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Dev Diary #129 – Post Release Update Extra Content

This Dev Diary will talk about some of the extra content coming with our next post-release update, 1.9.1! The update will of course also include a ton of fixes and tweaks, as we’ve been monitoring all the ways you’ve been playing with the big 1.9.0 update and the Tours and Tournaments DLC.

Points of Interest​

Hi everyone! I am Daan, also known as Joror, and I am a programmer on the CK3 team.

It is I, le Joror​

First off a little background info about me so we’re no longer strangers: I have worked at Paradox for over five years, and in a couple of different roles. First in our online department (DevOps) as a software engineer and Developer Relations specialist, then as a Clausewitz Engine programmer and tech lead, and finally I have been working in the CK3 team as a programmer!
Before joining Paradox I also dabbled in making mods and modding tools for Paradox games - which has helped me a lot in understanding how the games work from the outside, before moving to the inside.
I am Dutch, like cats, fancy beers, the occasional Goth party, game-jamming, and in general games of all varieties!

Resurrecting Darlings​

Making games is hard - it is a space where ideas are easy, but time is short, and success is measured by a graspable but fickle thing called ‘fun’.
So when developing, we design, build, evaluate, and cut. Many ideas fall by the wayside during each of those steps, including some personal darlings. Often not because the ideas are bad, but because there is not enough time, or they would be too risky, or… one of many other reasons.

Luckily, we also bake various ways into our process that give us space for personal agency and creativity! And one such way is PDT - Personal Development Time.
This is dedicated time in our busy schedule where every developer can work on improving their skills in an area of their choice. And (after checking with leads) we can also work towards adding ‘darling’ features or ‘pet peeve’ fixes that can make it into the game.

The “Points of Interest” travel system is such a feature! It’s also the reason why it is in a post-release update. Of course, it is not just a one person effort. Lovely icons and GUI elements were added by a crafty Artist, code was reviewed by discerning Programmers, the user experience checked for consistency and purpose by a UX Designer, its rewards evaluated for balance by a Game Designer, the end product tested by perceptive QA, while being supported by a whole range of other disciplines that make the work environment organized and smooth.

A Travel Carrot: Points of Interest​

While working on Tours and Tournaments, one of the main systems I was involved in was the Travel system. For a little dev-insight, this is what route planning looked like early on in the process:

image14.png

A screenshot of an early state of development of travel route planning, with different colors and icons.

We added Danger as one of the main ‘friction’ mechanics of travel, where players get to make planning decisions and have reasons to change their route. But Danger is mostly a ‘Stick’ - a punishment if you will - and it would be nice to have a ‘Carrot’ as well - a positive reason to change your route!

Enter: Points of Interest - a small system that rewards you for visiting interesting places.
These points of interest will give a reward the first time you visit them during your lifetime. The same also applies to your entourage, so bringing people along will also help them improve.
image15.png

An adjusted travel plan which travels through Pisa, a province that contains a Point of Interest.

Types and Rewards​


These Points of Interest are not static locations - but grabbed from the living world of CK3.

All Special Buildings (if they are built) give a Point of Interest based on their type, and give different rewards depending on the Special Building type:

image9.png

Visiting the Pyramids is something to boast about.

Special building type rewards:

  • Walls and Forts: +100 Martial Lifestyle Experience
  • A part of a multi-province defensive structure (Hadrian’s Wall, etc): +25 Martial Lifestyle Experience
  • Universities & Places of Learning: +100 Lifestyle Experience in your currently selected Lifestyle
  • Religious Sites & Buildings: +100 Learning Lifestyle Experience, and +100 Piety if they are of your Faith
  • Palaces and Political Buildings: +100 Diplomacy Lifestyle Experience
  • Ancient Wonders & Natural Wonders: +100 Stewardship Lifestyle Experience, and +150 Prestige
  • Economic Buildings (mines, ports): +100 Stewardship Lifestyle Experience

Visiting Capitals of independent Kingdoms and Empires also gives Lifestyle experience, based on their Court Type (if you have the Royal Court DLC) or Diplomacy Lifestyle experience when they do not have a Court Type. Empire Capitals are more rare, and give +300 lifestyle experience points, where Kingdom rank Capitals give +100 points. The capital Points of Interest are updated monthly, so sometimes your information might be slightly out of date.

image3.png

The Byzantine Empire has an Intrigue Court - and will give Intrigue Lifestyle Experience when visited

Giving out these Lifestyle rewards is very narratively fitting for expanding the horizons of your character, but also substitutes nicely for the normal Lifestyle events you are not getting while traveling.

Some locations can also trigger a “Great City” sight-seeing event chain, which is actually hooking in a PDT project of another CK3 developer, TrinTragula!

image10.png


When you visit, you get a message and the Point of Interest is marked as visited. To seek similar rewards, you will have to visit different places in the future!

image12.png

A point of interest has been visited, and the rewards given.

Once you have picked up the Traveler Trait, you also start getting a bit of experience towards the different tracks within that Trait. (Martial and Economic building Points of Interest give Seasoned track experience, where the rest give Wanderer track experience.)

image16.png

Getting ‘Seasoned’ travel track experience.

To conclude, here is a snapshot of the Points of Interest that exist in 1066:
image11.png

A zoomed out map showing Points of Interest in 1066

To note, this system is part of the Free Update - so no specific DLC required.
Happy sight-seeing in Update 1.9.1.0~!





What’s the Harm?​

Welcome comrades, to the Wokeg section of the DD! I’m afraid I don’t have anything quite as meaty for you as Joror. Instead of lovely new player carrots, we’ll be talking about the oldest and wackiest of all sticks with which to whack the player: death.

Something we’ve generally been a bit reluctant to do in CK3 is to just kill you. Luck plays a decent roll in the events you get and guiding your own luck is an element of many core mechanics, but we’ve been really reticent to have you just… die unexpectedly.

This was a stylistic design choice. It doesn’t really feel great when a random event pops and just kills you mid-run with no set-up or warning — it can be impactful every now and then, especially if it happens at a narratively dramatic time, but it’s just such a quit moment for so many people, and in wanting to provide an experience that felt fair, we over-corrected somewhat and scrubbed a vital element of friction from much of the title.

Whether you’re building your realm, planning marriage alliances, or carefully organizing your succession, these little shake-ups are needed to keep you course-correcting. They’re the firm, unexpected kick to the back of the knee that keeps you guessing and makes you react on the fly.

Not just that, of course, because random death and dismemberment were absolutely staple features of the medieval world too: you might be struck down by a virulent camp disease whilst marching, you might fall from the window of a tall tower, you might die in a house fire, you might be thrown from your horse whilst riding, you might be playing too roughly with another child, you might be old and just fall down the stairs, the list goes on. Paupers, kings, and clergy alike all have to walk the danse macabre eventually, and not everyone gets to go from the traditional big three of honorable combat, succumbing to wasting disease, or expiring from the ravages of age. Sometimes you just die.

The challenge we set ourselves, then, was adding in more ways for death to happen unpredictably without making for an irritatingly frustrating experience. Enter, the harm event.

image13.png


Harm events are out to do one of two things: if you’re unlucky, they want to kill you, and if you’re lucky, they want to render you incapable. There generally isn’t a direct gameplay benefit to surviving them, and there’s always a stress cost. Their odds are generally pretty harshly against you, though depending on the event, high skill levels might give you a much better chance of success, and some traits will let you trade stress for negating a specific harm event entirely.

With these, there’s a whole variety of new ways to unexpectedly expire or be reduced to a bed-ridden shell! Fun stuff, y’love to see it. I did also say, though, that we were trying to avoid frustrating rocks-fall-PC-dies situations, and that’s still true. To avoid that, almost all harm events are partnered with a foreboding event — something that fires first and alerts you that hey, you are now eligible to… [spins tombola] … unexpectedly choke to death!

Rather than spring immediate death/incapability on you out of the blue, we alert you that you are now at risk of it. It can now just happen, at any time. In fact, just getting a foreboding event gives you a 50% chance of getting the follow-up harm event within the next 4-8 years, though you’re also eligible to fire it forever after.

For example, here’s a foreboding event:

image17.png


And its follow-up harm event:

image6.png


The goal is to warn you that a new type of random harm is on the table, so that the notion is playing around at the back of your mind. Maybe it’ll come to nothing, maybe you’ll forget about it, maybe you’ve got just a few short years left to live. Do you want to make rapid preparations for succession? What if it never happens at all? What if you just pushed to do things a little bit faster so the realm’ll be ready for your heir? What if it happens sooner than expected? Lots of little questions to ask yourself. Or, if you’re one of the coworkers testing or playing on internal builds since we added these, lots of questions to menacingly direct to me when I’m making tea, demanding to know when they can stop being worried about impending doom. WAD, I whisper back to them, WAD.

There’s sixteen new harm-foreboding pairs for becoming incapable (well, fifteen pairs and one triplet: becoming incapable due to the march of time vs. your declining health sees your mind weaken, your body start to fade a little, then you risk becoming incapable), twelve new harm-foreboding pairs for dying unexpectedly, and six new events for dying/becoming incapable whilst on campaign.

image5.png


image8.png


Those last six aren’t paired with a foreboding event. Like I said, almost all harm events are, and the exceptions to this are the ones that fire for army commanders. Warfare could kill you quickly and unexpectedly without you ever donning your armor, and history is replete with examples of even fairly hale and hearty warriors succumbing to sudden unexpected disease, poor luck, or taxing environmental conditions, from John Lackland to Richard the Lionheart to Frederick Barbarossa.

Instead, opting to put yourself in charge of an army is your warning that you’re in a dangerous, taxing position, where poor luck might cost you dearly at any moment. High health will protect you from many of the potential ravages of campaigning (with the amount needed going up more the more you age), but the best way to stave off the risk of death outside of battle is to campaign in terrain you have the correct commander trait for.

image2.png


image1.png


Maybe you’re not too big a fan of this change - perhaps you prefer a more predictable world, or you want to have the occasional sudden death but mostly skate on by just fine. For you, we have the Safe & Illusion of Safety settings for the new Random Harm game rule, so you don’t have to deal with this stuff if you don’t want to.

Maybe, though, you’ve been waiting for something like this. Maybe you want more uncertainty in the world, or for life to be just that little bit more mean-spirited than most. For you, we’ve got the Tragic setting, making harm events much more likely generally. If you’d prefer that the tallest blade of grass be the first under the scythe, then we’ve also got the Spiteful setting, which specifically weights up the likelihood for harm events to target proportionally better or more interesting characters. And if you want both, welp, Tragically Spiteful, the single edgiest game rule we’ve added to date, has got you covered.

As long as you’ve got harm events set to anything but Safe, they do run on a cooldown. Players can’t be subject to a harm event more than once every fifty years, and the AI not more than once every thirty per house. These cooldowns help to reduce frustration whilst keeping the threat present, and mean that even playing on Tragically Spiteful, you can still thrive and survive. Just, with the occasional setback.

image4.png


image7.png


… and that’s it from me! Hope you like the harm events, I tried to cover a variety of types from historic references and common causes of death or severe injury either still present in the modern day or mitigated only in the last few centuries, and I’m very happy to be able to resurrect this particular darling for 1.9.1. Have fun with the update!
 
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Thanks for the hard work guys. I like the idea of interesting places, but to gain that much experience for just passing through a place with a University for example does not feel right form me. Consider adding a visit to a Near university as a two or three month course and that might make more sense.
 
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I love the travel update. I just did a couple pilgrimages and really liked that mechanic, this seems like more of a good thing IMO. I'm playing on Game Pass, but features like this (and expansion of them) has me ready to buy the game and existing DLC when I see a price I like (looking at you summer sale).

I'll try the harm events. I'm not so sure on those. The screenshots made it look like you could at least avoid death by taking the middle option, so I'll have to see how it plays out. I would like it if the AI also had their head of the dynasty subject to the same 50% in addition to the 30% for the tree. It could make for some interesting ability to take advantage of situations....a little carrot to add to that stick. Either way, thank you very much for making it so it can be toggled in different levels, customization is top!
 
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What’s the Harm?​

Welcome comrades, to the Wokeg section of the DD! I’m afraid I don’t have anything quite as meaty for you as Joror. Instead of lovely new player carrots, we’ll be talking about the oldest and wackiest of all sticks with which to whack the player: death.

Something we’ve generally been a bit reluctant to do in CK3 is to just kill you. Luck plays a decent roll in the events you get and guiding your own luck is an element of many core mechanics, but we’ve been really reticent to have you just… die unexpectedly.

This was a stylistic design choice. It doesn’t really feel great when a random event pops and just kills you mid-run with no set-up or warning — it can be impactful every now and then, especially if it happens at a narratively dramatic time, but it’s just such a quit moment for so many people, and in wanting to provide an experience that felt fair, we over-corrected somewhat and scrubbed a vital element of friction from much of the title.

Whether you’re building your realm, planning marriage alliances, or carefully organizing your succession, these little shake-ups are needed to keep you course-correcting. They’re the firm, unexpected kick to the back of the knee that keeps you guessing and makes you react on the fly.

Not just that, of course, because random death and dismemberment were absolutely staple features of the medieval world too: you might be struck down by a virulent camp disease whilst marching, you might fall from the window of a tall tower, you might die in a house fire, you might be thrown from your horse whilst riding, you might be playing too roughly with another child, you might be old and just fall down the stairs, the list goes on. Paupers, kings, and clergy alike all have to walk the danse macabre eventually, and not everyone gets to go from the traditional big three of honorable combat, succumbing to wasting disease, or expiring from the ravages of age. Sometimes you just die.

The challenge we set ourselves, then, was adding in more ways for death to happen unpredictably without making for an irritatingly frustrating experience. Enter, the harm event.

View attachment 986907

Harm events are out to do one of two things: if you’re unlucky, they want to kill you, and if you’re lucky, they want to render you incapable. There generally isn’t a direct gameplay benefit to surviving them, and there’s always a stress cost. Their odds are generally pretty harshly against you, though depending on the event, high skill levels might give you a much better chance of success, and some traits will let you trade stress for negating a specific harm event entirely.

With these, there’s a whole variety of new ways to unexpectedly expire or be reduced to a bed-ridden shell! Fun stuff, y’love to see it. I did also say, though, that we were trying to avoid frustrating rocks-fall-PC-dies situations, and that’s still true. To avoid that, almost all harm events are partnered with a foreboding event — something that fires first and alerts you that hey, you are now eligible to… [spins tombola] … unexpectedly choke to death!

Rather than spring immediate death/incapability on you out of the blue, we alert you that you are now at risk of it. It can now just happen, at any time. In fact, just getting a foreboding event gives you a 50% chance of getting the follow-up harm event within the next 4-8 years, though you’re also eligible to fire it forever after.

For example, here’s a foreboding event:

View attachment 986910

And its follow-up harm event:

View attachment 986911

The goal is to warn you that a new type of random harm is on the table, so that the notion is playing around at the back of your mind. Maybe it’ll come to nothing, maybe you’ll forget about it, maybe you’ve got just a few short years left to live. Do you want to make rapid preparations for succession? What if it never happens at all? What if you just pushed to do things a little bit faster so the realm’ll be ready for your heir? What if it happens sooner than expected? Lots of little questions to ask yourself. Or, if you’re one of the coworkers testing or playing on internal builds since we added these, lots of questions to menacingly direct to me when I’m making tea, demanding to know when they can stop being worried about impending doom. WAD, I whisper back to them, WAD.

There’s sixteen new harm-foreboding pairs for becoming incapable (well, fifteen pairs and one triplet: becoming incapable due to the march of time vs. your declining health sees your mind weaken, your body start to fade a little, then you risk becoming incapable), twelve new harm-foreboding pairs for dying unexpectedly, and six new events for dying/becoming incapable whilst on campaign.

View attachment 986912

View attachment 986913

Those last six aren’t paired with a foreboding event. Like I said, almost all harm events are, and the exceptions to this are the ones that fire for army commanders. Warfare could kill you quickly and unexpectedly without you ever donning your armor, and history is replete with examples of even fairly hale and hearty warriors succumbing to sudden unexpected disease, poor luck, or taxing environmental conditions, from John Lackland to Richard the Lionheart to Frederick Barbarossa.

Instead, opting to put yourself in charge of an army is your warning that you’re in a dangerous, taxing position, where poor luck might cost you dearly at any moment. High health will protect you from many of the potential ravages of campaigning (with the amount needed going up more the more you age), but the best way to stave off the risk of death outside of battle is to campaign in terrain you have the correct commander trait for.

View attachment 986914

View attachment 986915

Maybe you’re not too big a fan of this change - perhaps you prefer a more predictable world, or you want to have the occasional sudden death but mostly skate on by just fine. For you, we have the Safe & Illusion of Safety settings for the new Random Harm game rule, so you don’t have to deal with this stuff if you don’t want to.

Maybe, though, you’ve been waiting for something like this. Maybe you want more uncertainty in the world, or for life to be just that little bit more mean-spirited than most. For you, we’ve got the Tragic setting, making harm events much more likely generally. If you’d prefer that the tallest blade of grass be the first under the scythe, then we’ve also got the Spiteful setting, which specifically weights up the likelihood for harm events to target proportionally better or more interesting characters. And if you want both, welp, Tragically Spiteful, the single edgiest game rule we’ve added to date, has got you covered.

As long as you’ve got harm events set to anything but Safe, they do run on a cooldown. Players can’t be subject to a harm event more than once every fifty years, and the AI not more than once every thirty per house. These cooldowns help to reduce frustration whilst keeping the threat present, and mean that even playing on Tragically Spiteful, you can still thrive and survive. Just, with the occasional setback.

View attachment 986917

View attachment 986918

… and that’s it from me! Hope you like the harm events, I tried to cover a variety of types from historic references and common causes of death or severe injury either still present in the modern day or mitigated only in the last few centuries, and I’m very happy to be able to resurrect this particular darling for 1.9.1. Have fun with the update!
Two thoughts: if when you say "if you’re lucky, they want to render you incapable", this makes sense from a non-player perspective, but from a player's perspective, Incapable is a fate worse than death, since as a player, it means you can't do anything and have to wait for death to eventually claim you. I am all for more death occurring in the game, but as a player, I am always going to avoid gaining Incapable if at all possible.

The other thought is that I like that you're using the stress system, but you really need to actually tackle the childhood stress problems that are plaguing CK3 first. Like, sure, it makes sense for a kid with not quite fitting traits to emerge into adulthood with one coping trait, but I've personally seen and seen other people currently report children with two or three coping traits before they hit adulthood. Maybe make sure to soften the previous childhood trauma events before adding these new ones on top?

EDIT: Oh, and I love the travel "carrots". Only reason I didn't address them above is because it seems really fun and not terribly unbalanced!
 
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This all sounds fantastic but I'm more excited about the "harms" its giving me great CK2 vibes.

If at all possible could you look into making some of these events into a way of being maimed rather than incapable? I miss seeing more one armed/eyed/legged rulers and vassals.

I know this is just PDT but at least keep it in mind for the future? :D
thanks regardless this all looks great!
 
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All of this sounds amazing! I was actually thinking about the PoI stuff the other day while playing and thought it would be cool to have a reason to visit important places around the map during my travels. And the random death stuff is cool too because everything is just so... .clean and consistent. Good random stuff like that is good and breaths life (or death?) into the world!
 
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I like the increased dangers of the world, they make the regency system much more important. In my first T&T run I went for two hundred years or something and never entered into an entrenched regency.
 
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This is great. I love every bit of this. But just one thing.
I PRAY with every ounce of my being that this doesn't delay RICE much longer. I NEED that mod for the campaign I am waiting for and I NEED to play that campaign or at least get significantly into it before going on holidays on the 10th of june.
PLEASE GODS OF CK3 MODDING! HEAR MY PRAYER! *\(-_-)/*
 
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Points of interest is a nice concept...but @Wokeg is my hero of the day for bringing in the reaper! :)
 
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When will the patch release? :)
 
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Will there be any adjustments to the health stat? Even if you don't have any health bonuses or increases, on average you're going to make it to your 60's or 70's and it all gets very repetitive with 95% of your rulers getting to their 60's, even without min maxing of try harding.
I feel like that is not really needed. The harm system will take care of that in a more organic way. All we need now are true pandemics and I feel like things will be perfect in that regard.
 
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While I can naturally see possible implementation issues - I unreservedly love both of these.
 
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THANK THE GODS (AND WOKEG) WE FINALLY HAVE MORE DEATH FRICTION!

Very happy with this addition, it'll make my games so much more interesting. I was already pleased with some of the rebalancing of mortality in 1.9, and it sounds like I'm going to like 1.9.1 even more.

I was a naysayer about this DLC/patch, and while I still have major issues (especially artifact, skill, and opinion creep being a bit exacerbated by it) it's definitely increased my enjoyment of the game. So good job PDX.
 
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The points of interest look really nice, tho what constitutes a "great city"? Dev? Special buildings?
And if we travel to one *before* getting the Traveler trait, are we also locked out of the experience gain, or can we get there later?
Does the building *slot* grant the bonus, or the building itself? Ah, and do tiered special buildings (the fortress in Spain, some holy sites) grant different bonuses depending on the tier?
Speaking of holy sites, if you travel to one of your holy sites but with a building of a different religion (Tunis has that iirc as it's shared by Muslims and some pagans), do you get the bonus?
And how moddable is it?

That was a lot of questions, sorry :p

Questions are always good! :D

Currently the "Great City" Point of Interest type is tied to specific cities that we've written 'sight-seeing' event chains for. At this time that is Rome and Bagdad. But we'll likely add more in the future.
You will have to get the Traveler trait first to receive the travel track experience gain. You can see it as first 'achieving' the trait, and then leveling up that trait. (the trait is rewarded after traveling a certain distance, and sometimes via other methods)
The built "building" is the one that grants to Point of Interest location. :) At this time the tiered special buildings do not have different Point of Interest rewards, but I like the idea!
For religious building Points of Interest, you will always get the Learning lifestyle xp, regardless of the religion of the building. And you will get the Piety reward if the province is a holy site of your faith, regardless of the buildings faith.

I would say it is quite moddable! The main logic of the system is updated through script, and there are some additional triggers and effects as well.


Sweet. Could that mean that there are potential travels and adventures in the future with the travel system? Like the ones for the lodges and hermetic societies. Or travelling inside your realm as a Task. Like visiting a newly founded city or temple?

You'll see travel be a component in our future work, for sure!

Nice additions! There will be any patch notes along with this 1.9.1 release?

There will be notes~

I love the demoed carrot and stick mechanics for the travel!

Whilst talking about traveling - is it possible to make the trips more dangerous either by default or via game rules? I find it too easy to achieve the safest route by making little to no effort and using only one travel option. With the amount of prestige, piety, renown etc we get it just feels like a grind rather than meaningful gameplay. I'm inclined to say it should be more along the lines of high risk / high reward

We wanted travel to be an small impediment to activities, but not a large one. Though danger will hit you even when you have taken all measures. There is always a 1% chance per province, and with enough provinces traveled, that adds up.
Customizing your danger intensity would make for an interesting game rule. :thinking:
 
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do you think itd be possible to add a player only rule to these harm events? the ai, uh, kinda doesnt need more help dying constantly, no offense

maybe something like player only, player+dynasty, and unrestricted. obviously thats more time and work spent on the feature, im not asking like i expect you to flip a switch about it, more suggesting it as something to consider down the line, if you have the time and are willing
 
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Just curious, is this the Joror who develops JoroDox Tools?


That is correct! :D I made that tool before I joined Paradox.
Though the last update I made has been more 8 year ago, so it is more a 'retired project' than an active one. :)

(Google said they were stopping extensions that get disk access some 6 years ago - but then didn't for 6 years. I think they might stop it soon now... :( )
 
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Could you add a rule that includes the harm events but not the foreboding events? So that they're more sudden instead of being telegraphed years in advance.
 
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