Be advised: this thread is not for serious in-depth discussion of weighty topics (we have a link for that), this thread is not for anything Culture War related. This thread is for Fun. You got jokes? Share 'em. You got silly questions? Ask 'em.
- 150
- 1
What is this place?
This website is a place for people who want to move past shady thinking and test their ideas in a
court of people who don't all share the same biases. Our goal is to
optimize for light, not heat; this is a group effort, and all commentators are asked to do their part.
The weekly Culture War threads host the most
controversial topics and are the most visible aspect of The Motte. However, many other topics are
appropriate here. We encourage people to post anything related to science, politics, or philosophy;
if in doubt, post!
Check out The Vault for an archive of old quality posts.
You are encouraged to crosspost these elsewhere.
Why are you called The Motte?
A motte is a stone keep on a raised earthwork common in early medieval fortifications. More pertinently,
it's an element in a rhetorical move called a "Motte-and-Bailey",
originally identified by
philosopher Nicholas Shackel. It describes the tendency in discourse for people to move from a controversial
but high value claim to a defensible but less exciting one upon any resistance to the former. He likens
this to the medieval fortification, where a desirable land (the bailey) is abandoned when in danger for
the more easily defended motte. In Shackel's words, "The Motte represents the defensible but undesired
propositions to which one retreats when hard pressed."
On The Motte, always attempt to remain inside your defensible territory, even if you are not being pressed.
New post guidelines
If you're posting something that isn't related to the culture war, we encourage you to post a thread for it.
A submission statement is highly appreciated, but isn't necessary for text posts or links to largely-text posts
such as blogs or news articles; if we're unsure of the value of your post, we might remove it until you add a
submission statement. A submission statement is required for non-text sources (videos, podcasts, images).
Culture war posts go in the culture war thread; all links must either include a submission statement or
significant commentary. Bare links without those will be removed.
If in doubt, please post it!
Rules
- Courtesy
- Content
- Engagement
- When disagreeing with someone, state your objections explicitly.
- Proactively provide evidence in proportion to how partisan and inflammatory your claim might be.
- Accept temporary bans as a time-out, and don't attempt to rejoin the conversation until it's lifted.
- Don't attempt to build consensus or enforce ideological conformity.
- Write like everyone is reading and you want them to be included in the discussion.
- The Wildcard Rule
- The Metarule
Jump in the discussion.
No email address required.
Notes -
Video game thread.
I played return to moria this past two weeks. It's a survival crafting game. Gameplay wise it is fairly standard for the genre. The setting of middle earth is fun. I'm not a massive LOTR nerd, so I'm sure I missed some subtleties.
There are some mechanics that definitely make the game better suited for co-op. I played it alone and felt like I was missing out. Storage sizes always felt too small, there were legendary gear items that you could only carry one of, and you could be picked up upon death by a comrade if you had one. I eventually downloaded a mod to fix the first two issues. It expanded storage and allowed carrying multiple legendary items.
Progression happens entirely through gear. And gear drops on death. Corpse runs were not as brutal as I feared. The game seemed to handle agro and grave placement in a way that helped corpse runs.
Resource collecting was generally pretty standard but sometimes I'd find myself making fun little mining platforms to get higher.
The map is procedurally generated, but it's more like pre-made rooms that are stuck together in an odd assortment rather than fully new terrain each time.
Navigation was tricky with the map not helping much except to provide general directions. I ended memorizing a lot of tunnel layouts in order to get where I needed to go.
Replayability felt low. I didn't want to totally start from scratch after getting used to all my awesome gear. The next update is supposedly adding NPCs for bases, I'll probably replay the game when that comes out.
Funny idea for a Victoria 3 mod:
Change the Great Lakes and the St. Lawrence from nonnavigable lakes/rivers to a navigable sea zone. Change the Mississippi and the Illinois from nonnavigable rivers to a navigable sea zone. Add to Chicago a canal connecting the two new sea zones.
Change the Rhine from a nonnavigable river to a navigable sea zone. Change the Danube from a nonnavigable river to a navigable sea zone. Add to Neumarkt a canal connecting the two new sea zones.
Having never played Victoria, what effects do you think this would have?
I actually haven't played much Victoria 3 either—I've just made mods and observed what the AI-controlled countries do with them in "hands-off" campaigns. But, from watching YouTubers play Victoria 3, I imagine that adding sea access to the interiors of North America and Europe would significantly increase those regions' economic output by alleviating infrastructure bottlenecks that otherwise cannot be overcome until railroads are constructed and expensively (due to the high cost of engines) maintained.
In the vanilla game, these navigable inland water bodies are represented with a flat +15 or +20 bonus to infrastructure. This is equivalent to getting a blockade-immune level 5 or level 7 port building for free, which IMO is a bit extreme.
Two things off the top of my head: that would result in AI Great Britain now teleporting 100k regulars (plus their endless tide of Indian peasants) into Missouri or Budapest every war.
And if anything, the +20 infrastructure bonus currently in game is laughably underpowered. That's one basic railroad, and says more about how little infrastructure ports provide, which off the top of my head i believe is 3. It also does nothing during a blockade. Blockades only have to block market capitals off from the world market to fuck over the whole country. I think it can try to reroute, but even the US or China only have two or three nodes to block anyways. The Brits start with like 5 fleets each bigger than anyone else save France anyways.
I agree with the great lakes canal, but I don't believe you can actually close canals you control like Panama during war. I could be wrong though, I despise the Vic3 war system and avoid anything resembling a fair fight if I can.
More options
Context Copy link
More options
Context Copy link
More options
Context Copy link
More options
Context Copy link
More options
Context Copy link