I wish Paradox games took themselves more seriously

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Karlington

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The causality does not follow, that is true, but the end effect is the same - dynasties excel at what they are renowned for. Really, obsession with cause and effect and putting one before the other is quite overrated!
Applying the principle of charity, I will read this as a joke. ;)
 

Nevars

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Had a look at the event (court.4802), and it appears that if you don't let the tutor go (i.e. you keep him on, or buy the trumpets) he also loses 2 Learning. Because having more than three children in a court (that's the requirement for the event to fire) tends to lead to memory loss and/or brain damage, I guess? :)

Also, if you buy the trumpets, the tutor will begin a murder scheme against the trumpet-playing child. Without checking the tutor's personality. Because a Calm, Content, Forgiving, Honest, Compassionate, or Just man would certainly react this way. "His parent bought him a trumpet? Gotta kill him."

Code:
        hidden_effect = {
            if = {
                limit = {
                    scope:court_tutor = {
                        can_start_scheme = {
                            type = murder
                            target = scope:child_2
                        }
                    }
                }
                scope:court_tutor = {
                    start_scheme = {
                        type = murder
                        target = scope:child_2
                    }
                }
            }
        }

To use an often overused expression, "You can't make this stuff up." :)
Perhap should file a bug report, paradox might even change it.
 
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Karlington

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Perhap should file a bug report, paradox might even change it.
They haven't even changed the councilor events after more than two weeks, so I doubt it. :( Not worth the effort IMO, but anyone who wants to report it should feel free to do so. :)
 
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Karlington

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Anna_Gein

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In the fourth quarter our efforts began to bear fruit. We are generally satisfied with the quality of our releases and the reception of No Step Back to Hearts of Iron IV and Aquatic Species Pack to Stellaris exceeded our expectations.
 
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Tuo

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Applying the principle of charity, I will read this as a joke. ;)
In part, it was - but in reality, the ways events relate to each other is often far more complex than just cause and effect, if you truly want to understand them. A simple example, you want to eat ice cream, so you go buy some, and enjoy eating it. You wanting to eat the ice cream is because you know you'll enjoy the taste of it, you going to buy some is because you wanted to eat it, and you getting to enjoy it is because you went to buy some. So now the cause and effect make a full circle, and it becomes difficult, and I say pointless, to discern what exactly is ultimately the cause and the effect. And this was a simple example.
 

Karlington

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In part, it was - but in reality, the ways events relate to each other is often far more complex than just cause and effect, if you truly want to understand them. A simple example, you want to eat ice cream, so you go buy some, and enjoy eating it. You wanting to eat the ice cream is because you know you'll enjoy the taste of it, you going to buy some is because you wanted to eat it, and you getting to enjoy it is because you went to buy some. So now the cause and effect make a full circle, and it becomes difficult, and I say pointless, to discern what exactly is ultimately the cause and the effect. And this was a simple example.
I don't fully share your view of this example, but that belongs to the realm of philosophy, so I think it's a bit OT.

Speaking of the game, it is programmed and scripted, which by its very nature means it is strictly about cause and effect, and everything has a clear starting point (even if it were to go in circles). That's just the nature of programming. :)
 

Tuo

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I don't fully share your view of this example, but that belongs to the realm of philosophy, so I think it's a bit OT.

Speaking of the game, it is programmed and scripted, which by its very nature means it is strictly about cause and effect, and everything has a clear starting point (even if it were to go in circles). That's just the nature of programming. :)
Are you the player or the programmer? The audience or the magician? Why focus more on the crane than the god being brought on to the stage at the climax of the story?

From player perspective, what seems is far more relevant than what is.
 

Karlington

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Are you the player or the programmer? The audience or the magician? Why focus more on the crane than the god being brought on to the stage at the climax of the story?

From player perspective, what seems is far more relevant than what is.
Ok, and people came in here and talked about how they saw things, and you responded by basically saying they weren't seeing things the right way. So it's a bit odd to hear you say the above now. ;)
 

Tuo

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Ok, and people came in here and talked about how they saw things, and you responded by basically saying they weren't seeing things the right way. So it's a bit odd to hear you say the above now. ;)
I prefer phrasing it as offering a more compatible view on the matter, should there be will to take it, but regardless - I think we've had long enough off-topic ramble here, fun as it has been. Back to topic?
 

grommile

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As far as the legacies go, I've come to miss the bloodlines from CK 2.
Blame the people who went pokemon (gotta catch 'em all) on them.
 
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Tomray94

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Blame the people who went pokemon (gotta catch 'em all) on them.
I know what you are referring to, but if that's one of the reasons paradox did it this way now, I have to say it is not a good one.

I had a few matrilineal cousin marriages in my games to converge 2-3 bloodlines into one character as well, did it make some elements of the games easier? sure, but I wouldn't say it detracted from the concepts of the game.
 
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grommile

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I had a few matrilineal cousin marriages in my games to converge 2-3 bloodlines into one character as well
"2-3" was not the concern...
 

Karlington

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Blame the people who went pokemon (gotta catch 'em all) on them.
I know what you are referring to, but if that's one of the reasons paradox did it this way now, I have to say it is not a good one.

I had a few matrilineal cousin marriages in my games to converge 2-3 bloodlines into one character as well, did it make some elements of the games easier? sure, but I wouldn't say it detracted from the concepts of the game.
"2-3" was not the concern...
I don't think there really was a problem, to be honest. Stacking many bloodlines took an enormous amount of effort, with little comparable reward. The main benefit of doing it was that you could achieve sky-high Personal Combat Skill* values, but other than that, we're mainly talking about small bonuses to Prestige and the like. The truly powerful bloodlines were quite rare.

(For those who didn't play CK2, PCS is roughly equivalent to Prowess.)
 
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Nevars

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I don't think there really was a problem, to be honest. Stacking many bloodlines took an enormous amount of effort, with little comparable reward. The main benefit of doing it was that you could achieve sky-high Personal Combat Skill* values, but other than that, we're mainly talking about small bonuses to Prestige and the like. The truly powerful bloodlines were quite rare.

(For those who didn't play CK2, PCS is roughly equivalent to Prowess.)
Am I the only one who stacked multiple created bloodlines and great works to always have +100 opinion on all vassals with less rebellious modifier to boot?
 

Rifal

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Am I the only one who stacked multiple created bloodlines and great works to always have +100 opinion on all vassals with less rebellious modifier to boot?
Most certainly not. But balancing such things should be easy peasy for experienced pdx devs. Right?...... Riiiigh?
 
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