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@fmac thinks that you (plural) would be interested in the following summary of the several mods that I've written for Victoria 3. I am inclined to think that this comment is both too narcissistic and too niche to be interesting, but whatever. Maybe I'm a bad judge and you'll find this comment more interesting than this week's court-opinion summary, which seems to have fallen rather flat.
In an effort to make this comment less narcissistic, I will emphasize that you do not need to be a 1337 h@xx0r to mod this game. It's just editing plaintext files, not compiling code like some other games.
Premise: In the vanilla game, slaves are created from poor people in countries with the Debt Slavery law, and thence are exported to countries with the Slave Trade law.
Problem: It makes no sense that countries with Slave Trade do not enslave their own low-acceptance (i. e., discriminated-against) people.
Solution: In a mod that I have written, a country with Slave Trade now will enslave its own low-acceptance people (using the same logic that the vanilla game uses to re-enslave recently-freed people when slavery is abolished and then reinstated).
Premise: In the vanilla game, a colonizing AI country will spread its focus across up to five different colonies, depending on how much population it has. Colony growth also is capped, so focusing on a single colony is detrimental.
Problem: I don't see any reason for these mechanics. Splitting focus between multiple colonies only increases the chance that multiple countries will split a colonial state, which I dislike. And what's wrong with rushing a single colony?
Solution: In a mod that I have written, a colonizing AI country now will focus on only a single colony, and the cap on colony growth is removed.
Premise: In the vanilla game, the AI will never incorporate a state that contains fewer than 100,000 people.
Problem: I'm not really a big fan of this limitation. Yes, the sparsely-populated territories of northern Canada and northern Australia are legally "unincorporated" even in year 2025. But Rhode Island barely had reached a population of 100,000 in the time period of Victoria 3. Am I really supposed to believe that Rhode Island should not have been incorporated until after year 1830?
Solution: In a mod that I have written, the minimum population for incorporating a state is set to 1—i. e., effectively removed.
Premise: In the vanilla game, several different fonts are used—Garamond, Open Sans, Noto Serif, a custom font called Paradox Victorian, et cetera.
Problem: I dislike seeing a zillion different random fonts.
Solution: In a mod that I have written, the game uses only Open Sans.
Premise: In the vanilla game, in order to avoid losing its "civilized" status (as opposed to "uncivilized", like China and Egypt), the Ottoman Empire must complete four of seven available missions. One of those missions, "Tanzimat: Urbanization", requires that 75 percent of the Ottoman Empire's states be both incorporated and urbanized.
Problem: This doesn't make much sense to me. What's wrong with having unincorporated states?
Solution: In a mod that I have written, "Tanzimat: Urbanization" requires that 75 percent of the Ottoman Empire's incorporated states be urbanized.
Premise: In the vanilla game, an AI country will incorporate a state if a culture that calls that state region a homeland shares a trait (whether a heritage trait indicating race or a cultural trait indicating a non-race characteristic) with a primary culture of that country.
Problem: Under this criterion, both a fascist Britain with the Ethnostate law and an open-minded Britain with the Multiculturalism law will incorporate all European states and all Anglophone states (including the black ones in the Caribbean), with no regard for whether the cultures living there are actually accepted. That doesn't make any sense.
Solution: In a mod that I have written: The AI incorporation logic is disabled. Instead, a country (whether AI or human) will automatically incorporate a state if a culture that calls that state a homeland is accepted under that country's current laws, and will automatically disincorporate a state if no culture that calls that state a homeland is accepted under that country's current laws.
Premise: In the vanilla game, most countries start with all or nearly all of their states incorporated. It is generally expected that a country will have most of its states incorporated.
Premise: In the vanilla game, once a civilized country has acquired a bunch of land in Africa, it can organize that land into a "colonial administration" country, which is created with all its states incorporated.
Problem: These two mechanics are completely contrary to the AI incorporation logic (whether vanilla or modded) that I described in the previous section! It makes absolutely ZERO sense that the British and Dutch East India Companies have incorporated all of their states at the start of the campaign, despite having NOTHING in common with the Indian and Indonesian cultures. Also, when the mod that I described in the previous section is enabled, the complete absence of incorporated states in the two aforementioned countries causes some problems.
Solution: In a mod that I have written, if a subject country has zero incorporated states, then it is automatically annexed by its overlord. In a different mod that I have written, the colonial-administration mechanic is disabled.
Premise: In the vanilla game, up to five autosaves will be retained, and any older autosaves will be deleted.
Problem: A campaign of Victoria 3 lasts for a hundred years! If you've set your autosave interval to six months, you will not be able to look back even one decade to see how the world has evolved.
Solution: In a mod that I have written, the autosave limit is set to 99999—i. e., effectively removed.
Premise: In the vanilla game, if a state region is split between multiple states that belong to different countries, a state will receive the unmodified name of the state region (e. g., "Guyana") if it includes a majority of the state region's provinces, and will receive a modified name ("British Guyana") otherwise.
Problem: If one country owns almost all of of a state region and another country owns just one or two provinces (such as a treaty port) in the same state region, it can be difficult to realize that the state is split, because the first state will have an unmodified name and the second state will be very small and unobtrusive.
Solution: In a mod that I have written, the threshold for a state to have an unmodified name is increased from 50 percent to 99.9 percent—i. e., effectively never.
Premise: Several different factors affect an AI country's enthusiasm about the prosecution of a war. In the vanilla game, one of these factors is time. An AI country becomes more interested in ending a war as time passes: −100 when the war starts, increasing quickly to +0 at 10 months, and then increasing gradually to +100 at 110 months.
Problem: The quick increase in peace desire before the 10-month mark (before the battle fronts and the participants' economies have had a chance to get settled) makes sense, but the gradual increase in peace desire after the 10-month mark does not make sense (is duplicative of the factors for angry population, war-ravaged land, and high debt; often causes an AI country to make a white peace when it is on the precipice of victory).
Solution: In a mod that I have written, the gradual increase in peace desire after the 10-month mark is eliminated.
Premise: The USA starts the game with the Legacy Slavery law. In the vanilla game: If the USA experiences a civil war caused by the anti-slavery movement, then the other side becomes the FSA (Free States of America) and enacts Slavery Banned immediately (without going through the normal law-change process); and, if the USA experiences a civil war caused by the pro-slavery movement, then the other side becomes the CSA (Confederate States of America) and enacts Slave Trade immediately.
Problem: These forced law changes are unnecessarily heavy-handed. If the CSA wants to enact Slave Trade or the FSA wants to enact Slavery Banned, then let it; if it doesn't, don't force it.
Solution: In a mod that I have written, the aforementioned forced law changes are eliminated.
Premise: In the vanilla game, some important countries are formed through the "major unification" mechanic. Most prominently, in order to form Germany, Prussia normally declares a "Unification War", which automatically (1) annexes all German members of its sphere of influence and (2) declares war on any non-sphered, non-former-unification-candidate countries that hold German states (i. e., France, but not Austria-Hungary).
Problem: This is disgustingly ahistorical. Historically, Prussia did not attack France for Alsace-Lorraine. Rather, Bismarck tricked France into attacking despite being weak!
Solution: In a mod that I have written, all major unifications are eliminated and must be formed the normal way (by acquiring the required states through means other than a unification war).
Premise: In the vanilla game, different still-uncolonized states in the North American frontier are claimed by different countries, and therefore are not colonizable by other countries. The USA claims Wyoming, Nebraska, and Kansas; Mexico claims Utah, Arizona, New Mexico, and Texas; and the Republic of Texas claims New Mexico and Texas; while Nevada, Colorado, and Oklahoma are claimed by no one.
Problem: Historically, Nevada was claimed by Mexico, Colorado was claimed half by the USA and half by Mexico and Texas, Oklahoma was claimed by the USA, and only half of New Mexico was claimed by Texas.
Solution: In a mod that I have written, Nevada is claimed by Mexico, Colorado is split into two state regions of which one is claimed by the USA and the other is claimed by Mexico and Texas, New Mexico is split into two state regions of which one is claimed by Texas and both are claimed by Mexico, and Oklahoma
<del>
is claimed by the USA</del><ins>
is not claimed by the USA (because that causes problems with premature annexation of the Indian Territory, due to the game's limited mechanics), but instead the state region of Texas is extended through the Oklahoma panhandle (as it historically was prior to 1850) and the Indian Territory is expanded to eliminate all uncolonized land in Oklahoma</ins>
.Premise: In the vanilla game, canals can be built in the state regions of Panama and Sinai, and nowhere else.
Problem: Historically, the USA actually picked Nicaragua for a canal, and switched to Panama only after getting a lower price for the assets of France's bankrupt Panama Canal Company.
Problem: Due to Victoria 3's focus on states rather than on provinces, if Colombia refuses to sell the Panama Canal Zone to a great power that wants to buy it, the great power then receives a claim, not just on the Canal Zone, but on the entire state region of Panama. The same applies to Sinai. This is absolutely nonsensical.
Premise: In the vanilla game, armies can march from Colombia proper to Panama.
Problem: Historically, this was impossible.
Solution: In the same mod (necessary due to limitations of map modding): Panama has been split into three state regions, western, central (Canal Zone), and eastern, and the eastern state is disconnected from Colombia proper in the invisible pathing system. Nicaragua has been split into two state regions, northern and southern (Lake Nicaragua), and the Panama Canal events have been copied-and-pasted for a Nicaragua Canal. [Sinai has been split into two state regions, eastern and western (Canal Zone).](not yet complete)
Premise: After the USA annexes northern Mexico, the annexed states become homelands of the USA's primary cultures. The Yankee culture gets California, Nevada, Utah, and Colorado, while the Dixie culture gets Arizona, New Mexico, and Texas.
Problem: Historically, California could have been divided into a free north and a slave south. And I find it unfair that Dixie doesn't get a window to the Pacific.
Solution: In the same mod (necessary due to limitations of map modding), California is divided into two state regions, northern and southern, and the southern portion goes to Dixie rather than to Yankee after the Mexican–American War.
Premise: In the vanilla game, the Corsican culture has three traits: European, Francophone, and Italophone.
Problem: Francophone??
Solution: In a mod that I have written, the Francophone trait is removed from the Corsican culture.
The mods can be downloaded here, if anybody cares.
I’m not seeing the problem with Francophone. Vicky 3 starts in 1830, right? They’ve been doing business in French for longer than the U.S. has existed.
Speaking of which—how likely is it that a pro/anti-slavery culture which has triggered a civil war actually would enact the relevant policy? I would expect it to be near 100%, which is presumably why Paradox hardcoded it. And are there other hardcoded war->policies?
Most of your other mods either look reasonable or are beyond my understanding of the mechanics. You’re going to have to explain what “incorporation” is supposed to represent if you want commentary on those :)
IMO, allowing Corsicans to have two different languages is unreasonable when other cultures do not get such an opportunity. It enables gamey behavior like playing as Germany, releasing the country of Corsica as a puppet, and granting to it both French land and Italian land. And it makes Corsicans more accepted by the French govt. than they should be.
For an analogous situation, look at the Ashkenazi culture. Realistically, Ashkenazi should speak German as well as Yiddish. But a comment in the game files explicitly notes that the German-Speaking trait was not given to the Ashkenazi in the game because it would increase their acceptance to an unrealistic degree.
Normally, the USA will be in the middle of enacting Slavery Banned, the CSA will secede rolled back to Legacy Slavery through the normal secession mechanic, and then the events will immediately force the USA into Slavery Banned and the CSA into Slave Trade. If the forced law changes are removed: It is possible but unlikely that a CSA politician with the Slaver ideology will enact Slave Trade. (Note that the Pro-Slavery ideology espoused by the CSA's Landowners interest group likes Slave Trade no more strongly than it likes Legacy Slavery, so without a special Slaver leader it will not go all the way to Slave Trade.) And it is possible but unlikely that the USA's in-progress natural law change to Slavery Banned will fail, causing it to keep Legacy Slavery.
Likewise, I imagine that a pro-slavery USA could enact Slave Trade, and then a seceding FSA could roll back only to Legacy Slavery rather than going all the way to Slavery Banned. But that's just speculation, as I haven't actually seen it happen.
If there are any other forced law changes, I haven't noticed them.
Essentially, Victoria's "incorporated states" are the same as Europa Universalis's "core provinces" and Crusader Kings's "de jure subject titles". The people in incorporated states have to pay taxes, but also can vote and receive the benefits of govt. policies like schools and hospitals.
In the words of Wikipedia: "American territories are under American sovereignty and may be treated as part of the U.S. proper in some ways and not others (i.e., territories belong to, but are not considered part of the U.S.). Unincorporated territories in particular are not considered to be integral parts of the U.S., and the Constitution of the United States applies only partially in those territories."
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