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Toa Kraka

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Under what conditions do the modders playtest and balance EMF and/or SWMH? Do they leave all Game Rules at their default settings, or do they assume that players of these mods will choose the more realistic options (no supernatural events, no matrilineal marriages, and/or no increased acceptance of women)?

I personally disable all three of the above-mentioned items in my games. (I use a mod creatively titled "Game Over Prevention" to prevent the game overs that lacking matrilineal marriages tends to cause. This campaign is on its third dynasty!) If the modders make balancing decisions around their inclusion, however, perhaps I'm not experiencing the mods as they're intended to be played.

(Inspired by the somewhat-recent revelation that MEIOU & Taxes is playtested with the default lucky-nation settings.)
 

HandicapdHippo

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or do they assume that players of these mods will choose the more realistic options (no supernatural events, no matrilineal marriages, and/or no increased acceptance of women)?
I really doubt more than a fraction of a percent of players are using that combination, so it makes no sense to really balance around them or even give them much consideration, after all you have to use another mod to get around the fact if a female character inherits your only option is to marry your own dynasty members to prevent a game over so without that extra mod its not really a realistic option gameplay wise.
 

Toa Kraka

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I really doubt more than a fraction of a percent of players are using that combination
Well, sure, I don't expect "no matrilineal marriages" to be part of the default (though, if even I, a mere scrub, can make a mod to get around it with one hand tied behind my back, who's to say that the modders don't do the same in their own personal games?)--but I do think it's reasonable to ask whether or not "no supernatural events" and "no gender laws" are the default Game Rules for a historically-oriented mod, since their effects on gameplay aren't quite as severe.
 

HandicapdHippo

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but I do think it's reasonable to ask whether or not "no supernatural events" and "no gender laws" are the default Game Rules for a historically-oriented mod, since their effects on gameplay aren't quite as severe.
If they where then the HIP devs would have set those as the default options in the rule screen. You have to explicitly change those options, plus the supernatural events on option even literally includes the words default in it.
 

zijistark

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The defaults are, more or less, the defaults for a reason. There is some minor variation to personal taste depending upon the campaign, but my playtesting and the playtesting I promote is usually quite rigorous regarding ensuring that we're playing what players play. We assume that the average player is using the default options and calibrate according to that. We do control what the defaults actually are, after all.
 
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RhaegarTelcontarTargaryen

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The defaults are, more or less, the defaults for a reason. There is some minor variation to personal taste depending upon the campaign, but my playtesting and the playtesting I promote is usually quite rigorous regarding ensuring that we're playing what players play. We assume that the average player is using the default options and calibrate according to that. We do control what the defaults actually are, after all.

Speaking of defaults, what difficulty setting would you recommend and or consider as the good choice for HIP, for a balanced but not too easy campaign? Or at least on what difficulty do you test it. (I realize, that this is also a matter of personal taste, but I'm curious.)
 

zijistark

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Speaking of defaults, what difficulty setting would you recommend and or consider as the good choice for HIP, for a balanced but not too easy campaign? Or at least on what difficulty do you test it. (I realize, that this is also a matter of personal taste, but I'm curious.)
Most of the time I use Normal difficulty, just because I know that Very Hard isn't going to do much for the AI anyway, and I'm oft trying to ensure that the default difficulty is where I want it in the mod overall. What do I recommend? Hard or Very Hard. They at least help the AI in a few ways that it can't account for well (e.g., they affect attrition for the AI).