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there should be a certain degree of mechanical gatekeeping involved. If every tag is mechanically neutral, no tag has flavor.
The thing is, I doubt I've ever heard anyone want every tag being mechanically neutral.
 
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Alright DD0524, what are you willing to bet that you can't find a single post that indicates wanting mechanically neutral tags?
 
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Pops negates the need for this.
If any, pops make it easier to have mixed cultures.

And mixed cultures aren't highly thematically relevant to the PC, like they are CK3
Nah, it's highly thematic, especially for colonies. Several Canadian First Nations were born because of French intermarrying with the locals, and the Spanish have another class or culture of people of mixed Spanish-native families, mestizos, prevalent in the Americas all the way to the Philippines. Hell, the intelligentsia members of the Philippine revolution were made out of wealthy mestizos.

It's all fun and games until you wake up with Ibero-Italo-Franco-German-Hungaro-Romano-Greco-Polish-Lithuanian-Russo-Swedish-Icelandic-Viking-Englishman in New York.
So Americans?
 
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More cultural traits are more important instead of creating a lot of new cultures.

What makes me most uncomfortable is that we don't really know what culture is in the gameplay. What is inside a culture? What does mixing mean in terms of cultures? What elements are involved in the mixing, and how different are they from the original ones? That's now a black box in the game and leads to great confusion on how cultures work.
 
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That sort of talk is gonna lead people to making Sino-Latin-Arabic culture to meta the fuck out of everything.

There should not be a way to experience all content in a single playthrough, to paraphrase Syndrome, if all nations have the same content, then no nations have any content.

This was a change I hated in CK3 where religions became very interchangeable as they just became a series of traits ticked on or off, rather than things that came with very set determined content and parameters. Likewise why I'm not as big a fan of Crusader Kings in general, since most content is focused not on national accomplishments and character (with culture influencing very little about the mechanics and flavor) with everything being focused on the courtly life, with very little in difference between London and Calcutta other than religion.
I like the idea of culture and religion specific flavour mechanics, but I'm not a fan of country-specific flavour (it should be tied to cultures or government forms instead), and I'm really opposed to the idea of flavour that just consists of "here are a bunch of events to rigidly reproduce this specific historical event".

Running a Chinese country should feel different from running a European country, which should both feel different from running an Islamic country, etc. And in fact, running China should even feel somewhat different from running Japan.
But that should consist of actual unique mechanics and not just event chains that simulate whatever happened to occur in the first 100 years of the game time period. That's a lazy and toxic development strategy that makes the game brittle - it can't make situations the devs didn't plan for feel realistic and immersive.
And I don't want to have all of these special mechanics for the Timurids that pretend like empire collapse is something special to the Timurids specifically and not something that could happen (in maybe somewhat different ways) to any inner asian state.
 
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I like the idea of culture and religion specific flavour mechanics, but I'm not a fan of country-specific flavour (it should be tied to cultures or government forms instead), and I'm really opposed to the idea of flavour that just consists of "here are a bunch of events to rigidly reproduce this specific historical event".

Running a Chinese country should feel different from running a European country, which should both feel different from running an Islamic country, etc. And in fact, running China should even feel somewhat different from running Japan.
But that should consist of actual unique mechanics and not just event chains that simulate whatever happened to occur in the first 100 years of the game time period. That's a lazy and toxic development strategy that makes the game brittle - it can't make situations the devs didn't plan for feel realistic and immersive.
And I don't want to have all of these special mechanics for the Timurids that pretend like empire collapse is something special to the Timurids specifically and not something that could happen (in maybe somewhat different ways) to any inner asian state.
Maybe as a rule of thumb, but I think there are certain administrations that represent a unique way of wanting to run things. The Papal State or HRE are a good example, they aren't just an expression of German or Italian culture, but very unique forms of governmental administration that's not going to just be co-opted by a bunch of invading Ryukans.

Like I said, I think making the game 'tag-neutral' is what makes for the most boring Paradox games, as you can just select one country and experience if not all the content in the game, then at least a very large chunk of it. I think that's also why people enjoy the wacky alt-hist paths so much, because that's usually where a lot of unique flavor is hidden.
 
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More cultural traits are more important instead of creating a lot of new cultures.

What makes me most uncomfortable is that we don't really know what culture is in the gameplay. What is inside a culture? What does mixing mean in terms of cultures? What elements are involved in the mixing, and how different are they from the original ones? That's now a black box in the game and leads to great confusion on how cultures work.
I don't think that there are or need to be cultural traits. (I guess there are some advances, reforms, etc that are culture locked but unsure how that interacts with accepted cultures.)

Culture so far is to be able to group into (there might be a few more variations once language is added)
  • Us
  • Not us, but accepted like us.
  • not accepted but like us
  • not accepted and not like us.
 
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I don't think that there are or need to be cultural traits. (I guess there are some advances, reforms, etc that are culture locked but unsure how that interacts with accepted cultures.)

Culture so far is to be able to group into (there might be a few more variations once language is added)
  • Us
  • Not us, but accepted like us.
  • not accepted but like us
  • not accepted and not like us.
I don't think this really concerns the topic of mixing.
 
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