Episode Transcript
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0:00
Good evening. You're listening to three
0:02
no C.B.s ahead. I'm Len. I
0:05
still don't know what the title of this podcast is.
0:08
And I'm here with Father
0:11
Loris. Hello. And
0:14
Lambert. Hello there. And
0:16
we also have a special guest, Jay.
0:19
Hello, everyone. And you
0:21
are the creator of the Anbanar
0:24
setting and also, I
0:26
assume you work on all the mods, but like...
0:28
Yes. What is
0:31
your self-appointed title? Well,
0:34
my last project lead, but to be honest, I've
0:36
not really done much on EU4. It's
0:38
quite a while. Anbanar,
0:41
if you don't know, is a
0:43
high fantasy
0:45
total conversion mod for Curly
0:49
Europa Universalus IV. And I think also
0:51
the Crusader Kings III version is
0:54
somewhat far along at this point, but
0:58
not playable yet. Yeah,
1:02
just for the people who don't know, it's
1:05
got orcs, elves, wizards. Later
1:08
on, you get art. Gnomish Artificery.
1:10
I was about to say Artificers,
1:12
yeah. And
1:15
it's awesome. We all love it. Lambert
1:19
has been playing Gnomes in multiplayer recently, if
1:21
you can. Oh
1:23
yeah, that went real well until
1:25
I got a coalition of the
1:27
entire rest of the game against
1:29
me. Well, you're
1:32
not really playing right if you don't get
1:34
a coalition of the entire rest of the
1:36
world against you. So we had you on
1:38
as a guest back when like no CB
1:41
was a separate thing. And we also
1:43
on the main three moves ahead
1:45
feed did a show with me and
1:47
Loris and Lambert about and Benar specifically that
1:49
you weren't on. But I think this is
1:51
the first time you have actually been on
1:54
a three of May
1:56
episode. Yes, it is. First time.
2:00
talking behind your back about how good Ambanar
2:02
was. Yeah, of course. Talking
2:05
behind your back, oh, it's so great. That
2:08
bastard made one of the best mods ever. Even
2:12
in episodes of this
2:14
podcast where it's explicitly
2:16
not about Ambanar, I'm
2:19
pretty sure every single time that I've
2:21
been on this podcast, Ambanar has been
2:23
mentioned. Yeah, yeah. So
2:26
this is going to be a completely free
2:28
main feed show. I know our dev diary
2:30
breakdowns have been on the Patreon, but this is
2:32
going to be a freebie. We
2:35
also are probably going to talk about the
2:37
Tinto talks on religion as
2:39
well here. This
2:41
is like a bonus to the bonus to the
2:43
bonus because there's just
2:45
so much E5 stuff to talk about
2:47
now that it's not even possible to do
2:50
it in a single show. And
2:52
we do want to have some guests to also discuss
2:54
what they think about it. But
2:58
my number one question, Jay,
3:00
is 1337 or 1444? Oh,
3:05
spicy, very spicy question. I'm
3:11
not going to say my preference, I think people already know, but I'll
3:14
say the pros and cons for both. The
3:18
1337 one, obviously the
3:20
dream is that Ambanar is kind of its own IP rather
3:24
than a backdrop. So that's
3:26
a cool opportunity for us
3:28
to obviously explore that time
3:30
period. On
3:33
the opposite side, that's a hell of a lot of
3:35
work. And Ambanar has been around
3:37
for like, I don't know, eight years now. We've not
3:39
even done the entire world. So
3:42
I'm not sure I have
3:44
the appetite to do that again for
3:46
whatever the 1337 one is. And
3:50
I guess from a gameplay point of view,
3:52
right? Because
3:54
we can make up the world. 1444, we've
3:57
designed it to be interesting. So
4:00
we have the green tide, we have the
4:02
dwarven reclamation, right? We have monsters popping
4:04
up in bulwar. Um,
4:07
it's like all these world events of
4:09
like, yes, around this point. Yeah. Yeah.
4:11
So the question is, um, do we
4:13
have to re make world
4:15
events for 1337 or do we somehow
4:18
twist it? So yeah, maybe
4:20
the green tide can occur, uh, a
4:23
hundred years earlier. Um, I
4:27
mean, maybe you can do that, but you can only do that for
4:29
a few things. Just, just have it so
4:31
1444, it just is a really
4:33
interesting year to play. Like, as you know, like
4:35
a hundred years. I've
4:38
got the perfect solve for this. I
4:41
have the perfect self for this. What
4:43
if at some point you
4:46
bring in the Phantom time conspiracy theory, but
4:49
it's real, so it's all 1444, but you
4:51
call it 1337. Yeah.
4:59
So it's not confusing. So
5:03
yeah, like the, if, if,
5:05
if you could say there are two
5:07
wolves inside me, uh, one of them
5:09
is I would really love to
5:11
play an Inman our campaign. That's 500 years long. Um,
5:15
which I guess could also just be done
5:17
by making the mod end in 1936 instead
5:22
of 1836, if we start 1444. Um,
5:27
yeah. Well, I mean, you can carry on
5:29
right. Yeah. That's crazy. So
5:32
I was like, Oh cool. Exploring a new era. But then
5:34
also the more I thought about it, the other wolf is
5:36
like, man, that's such
5:38
a good, like 1444 where
5:40
it is right now is such a good point
5:43
to jump in. Cause like you never see Corin,
5:46
you know, but like what she's done is already done.
5:48
And I feel like if you get rid of that,
5:50
you're getting rid of so much of admin. There's
5:53
also the big thing of, um, how
5:55
much railroading do we do to make
5:58
1444 happen? from
10:00
his comments, there's not almost everything else is scriptable. So.
10:04
Yeah. He even mentioned like diplomacy
10:06
options being scriptable. Like you can
10:08
add new diplomacy options and stuff.
10:11
But the big question is, yeah,
10:13
are like pops and cultures able
10:15
to be split and have
10:18
different modifiers, right? That's the big.
10:20
Yeah. Yeah. I do not want
10:23
my marketplace turning this health into
10:25
a gnome. Like, you're
10:27
going to need at least a level
10:29
three hospital for that. It just squashes
10:31
them down. It's just like a, it's
10:34
like a hydraulic press that turns gnomes
10:36
and gnomes into gnomes. Yeah. If
10:39
you can prevent that from happening, I think
10:41
then it's probably going to be
10:43
fine having multiple different like groupings
10:45
of poems that will work together.
10:48
But it's
10:51
again, I'm not a moderate. I don't know
10:53
how any of that stuff works, but that's,
10:55
that's like my envisagedness of it. Yeah.
10:59
Even though they talk about
11:01
scriptable stuff, which I
11:03
can go on in a bit. There's
11:05
always the kind of back and forth
11:07
of what modifiers and stuff is actually
11:09
even available to what things, but
11:11
sometimes you'll find it that you have
11:13
this modifiable modifier available for this one
11:16
thing, but nope, you can't do it for
11:18
this other thing. And you're kind of like, why not? And they're
11:20
like, nah. So that
11:22
stuff still kind of skeptical on that modifier
11:25
side. Yes. And I think it's
11:27
a, it's like the statements, we're
11:29
not going to dumb down our
11:31
games. It's something that people
11:34
say, everything's going to be moddable. And
11:36
in reality, it's not the
11:38
case, right? That's nice. My other favorite
11:40
one is we're listening to the community
11:44
because every developer always
11:46
says that it really
11:48
doesn't mean anything. It's basically the same as
11:50
saying we were making a video game. It's like,
11:53
yeah, of course you're listening to the community.
11:56
I feel like at least in this
11:58
case, with, with Pinto. HRE
14:00
is something that has been made by the developers. So
14:02
there's technically nothing like
14:05
no, no comments have been made that say
14:08
you can't create a new HRE. I
14:10
don't think it's going to be possible, but it's
14:13
not actually been confirmed. You could premake
14:15
one and then just have it that
14:17
you can gain it in game later.
14:19
Yeah. Yes. Yeah. Yeah. I think that's
14:21
for gist. Yeah. Some
14:23
IOs are created during the course
14:25
of games, like personal unions and
14:27
coalitions and crusades, et
14:30
cetera. Well, I think here's
14:32
the thing. Like I've played probably
14:35
in the last few years, I've played, you know, maybe
14:37
around 300 hours of EU4 and like 260 of those
14:39
were in Anbanar. So
14:45
I think they should just have a dedicated
14:47
person at Tinto who is there to provide
14:49
code support for Anbanar. I agree.
14:52
I agree. I agree. I agree. I agree.
14:54
I agree. They should be able to request
14:56
features and have someone there that is hotter
14:59
than responsible for implementing it. Do
15:01
you have any Spanish developers there
15:04
at Anbanar? Probably.
15:06
Yeah, I think so. Well, there we
15:08
go. Get on that. Already,
15:10
I think there is an advantage to
15:13
those international organizations. Correct me if I'm
15:15
wrong, Jay, but I think upon with
15:17
EU4 at the moment is a mandate
15:20
system and it
15:22
can only be one mandate system, a misery-free system,
15:24
and it can only be one. But
15:26
under the new system, you don't
15:29
need a ration out for systems anymore, right? Yeah,
15:32
you're right. That is, I
15:34
mean, that's a good thing and a bad thing. Good
15:37
thing, obviously you have freedom. Bad
15:40
thing, sometimes they say diamonds
15:42
are made under pressure. Yes. If
15:46
you give them the ability to
15:48
do everything, you might not get as good
15:50
designs, I suppose, but I guess overall,
15:53
good thing. Yes. I mean, you
15:55
get that sometimes with
15:57
the parliament mechanic, I think everyone. like,
16:00
because the Parliament of the Mechanic is available to
16:02
everyone. There's a
16:04
lot of Parliaments to Manbhar,
16:07
I guess, right? And maybe
16:11
you'll have a similar sort of issue
16:13
with international organisations. Yeah. Do you guys
16:15
know? Because
16:18
I've read the thing. Can
16:21
organisations do stuff on their own,
16:23
or do they always have to
16:25
have a... For example, can the Catholic Church do
16:27
stuff? Is the international
16:29
organisation an entity that can do
16:32
things? Yeah, it
16:34
has progression. There are certain things that
16:36
have progression within them. Like, the HRE
16:38
is an international organisation that will, even
16:40
if you're not playing in the HRE,
16:43
will pass its own internal HRE edicts
16:45
and laws and such. So there is
16:47
some stuff that it does.
16:52
Yeah, agency, it'll depend. Because some of
16:54
them have a leader and some of
16:57
them don't. Yeah, because the Catholic Church,
16:59
the proxy is the Papal States, right?
17:01
If we have the GOMO, for example,
17:04
do we have to make a GOMO country,
17:06
or a Magisterium country to represent it? I
17:08
mean, do we have Magisterium? Not
17:11
necessarily. Well, Leanna
17:13
is... You can probably just design your
17:15
international organisation to have no leader,
17:18
but all the rest of the things the same as
17:21
the Catholic Church. But you don't... with
17:23
this system, it seems like it's so dynamic in
17:25
the way that it is set up. It's like
17:27
it's a bunch of building blocks that you can
17:29
do with whatever you need. So
17:33
if you wanted to have Magisterium as the head of
17:35
it, you can if you don't, and you want it
17:37
to be, you know, Regent Court with no
17:40
central head, then that should
17:42
be perfectly possible as well. Yeah,
17:47
I think that of all mechanics is going
17:49
to be abused the most. Yeah.
17:51
In a good way. Yeah,
17:54
in a good way. Something of course. You gotta leave
17:56
them in line. Leanna's got a
17:59
crackpot theory. country.
18:01
There can
18:03
be countries that don't have any land that
18:06
are playable. And if that's true, do
18:08
you think Ambanal will use
18:11
that at all? If it's impossible?
18:14
100%. So what's your favorite? I
18:19
don't even think it's a theory. It's just
18:21
a thing that I've observed that Lambert
18:24
and Loris aren't sure if I read it right.
18:26
But there will
18:28
be countries that do not own
18:31
locations but can have buildings like
18:33
the Hanseatic Contours and
18:35
stuff like that. Because we
18:37
know you can build buildings in locations
18:39
you don't own. So your country will
18:41
be based on ownership of buildings in
18:44
other people's provinces rather
18:46
than on actually owning
18:48
provinces. Like they mentioned banking
18:50
families is another possibility for
18:52
this. If
18:56
that's possible, that's crazy. And if
18:59
that is possible, they'll 100 million
19:01
percent make a DLC about
19:04
that. Yes. That's what I
19:06
imagine maybe. If there is countries where I'm playable,
19:08
maybe it won't be at launch. I
19:10
know that this
19:14
isn't my mod, obviously, but I have played an
19:17
awful lot of it. So I've got ideas on
19:19
how non-landowning countries
19:21
might... Like what
19:24
entities in Anbanar might be
19:26
non-landowning countries. And I've
19:28
just played a lot of gnomes.
19:30
The International Gomo. You
19:33
could play as the International Gomo. Oh
19:36
my gosh, I am so sold. Yeah,
19:39
the question is, what is the gameplay
19:41
though? Like, okay, I can build buildings.
19:47
That's where my skepticism comes from. It's like,
19:49
what's the gameplay of that, right? I
19:51
assume you'd still be able to have units. You'd
19:53
be able to build buildings that give you manpower.
19:58
I think... We're
20:00
gonna have to wait and see like if you are right and I
20:02
kind of hope you are now I Want
20:06
to know yeah, what is the
20:08
gameplay of it? And I think when we get the
20:10
a the dev diary on Landless
20:13
countries that you can play and here is how
20:15
you play them and what you do and how
20:18
it works That's when it's
20:20
gonna really click into place me right now.
20:22
It's just like a
20:24
concept for me Yeah,
20:27
well I remember Like
20:29
I think last time we had you on
20:31
a but no CB who were talking
20:33
about our Hopes for
20:36
Victoria freeze. I
20:38
remember you mentioning the
20:40
buildings the fact that adventurers
20:43
could be Yes part
20:45
of a building. I was wondering if
20:47
there was a possibility that
20:49
there's landless adventurers would
20:51
you model the Adventurers through but landless
20:53
countries or would they go through buildings or
20:55
maybe a mixture both? Probably
20:58
both it depends because the
21:00
coolest thing about adventurers as pops is that
21:02
they can affect your country So
21:06
it depends in what ways we can do that
21:08
obviously we're gonna have adventurer I Don't
21:11
know what it calls here like jobs or pop
21:13
types in this we're gonna have
21:15
mage pop types That's
21:17
guaranteed, right? Yes,
21:20
there is yeah, and in fact, I
21:22
think it's also based on your estate So if
21:24
you've got an adventure estate and only adventure estate
21:27
works in the adventure buildings, for example,
21:29
I think that's how it's gonna work. Yeah It
21:33
would be dependent on the pop type. So
21:35
yeah, I could I could see multiple ways
21:37
of doing it. Yeah, like if I was
21:40
Gonna like design this I could see it
21:43
being Adventurer is its own
21:45
pop type or I could
21:47
see the adventure estate being something that
21:49
pulls from Like the
21:52
peasants and the burgers maybe but yeah, I
21:54
don't know We'll
21:56
have to see performance wise like what adding
21:58
more pop types actually Yeah. Yeah.
22:02
Yeah, that's a good. But he does say you
22:04
can add me. Is that a concern that you
22:06
might have too with the performance? Because we don't
22:09
know how well EU5's going to run, but is
22:12
there a concern on that? No,
22:14
because performance
22:16
is for nerds. You heard
22:18
it here first. It's
22:23
very better computer nerds. We need to clip that.
22:27
Because I know it's
22:29
a concern with, and
22:33
I'm not sure just with Ambina, but I know
22:35
in Victoria 3 modding circles,
22:38
because Victoria 3 is a bit capped out
22:40
on performance already, and it limits the modding
22:42
capability in some way. Yeah.
22:46
I do wonder how
22:48
performance and fidelity EU5
22:52
or projects either is, because they're
22:55
going to have 3D guys,
22:58
like characters, right? I assume
23:00
so. It's got to be Gary. Yes, unfortunately.
23:02
I don't know. I
23:06
flip back and forth on whether I think that's going
23:08
to be the case or not, because we
23:11
get these hints, like in the latest Dave Darry
23:13
and the one before it, like the word character
23:15
was used. And then people jump
23:17
to conclusions and say, ah, this is confirmation. I'm one
23:19
of these people, by the way. This
23:21
is confirmation that characters and 3D model doodad people
23:24
are going to be in. And then you read
23:26
the comments and somebody else has made that conclusion
23:28
as well. And Johan's reply
23:30
is, well, no, the ruler
23:33
of your country in EU4 is also a character. So
23:36
like, damn, back to square one. And we
23:38
did so. I
23:41
mean, like the whole
23:43
3D stuff for Paradox is like
23:45
really, really bad for modders. Yeah.
23:48
But I get why they do it because
23:50
it's cool,
23:52
right? It's cool to look
23:54
at characters. I think it's cool. I
24:00
mean, I think it's nice in Crusader Kings
24:02
III. I mean, it's
24:05
a game of characters. So I think them
24:07
being able to age dynamically and stuff. But
24:09
I guess it's kind of like on
24:12
a business point of view, they want
24:14
to get new people, hopefully without alienating
24:16
old people. And the
24:18
better the game looks, the
24:21
longer the franchise lives, right? And also, I
24:23
think they've got a system and they want
24:25
to use it, right? They've got
24:27
a new game. Yeah, that's basically what I'm thinking. Like
24:30
Stellaris is going to be, you know, if they
24:32
have Stellaris 2, that's going to be crazy. Yes.
24:34
Yeah. Yeah. Hopefully, I mean,
24:36
hopefully the if they do use or
24:38
if they do use 3D portraits in
24:41
E5, it will be close enough to
24:44
what they're using in the other games that like
24:46
all the work that has already been done making
24:48
like elves and stuff will not be thrown
24:51
away. Yeah. The
24:56
core of it is OK, but I know we
24:58
had some issues. Converting stuff
25:00
from CK3 to Vicky 3,
25:02
actually, because CK3 has traits
25:04
and all that stuff, which
25:07
means their character portrait stuff
25:09
is way more complex than Victoria 3.
25:13
You have to essentially dumb down your
25:15
work to fit to Victoria 3. Don't
25:18
feel like that. Take
25:20
back my statement. I need
25:23
to clip just that
25:25
part on its own in a box, and
25:27
I'm going to put it on my shelf. I'm assuming
25:29
it will be the same for E5. It's going
25:31
to be a character focus. Right. That's right. There's
25:33
not going to be traits like ugly in. Yes. Yeah.
25:37
I mean, there might be some of these I get my straight. There
25:40
might be traits in the way that you for
25:42
has traits. We don't know yet, but yeah, I
25:44
don't think you'll be in depth. Yeah,
25:47
but there's the other problem is to you
25:49
have to make assets for them. Yes. Which
25:51
is it? Yeah. Yeah. Regardless. Right. I mean,
25:54
I did an interview last year with Kargowin. of
26:00
your and Benaz dev team, who
26:03
does a bunch of the 3D modeling for,
26:05
you know, the little armies marching on the
26:07
map. I asked him about, you know,
26:10
what is, how much
26:12
more difficult is it to do with 3D art than
26:14
2D art? Does that increase the amount of like effort
26:16
and stuff? I
26:18
feel like maybe because he was a 3D artist,
26:22
maybe influenced the reason why he said
26:24
no, but I think for the vast
26:26
majority of people making
26:28
a 3D model
26:31
is going to be far more difficult than
26:34
making a 2D picture
26:36
for a character. Yeah. There's just less
26:39
3D modeler people. Yes. Yeah.
26:43
I mean, it's the same with like, there's
26:45
more people who can draw and paint than
26:47
there are people who can sculpt. I mean,
26:49
it just stands to reason. So
26:51
it's a trade off, cause I do sprite work,
26:53
which is, it
26:56
can be very time consuming because you have
26:58
to draw like every direction and every pose
27:00
separately. So I think the advantage of
27:02
a 3D model can be that you make the model
27:04
and then you can just kind of move it around
27:06
however you want. And you're not having to make out
27:08
a completely new model just cause, oh,
27:10
I want this character to be able to
27:13
have a different facial expression or something. So
27:15
I think there's advantages to both, but yeah,
27:17
like you said, I think in general, 2D
27:19
art is probably. Yeah. Once you set up
27:22
the basis of the 3D models, like once
27:24
you have elf ears, you can make elves.
27:27
And you don't have to remake, you know, you
27:29
can give that tool to anyone now. Yeah.
27:33
Yeah. Yeah. If
27:37
it was an option though, I
27:39
miss this will just be a
27:41
proposal. Like if there is going to be
27:43
3D portraits, would
27:45
it be nice to have a option
27:49
to have 2D art for
27:51
models? Yeah. I
27:55
think that would be great. Yeah. Yeah.
27:58
So the base game. I know obviously Crusader
28:00
Kings. has like Muhammad and stuff. Yeah.
28:02
That's kind of like Muhammad
28:05
high drinks. Like you have to jump through some to set that
28:07
up. You
28:09
do get like mods for like
28:11
CK3 that like turns characters into
28:13
2D anime characters. And
28:16
I think what they do is have a 3D 2D
28:19
plane that has a texture that always
28:21
faces the camera and doesn't have like
28:23
animation. It's a real rigmarole to go
28:25
through to basically make it. They just
28:27
had a way to just make it
28:29
simple and that you can just put
28:31
an image. That's it. That's all you
28:33
do or have a list of images
28:35
and then that will open up a
28:37
lot of opportunities. Just put a DDS
28:39
file in a file and bam, you're
28:41
done. That would be. Yeah. Use that
28:43
instead of the portrait done. Yeah. Yeah.
28:46
Even if they were to add like
28:48
Stellaris has like the sort of limited
28:50
animation on 2D portraits. Like that would
28:52
be cool to me. I like that
28:54
more than I like CK3 or Vic3.
28:57
Yeah, I would prefer that system. So
29:01
I guess one of
29:03
the biggest things with going from EU4 to EU5
29:08
is that so the
29:11
way that the way that you actually
29:13
model having different fantasy races in EU4
29:15
is. It's
29:17
kind of madness and I'm always a little
29:20
bit shocked that it works. I'm
29:23
actually curious like how many iterations of that
29:25
did you go through before you found something
29:28
that actually. Are you
29:30
talking about pop system or like
29:32
the minorities
29:35
and things like that? Yeah,
29:38
I mean the idea of hop system
29:41
has always been part of
29:43
Ambinar actually. I
29:45
think from maybe I
29:48
don't even know if it was their initial release but
29:50
very soon after. I think it was. Yeah.
29:54
Because the
29:56
big weakness of not having pops and you
29:59
know. jumped into Paradox
30:01
because of Victoria too. So I love the
30:03
idea of Pops, but it
30:05
doesn't really work in a fantasy world because
30:08
then you'd have gigantic monolithic empires
30:11
where everyone's human or everyone's an elf.
30:13
Whereas in most fantasy settings, you're
30:16
gonna have a few elves as in
30:18
about, a few dwarves as in about. I
30:21
think once the system is there for Anbin REU4,
30:25
it stays like that. There's
30:27
back and forth on the modifiers,
30:30
but that's kind of a
30:33
known thing, right? People will always
30:35
have opinions on what elf military does
30:37
versus, et cetera. But
30:41
like the core system in my opinion hasn't really
30:43
changed that much. Maybe it's a bit more optimized
30:46
nowadays, and maybe there's a bit more
30:48
content of the events for each pop.
30:50
But for EU5, the biggest
30:53
question will
30:56
be how we can do tolerances and stuff like that.
31:01
Yeah, we saw religious tolerance in the
31:03
dev diary today, but yeah. Because
31:06
I'm pretty sure they would not wanna
31:08
touch cultural tolerance at all
31:10
for obvious reasons. So that's
31:12
always the iffy thing with
31:14
mods that, hey,
31:17
we wanna have certain cultures have modifiers,
31:20
and they don't do that for very
31:22
specific purposes. Exactly, having a
31:25
purge mechanic in vanilla EU4 would
31:27
probably not be. We
31:30
do know that pops, they
31:33
are able to have modifiers attached to
31:35
pop groups. Like
31:37
for example, when
31:39
they were talking originally about the pops, and
31:42
there was this whole question of like,
31:44
why do you only have a peasant
31:46
pop group? That doesn't really apply when
31:49
we're looking at hordes.
31:51
That's another thing they changed. They added
31:53
the tribal pop type. But
31:55
then they were talking about, so what would serfdom
31:57
look like? And serfdom
31:59
is... peasants with a modifier
32:02
attached. So potentially, instead
32:05
of adding 1000 new pop types, it could just
32:08
be a case of the
32:10
racial trait is the modifier that
32:12
is attached. I mean, if
32:14
that's powerful enough to say you can only breed
32:17
or convert to people with this
32:19
same modifier, then maybe that could
32:21
work. Yeah, I mean, the issue
32:23
is that the peasants stuff
32:25
is for like the kind of, I don't
32:28
know what you call the types rather
32:30
than the culture. So that's the
32:32
big question if we can do
32:34
stuff via culture. Yeah,
32:36
unless you just have a load
32:38
of different types for every race,
32:41
which probably is. Yeah, it'd be
32:43
a nightmare, right? UI, nightmare, and
32:46
I have him on Discord. Maybe
32:51
he will want to come on at some point
32:53
when he's allowed to talk about more stuff. Maybe
32:56
we actually know the name of the game. Yeah, the other side of things we've
32:58
learned a bit of
33:08
a bit about manpower, right? And
33:11
it seems about manpower seems fairly scriptable.
33:13
So I think there
33:16
is a potential that
33:19
you could have separate manpower pools, depending
33:22
on what buildings you have.
33:24
So you could have a separate elf manpower
33:26
pool and a separate human manpower pool, etc.
33:29
I think that's possible. The
33:32
size of units is variable too now, right?
33:35
Yes. So that'll help us a lot. Oh,
33:38
that'll be very interesting. Yeah, because
33:40
that's one thing that, obviously I
33:42
know that there's no real way around it, but one
33:45
thing that bugs me about the EU 4 mod is
33:47
the fact that your military
33:49
has to be all or nothing. You
33:51
either have to have an elven military
33:53
or a human military. Whereas I'd love to
33:55
have my human. you
34:00
know, footmen and then my elite like
34:02
Phoenix Lancers that, you
34:04
know, pull from a different. Well
34:06
of, of man. Well, my, my mind instantly
34:09
went to goblins. Of course, when you said
34:11
that Jay, and I thought like, um,
34:14
you know, if a, if a
34:16
unit size is dynamic, then I
34:19
assume in vanilla, you thought the five is going
34:21
to be a set time period
34:23
with set sizes, but in Ambinar, I guess
34:26
you could get word of a time lock and
34:28
a goblin unit has X
34:30
number of units and alpha unit has X number of
34:33
units. Right. They can be
34:35
just as strong as each other. Exactly. Which is
34:37
an interesting thing. It's great
34:39
for balancing too, right? Yes. I
34:43
guess what the tricky part would be, it
34:45
seems like manpower is still just a common
34:47
pool. Yeah. So I'm
34:49
thinking about having like, okay, I have
34:52
a province that has a human recruitment
34:54
center and an elven recruitment center and
34:56
they're both producing manpower, but maybe at
34:58
a like the elf one, is it
35:00
a slower rate? This is, this is
35:02
a thing. So Johan said that units,
35:05
locations and countries have a hard coded
35:07
thing. So I don't think the diff,
35:10
the different pools, I
35:12
think may be scriptable. I
35:14
assume it'd be cool if so. You
35:16
could, you could even have a manna pool, right?
35:20
I mean, for the manpower thing, we could
35:23
get away with it where it relies on
35:25
the dominant culture. So you can build elf
35:27
barracks to build elf units in elf
35:30
dominant culture. Yeah. Yeah. You could get most
35:32
of the way there, I guess. And
35:35
then you can have a varied army. It
35:37
just depends what's their philosophy on having loads
35:39
of different units. Like do we only have
35:42
one type of cavalry in our army? No,
35:44
we can do multiple. And we have like,
35:46
can I have horse archers nights and all
35:48
that stuff? Yeah, I think you can have
35:50
all the different types will be fully scriptable.
35:53
Yeah. Yeah. One of the questions on the
35:55
warfare dev that we had so far is,
35:58
can I have horse archers and lances? in
36:00
the same army and the answer was yes. Awesome.
36:03
Yeah, for sure. I think it's like Victoria 2
36:05
in that regard, right? It's like everything's got its
36:07
own unit type. Yes.
36:09
Yeah. One question
36:12
I had is, are there any
36:14
things in Anbanal that
36:16
you would want to change
36:18
when bringing it to an... Say
36:21
you go with 1444, the things that you would want
36:23
to change, either with the
36:25
lore or even things like, you
36:27
know, this continent doesn't really
36:29
feel right. It maybe feels too small,
36:31
too disconnected for Ben Pines. So
36:34
maybe we'll change that a bit now
36:37
that we have, you know, a fresh start with
36:39
EU5. Is there anything on those lines? I
36:41
think that's a real tough
36:43
question because obviously, you know, if
36:45
you ask the Discord, everyone will want to change the
36:48
world to their image. Yes.
36:50
For me, maybe I'm still conservative
36:53
on that because it's like we work
36:55
so hard to make the setting, etc,
36:57
etc. The point is that we
36:59
build on top of our old work rather
37:01
than starting from scratch over and over again.
37:03
I'm sure we'll add more islands in the
37:05
places like that, you know, haven't
37:07
had that much love like the
37:10
Uelosus Lament and stuff like that so
37:12
we can have minor geographical changes
37:14
like that. I personally wouldn't
37:16
want massive, you
37:19
know, removing the serpent spine, for example. I
37:23
wouldn't want to do that. Yes.
37:25
The political kind of borders and
37:28
stuff might change, especially, you
37:30
know, that crazy Holy Roman Empire
37:32
map. I 100% want to do the exact same
37:34
to Empire of I've Been Art. Yeah. I think
37:36
Empire of I've Been Art is a bit tame,
37:38
to be honest, compared to Vanilla HRE. Yes.
37:42
I agree with you, baby. Oh my god. Yeah. The
37:44
granularity. Is that a thing
37:47
that you've been like salivating over the
37:49
ability to do, like ever
37:51
so like increased amount of,
37:54
you know, breaking up things? I mean, like
37:56
for M&R specifically, you know, we've been talking
37:59
recently about like like moon
38:01
foot, like halflings, D'Amerian halflings and
38:03
stuff. And my main contention
38:05
was, if you give them
38:07
an entire province, that's maybe too many. I'm
38:10
okay with scattering them in small communes, you
38:12
know what I mean? Along the Luna, but
38:14
not, you know, they own this
38:16
entire massive county. So we can have
38:19
way more granular racial
38:21
diversity in Anbinaar, which
38:24
would be really interesting. Like even
38:26
smaller Elvin Havens, right? Or it's just
38:28
like a small corpse of forest rather
38:31
than these gigantic moon haven stuff, you know?
38:33
We're from the Western Red Glades. We don't
38:35
talk to those Elph from the Eastern Red
38:37
Glades. Actually, Eastern
38:39
Red Glades. You might just sound
38:42
very British. Speaking
38:45
of the Eastern West stuff, do you
38:47
think there'll be any cities where we
38:49
get the Katanoff treatments splitting up into
38:52
North, South, East, West cities, do you think?
38:56
Maybe I'm sure there'll be some proposals. I
38:58
think the less we do that, the more unique,
39:01
the ones that do have it, you
39:03
know? Because if
39:05
every city is, you know,
39:07
OPM, urban terrain, whatever, it's
39:09
like, okay, cool. Yeah. Doesn't
39:12
really matter anymore. Yeah. I
39:15
would think that, yeah, on U5 scale, I
39:19
don't know, Katanoff might make more sense
39:21
as a province with multiple locations, but
39:23
I don't know. Katanoff's like that now,
39:25
right? Yeah, I was
39:27
thinking like, it's Ambenkost. It's because
39:30
it's, yeah, there was
39:32
less granularity. Like, I might
39:34
not understand your question. I guess it depends
39:36
if the, are we okay with,
39:39
for example, if we do Ambenkost, are we okay
39:41
if the Dove market is its own country? Or
39:44
is it always gonna be a major of
39:46
Ambenkost ruling it, right? It depends on that
39:49
level. Because for Katanoff, it makes a bit
39:51
more sense. Yes, yeah, yeah, that makes
39:53
sense, yeah. Well, maybe you just have like a sort
39:55
of bank more pork situation where one side is. Yes,
39:59
but yeah, you're right. civil war within a city.
40:01
I mean, the Sari-Sung world, Sari-Sung will be crazy.
40:04
Yeah. Yeah. There's one in the
40:06
New World as well in Larenkar. Can't remember the
40:08
name of it though. This, mind you, you already
40:10
have, um, uh, gosh,
40:13
I forgot my name of it now. The, uh, the Halfling Divided
40:16
City. Viswol. Viswol,
40:18
that's one, yes. You
40:21
could have a situation with it. That's separated by a river.
40:23
That's a bit different. Yeah. Yeah.
40:27
Yeah. I mean, we could, there, there
40:29
is an argument where if we have locations
40:31
now, that, um, Viswol
40:33
is actually part of a bigger place and
40:35
the city state of Viswol is much smaller
40:37
than it is in, um, than
40:40
it isn't you for. Like, that might also
40:42
happen to some places, you know? Yeah. Yeah.
40:45
Makes sense. Yeah.
40:50
Is it, do you, do you foresee it being
40:52
something where you do start with, you know, maybe
40:54
just can or and build out like you did
40:56
with the E4? Um,
40:59
I don't think that's possible to be honest with all
41:01
the people on the team. Everyone's
41:03
just going to want to jump on. And if
41:06
we do 1444, I would imagine everyone will
41:08
want to just get
41:11
on with their region and implement
41:13
it all. Um, it's just
41:15
making sure world foundation is all good
41:17
and set up. And we've divided everything
41:19
into the locations and stuff. And
41:22
the fan base would riot if the serpent
41:24
spine isn't included. Yeah. Oh yeah. Could
41:26
you, could you imagine a situation though,
41:29
say if one team is particularly fast
41:31
at developing a region, releasing the mods
41:34
just with that region, um, just as like
41:36
a, as a taster, because I feel like,
41:38
yeah, there's a
41:40
lot of, sorry, there's a lot of like
41:43
CK three mods for, uh, we're stuck in
41:45
development hell for a good long while because
41:47
the scope was very big, right? I guess.
41:50
Uh, maybe that's my worry. I guess. Yeah.
41:53
I mean, I get what you mean. Um, cause
41:55
like Crusader Kings is kind of like that and
41:57
Victoria free mod is kind of like that where.
41:59
Yeah, you know, we have most of it. We
42:01
don't have Sorehile. I
42:04
think I'm not sure I would release it. Like it
42:06
would be playable. Like you can download it on the
42:08
Discord and stuff for sure. I
42:11
guess my favorite releasing is now you have to
42:13
maintain the release now. Right. Yeah, yeah, yeah. So
42:16
it'd be like it's like a Bitbucket preview, I
42:18
guess. Yeah, yeah, yeah. Like you can play. You
42:20
can play if you want. We're hands all good.
42:22
But you know, Connor's still messed up. Yeah.
42:26
Yeah, yeah. Yeah, yeah. That sounds good.
42:28
The other thing I'm really curious to
42:30
see how like the Dwarov Road
42:32
is going to end up looking like. Is it?
42:34
Guys, yeah. Are we going to have 10,000 Dwarov
42:36
Road provinces? Oh
42:39
my god. No. Is it going to be
42:41
like the Dwarov Road 39 will
42:43
be the province and then the locations will
42:45
be like the median, the center, the right
42:48
median. Oh my god. The main,
42:51
the main either side. There's
42:54
like a rest stop every once in a
42:56
while. Yeah. I
42:59
mean, unironically, there has been in some of
43:01
the lore, it's kind of like people have
43:03
made settlements alongside
43:05
the road, right? Yeah, yeah. So there
43:07
might be a world where there are
43:10
settlements and that's its own country right
43:13
next to it along the road. That'd
43:15
be great. It's just like a Joe's
43:17
crab shot in the middle of the
43:19
underground. Yeah. I could have said
43:21
Patulby. And anyone going through.
43:23
Honestly, you literally can now with
43:25
the dynamic sounds that you can
43:27
add in. Wait, what's that?
43:30
Oh, you know how in EU4 you've
43:32
got the Danish sound toll where trade
43:34
that goes through it. It's not very
43:37
well implemented in EU4 because trade is
43:39
trash. But in
43:42
EU5, any trade, so goods that
43:44
are moving through the Danish straits
43:47
because all goods in trade actually
43:49
follow a physical path on the
43:51
map, then Denmark is going
43:53
to get a cut of that in tariffs. You
43:56
could probably do something along those
43:58
lines with the Dvorvo. Well, you
44:00
could do it anywhere, but adding
44:02
it into the Doraavar would be really
44:04
cool, I think. Is
44:07
it only trade goods that can trigger that? I
44:10
think trade goods are the only thing
44:12
that gets traded. Like, it's not, you're
44:14
not pushing money around, you're pushing actual
44:16
goods around, but then there's
44:18
like a tariff on those goods when you go through the
44:21
sound toll. What's your guys'
44:23
opinion on the whole kind of trade
44:25
and buildings and stuff? I
44:29
don't like EU4 trade, so I'm really
44:31
happy with what I'm seeing with EU5's
44:33
trade so far. I
44:37
have some concerns about it in
44:39
terms of performance and micro.
44:43
Like in terms of, like in vanilla, if
44:45
I want to get cloves all the way
44:47
from like T-DOR to, you
44:50
know, Genoa or
44:52
something, I feel like that's going to
44:54
be a lot of micro to be like, I'm going to trade it
44:56
to here and then I'm going to trade it to here and then
44:58
I'm going to build a marketplace and trade it to here and then
45:00
I'm going to build a marketplace and trade it to here. But
45:03
it's one of those things where it's hard
45:05
to say until I've actually played with it
45:07
if that's going to be annoying or not.
45:09
So, yeah. That is actually my biggest concern
45:11
as well. Like there's
45:13
a billion trade goods in
45:16
EU5 and am
45:18
I going to be able to understand all of
45:20
those? Yeah. Because
45:24
there's a limit of understanding how much you
45:26
can play into economy. Even
45:29
you know, in Victoria where you have X many
45:31
trade goods. If
45:34
there's EU5 there's like 700 billion, you're
45:36
like, what the hell is going on? Might
45:38
be a bit overwhelming. Yeah. Yeah. Then
45:41
you also have to add in Dames tier and Precursor relics.
45:43
Oh yeah. And
45:46
then all the buildings and stuff. Crazy. Yeah.
45:50
I mean, I would actually be able to sell Dames tier and
45:52
stuff. But yeah. We actually just
45:55
thought of the fact that with
45:57
building certain units, you're only a to
46:00
build them if you have that good in
46:03
your market. Yeah, so yeah, good
46:05
luck building your, you know, artifices
46:07
with black Zames tier rifles if
46:09
you don't have the black Zames
46:11
tier in your market. I
46:15
mean, that's awesome. Whatever drawbacks are out, that makes
46:17
it worth it. I actually, you know what? I
46:19
agree. Elves
46:22
maybe don't ride horses for their cavalry.
46:24
Maybe they ride really big elk,
46:27
and therefore you need elk in the thing.
46:29
So nobody else can build them purely because
46:31
they could. That would be cool. Thing
46:35
about complexity though is like it's often a
46:37
concern when the game is like
46:39
at launch or approaching, but thing
46:42
is you invest hundreds of hours into
46:44
a paradox game and eventually that complexity
46:46
wears away in your head, right? Yeah.
46:49
So too little and it's like, okay,
46:52
this is just too simplified now. I'm getting a bit bored.
46:55
Yes. Maybe too much and you don't get into
46:57
it. So it's a tricky balance. I
47:01
think it might be just about right
47:03
with this. If it looks
47:05
overwhelming when you're going into it, I think
47:08
that's a good thing. Definitely.
47:11
I mean, there's a great example of that
47:13
is Anno 1800. I
47:15
only got into that game last
47:18
year and look straight up looking
47:20
into it the first time. It
47:22
looked so incomprehensible, but
47:24
then there are people who are downloading mods to
47:26
add 17,000
47:29
extra bits of complexity. It's like, yes, you have
47:31
now played the game enough so that you understand
47:33
the base game and now you're looking for more.
47:37
So I'm kind of fine with there being
47:39
complexity because we haven't played it yet. We are
47:41
them. We are me last year looking at Anno
47:43
for the first time. The
47:45
complexity looks overwhelming, but
47:48
then we play it and that's
47:50
going to be fine. Well, and the other thing
47:52
is the advantage to
47:54
another advantage to the new trade system,
47:56
is it really models the fact that
47:58
like, again, using the example of getting
48:01
clothes from Indonesia to Europe. Yeah,
48:04
it should be really expensive. Like it should
48:06
only be really worth it to do that
48:08
for things that are going to sell for
48:10
a very high price. Yeah. Back home. I
48:13
mean, spices were not cheap. So, you know,
48:16
and then reducing the transportation costs at every link
48:18
along that network. I just don't want it to
48:20
be super micro heavy. I don't want it to
48:23
be like how it currently is with light ships
48:25
where it's like, Oh, I
48:27
got to check what my trade power
48:29
is in every node and move my
48:31
light ships around. Like I really don't
48:33
like doing that kind of tiny, tiny
48:35
optimization. So yeah. Is
48:38
there any good you were thinking
48:40
of adding, uh, Jay, on top
48:42
of the obvious? I
48:44
mean, I think it's going to be in right. Yeah. Yeah.
48:47
We have the obvious. I think obviously
48:49
in, um, you for trade
48:52
good philosophy, it's kind of, they congregate
48:55
things. So like you only have grain, you don't
48:57
have rice or anything like that. I
49:00
feel like in you five, it's more
49:02
free form. So for example, we have
49:04
relics or precursor relics. We could
49:07
totally split that up into over
49:09
relics, elf relics, whatever, you know,
49:11
so we can have more granularity
49:13
there because it fits the design
49:16
philosophy now. Yeah. I
49:18
love that. Yeah. You get,
49:20
you have a unique ones you get
49:22
from your karashi drill stuff. Yeah. Yeah.
49:24
Yeah. I mean, like it would make
49:26
sense if black James there is as
49:28
actual, it's a separate trade good to
49:31
James tier and you need a building
49:33
to convert, you know, James here to black
49:35
James tier. All the work we've
49:37
done in Victoria free for like art advisory
49:39
and doodads and reagents and stuff. We can
49:41
also bring all of that into, oh
49:44
yeah. Yeah. You can have different reagent types
49:46
as well for magic and stuff. So
49:48
yeah, I mean, yeah, I think
49:50
that's probably the best aspect
49:53
of Victoria free. And you can just pull
49:55
back straight over to you. Another thing that
49:57
just occurred to me is like undead pop.
50:01
And just having an undead estate that's always
50:03
happy no matter what. I
50:05
mean you can treat undead as
50:07
a trade good as well. Yeah. Yeah.
50:11
And then the building requires the undead, you know,
50:13
skeletons. So whatever trade goes on, you know, trade
50:15
good to make this on the armies and stuff.
50:18
Yeah. Build more graveyards
50:20
to get more. Yes, exactly. Oh
50:22
yes. Or even change
50:25
your laws. There's actually like royal
50:29
palaces and stuff. If you're a vampire or
50:31
a lich you could build a crypt and
50:33
all sorts of stuff like that. Oh goodness.
50:36
Like EU4 is very limited in
50:38
the amount of buildings you could
50:40
physically put into the game, purely
50:42
based on a UI and feasibility
50:44
scale. But
50:47
we have hundreds of buildings in
50:49
EU5. You
50:52
could just simply go ham on what you
50:54
add to the game really. Fantasy
50:58
is in a good place right now for that.
51:00
Yeah. I suppose it's kind of
51:03
like EU5 is more crazy, whereas EU4
51:05
is very limited. So that means
51:07
that I'm going
51:10
to regret saying this, we'll probably follow the more crazy
51:12
path. Yeah. Yeah.
51:15
It's like I am kind of also concerned about the
51:17
buildings, having a million buildings, but
51:19
maybe that's not the point of the game. The
51:23
point is having loads of stuff rather than having a
51:25
tighter building loop. It's like Stellaris
51:27
has 700 million buildings as
51:29
well, but I don't feel like that's
51:32
a big drawback on the
51:34
game. Yes, true. Yeah. And
51:37
they're probably like limited, right? So maybe
51:39
like 700 buildings, but maybe in
51:41
a game you're only going to interact with a few. Because
51:44
they're probably a unique type of building. Yes, that's
51:46
true. Yeah. And I think the
51:48
focus of Ambanab would be like, there's a lot of buildings, but
51:51
maybe a lot of them could only
51:53
be built in holds. Maybe a lot
51:55
of them could be built in last. Another
51:58
really interesting thing is the fact that Let's
54:01
add on to vanilla, essentially, rather than
54:03
remake things from scraps. Because we already
54:05
have, we're already making a completely new
54:07
made up world. Uh,
54:09
you know, whatever you make the game for
54:11
paradox as well. Yes. Yeah. Oh
54:14
yeah. So I see your adapts to be to
54:16
the vanilla game. Yeah. Makes sense. Which
54:18
leads on to a question I wanted to ask
54:20
too, which was, um, uh, you
54:23
know, I assume that mission
54:25
trees are going to be in the game. Literally what I
54:27
was going to ask as well. Uh-huh.
54:29
But if mission trees aren't in the game, would
54:31
that be something you consider modding in because I
54:34
feel like the structure of Ambinara is very mission
54:37
tree focused, right? But
54:39
that's time to panic. If mission
54:41
trees are not in any capacity,
54:43
Ambinara panic. I
54:46
mean, I'm of the person, I
54:48
think mission trees are great in the sense
54:50
that it makes, that's the point of playing
54:53
countries most of the time. Yeah. Um, but
54:55
it is such a drain to make mission
54:57
trees. It's like you spend so much time
54:59
doing it. Yes. So
55:02
I think if we don't have
55:04
mission trees, we'll probably have find a
55:07
way to weave like a narrative story and
55:09
stuff like that in any way, or use
55:11
whatever, um, vanilla
55:13
provides, uh, I'm not sure about,
55:15
you know, for example, some guy makes a mod,
55:17
a mission tree mod or something. I'm
55:20
not sure about taking that mod and
55:22
inheriting it. Um, just
55:24
because like I said before, like we want
55:26
to adapt the vanilla. So,
55:29
but we'll see, we'll see. The
55:32
only words we've had so far on mission
55:34
trees is when Johan was asked about
55:36
our mission trees going to be in the game
55:38
or they asked our EU four style mission tree
55:40
is going to be in the game. He said,
55:42
no, then people, you
55:45
know, took that ran with it saying, Oh, you
55:47
five will not have any mission trees. But
55:49
then he clarified, um, or
55:52
corrected them and saying, I said it
55:54
wouldn't have you for style mission trees.
55:56
So the leading theory, my
55:59
theory. is that it's going to
56:01
have Imperator Rome style mission trees, which
56:04
I feel like Anbanar and
56:06
E4 basic mission trees can just
56:09
be dragged and dropped into one
56:11
of the building blocks in Imperator,
56:13
their mission tree system. But then
56:15
it has like extra stuff alongside.
56:17
So I feel like in
56:20
the worst case scenario, if that is the kind of
56:22
tree that we're getting, the mission
56:24
trees existing in
56:26
Anbanar right now can just be brought
56:28
over and then over time tweaked to
56:30
make full use of the Imperator
56:33
system. Yeah,
56:35
I do wonder that actually, that's actually a big
56:37
question. I feel like my
56:41
gut feeling is most people will just want
56:44
to redo mission trees from scratch. And
56:47
yeah, like there's a guy with mission tree and they're
56:49
like, nah, forget all of the, forget the pacing and
56:51
design. Maybe we keep the concepts like the lore concepts,
56:53
but we're going to do it in our own completely
56:56
different way. I feel like that's what's going to happen
56:58
for Anbanar rather than
57:00
one to one conversion. So
57:03
yeah, definitely for Kanor, because
57:05
those mission trees are,
57:08
for the most part, really old at this point.
57:10
But for some of your newer ones, like they're
57:14
really like cutting edge and they could
57:16
just be transported without any problem. I
57:18
guess it's, you know, we want
57:20
to probably rule, we'll have a rule against it,
57:23
you know, like if they want to do that,
57:25
go for it. Yeah. I, I, I,
57:27
I sort to do with like for developers, volunteers,
57:30
desire to do it, right? I guess.
57:32
Yes. Yeah. Makes sense.
57:34
It makes sense. Yeah.
57:37
How big is the Anbanar team nowadays?
57:39
Like, do you keep an accurate track
57:41
of just how many people have worked
57:44
on the mod or active working on
57:46
the mod right now? Nope. I have
57:48
no idea. I can tell you some
57:51
stats, which,
57:53
you know, if you guys know, like
57:55
we give like a contributor role for
57:57
anyone who's contributed for this. You
58:00
know stretch of time since the
58:02
last update and this can range
58:04
from people who do consistent contributions to just
58:07
I'm a random guy who just fixed a typo and you
58:10
get I
58:12
should have that one then I Frequently
58:16
point out typos what I'm reading missionary
58:18
things The
58:21
buffer EU for contributors since
58:23
last update we have 139 people Wow. Yeah,
58:25
it's impressive. Yeah But
58:28
obviously I'm assuming maybe 30 of those
58:30
are consistently active, you know
58:34
Alright, which one is your favorite? Like
58:52
you mentioned the moon foot halflings Are there any
58:54
other like minor races that you think would make
58:56
sense at you five scale that just like there
58:58
weren't enough of Them to put them in EU
59:00
for yeah I think what
59:03
limits us a lot for adding like
59:05
racial minorities is that it is a
59:07
custom system that we've built For
59:09
it, but if they're pop see to make
59:11
whatever pops you want, right? so we can
59:13
go even more granular with you
59:16
know pops there's some like I Was
59:23
already sold but I mean it's easy to represent
59:25
them now for sure Wait,
59:28
there are two things canonically in a minute. Yes
59:31
100 is one in the current mission tree is
59:33
the only reference I've seen of them In
59:38
general like the if it's
59:40
in D&D we probably have it except for Dragonborn
59:42
because I don't like Dragonborn I'm
59:47
gonna support you. I always say well, maybe it's on
59:49
a different planet or a different plane, you know expansion
1:00:00
to end there's supposed to
1:00:03
be like bug people over
1:00:05
on the continent that's not
1:00:08
very easy to represent those guys very
1:00:10
important for the serpent spine players do
1:00:12
you think there'll be a mushroom man
1:00:14
pop I mean I don't
1:00:16
see why not it's easy to represent now
1:00:19
you know it's good I
1:00:22
love those fellas they're great okay here is my
1:00:24
wish list no
1:00:27
that's wonderful yeah it's really good I suppose
1:00:30
it all depends on like how moddable pops are
1:00:32
and like yeah I mean even then
1:00:35
like even if it's not super moddable
1:00:37
we can get away with with it you
1:00:40
know even if we don't say oh elves
1:00:42
grow really slowly even if that's not possible
1:00:44
we are still gonna do it because it's
1:00:46
part of the fantasy of the
1:00:48
game you know yeah yeah they'll be like it
1:00:50
I feel like it's gonna be even more difficult
1:00:53
to play elven races now just every war is
1:00:55
like I put I just I make one
1:00:58
a year I make one extra elf
1:01:00
I just can't like unless you make
1:01:02
me invincible gnomes please I need a
1:01:04
mage shield whatever then I
1:01:06
just can't afford now we can do like 500
1:01:08
elves equals 3,200 humans you know you can 100% do that
1:01:13
now which is awesome yeah yeah
1:01:16
there'll be ways of like jankly doing it
1:01:18
I'm sure like even if it's not you
1:01:20
know like like it is in EU4 right
1:01:23
it's like it's not gonna be it's a
1:01:25
system that works really well yeah
1:01:27
it's not gonna be less moddable than
1:01:29
you for yes I'm sure that you
1:01:32
guys would come up with something do
1:01:35
you have any ideas on potentially
1:01:37
the way that dwarven holds could
1:01:40
make use of the either
1:01:42
increased granularity or increased amount of
1:01:44
like building space like how
1:01:46
do you think that you know digging
1:01:48
deeper could could be
1:01:51
improved in EU5 yeah I have no idea
1:01:53
like the location stuff is 100% like a
1:01:55
cool opportunity
1:01:59
it's always annoying playing with holds because
1:02:01
they're free dimensional. Yes. Yes.
1:02:05
So it's like how do you represent that?
1:02:09
And I'm pretty sure that
1:02:11
is guaranteed not to be
1:02:13
in vanilla. We need code
1:02:16
support for locations that
1:02:18
exist below other locations. I
1:02:22
mean off-map countries exist,
1:02:24
so I mean it's
1:02:26
not the absolute craziest
1:02:28
thing that you can
1:02:31
100% actually represent the
1:02:33
obsidian environment that's called as
1:02:35
an organization and stuff. Well,
1:02:38
yeah, if Leanna's right and there
1:02:40
are nations who can't play, you
1:02:42
could play as the obsidian dwarves and just
1:02:44
bide your time and wait until there's no...
1:02:48
The buildings they build in other people's
1:02:50
locations could be like an obsidian gateway
1:02:52
or something. It'd just like... Yeah,
1:02:55
exactly. Yeah, yeah, yeah. Reach the surface, yeah.
1:02:59
Those inves... You could have... You
1:03:01
could play as a spelunking party or
1:03:03
something like that. No, no, no, I've
1:03:05
just thought now that we're talking about
1:03:07
obsidian legion, that's a
1:03:09
dwarven disaster. Another thing that is a
1:03:11
dwarven disaster is the bloody serpent's rot.
1:03:15
Oh no. Oh, no. Oh, no. Yes.
1:03:19
No, no, no, no. We don't know how diseases
1:03:21
are going to work yet, but I've been told
1:03:23
that I will like it. And
1:03:26
I'm a person who likes brutal diseases in strategy
1:03:28
games. And we know... I'm glad you added in
1:03:30
strategy games at the end there, that is very
1:03:32
important. Yeah, no, not so much in real life.
1:03:35
We know there are diseases, right? Death is going
1:03:37
to kill 40 to 60%
1:03:39
of Europe in basically
1:03:41
every single game that you play. Almost
1:03:45
certainly we're going to get a
1:03:47
horrific level of disease-related deaths in
1:03:49
the new world when that all
1:03:51
kicks off. Are
1:03:53
we going to see anything other than
1:03:56
the serpent's rot effect, Anbanar? We're going
1:03:58
to have a disease. mechanic
1:04:00
there as well maybe. I feel
1:04:02
like a lot of Anbanar is
1:04:04
actually just seeing
1:04:06
opportunities that the game presents. So
1:04:09
if there's, if we
1:04:12
have a disease mechanic okay but let's
1:04:14
think of some diseases so 100% we'll
1:04:16
find some stuff. Well you could even
1:04:18
do it for stuff that's not diseases
1:04:21
right? You could have what's called the
1:04:23
spirits, the new spirit disaster. Yeah, you
1:04:25
know, could call it a disease
1:04:27
but it's actually like spirits. Yeah. Yes.
1:04:29
There's also the other disease in the serpent
1:04:33
spine. It's at the start
1:04:35
of the game goblins. Goblins
1:04:38
yeah. Yeah. Yeah
1:04:43
well. Never gonna pass up enough journey to
1:04:45
riff on a goblin fan. Yeah,
1:04:47
you know what I think now
1:04:49
is dynamic like organizations you've got for GOMO
1:04:51
right? I think there
1:04:53
should be a rival organization that you could serve
1:04:56
as for gobos called the you know the international
1:04:58
gobo. I'm
1:05:03
gonna call something
1:05:05
like a rival tag.
1:05:08
I'll do it. I'm volunteering. I'm getting
1:05:10
my contribution role. So
1:05:15
Jay out of the dev diaries we've seen
1:05:17
so far what do you think you're like
1:05:19
most excited about as a modder? It's
1:05:22
well it's got to be international organizations
1:05:24
you know. And
1:05:28
obviously pops are exciting too. Even
1:05:31
the whole granularity of locations
1:05:33
and provinces and stuff that's
1:05:35
super exciting actually because
1:05:38
that allows us to have a lot more opportunities
1:05:40
for map diversity. And
1:05:44
but not used to the same
1:05:46
scale like size of map as
1:05:48
EU4. Are
1:05:50
you aware of how big EU5 map is? Yeah
1:05:52
I saw a number and I saw a comparison
1:05:55
I was like damn. Yeah
1:05:57
it's a big map. It's
1:06:00
a big boy. Yeah. Apparently,
1:06:02
it's the same scale difference
1:06:04
as looking at digital
1:06:07
cameras in 2002 versus Jesus
1:06:12
Christ. Like the amount of megapixel
1:06:14
increase. Yeah,
1:06:17
well, it's like if you scrolled from the top
1:06:19
to the bottom of EU4's map, on
1:06:22
the EU5 map, you wouldn't even be to
1:06:24
the equator yet. Really? That's
1:06:26
what I've heard. Damn. I'm
1:06:31
going to make a video on that, actually. Get all
1:06:33
of the different paradox games with their
1:06:36
maps fully represented at scale and then just keep
1:06:38
zooming out. It's like, oh, and now we get
1:06:40
to this map. And now we get to this
1:06:42
map. I'm going to
1:06:44
make that. Speaking of maps, actually adjacent to
1:06:46
maps, do you know what I'm not excited
1:06:48
for? For Andamanar? Is
1:06:51
this little picture of Spain that's got all
1:06:53
the pop numbers? Oh,
1:06:56
right. You
1:06:58
just have to make them up. Yeah,
1:07:01
no, I mean, like, I
1:07:03
have plans to do a
1:07:05
fairly ambitious mod for EU5.
1:07:08
Nice. It is.
1:07:10
I already have spreadsheets of numbers that
1:07:12
I have been putting together. In
1:07:14
fairness, isn't your mod going to
1:07:17
be post-apocalyptic where those numbers are
1:07:19
much smaller? That's
1:07:21
part of the joy of it. Numbers
1:07:24
are a lot smaller
1:07:26
and yeah, the performance
1:07:29
should be great. Yeah.
1:07:33
Well, this isn't directly Andamanar
1:07:35
related, but the Tinto
1:07:37
Talks number 13 came out today. And I
1:07:40
think we're going to slide this into this
1:07:42
episode so that the next regular
1:07:44
Patreon episode doesn't end up being
1:07:46
five hours long. But
1:07:50
yeah, not a lot of
1:07:52
super surprising stuff here. We
1:07:55
see that, you know, religions have
1:07:58
varying degrees of... hostility towards each
1:08:01
other. They
1:08:03
can be kindred enemies or negative,
1:08:06
which that is probably a name that
1:08:08
will change. Yeah. You
1:08:12
can consider somebody to be true faith,
1:08:14
heathen or heretic, similar to you four.
1:08:17
There's tolerance of the true faith, just like you
1:08:20
four. And
1:08:22
no more missionaries, you're gonna have to build
1:08:24
buildings to convert pops. So. Is
1:08:28
there anything in the dev diary that particularly
1:08:31
excited you as a modder, Jay? Cool. I
1:08:34
mean, I guess none of it is a
1:08:36
surprise, I suppose. The building thing
1:08:38
has actually raised a big question for
1:08:41
me, because in the picture,
1:08:43
it's just pop conversion speed, but is
1:08:46
that to a particular religion? Like, if
1:08:48
I'm the Ottoman Empire, can I keep churches around?
1:08:53
Just because I like the bonuses, you know? I'm
1:08:55
assuming yes, but it doesn't, you know, hopefully
1:08:58
it's not a case like in EU four, where you
1:09:00
conquer a church and then, oh, by the way, it's
1:09:02
now a mosque. Actually, having said
1:09:04
that out loud, exactly what
1:09:06
they did. Yeah,
1:09:09
no, scrap that. That's yeah. But
1:09:12
I'm hoping, you know, I'm
1:09:14
hoping it's not that, because that's maybe a bit too
1:09:17
binary, I guess. Yeah. Well,
1:09:20
yeah, I hope so too. Even just for vanilla E5, like
1:09:23
if I want to convert, for example, Muslims in
1:09:25
Spain, I don't want to be converting Jews
1:09:28
along with them, right? Because I think they should
1:09:30
always be a minority Jewish population unless,
1:09:33
you know, and in
1:09:35
most of Europe. For example, if I'm converting
1:09:38
people from Catholics to Protestants in Germany, I
1:09:40
don't want to be converting Jews along with them. So,
1:09:44
yeah, I would hope there's differences.
1:09:47
There's also the issue that like,
1:09:49
if you have like an ethno
1:09:51
religion like Judaism, like the culture,
1:09:54
like Jewish culture pops should
1:09:56
not really convert away from
1:09:58
the Jewish religion. This
1:10:01
is just a core issue with how
1:10:03
Paradox models culture and religion in general,
1:10:05
which is that in a lot of
1:10:07
cases, that's not like a
1:10:09
hard line. Sometimes
1:10:11
it's fuzzier than that. Where
1:10:13
does the culture stop in
1:10:15
the religion charts? Yeah. Yeah.
1:10:19
Yeah. Yeah. Do you know
1:10:22
what might be a nice thing that would
1:10:24
be moddable if the relationships can change in
1:10:26
game? Yes, that would be good. So like
1:10:28
we could become from Kindred to enemy and
1:10:30
stuff. That might be really cool to play
1:10:32
around. Yeah. That might be the case,
1:10:34
but it was confirmed in the comments that that
1:10:36
is also set. Damn. Yeah.
1:10:40
That one, that was a bit disappointing. I was
1:10:42
hoping that would be able to change. Could you
1:10:44
change it by an event though? Yeah. Like
1:10:47
if you're modding in an event that could
1:10:49
change it. Events probably could actually. Yeah.
1:10:52
Is it one of those things for a fall
1:10:54
under? Is that that's definitely hard coded or is
1:10:56
it scriptable? I doubt that is
1:10:58
something that will be hard coded. It doesn't
1:11:00
seem like it would be a massive like
1:11:03
deal to change a
1:11:05
value from enemy to negative to. Yeah.
1:11:10
You know how it is. Yes. Yes.
1:11:14
I mean, it may not be hard. Let's get
1:11:16
you. Let's get you. It's not guaranteed to do
1:11:18
it. Yeah. Yeah.
1:11:22
Yeah. Because they'll have to
1:11:24
make like a script system, etc, etc, for
1:11:26
it. And sometimes they just don't. So
1:11:31
in vanilla, we're going to
1:11:33
get Christian Muslim Eastern Darmic
1:11:35
Zoroastrian Manichean Judean
1:11:37
Andean, which is, you know,
1:11:40
like Inti and stuff and
1:11:42
pagan religious groups. I
1:11:45
don't think Andean was its own religious group in.
1:11:49
Any four. So that's interesting
1:11:51
that there will probably be
1:11:53
multiple Andean religions. We've
1:11:57
got Anglicanism, Boggamalism. Christiani, which
1:12:00
is the Bosnian church. Calvinism
1:12:04
and Lutheranism are now just called Calvinism
1:12:06
and Lutheranism. They're not Protestant and reformed
1:12:10
Catholicism. We got the who sites. We got
1:12:12
lawlords. We got me a fizz sites, which
1:12:14
is seems like they're grouping
1:12:16
like, um, uh, like the
1:12:18
Coptic Christians under that. Is
1:12:21
that what they did in EU for as well? They call
1:12:23
them me a fist. No, they call it
1:12:25
Coptic. Okay. Yeah. That's what I thought.
1:12:28
Um, historians, Orthodox
1:12:30
and strigle in the chest,
1:12:32
though, which I had to look up and it was
1:12:34
a, uh, a
1:12:36
Russian popular heresy in the early
1:12:39
1300s. Um,
1:12:42
there was kind of anti Orthodox
1:12:45
or against the Orthodox clerical structure.
1:12:47
So they have sort of their own
1:12:50
little mini reformation going
1:12:52
on. Historically, it didn't go anywhere,
1:12:54
but, um, yeah.
1:12:57
Um, work in progress.
1:12:59
There's a few others I'd like to see. Yeah.
1:13:02
I really want to see it's swing gliism is its
1:13:04
own. Yeah. I'd like to see a
1:13:07
lot more different types of Protestant. Uh,
1:13:10
yeah. Um, they
1:13:12
mentioned that Confucianism isn't going to be a
1:13:14
religion anymore. So we can see that currently
1:13:16
all of China is Mahayana Buddhist, which I'm
1:13:18
not sure. I
1:13:21
think the Buddhist is the blue
1:13:23
stripes. As
1:13:25
in they are a significant religious
1:13:27
minority. Oh, is that, I
1:13:30
think that's, I guess that's what the space
1:13:32
mean is if you have over 40% of
1:13:35
a population, then you are going
1:13:37
to be classed as, um, like
1:13:39
a minor and you'll be on
1:13:41
the map as that. I think that's just what
1:13:43
that means. If you look
1:13:45
like right between, um, like Persia
1:13:48
and India, like the Sindh area,
1:13:50
you can also see Mahayana on
1:13:52
the map and it is. Hmm.
1:13:55
So that blue is probably like Nongchos
1:13:58
or like Tibetan Buddhism, maybe. I
1:14:00
don't know. Okay. Speak to
1:14:03
myself. So the Mahayana covering over a
1:14:05
little bit of the SUNY in that,
1:14:07
you know Area
1:14:09
to I don't know actually know what
1:14:12
what that region is called. Is it still the Tibetan plateau?
1:14:15
But yeah, there's some some Mahayana over there as
1:14:17
well speaking of it's
1:14:19
been playing all the mountain ranges and stuff it might
1:14:21
be a map
1:14:24
in vanilla you for has a lot
1:14:26
more passes and you
1:14:30
Know various choke points and stuff so I got
1:14:32
a feeling that the arts gonna play a significant
1:14:34
part in the gameplay and If
1:14:37
you're adapting and Bernard Jay, would you?
1:14:41
Include more more passes
1:14:43
in a way like in Sahel would you
1:14:45
have deserts with desert roads, etc?
1:14:49
Yes In jet
1:14:51
in year for I kind of have
1:14:53
a love-hate relationship with these passes and
1:14:56
impassable mountains and stuff But again,
1:14:58
you know adaptation, right? Yeah
1:15:02
Yeah, I like them because I play a
1:15:04
lot of Imperator and that's basically a lot
1:15:06
of Imperator has these impassable areas I'm a
1:15:08
big fan, especially, you know with Warfare
1:15:13
makes sense to plan your your
1:15:15
defensiveness around these passes and I think
1:15:18
it just increases the the
1:15:21
amount of Believability
1:15:24
of warfare really Having
1:15:27
just armies march over mountains.
1:15:29
Willy Milly is a little bit less
1:15:31
believable Yeah, an interesting one
1:15:33
is like the entire south coast of Iceland
1:15:36
is uninhabitable now, which is fairly
1:15:38
realistic you don't want to live there but
1:15:42
I know it's like Russia. For example
1:15:44
is just a series of like Snakey
1:15:47
lines, right? Yeah Which
1:15:49
is interesting Siberia is here It
1:15:52
looks Most of it
1:15:54
looks fairly reasonable to me. I have
1:15:56
some issues with North America, but I've
1:15:58
already submitted those to the content designer
1:16:01
team. I think they
1:16:03
have a little bit. They have a
1:16:05
little bit too much impossible terrain going
1:16:07
on on the high plains. But oh,
1:16:09
that's that's another thing, too. Like speaking
1:16:11
of America, so vanilla is pretty much
1:16:14
we're guaranteed to have some
1:16:16
form of Colombian
1:16:19
exchange mechanic. Right. Yeah.
1:16:23
Would you say Ambanar would have a Colombian
1:16:26
exchange type mechanic of some kind?
1:16:28
Are there anything? Are
1:16:30
there any like resources, etc, that would come
1:16:33
back and forth from the new world to
1:16:35
the old world, etc? I
1:16:37
mean, probably. Again,
1:16:40
it's kind of like this is before
1:16:44
I when I was doing Ambanar, like
1:16:47
I did like a thesis on like world
1:16:49
building and making a sense in using you
1:16:51
for. And one of the big
1:16:53
things was that. Adapting
1:16:56
it to a game makes forces you to
1:16:58
answer questions that you might not have thought
1:17:01
about. So this
1:17:03
is just one of those questions, right?
1:17:05
Now we can simulate it. How
1:17:08
does it fit for us? Are there
1:17:10
potatoes? I was going to say, yeah, yeah. Yeah,
1:17:14
exactly. Yeah, the elves, if
1:17:16
they if they were potatoes,
1:17:18
they have over when they,
1:17:20
you know, came on their boats.
1:17:22
So the Colombian
1:17:24
exchange may have happened 1400 years ago. I
1:17:27
was going to say, like, the back is
1:17:29
canonically, you
1:17:31
know, already in the old world, right? It's
1:17:33
just only in one problem. Yeah. Of
1:17:36
a new world, I should say. And I think maybe
1:17:38
we won't have a one to one kind of thing
1:17:40
because, like, you know, it's
1:17:42
funny if halflings have potatoes.
1:17:45
Yes, of course. Yeah. Yeah,
1:17:47
that's more important. You know, it's
1:17:50
funny. It's
1:17:52
with Samwise rule. You have to go
1:17:54
by. I mean, one part
1:17:56
of that could literally be the precursor relics. That's,
1:17:58
you know, precursor relics. out the new
1:18:00
potatoes. It's all the rage. The
1:18:04
other really interesting thing about this map and
1:18:06
your hand has basically confirmed that animist means
1:18:08
work in progress. Yeah, though it's not like
1:18:11
a third of the world's going to be
1:18:13
animist, but already we have
1:18:15
123456. It
1:18:19
looks like maybe even seven,
1:18:21
eight different indigenous religions in
1:18:23
North America, which is cool.
1:18:27
I don't know where they got the data from because
1:18:29
we don't have a lot of info
1:18:32
on the religious practices of most of those
1:18:34
groups. I imagine it's like CK3 where they
1:18:36
just sort of made it up. Yeah,
1:18:39
it was kind of silly to just have
1:18:42
the whole continent be totamist until you got
1:18:44
down to the Aztecs. Speaking
1:18:47
of, you see that little bit
1:18:49
of red in Northern Canada? I
1:18:52
have a crackpot theory. Is that
1:18:54
Norse? I
1:18:59
have a crackpot theory that it's Norse.
1:19:01
It would be such a meme. Oh
1:19:04
my god, I thought
1:19:06
I always thought they were in like just
1:19:08
Newfoundland, but I guess that
1:19:10
would maybe make a bit more sense for them
1:19:12
to be there. That problem says two
1:19:15
pops and it dies within two seconds. Oh
1:19:17
yeah, no, 100%. Well, because I don't know
1:19:20
what else it would be other than we just
1:19:22
haven't filled it in yet. But because
1:19:25
Greenland is Catholic, they've said Greenland is
1:19:27
Catholic and we can see the three
1:19:29
little Greek Catholic settlements in Greenland on
1:19:31
the map. I'm
1:19:34
assuming that the
1:19:38
green religion is...
1:19:42
I want to make sure I'm getting the name
1:19:46
right.
1:19:49
It's not Athabascan, is it?
1:19:53
There's also a dark gray one there along
1:19:55
the coastlines in Northern Canada as well. El
1:19:57
Gomquian. I'm pretty sure the green religion is
1:19:59
a... Algonquian. So
1:20:01
like there should be Inuit up there as
1:20:03
well. I don't I don't maybe that's the
1:20:06
the dark blue in the top left but
1:20:09
yeah because
1:20:12
the the the sort of like light
1:20:14
brown around the Great Lakes that's definitely
1:20:17
Iroquoian. And
1:20:19
then I think the yellow is probably Suin.
1:20:23
Um and then there's Athabascan
1:20:25
but yeah I and that
1:20:28
blue for that you said might be Inuit maybe
1:20:30
doesn't make so much sense when you see
1:20:32
that there is also the exact same shade of
1:20:34
blue in the middle of
1:20:37
the Americas. Yeah I don't
1:20:39
know. We'll have to see the the actual
1:20:41
map diary to figure out what's going on
1:20:43
there. One thing that was missing in this
1:20:45
dev diary I think that I would really
1:20:47
like to know we've already know that there's
1:20:49
going to be unique mechanics for those religions
1:20:51
but it wasn't mentioned how that's
1:20:53
going to work. And I was
1:20:56
I I hope there's not a system where
1:20:59
you know it's a Protestant mechanic and
1:21:02
when you're modding it you have to use the
1:21:04
Protestant mechanic or there's a Shinto mechanic and you
1:21:06
have to use Shinto mechanic. I hope it's
1:21:09
very scriptable I hope. Yeah
1:21:11
that'd be nice. Yeah I do
1:21:14
there was some stuff that really really didn't
1:21:16
line up any for like the fact that
1:21:18
the Shinto religion gave
1:21:20
you all of the relevant disasters
1:21:23
for Japan. Yes yeah. I think
1:21:25
those weren't really tied to the fact that
1:21:28
it's Shinto. You have to work within that
1:21:30
framework when you're modding right? So
1:21:33
yeah we already know that Catholic
1:21:35
has got it so that's very moddable we
1:21:37
know about already right? Because that's just tied
1:21:39
to the IO system. Yes. Yeah
1:21:43
sorry I assume that's going to
1:21:45
work the same way with rebellion or whatever. Yeah it's going to
1:21:47
be the same thing. They've
1:21:50
removed confusion from being a religion so Jay
1:21:52
I'm curious like is there anything in Anbanar
1:21:54
that you feel like would now make more
1:21:57
sense as not a religion
1:21:59
but maybe as an international organization or do
1:22:01
you think it'll map the religion map
1:22:03
will be pretty similar? Probably
1:22:07
be similar. Obviously there's some candidates
1:22:10
like the thought is that a
1:22:12
religion. There's
1:22:15
the guys in KNI.
1:22:19
Right now in Victoria Free, I think we've
1:22:21
made them all atheists. Right.
1:22:23
But the thought is still the thought
1:22:25
because it's kind of got the trappings of
1:22:28
religion. I
1:22:30
think they'll probably. Thoughtless. Yeah, exactly.
1:22:32
Well, that's a question, right? Like, is
1:22:35
an atheist the same as a god-lost person? I
1:22:41
never had him to lose him in the first place. Interesting.
1:22:49
Yeah. Do you think there'll be any new
1:22:52
ones other than adding new areas that haven't
1:22:54
been on the map before? I
1:22:59
think we have to reevaluate a lot of
1:23:01
stuff. Well, not reevaluate, but like, it's
1:23:04
the time to add stuff that people think
1:23:07
weren't there. Well, we know
1:23:09
there's religious minorities now, right? And
1:23:12
I think a, I know we're
1:23:15
big fans, made you
1:23:17
of really, what's
1:23:19
it called, tropey fantasy. And
1:23:22
a staple of tropey fantasy
1:23:24
is cults. Right. So
1:23:29
could you envision religious
1:23:32
minority cult mechanics maybe for
1:23:34
like the Infernal Court or something? Yeah,
1:23:38
isn't there like an evil Regent Court
1:23:40
in the Bit Pocket right now? Yeah.
1:23:43
Yep. That is a
1:23:45
question actually. That
1:23:49
is a question because you could also, it depends
1:23:52
how obvious you want the cults to
1:23:54
be. So they could exist
1:23:56
as a secret IO or, you know,
1:23:58
just as IO before they. spring to
1:24:00
life. Oh, yeah.
1:24:02
Yeah. Yes. Which you can handle cults like
1:24:05
that as well. Because I always
1:24:07
have progression. So exactly.
1:24:09
You can have a
1:24:11
secret vampire international. Exactly. Oh,
1:24:13
wonderful. Wonderful. Yes. And you could
1:24:15
reform the, if there's one vampire
1:24:28
IO, you could reform that into the blood core. Yeah.
1:24:31
Yes. Amazing.
1:24:35
That sounds amazing. Yes. Yeah. Brilliant.
1:24:39
All right. Well,
1:24:42
any final thoughts before we wrap
1:24:44
up? Nope.
1:24:47
Are you excited about? I
1:24:49
feel like I gained so
1:24:51
much information that I missed
1:24:53
from EU five. So
1:24:56
I'm super excited. Yeah. Jay, where could
1:24:58
people go if they want to find
1:25:00
out more about and and our, um,
1:25:03
just search and been our, um, a
1:25:06
N B E N N A R.
1:25:08
Um, we have a discord. That's
1:25:10
the most active, uh, thing. And we
1:25:13
also have a subreddit. So those are the
1:25:15
kind of two community platforms we have. Can
1:25:18
I just say too, as a
1:25:20
hopeless dyslexic, I appreciate you
1:25:22
making a fantasy name for a world that
1:25:24
is also phonetic. It's
1:25:27
always, it's always a
1:25:32
silent letter in most fantasy worlds.
1:25:34
It's impossible to spell out. There's
1:25:37
a mod for CK, uh, uh,
1:25:40
good Jira. Yeah. Yeah. It was
1:25:42
behind the snack for that was
1:25:44
for war hammer. Yeah.
1:25:48
I've never been able to spell Kaiser Reich. It's
1:25:51
very good mod, but no idea. You
1:25:55
guys know the story of why I named it. And
1:25:57
then all right. an
1:26:00
R because it started in A so it appears at the
1:26:02
top of a list. Oh my
1:26:04
god. Oh wow. It's
1:26:08
named for SEO purposes. Wow.
1:26:12
I mean, at the end of the day, if it works,
1:26:14
it works. Yeah, it works, yeah. The
1:26:17
ones that always mess me up
1:26:19
are in Sarhol. Like, we've argued
1:26:21
so long about how you pronounce
1:26:23
Bierzartancius. I mean, that's
1:26:25
my pronunciation of it, actually. Celadora,
1:26:29
not Caledora. I will die on this film. James
1:26:33
Dio or James Earle. Oh my
1:26:35
god, yeah. Loris,
1:26:39
where can people find you? Uh,
1:26:41
chapelcomic.com, Father Loris on Twitter,
1:26:43
and I'll read it, etc,
1:26:45
etc. Nothing,
1:26:47
nothing controversial going on there at all.
1:26:50
Yes, it really wasn't controversial. It's like
1:26:52
94,000 episodes. Yeah, it was. Yeah, I
1:26:54
have a few people arguing in the
1:26:56
comments. It wasn't as controversial
1:26:59
as I can imagine. I know where
1:27:01
the controversial thing is. They're the last
1:27:03
panel. Yeah,
1:27:06
so lots of people just didn't notice the last panel,
1:27:08
which is quite nice. Which is typical
1:27:11
of Victoria Free fans, so they
1:27:13
don't notice things that they maybe just went to
1:27:15
like. But,
1:27:19
yes, it's more comics.
1:27:22
I should make more of them, and they're comics too, to be fair. You
1:27:25
should make more of them. I need to
1:27:27
make another one about goblins, because they're back.
1:27:30
Goblins are back. I think the last one
1:27:32
up there was pretty good. Fair
1:27:34
play. And I'm very excited to see the new goblin
1:27:36
stuff in Canorty. Looks
1:27:38
really cool. Hope it's funny. Very
1:27:42
important. Lambert,
1:27:45
where can people find you? I
1:27:47
am Lord Lambe on YouTube. I
1:27:49
cover the Tinto talks in some
1:27:51
depth three times a week. I'm
1:27:55
also on Twitch as LordLambert underscore,
1:27:57
where I play a lot of
1:27:59
anime. But yeah, no, I've been
1:28:01
I've been having a good time.
1:28:05
Recently, I've got another multiplayer in
1:28:07
Ambinar starting this day, next week. And
1:28:10
I'm very much looking forward to that. Excellent.
1:28:15
Yeah. Three Moves Ahead is hosted on the idle thumbs network. You
1:28:20
can find us there at idle thumbs.net/three. Am
1:28:23
a were three. Am a. Am
1:28:25
a. And yeah, it's not an easy way
1:28:27
to do it. Am a were
1:28:29
three. Am a on Twitter and blue sky.
1:28:32
I'm till folk following on Twitter. I'm land
1:28:34
on blue sky. Well, I have enough.
1:28:38
That's interesting. Nothing. Nothing
1:28:40
really strategy related. In
1:28:44
about four months. No, I know about in about a
1:28:46
month. You'll have another four hour three. Am
1:28:49
I supported by listeners like
1:28:51
you on Patreon? That's patreon.com/three.
1:28:53
Am a were recently
1:28:56
we've been talking for upwards
1:28:58
of four. Hours about you
1:29:00
five dev diaries and people
1:29:02
seem to like it. It's been it's
1:29:05
been doing well. Nice. You had
1:29:07
even commented and said that we should make
1:29:09
them longer and do them more often. So
1:29:13
by the way, you and if you're listening,
1:29:15
please give a early access to yes. Yes.
1:29:18
No, that's something. Get this.
1:29:20
Get this guy build right now. Yes.
1:29:24
Builds for like, you know, his inner
1:29:26
cabal of high tier
1:29:28
and banal models. Don't put it
1:29:30
all on J shoulders. Yes.
1:29:32
You need to have one programmer at Tinto
1:29:34
who is responsible for fielding code requests from
1:29:36
the and banard team. My own
1:29:39
taxes has that and but I get on to
1:29:41
it. Yeah. Well,
1:29:43
they have to have a run. Yeah.
1:29:47
They even pay him. Yeah.
1:29:50
You need to you need to have work on
1:29:52
your infiltration skills. Yeah.
1:29:55
Yeah. Yeah. Thanks
1:29:59
for our Patreon. producers Mark M
1:30:01
in Bucktown and we will see
1:30:04
you again soon. Bye-bye. Bye-bye.
1:30:06
See you.
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