I have been thinking about the many features or changes that I would personally implement to improve CK3 in general, according to my tastes and views. While my own post will be quite long, feel free to skip it or skim it and post your own ideas or opinions on how you would improve CK3 as a game.
It is alright if you disagree with my ideas or believe said implementations would not work, though if you can do tell me why so as to have meaningful discussion.
I will organize my thoughts into different categories to easily read and follow, as well as allowing you to read only the ones you are interested in.
Warfare
1. Rally Point Rework or Removal - While there is nothing wrong with the concept of rally points, I feel its current iteration makes warfare cumbersome in its requirement of constantly deleting and moving rally points. It also does not have as much flexibility as I would like in how many troops to raise in an easy and straightforward way. If simply reworking I would wish for a slider based on 0 to 100 on how many levies I wish to raise and where. Ideally, this would also allow me to raise knights and MAAs in an easier manner and in the number and locations I want.
If removing instead I believe having some form of the CK2 version of raising of local and vassal troops, along with MAAs and knights, based on holding locations would be the way to go. This way your troops would start out scattered based on how you set up your military holdings and vassal domains, requiring you to manually gather them in the numbers and composition you see fit.
While slightly more tedious it would model large empires better in how they may have more troops, but those numbers might not gather quickly enough based on the fact the empire spans vast amounts of land in various places. Allowing a more compact and less spread out kingdom the ability to make gains against their foe before they can gather their armies in sufficient number to make use of them.
2. Built-In Knight Manager - This is more of a QOL improvement to allow the player set settings on who they want eligible or ineligible to automatically be made knights, in order to avoid having to tediously monitor them to ensure your heir with 0 prowess is not made into one without your say.
3. Slower Army Movement & Faster Movement Locks - Warfare currently feels more like a benny-hill chasing simulator than one that simulates medieval warfare, slowing down movement to allow the player more time to react to sudden changes in enemy army movement would help. Making the army direction movement locks kick in earlier would also help with preventing whack-a-mole split second directional changes and would require more planning to avoid locking yourself into an unwinnable situation.
4. Levy Redesign/Rework - The way that levies are modeled as poorly trained as well as one homogenous blob both statistically and visually hurts both strategic depth and historical plausibility. Each nation or civilization in medieval times could have had their levy made up from various compositions, training methods, where in society the levies are drawn from such as citizens or slaves, all amounting to unique levy armies. This oversimplification hurts the game in the gameplay department through removing strategy and reducing what should be the main bulk of armies in this time period, to more of a hindrance and economic drain from being so bland and weak.
I would change levies to be made up a composition of the different type of possible units one can have in MAAs, but weaker versions and their percentage skew on types would be influenced by both culture and military buildings built. There ideally should also be different organizations, trainings, citizen or slave, options that become available or restricted based on culture, society, and technology that showcases the different military workings of these medieval civilizations.
5. MAA Rework & Rebalance - I do not believe the way MAAs are currently designed can be considered good, from the way they counter and negate the damage of each other. I believe a better working system would be by increasing the damage inflicted by certain types on others to reflect their natural strengths against facing off against certain types. While making some unit types take more damage from other types based on their weaknesses, that can be mitigated by having an MAA composition that supports itself and is balanced.
This would encourage more considerations in MAA composition where overusing one type without support may leave you in danger of taking heavier losses or in dealing less damage. However, the advantage of this system is that your damage isn't simply reduced by 50% because the enemy brought a lot of skirmishers or something. While the system I suggest sounds similar to the current one, it differs in respect by removing hard counters and rather just making certain units stronger or weaker to other ones.
6. Military Buildings Rework - The way that military buildings can give percentage increases rather than flat-sums, can allow snowballing in creating very strong MAAs by stacking one type in all your domains. I would encourage changing the current system into flat-sums that is only applied to the military troops of the holding it is built in to avoid creating exploit territory over-powered MAAs that the AI can not handle.
7. Adding Strategic AI to Large Kingdoms or Empires - To avoid destroying game performance by adding complex AI calculations to every ruler in the game, I suggest that adding a Strategic AI manager for the most important or powerful civilizations on the map would improve the warfare system overall. The way it would work would be similar to the way the strategic AI in EU4 works, in which the AI's strategy profile differs based on the personality of the ruler, but ultimately has certain goals it wants to achieve such as connecting borders or creating a certain empire or gobbling up a region. Currently, most AI rulers make bizarre and random decisions but this can be fixed by having a Strategy AI manager that sets goals or has outlined plans that benefit said nations the most. Then, certain behaviors would be enabled or disabled based on the personality or skills of the ruler in charge to simulate how that would affect military campaigns and planning.
8. Manpower Implementation and Slower Replenishment - Adding manpower to warfare would get rid of unlimited replenishment and slow it down, so as to add more planning and depth to warfare system. Since there is no population mechanics, we must assume that manpower would need to be based on economic development, whether its feudal/tribal/clan, and farming technology (to simulate less or more peasants or whoever needed for agriculture, considering that's where most of the levies soldiers come from).
Economy
9. Rebalancing Buildings in Regards to Cost and Revenue - Most buildings cost way too much for how little in return economically they give back, changing these values to be more reasonable should help improve the economic system of the game. There should be a base income that everyone has based on their rank which probably needs to be higher if already included, in part to prevent the AI always being in debt, and to simulate the base productivity of holdings before improvement. The costs of buildings compared to their revenue also needs to be rescaled to make for better revenue streams, while this can always be scaled in a way to have less dramatic increases the further you keep upgrading.
10. Rebalancing Events - Many people including myself, have rightly observed that most of their income or money comes from events giving more money than their economy buildings could give in any short amount time. This is detrimental to the economic system of the game, as your economy is more reliant on getting RNG events that give you tons of money or spamming decisions like asking your head of faith for money. Furthermore, certain costs in events are scaled way too high that aren't properly matched with the scale of revenue a player gets from their holdings or economic buildings. Leading to absurd scenarios where having a pet cat annoy a vassal can wipe 10 years of your income from holdings.
11. Adding Depth like Trade or Goods - While I doubt anyone wants the micro-heavy trade system from Imperator Rome, having some form of trade or goods in the game would go a long way to improving the economic system of the game. It would also help with the revenue stream problem where you generally make more money from events than you do from holdings or buildings, at least before you own most of the map in which case it becomes less of an issue due to sheer brute force of owning half the world. I will not go into further detail for adding trade or goods, simply because I am not a game designer so designing such a system from scratch is beyond my capabilities. However, if one is ever implemented through experience of using it I could say what I like or dislike about and how it could be improved based on my observations.
12. Vassal Levies Re-implemented - Now you might be wondering what I mean by this and why it is in the economic section, the reasoning for that is due to what I am suggesting in changing how vassals provide levies for their Ruler/Overlord. Currently, vassal levies are just a flat number added to your own levies based on the feudal contract you have with them resulting in offloading the cost to you the ruler. Ideally, your own personal levies and your vassal levies should be separated so as to represent the fact that the troops your vassals provide for you are payed by and maintained by them. This would help in reducing the costs from all your vassal levies being added as a simple number to your own, while also demonstrating the financial obligation of vassals in both taxes and troops. The reasoning behind this is when not in use, the vassal levies are technically in your vassal realm so why would you be paying for them?
Remember levies are not permanent standing armies and are meant to represent temporarily raised troops in times of war often from the peasant class, who also does most of the food production on farms during peace.
13? Boats - As quoted from EU4, "Everyone knows that soldiers simply cannot magically turn into boats, the transport ship is a vessel specially built to move armies from A to B on the High Seas". This one isn't a serious suggestion considering the unpopularity and futility associated with bringing up the boat issue in CK3, so we shall leave this as a moot point.
UI/UX
13. MAAs split-able - Allowing players to split their MAAs would give them more freedom in how they can organize their armies, while simply adding more flexibility.
14. UI Obtains Personality or Changes Based on Culture/Religion of Starting Nation - Currently, I believe the UI while being clean and sleek feels out of place for a game set in the medieval era where I expect more detailed and interesting designs to reflect the time period. Where is the medieval artwork or aesthetics for it anywhere in the UI, there is none at the moment and I sorely wish there was some added simply to be more immersive and for CK3 to appear less corporate and soul-less.
This is where the starting nation you choose can impact the type of interesting UI you get based on culture/religion (either really is fine for me as long as there is some flavor), increasing the immersion and setting the right atmosphere for a medieval game. The medieval to renaissance eras had extremely elaborate gothic architecture in certain places, while the most accomplished art was religious in nature and is very nice to look at. It is a shame that these historical aesthetics are not reflected in the UI while playing the game, detracting quite a bit from the experience (though it could just be I do not like the modern trend of clean but drab UIs and Logos).
Utilities
15. Customizable Notifications & Alerts - Having the ability to customize notifications to your liking would be a much appreciated feature, that myself and many others in the community have been wanting for quite some time. I have extended this to alerts as well, since quite a few I wish to change the scope of or simply enable or disable depending on my realm size when playing.
16. More Map Modes - Right now CK3 is missing quite a few map modes from CK2 and from the other previous Paradox entries, so it would be nice if they could be implemented at some point for user convenience.
Visuals
17. Development Sprawl Visible on Map - This is one of those immersion features I quite like both in CK2, EU4, IR, and other Paradox titles. I hope this eventually gets added sooner rather than later, as the map currently looks very empty and plain.
18. Army Units actually Looking Like Armies - At the moment armies are represented by only one soldier that either has more or less armor based on the quality of it, I would much prefer if it actually looked like an army with possibly multiple smaller looking soldiers side by side. This very much is just a preference, but battles feel more like duels than well battles between armies quite simply because armies are only represented by one unit visually.
Realm Management
19. Partition Not Forced on Start Where it Doesn't Make Sense - Quite a few nations or cultures in either starts are not accurately represented by forcing partition as their starting succession law, such as the various different Muslim, Nomadic, and others that I am too lazy to name. The rigidness in design philosophy by enforcing partition where it makes little logical sense is one of the most complained about design flaws that I share with many.
20. Partition Overhauled - Partition does not need to be a headache inducing, annoying mechanic that most players find cheesy ways to bypass or ignore for most of the early game. There should be some leeway in handing out titles and the stats and reputation of the possible heirs should influence how much each son or daughter expects to receive. In accordance, reason should prevail where you can decide to give gold or artifacts of similar value to lesser sons or daughters for their possible inheritance instead of your prized counties. Furthermore, if you simply decide you do not want to follow the succession blindly despite the potential disastrous consequence of only retaining one county you could simply flout the law as the ruler you are playing.
This could cause tyranny gain, vassal opinion deterioration, or an unique dissatisfied faction formed by the other heirs to depose you and implement favorable title distribution resulting in civil war and upheaval. All of this depending on numerous factors such as how powerful, influential, skilled, or well liked are the heirs you are scorning, along with your own vassal relations and strength. Essentially, Partition should allow rulers more options in deciding which titles go to who and whether they wish to risk being a tyrant by disregarding their nation's laws.
21. Less Crazy Cadet House Creation - The requirements for the AI to create cadet houses is way too low, resulting in way too many over the course of the game. In reality it should be a rare occurrence and only from exceptionally prestigious and skilled family members on the periphery of the family tree.
Performance
22. Reduced Fertility and Higher Child Mortality - While this seems like an odd category to include this suggestion, implementing this more historically accurate change will definitely improve performance by having less AI characters breeding like rabbits. Fertility is way too high in the game, since even with extremely negative traits having a lot of kids is very easy feat to accomplish. In relation, due to the level of sanitation along with worse medical care the chance for children in the medieval era to die early in life was much higher even for nobility. As such having enough healthy heirs to pass on the succession might actually become a worry like it historically was for rulers, instead of the current implementation of having to worry about having too many based on its easiness.
Music
23. Allow Option for Normal Music - I am not a big fan of the contextual music change from the more traditional type from CK2, I would definitely like the option to just have music play normally. I am sure it would not be that hard to add an option in the settings to change this and to just add the music from CK2 to CK3. This is not that big of an issue because it can be easily modded or to have music from elsewhere playing in the background, but I do not like the performance overhead from something running in the background nor is every person going to mod their game.
Other
24. Allow Option to Hide 3D Portrait During Play & Show Only Face in Events - This is not really necessary but might be a nice option to have anyways, as some people might prefer to have characters take up less space in events and to be more similar to CK2 events where it was only a face portrait. Secondly, having your character taking up space during play might bug those who prefer more screen real estate so allowing them to hide your character might be nice. Though I personally do not mind either, but the option never hurts to have unless of course implementing this would be more trouble than it is worth.
Conclusion
Well I am finally done with all I could remember to write about in regards to what I believe would improve CK3 overall in my own views and opinion. If you did actually manage to read all of this I hope you found my ideas to be interesting enough. I look forward to seeing what other people believe should be done to improve CK3 and who knows, maybe someone on the developer team will read some of our stuff while liking it and actually implement it.
It is alright if you disagree with my ideas or believe said implementations would not work, though if you can do tell me why so as to have meaningful discussion.
I will organize my thoughts into different categories to easily read and follow, as well as allowing you to read only the ones you are interested in.
Warfare
1. Rally Point Rework or Removal - While there is nothing wrong with the concept of rally points, I feel its current iteration makes warfare cumbersome in its requirement of constantly deleting and moving rally points. It also does not have as much flexibility as I would like in how many troops to raise in an easy and straightforward way. If simply reworking I would wish for a slider based on 0 to 100 on how many levies I wish to raise and where. Ideally, this would also allow me to raise knights and MAAs in an easier manner and in the number and locations I want.
If removing instead I believe having some form of the CK2 version of raising of local and vassal troops, along with MAAs and knights, based on holding locations would be the way to go. This way your troops would start out scattered based on how you set up your military holdings and vassal domains, requiring you to manually gather them in the numbers and composition you see fit.
While slightly more tedious it would model large empires better in how they may have more troops, but those numbers might not gather quickly enough based on the fact the empire spans vast amounts of land in various places. Allowing a more compact and less spread out kingdom the ability to make gains against their foe before they can gather their armies in sufficient number to make use of them.
2. Built-In Knight Manager - This is more of a QOL improvement to allow the player set settings on who they want eligible or ineligible to automatically be made knights, in order to avoid having to tediously monitor them to ensure your heir with 0 prowess is not made into one without your say.
3. Slower Army Movement & Faster Movement Locks - Warfare currently feels more like a benny-hill chasing simulator than one that simulates medieval warfare, slowing down movement to allow the player more time to react to sudden changes in enemy army movement would help. Making the army direction movement locks kick in earlier would also help with preventing whack-a-mole split second directional changes and would require more planning to avoid locking yourself into an unwinnable situation.
4. Levy Redesign/Rework - The way that levies are modeled as poorly trained as well as one homogenous blob both statistically and visually hurts both strategic depth and historical plausibility. Each nation or civilization in medieval times could have had their levy made up from various compositions, training methods, where in society the levies are drawn from such as citizens or slaves, all amounting to unique levy armies. This oversimplification hurts the game in the gameplay department through removing strategy and reducing what should be the main bulk of armies in this time period, to more of a hindrance and economic drain from being so bland and weak.
I would change levies to be made up a composition of the different type of possible units one can have in MAAs, but weaker versions and their percentage skew on types would be influenced by both culture and military buildings built. There ideally should also be different organizations, trainings, citizen or slave, options that become available or restricted based on culture, society, and technology that showcases the different military workings of these medieval civilizations.
5. MAA Rework & Rebalance - I do not believe the way MAAs are currently designed can be considered good, from the way they counter and negate the damage of each other. I believe a better working system would be by increasing the damage inflicted by certain types on others to reflect their natural strengths against facing off against certain types. While making some unit types take more damage from other types based on their weaknesses, that can be mitigated by having an MAA composition that supports itself and is balanced.
This would encourage more considerations in MAA composition where overusing one type without support may leave you in danger of taking heavier losses or in dealing less damage. However, the advantage of this system is that your damage isn't simply reduced by 50% because the enemy brought a lot of skirmishers or something. While the system I suggest sounds similar to the current one, it differs in respect by removing hard counters and rather just making certain units stronger or weaker to other ones.
6. Military Buildings Rework - The way that military buildings can give percentage increases rather than flat-sums, can allow snowballing in creating very strong MAAs by stacking one type in all your domains. I would encourage changing the current system into flat-sums that is only applied to the military troops of the holding it is built in to avoid creating exploit territory over-powered MAAs that the AI can not handle.
7. Adding Strategic AI to Large Kingdoms or Empires - To avoid destroying game performance by adding complex AI calculations to every ruler in the game, I suggest that adding a Strategic AI manager for the most important or powerful civilizations on the map would improve the warfare system overall. The way it would work would be similar to the way the strategic AI in EU4 works, in which the AI's strategy profile differs based on the personality of the ruler, but ultimately has certain goals it wants to achieve such as connecting borders or creating a certain empire or gobbling up a region. Currently, most AI rulers make bizarre and random decisions but this can be fixed by having a Strategy AI manager that sets goals or has outlined plans that benefit said nations the most. Then, certain behaviors would be enabled or disabled based on the personality or skills of the ruler in charge to simulate how that would affect military campaigns and planning.
8. Manpower Implementation and Slower Replenishment - Adding manpower to warfare would get rid of unlimited replenishment and slow it down, so as to add more planning and depth to warfare system. Since there is no population mechanics, we must assume that manpower would need to be based on economic development, whether its feudal/tribal/clan, and farming technology (to simulate less or more peasants or whoever needed for agriculture, considering that's where most of the levies soldiers come from).
Economy
9. Rebalancing Buildings in Regards to Cost and Revenue - Most buildings cost way too much for how little in return economically they give back, changing these values to be more reasonable should help improve the economic system of the game. There should be a base income that everyone has based on their rank which probably needs to be higher if already included, in part to prevent the AI always being in debt, and to simulate the base productivity of holdings before improvement. The costs of buildings compared to their revenue also needs to be rescaled to make for better revenue streams, while this can always be scaled in a way to have less dramatic increases the further you keep upgrading.
10. Rebalancing Events - Many people including myself, have rightly observed that most of their income or money comes from events giving more money than their economy buildings could give in any short amount time. This is detrimental to the economic system of the game, as your economy is more reliant on getting RNG events that give you tons of money or spamming decisions like asking your head of faith for money. Furthermore, certain costs in events are scaled way too high that aren't properly matched with the scale of revenue a player gets from their holdings or economic buildings. Leading to absurd scenarios where having a pet cat annoy a vassal can wipe 10 years of your income from holdings.
11. Adding Depth like Trade or Goods - While I doubt anyone wants the micro-heavy trade system from Imperator Rome, having some form of trade or goods in the game would go a long way to improving the economic system of the game. It would also help with the revenue stream problem where you generally make more money from events than you do from holdings or buildings, at least before you own most of the map in which case it becomes less of an issue due to sheer brute force of owning half the world. I will not go into further detail for adding trade or goods, simply because I am not a game designer so designing such a system from scratch is beyond my capabilities. However, if one is ever implemented through experience of using it I could say what I like or dislike about and how it could be improved based on my observations.
12. Vassal Levies Re-implemented - Now you might be wondering what I mean by this and why it is in the economic section, the reasoning for that is due to what I am suggesting in changing how vassals provide levies for their Ruler/Overlord. Currently, vassal levies are just a flat number added to your own levies based on the feudal contract you have with them resulting in offloading the cost to you the ruler. Ideally, your own personal levies and your vassal levies should be separated so as to represent the fact that the troops your vassals provide for you are payed by and maintained by them. This would help in reducing the costs from all your vassal levies being added as a simple number to your own, while also demonstrating the financial obligation of vassals in both taxes and troops. The reasoning behind this is when not in use, the vassal levies are technically in your vassal realm so why would you be paying for them?
Remember levies are not permanent standing armies and are meant to represent temporarily raised troops in times of war often from the peasant class, who also does most of the food production on farms during peace.
UI/UX
13. MAAs split-able - Allowing players to split their MAAs would give them more freedom in how they can organize their armies, while simply adding more flexibility.
14. UI Obtains Personality or Changes Based on Culture/Religion of Starting Nation - Currently, I believe the UI while being clean and sleek feels out of place for a game set in the medieval era where I expect more detailed and interesting designs to reflect the time period. Where is the medieval artwork or aesthetics for it anywhere in the UI, there is none at the moment and I sorely wish there was some added simply to be more immersive and for CK3 to appear less corporate and soul-less.
This is where the starting nation you choose can impact the type of interesting UI you get based on culture/religion (either really is fine for me as long as there is some flavor), increasing the immersion and setting the right atmosphere for a medieval game. The medieval to renaissance eras had extremely elaborate gothic architecture in certain places, while the most accomplished art was religious in nature and is very nice to look at. It is a shame that these historical aesthetics are not reflected in the UI while playing the game, detracting quite a bit from the experience (though it could just be I do not like the modern trend of clean but drab UIs and Logos).
Utilities
15. Customizable Notifications & Alerts - Having the ability to customize notifications to your liking would be a much appreciated feature, that myself and many others in the community have been wanting for quite some time. I have extended this to alerts as well, since quite a few I wish to change the scope of or simply enable or disable depending on my realm size when playing.
16. More Map Modes - Right now CK3 is missing quite a few map modes from CK2 and from the other previous Paradox entries, so it would be nice if they could be implemented at some point for user convenience.
Visuals
17. Development Sprawl Visible on Map - This is one of those immersion features I quite like both in CK2, EU4, IR, and other Paradox titles. I hope this eventually gets added sooner rather than later, as the map currently looks very empty and plain.
18. Army Units actually Looking Like Armies - At the moment armies are represented by only one soldier that either has more or less armor based on the quality of it, I would much prefer if it actually looked like an army with possibly multiple smaller looking soldiers side by side. This very much is just a preference, but battles feel more like duels than well battles between armies quite simply because armies are only represented by one unit visually.
Realm Management
19. Partition Not Forced on Start Where it Doesn't Make Sense - Quite a few nations or cultures in either starts are not accurately represented by forcing partition as their starting succession law, such as the various different Muslim, Nomadic, and others that I am too lazy to name. The rigidness in design philosophy by enforcing partition where it makes little logical sense is one of the most complained about design flaws that I share with many.
20. Partition Overhauled - Partition does not need to be a headache inducing, annoying mechanic that most players find cheesy ways to bypass or ignore for most of the early game. There should be some leeway in handing out titles and the stats and reputation of the possible heirs should influence how much each son or daughter expects to receive. In accordance, reason should prevail where you can decide to give gold or artifacts of similar value to lesser sons or daughters for their possible inheritance instead of your prized counties. Furthermore, if you simply decide you do not want to follow the succession blindly despite the potential disastrous consequence of only retaining one county you could simply flout the law as the ruler you are playing.
This could cause tyranny gain, vassal opinion deterioration, or an unique dissatisfied faction formed by the other heirs to depose you and implement favorable title distribution resulting in civil war and upheaval. All of this depending on numerous factors such as how powerful, influential, skilled, or well liked are the heirs you are scorning, along with your own vassal relations and strength. Essentially, Partition should allow rulers more options in deciding which titles go to who and whether they wish to risk being a tyrant by disregarding their nation's laws.
21. Less Crazy Cadet House Creation - The requirements for the AI to create cadet houses is way too low, resulting in way too many over the course of the game. In reality it should be a rare occurrence and only from exceptionally prestigious and skilled family members on the periphery of the family tree.
Performance
22. Reduced Fertility and Higher Child Mortality - While this seems like an odd category to include this suggestion, implementing this more historically accurate change will definitely improve performance by having less AI characters breeding like rabbits. Fertility is way too high in the game, since even with extremely negative traits having a lot of kids is very easy feat to accomplish. In relation, due to the level of sanitation along with worse medical care the chance for children in the medieval era to die early in life was much higher even for nobility. As such having enough healthy heirs to pass on the succession might actually become a worry like it historically was for rulers, instead of the current implementation of having to worry about having too many based on its easiness.
Music
23. Allow Option for Normal Music - I am not a big fan of the contextual music change from the more traditional type from CK2, I would definitely like the option to just have music play normally. I am sure it would not be that hard to add an option in the settings to change this and to just add the music from CK2 to CK3. This is not that big of an issue because it can be easily modded or to have music from elsewhere playing in the background, but I do not like the performance overhead from something running in the background nor is every person going to mod their game.
Other
24. Allow Option to Hide 3D Portrait During Play & Show Only Face in Events - This is not really necessary but might be a nice option to have anyways, as some people might prefer to have characters take up less space in events and to be more similar to CK2 events where it was only a face portrait. Secondly, having your character taking up space during play might bug those who prefer more screen real estate so allowing them to hide your character might be nice. Though I personally do not mind either, but the option never hurts to have unless of course implementing this would be more trouble than it is worth.
Conclusion
Well I am finally done with all I could remember to write about in regards to what I believe would improve CK3 overall in my own views and opinion. If you did actually manage to read all of this I hope you found my ideas to be interesting enough. I look forward to seeing what other people believe should be done to improve CK3 and who knows, maybe someone on the developer team will read some of our stuff while liking it and actually implement it.
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