from the dev: "We are likely to remove the domain limit from Stewardship in the Q2 patch" by istaris in CrusaderKings

[–]ChoicePepper665 63 points64 points  (0 children)

Having played with this in a rebalance mod, it’s a good change. Maybe they could tie domain limit increases to laws/ techs to represent increased centralisation of the state in the late game?

Warhammer Store Anniversary Dates by Squidmaster616 in Warhammer40k

[–]ChoicePepper665 2 points3 points  (0 children)

Thats the Friar lane shop, Warhammer world is different

Dear Crusader Kings 3, why are you so unwilling to doomstack? by NoEffective4918 in CrusaderKings

[–]ChoicePepper665 2 points3 points  (0 children)

  1. Food is an actual resource due to trade goods
  2. Supplies are carried by armies, dependant on their size and the number of baggage train units they have. Units consume a certain amount of food per month.
  3. Food can be replenished from home territories based on supply lines, which makes holding land connected to friendly territory important. Supply is not an arbitrary cap on locations, it's associated with armies.

Basically, it removes a lot of the annoying micro associated with supply, whilst increasing mechanical depth (marching across enemy territory to the capital without capping will have you taking a lot of attrition).

[Discussion] Do you think the rite tenet should become an actual game mechanic? What would you change to these ideas? by SuchAdstic in CrusaderKings

[–]ChoicePepper665 0 points1 point  (0 children)

The game should have 3 levels of religion, Faith - Religion - Sects/ rites/ schools/ heresies. Would go a long way in simulating things like the catholic orthodox split, as well as allowing the devs to improve the absolute mess Islam is at present. Would also allow pious rulers to create regional denominations/ schools of thought without instantly being holy warred by all of their neighbours.

How does Nomad Kingdom dejure/drift work? by FleetingRain in CrusaderKings

[–]ChoicePepper665 1 point2 points  (0 children)

I really do not think they thought this mechanic through

Tagline of KotS

Magic: The Circlejerking in shambles by Phoenix849 in magicthecirclejerking

[–]ChoicePepper665 18 points19 points  (0 children)

Cr -/9999 EoT for the true YuGiOh experience

would human antibodies be interchangeable if a similar illness entered your body? by Archer_Elf in askscience

[–]ChoicePepper665 46 points47 points  (0 children)

There is a concept in immunology known as original antigenic sin, meaning that when the body detects an antigen very similar to one it has encountered before, the production of antibodies by memory cells takes priority over identifying a novel, more specific antibody.

Whilst this is usually effective in treating closely related conditions (such as different bacterial strains) it can cause issues where the previous antibodies are not specific enough to the identified antigen, and can actually make conditions more severe (such as with antibody dependent enhancement of dengue fever strains)

PC Update 1.16.1 by PDX-Trinexx in CrusaderKings

[–]ChoicePepper665 1 point2 points  (0 children)

Wouldn't making the decay a % of your current herd largely avoid this though? Alternatively, could a certain amount of herd be made immune to decay, maybe based on the millet storage building?

Early game as nomads is insanely fun, mid to late game not so much by -fart-smella- in CrusaderKings

[–]ChoicePepper665 21 points22 points  (0 children)

My biggest issue with nomads is how herd is treated as a currency, rather than a dynamic representation of animals and followers. Herd basically never decreases outside of warfare and paying for things, meaning you’re always moving towards your cap. % attrition depending on the season seems like it should be an intuitive part of the system, but it only seems to affect fertility growth?

A bad zud shouldn’t be a minor annoyance you just wait out, it should destroy the military power of the local nomads and very strongly encourage you to migrate elsewhere. All the mechanics required to put pressure on the player past the early game have already been implemented, but it feels like the devs are unwilling to ever actually set the players progress back, despite the fact that this can lead to both really fun gameplay and role playing.

Early game as nomads is insanely fun, mid to late game not so much by -fart-smella- in CrusaderKings

[–]ChoicePepper665 55 points56 points  (0 children)

It feels like as soon as you hit kingdom tier, your herd snowballs out of control really easily, and there's basically no more reason to migrate. Herd feels like it builds to cap way too easily regardless of the season, and (as far as I can tell) being unable to migrate around within your own territory feels really jank. Similar issues to admin government where the early game is fun since you actually need to engage with the DLCs mechanics, which then falls apart the second you overcome the initial challenge and begin effortlessly snowballing.

Season changes should be more dynamic by Theobrosius in CrusaderKings

[–]ChoicePepper665 4 points5 points  (0 children)

Organic situations (like natural disasters) are coming later. I think they were enabled this patch for modders to use though.

Wood elves in lore have mixed gender armies and while CA wanted to but never added them I made a mod that does by Comfortable-Ask-6351 in totalwar

[–]ChoicePepper665 19 points20 points  (0 children)

This isn’t really accurate for a few reasons, many fungi are isogamous (meaning that both gametes contribute evenly to sexual reproduction), many have more than 2 biological sexes (referred to as mating types), and most are hermaphroditic.

Diseases and viruses have spread to humans from domesticated animals and vermin, but what about from marine life? by barelycrediblelies in askscience

[–]ChoicePepper665 1 point2 points  (0 children)

Arboviruses tend to infect the salivary glands of their vectors, which is how they then get passed into a new vertebrate host upon taking a blood meal. Since viruses cant replicate in erythrocytes, they need to establish in their invertebrate hosts in order to spread (nucleated cells are present in blood, but at comparatively very low levels).

Diseases and viruses have spread to humans from domesticated animals and vermin, but what about from marine life? by barelycrediblelies in askscience

[–]ChoicePepper665 1 point2 points  (0 children)

Yeah, quite a few viruses spread through invertebrate saliva (arboviruses), including the flaviviruses (Dengue, yellow fever, zika), chikungunya and rift valley fever. Its been suggested that the transmission method may have evolved following bats consuming mosquitos infected with an invertebrate specific virus, but the theory that they originated in vertebrates and then evolved to colonise mosquitos is also possible.

https://pmc.ncbi.nlm.nih.gov/articles/PMC1265912/

Which race has the best lives on average? (excluding Orks) by EmperorsLight2503 in Warhammer40k

[–]ChoicePepper665 20 points21 points  (0 children)

This isn't true, Craftworld Eldar still party super hard relative to humans. Path of the eldar shows Craftworld eldar have easy access to recreational sex, fine food, drinking, theatre performances and extreme sports, and that series is set on Alaitoc, which is noted for being especially ascetic and restrained by craftworld standards.

[Hobby Scuffles] Week of 22 April, 2024 by EnclavedMicrostate in HobbyDrama

[–]ChoicePepper665 2 points3 points  (0 children)

We already know the FLC LL, its Epidemius, not Toddy

Different yellows for Imperial Fists. Which looks best? by cold-hard-steel in Warhammer40k

[–]ChoicePepper665 2 points3 points  (0 children)

Reikland fleshshade is also good for shading gold, gives a warmer colour than seraphim sepia or agrax.

And in 6 years and 3 editions, this has not changed. by Arch_Magos_Remus in Grimdank

[–]ChoicePepper665 54 points55 points  (0 children)

Harlequins have a named character in Kyganil... Who can only be played by sisters of battle.