with less than Muslim tech can now partially westernize up to Muslim tech as long as it has Muslim or higher tech neighbour, loads of points and stability it's willing to lose, and is willing to take 10 years of Western influences (+10% revolt risk, +50% advisor cost). Nomads can't use it as they have their unique "Reform the Government" decision which also upgrades them to Muslim tech, and works along very similar lines.
It doesn't matter if you're ahead or behind on tech - that part never made much sense to me, and nomads can already move to Muslim tech without any such conditions by reforming their government, so I don't see why others couldn't.
Muslim tech means you no longer suffer from -1 or -2 monarch point production penalty, just tech penalty, and that's huge. Going from Muslim, Eastern, or Ottoman up to Western will require regular westernization - or you could just go for full westernization without intermediate steps if you prefer.
AI is surprisingly good at using this decision. Sometimes it collapses to rebels, but often it manages to survive rebellions and use its new tech group to its serious advantage.
Everything is optionalDifferent changes in the mod are isolated as much as possible, so if you like only some of them and not others you'll be able to cherry pick to your liking relatively easily.
Saturday, June 14, 2014
It's insane how many passwords I have to enter to get everything running. I'm so grateful for each app which I can just authorize via my Google account. Of course when everything on the Internet can be accessed via Google authorization, NSA won't even have to bother to hack everyone, they'll just hack Google (or find a hole in oauth2) to authorize themselves as you to everything.
VLC for Android does exactly what I want, that is fast playback with pitch correction (you need to turn on pitch correction in settings). I know I probably sound obsessed about that, but there's only 24 hours in a day, and the last thing I want to use them on is slow narrators.
Maximum sound volume of the tablet is surprisingly low, and VLC doesn't go over 100%, which it very much should if the source is encoded at very low volume (like most stuff off youtube).
It's confusing that it's charged via USB cable, but I need to use special charger, not a PC or a regular charger. I understand technical reasons - USB puts limits on how much current devices can request, and tablet's huge battery just wants a lot more - but it's extremely annoying. Wasn't USB3 standard supposed to fix this?
Twitter's Android app is phone-only and doesn't work with tablets, and they don't have official tablet app. That's so weird. I'll have to give all the unofficial client apps a try.
I'll need to get myself some kind of folding case like Kindle Fire has, so I can watch stuff in bed while eating with one hand and petting the cat with the other. That's sort of why I got myself a tablet.
I wanted to read comic books on the tablet, but a lot of scans are very low res, so on high res screen I can see JPEG artifacts better than text itself. Fairly disappointing.
It is way better for reading PDFs (mostly research papers, which tend to be high quality PDFs, not low quality scans) than epaper Kindle I tried for it before.
Airdroid is pretty bad at transferring big video files over wifi, and doesn't know how to resume. It's just faster to connect the damn USB cable than retrying a few times.
XCOM for Android is confused by high resolution and keeps zooming up far too close. It looks like an OK game, but I can't get myself to play with it - not only due to lack of Enemy Within, mostly due to lack of Second Wave options I unlocked ten fucking times on desktop (Steam) version. Absolutely Critical (should be unlocked!!!) and Aiming Angles (unfortunately Enemy Within only) double tactical depth of the game. I wish there were more games on that - most genres don't map that well into tablet interface, but strategy games like Civilization 5 would be just awesome.
My cat likes the tablet a lot more than the laptop. I still need to hold the tablet is awkward positions sometimes for cat's convenience, but it's better than trying to watch something on a laptop while the cat is sitting on its warm keyboard.
SwiftKey keyboard is much less convenient to use than on the phone - on the phone gestures are relatively fast and require just finger movement, but swiping your fingers through tablet keyboard requires moving the whole hand, and it's not great.
Their choice of words here is interesting - originally these devices were fairly accurately known as "mp3 players", but it got a bit silly since they could play audio files in a lot of other formats.
Wikipedia simply calls them digital media players, which is very sensible since many of them can play video as well (usually badly), but since it's a fringe use and they're generally used for just audio, why not call them "digital music players"?
Because audio is not just music. And Rockbox is designed as if it all was.
AudiobooksAnd that's a single word summary of everything that's wrong with Rockbox - audiobooks. It doesn't have dedicated audiobook mode like stock Sansa, or pretty much every other media player these days. And the reason a player would need an audiobook mode is that while from technical point of view playback of an audiobook chapter file is pretty much the same as of music file, UX has nothing in common.
In audiobook mode:
- You absolutely need high speed playback, pitch correction being highly desirable
- You absolutely need automatic per-audiobook resume function
- You never want random navigation - it's always whole audiobook start to finish
- You probably want filesystem navigation
- You want UI lock while it's in your pocket, since it's a massive pain if one click resets you to start of the chapter or even audiobook
- For podcasts it's the same except you might want per-chapter instead of per-audiobook resume if you're listening to multiple podcasts from the same source simultaneously
- You absolutely need to play at normal speed and pitch
- Nobody cares where you were last
- You probably want shuffle most of the time
- You might want playlists, including on the go playlist you can add things to while they play
- You might want per-song repeat
- You might want per-artist per-album or per-genre navigation
- You probably want per ID3 tag navigation, not filesystem navigation
- You don't care about accidental keypresses
- If you go shuffle, you want your entire music collection, but you definitely do not want audiobooks and podcasts in the mix
It's Open Source, why don't you fix it?Well, I have neither time, nor any desire to touch C code unless I absolutely have to. And even if I did, how many times an Open Source project accepted third party fixing their UX design? I can't think of a single such case.
Monday, June 09, 2014
Between income tax, National Insurance (second income tax), and personal allowance phaseout the rates are nothing like what they seem at first (20%, 40%, 45% - yeah right).
Here are the rates I calculated:
- £0-£7955 - 0%
- £7955-£10,000 - 12%
- £10,000-£41,860 - 32%
- £41,860-£41,865 - 22% (yes, it's a £5 wide tax band)
- £41,865-£100,000 - 42%
- £100,000-£120,000 - 62%
- £120,000-£150,000 - 42%
- £150,000+ - 47%
- high income taxes (especially that 62% rate) generate serious disincentive to work
- taxing annual income means self-employed people whose income changes from year to year end up paying a lot more than people with stable income
- taxing income instead of wealth means rich people can technically have low "incomes" and pay very little, while people with just salary and no wealth whatsoever and paying a ton
- tax bands make no adjustment for cost of living depending on region - so a person living in London will end up in higher tax band at standards of living much lower than a person living in the middle of nowhere - resulting in another way how London subsidises the rest of UK
- bankers making millions are probably all paying much lower rates than the middle class since they can hire some tax avoidance lawyers and there are convenient tax shelters located just next to the UK.
And a bonus question for behavioural economics exam: Would marginal income tax rates be more or less disincentivizing if people have no idea how much tax they're paying because taxes are so damn complicated?
Monday, June 02, 2014
The goal of this minimod is not to make any sweeping changes - just do the least necessary to make the game balanced and fix unfun mechanics.
I sometimes feel I do more balance playtesting of my minimod than Paradox does of their patches (as in - some is more than zero).
New changes in this version
- Coalitions - previous versions of the mod removed them, but I'm going to keep them this time. AE levels got totally rebalanced, and they seem to be much less excessive, so it might be worth a try. If they turn out to be still broken, AE could be tweaked, or they could just go away completely again.
- Free relations increased from 4 to 8 (previously 6), all bonuses which got nerfed from +2 to +1 in the patch back to +2. Even increased it was pretty low, and the patch makes acquiring and keeping vassals more expensive than before.
- Diploannexation costs reduced from completely ridiculous 15/bt to 1/bt
- Cost to move primary trade port reduced from 300 to 100 dip, mostly because so many countries start with misplaced trade ports (and moving capital is only 200 adm)
- No diplovassalization base tax cap - since penalty is quadratic in size, it's very hard to abuse this.
- Muscovy/Russia does not get free colonist from national ideas. They got massive boost by annexing Perm a lot faster, which ends up in them colonizing all of Siberia much earlier than in previous patches. This somewhat balances that out, but even with the nerf Muscovy is still way too strong way too early.
- You don't need any idea groups to reform tribal government, just 200 adm, 90 legitimacy, and +3 stability. Forming Mughals / Qing / Persia also reverted to not require reformed tribal government. It was already extremely hard for AI to do that.
- Pirates who annoyed me so much are no longer there, replaced by the new privateer system! (well, if you have all the DLCs at least)
What I couldn't fix about the new patchI wanted to make diploannexation to take longer (that why I want it cheap and with high limit - so you keep more vassals longer instead of mass annexing them ASAP), but that's hardcoded. This isn't really a huge deal, and if annexing vassals turns out to be too easy vassal annexed diplomatic penalty can simply be tweaked higher to make things right.
I also wanted to allow wider selection of rivals, but that's hardcoded as well. I really like power projection system, the only problem with it is how narrow and forced rival selection is. If you could choose from more potential rivals, it would be really good, but right now it only gets halfway there.
Previous changesDetailed explanation in older posts - 1.5.0, 1.5.1.
- Buildings level 1-4 not destroyed on change of ownership
- Important religious center penalty reduced from -5% to -2% missionary chance
- Steppe Horde bonuses increased to +100% manpower, +100% land force limit, -50% land maintenance.
- Non-accepted culture penalty increased from +2RR to +4RR - this might be too much with new nationalism system
- Can't reduce war exhaustion while at war
- No naval attrition due to time at sea at any tech
- Cleansing of Heresy CB doesn't allow any province taking, but allows forced conversion at 25% cost
- Imperial Ban CB only generates 10% AE for illegally held provinces
- EU3 style republican elections (3 random candidates + incumbent, no skill changes or tradition loss on reelection)
- No Burgundian inheritance events
- High OE events increase with OE smoothly instead of massive cliff at 101% OE
- Foreign rebel support increased to 6% (3% in old patches, 4% in current patch)
- Accepted culture gain/loss thresholds both 10% for greater predictability
- Monarch point pool increased to 1500 to reduce tech micromanagement
- Culture change cost reduces from 25/bt to 10/bt
- Cores and claims last twice as long
- Coring time does not depend on size (supposedly new patch already does it)
- No protectorates, can vassalize anyone
- Vassals allowed to fabricate claims
- Vassals will buy provinces from overlord if they would as independent countries (it seems new patch already has that)
- Vassals will buy provinces up to 50% OE just like independent countries (limit was bugged in previous patch and they'd buy at any OE)
Saturday, May 31, 2014
Warning: Do not treat this post seriously.
Bechdel test is a famous test for female presence in movies, but it can apply just as well to any other work of fiction.
So I had this thought - Wizards of the Coast has pretty good reputation when it comes to gender balance in their storyline, but how well would actual Magic: the Gathering decks do at passing the Bechdel test? So here's the equivalent test for decks:
- It contains cards representing at least two female characters - creatures, planeswalkers, or spells clearly featuring female characters in name, art, and/or flavor text (multiple cards representing the same character like Chandra, Pyromaster and Flames of the Firebrand only count once); the character does not have to be named or human (but it should generally be some kind of humanoid at least)
- which interact with each other
- and the interaction is not about some man (like both counting as devotion to the same male God)
While I was checking various decks another thing became clear - while other colors have decent cast of female characters, black seems to be very heavily male-dominated. Think of it what you will.