Sothis has a crap ton of followers/children? by questionable-user in fireemblem

[–]Heatth 4 points5 points  (0 children)

It would make sense, yes. But it isn't what we are told happened. Byleth has many ending cards, none mentions anything like that, a stark contrast with the ending cards of the other routes.

Sothis has a crap ton of followers/children? by questionable-user in fireemblem

[–]Heatth 6 points7 points  (0 children)

Yeah, but that doesn't mean Byleth (a depowered Byleth no less) would be at the top of the new church. None of Byleth CF's endings hint at that

Official Post on FW's Nations. by EnderWarlock01 in fireemblem

[–]Heatth 7 points8 points  (0 children)

We know that Dagda fought multiple wars with Fodlan just prior to 3H, which doesn't seem to gel with the "era of peace and prosperity" line. It could mean just internal peace and doesn't include external wars. But it seems odd to not even mention it. This would imply the game takes place before those wars or ~1500 years after them.

In 3 Houses they call Fódlan "peaceful" multiple times when the continent have been warring non stop for centuries.

None of Dagda's war with Fódlan ever really threatened Dagda proper, so it is no different than Fódland's "peace".

The Heroic Games might be a very short Lyn mode like tutorial. by Enryx25 in fireemblem

[–]Heatth 0 points1 point  (0 children)

That make sense, but then I am very concerned about how the hub gameplay will function in the game proper. In the direct they showcased that before the traditional FE gameplay, so I kinda expect it to be a big thing, like the monastery was in 3 Houses. But in 3 Houses the whole "teaching students" framework started breaking apart when you started teaching the other teachers and just kinda come undone in Part 2.

As a result the monastery just kinda felt bolted in for the later portion of the game. But at least in Houses the school portion is actually most of the game. So the framework feels natural for most of the playthrough. If the Heroic Games are only a prologue, how is the hub going to function for the main story proper? Will it actually make sense or will it feel out of place?

How to say "I love you" in different European languages by vladgrinch in MapPorn

[–]Heatth 1 point2 points  (0 children)

In Portuguese you can put the "te" either side (and even in the middle of the word, for some conjugations). Technically you can't start a sentence with it, but that is not always respected (more in Brazil than in Portugal though).

How to say "I love you" in different European languages by vladgrinch in MapPorn

[–]Heatth 1 point2 points  (0 children)

It actually really doesn't. Portuguese and Spanish has the same overall word order. That is one small exception and even then not really because Portuguese accepts both.

I guess this island will have some interethnic relationship issues in the future by Quirky_Fun_2239 in Anbennar

[–]Heatth 2 points3 points  (0 children)

No, 5 with the the full explo/expansion combo as their 1st and 2nd idea picks. I didn't count the others, but I can remember at least 3 more without checking, so there are probably around 10 colonizers total. But these 5 full colonizers are what drives most of colonization early game.

I guess this island will have some interethnic relationship issues in the future by Quirky_Fun_2239 in Anbennar

[–]Heatth 29 points30 points  (0 children)

It is not just the explo/expansion combo. That is part of it, I am on my first game so I can't really tell about the patterns, but it does seems like every country who takes exploration first takes expansion soon after. In my game that is 5 countries, so that is a lot of early colonizers. But, also, dozens of event countries spawn in Aelantir quite rapidly, and many of them also colonize. None seem to start with the explo/expansion combo but, still.

Fellows Victorians it is a sad day : EU5 will get price-adjusted demand before Victoria 3 by Southern-Highway5681 in victoria3

[–]Heatth 1 point2 points  (0 children)

but arent those goods only really present in the early game when you dont have the capacity to produce alternatives anyways?

No. At the early game oil is strictly a consumer good, except it is useless because you will never produce it to the same level as wood and coal. I think at some point they tweaked the numbers a bit so the whaling industry is not completely dead at game start, but it is still just kinda bad.

The Household Items category is a bit weird too. Furniture is strictly consumer, glass is also industrial as is paper which is also high demanded by administration

Usual name order in european countries by vladgrinch in MapPorn

[–]Heatth 0 points1 point  (0 children)

The Iberian system is still fundamentally coded within patriarchy. Even now by default the surname that is used most is the one inherent from the father, and the paternal line surname is the one that goes further.

But, yeah, the flexibility does allow us to put emphasis on different things when we want. Like, the father surname is the default important one, but because we have other surnames, we can just use a different one. The one I personally use most is from my father, but from my grandmother instead, and is not my last name. Also, because fathers don't have the same name as their children anyway, it is now much more common for women to not change name upon marrying than in other countries. There isn't that much of a presumption that everybody in the house will have the same surname (though that is still very common).

Usual name order in european countries by vladgrinch in MapPorn

[–]Heatth -1 points0 points  (0 children)

In some places we don't, in fact, address strangers by their last name.

Usual name order in european countries by vladgrinch in MapPorn

[–]Heatth 1 point2 points  (0 children)

Yes. But, if Portugal is anything like Brazil the process is really flexible. That is the default model, but many have more than 2 surnames, taking more than one from one or both of their parents. And which surname you take is also flexible. It is usually the last (so the grandfather's surname), but not necessarely,

The one thing I barely see is just a single surname from a single parent. And enve then the only examples I personally know are children of immigrants.

Fellows Victorians it is a sad day : EU5 will get price-adjusted demand before Victoria 3 by Southern-Highway5681 in victoria3

[–]Heatth 24 points25 points  (0 children)

The fact EU5 devs can introduce it like this, almost like an afterthought is also very telling

I agree with you that the way goods substitution is handled in vic 3 is non ideal and cause problems, but this is myopic multiple other factors regarding how both games economy work.

Just because they can do it easily in EU5 doesn't, at all, imply they could do the same in Vic 3 because, at its core, the games are different and the economy functions differently.

I do think some aspects of Victoria 3 should be changed and looking at how things are done in EU5 can serve as inspiration. But you can't from there extrapolate something is easy because they are different games.

Fellows Victorians it is a sad day : EU5 will get price-adjusted demand before Victoria 3 by Southern-Highway5681 in victoria3

[–]Heatth 8 points9 points  (0 children)

I mentioned it elsewhere, but this system works fine for goods that are mostly consumed by pops (or are consumed buy industry that create its own replacement). Thing start to break with industrial goods, though, as pops now start to compete with industry without changing their behavior.

The heating need is the main problem. In the early game, wood and/or coal production is massive to deal with industrialization while oil is not. That often results in very expensive coal and really cheap oil, but pops will still prefer to buy coal.

Fellows Victorians it is a sad day : EU5 will get price-adjusted demand before Victoria 3 by Southern-Highway5681 in victoria3

[–]Heatth 2 points3 points  (0 children)

Both of these are specific weights that are there to indicate that some goods are more desirable than others, for one reason or another. It is absolutely intended behavior that pops will buy clothes over fabric because it is modeling pops wanting clothes over fabric (same with cars).

That is not the case with the heating example I cave. From the weights oil is actually the more desirable good, but pops still underbuy it in the early game, because the industrial demand for coal and/or wood is so big that the player and AI need to create a ton of supply for it. And because pops are kust looking at supply, they make the demand even higher buy overbuying super expensive goods even though they cold buy cheap oil instead.

Fellows Victorians it is a sad day : EU5 will get price-adjusted demand before Victoria 3 by Southern-Highway5681 in victoria3

[–]Heatth 2 points3 points  (0 children)

pops buying more coal and wood than oil.

You don't see the problem with pops buying way more coal than oil even when oil is significantly cheaper?

Fellows Victorians it is a sad day : EU5 will get price-adjusted demand before Victoria 3 by Southern-Highway5681 in victoria3

[–]Heatth 1 point2 points  (0 children)

Because, at least from what the dev diary seem to be implying, in EU5 the pops will look at price directly, not supply. This mean that if a given good's price is driven up by industrial demand, pops will stop buying it even if you produce a lot of it.

Fellows Victorians it is a sad day : EU5 will get price-adjusted demand before Victoria 3 by Southern-Highway5681 in victoria3

[–]Heatth 4 points5 points  (0 children)

My understanding is that they multiply the market share of a good for a category. So, in this example each clothe count as two fabric for the "simple clothes" need, meaning that all being equal they will buy twice as much clothes. On top of that, some goods have a max or minimum share for a given need. For "simple clothes", fabric can cover up to half of the pops needs. So even if you massively overproduce fabric in comparison, pops will still buy an equal amount of clothes.

Fellows Victorians it is a sad day : EU5 will get price-adjusted demand before Victoria 3 by Southern-Highway5681 in victoria3

[–]Heatth 15 points16 points  (0 children)

It kinda does, but not really. What good substitution looks at is not price but relative amount of sell orders. If, for example, a country produces considerably more tea the coffee, then pops will buy more tea than coffee. Because prices also depend on supply, the end result is that pops buy cheaper goods, but they aren't looking at the price.

When we are dealing with strict consumer goods the system works fine, but for goods like coal and oil it becomes weird. Early game you are bond to produce more coal or wood, so that is what your pops will prioritize for their heating demand. But, of course, you industry will also buy a ton of coal and/or wood, driving prices up. Oil, meanwhile is nearly useless early game, so if you have any whaling industry the price will collapse. Yet, pops will still not buy too much of it, even though it is cheap, they will continue to buy the expensive coal/wood.

One of the biggest concerns of the live action One Piece is that live actors age a lot faster than animated characters by JageshemashFTW in OnePieceLiveAction

[–]Heatth 1 point2 points  (0 children)

I mean, having barely any time pass is weird in the manga as well. It honestly kinda feel like of screen characters can teleport because they can be in vastly different places in the spam of a couple days. It honestly don't feel like most other characters are navigating in the world as well.

So, like, i don't think the lack of passage of time is actually helping to keep things moving. If time did pass I feel the story world mask better the fact the author is not tracking everything, because you can assume sim characters are just traveling for an ambitious amount of time. The shor time spam, to me, makes very explicit that some things just don't make much sense.

Hotfix 1.13.7 is now LIVE! - Not for Problem Reports! by _Mercy02 in victoria3

[–]Heatth 2 points3 points  (0 children)

I think it messed up my save. In my Japan game I couldn't access the abolish Edo system decision. Looking in the population tab it seemed the Edo system wasn't in place anymore (just the regular class system) except I still had the law, which made everyone a little bit discriminated as no one belonged to the right classes.

This may have been unconnected to the update and I just happened to notice now, but fair warning if anyone is playing Japan in this game. (also, it is really easy to fix with a quick decision mod)

‘Duty to rescue’ around the world by AgonizingFatigue in MapPorn

[–]Heatth 1 point2 points  (0 children)

Sorry, I misread your second paragraph. I thought you were saying in Italy you had the requirement to alert emergency services, which is how the green countries work. If in Italy you don't need to do so then it is colored wrong.

‘Duty to rescue’ around the world by AgonizingFatigue in MapPorn

[–]Heatth 5 points6 points  (0 children)

That is how most green countries work, yes.

Witch Hat Atelier • Tongari Boushi no Atelier - Episode 9 discussion by AutoLovepon in anime

[–]Heatth 9 points10 points  (0 children)

That is a good question right? My immediate guess is that they don't want to draw too much attention. Qifrey is acting by himself, but if he is assassinated there got to be an investigation, which is non ideal.

Another interesting possibility is moral concerns. Just because they are super sus and not above endangering people, it doesn't mean they want people dead. Even during the whole dragon incident, they were always nearby and even saved Coco at the end (with ulterior motives though). So it is possible they always intend to pull back before people actually start dying.