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Αναφορά προβλήματος μετάφρασης
I have two points to consider for that.
1. Iconoclast can be played and interpreted as a middle ground between zealotry and heresy. It's a shade, and as a shade can be nudged one way or the other. A moderate by definition is going to be acceptable to a wider array of opinions. So yeah, it makes sense that a moderate could reach more people and have more options. Particularly when the other two primary options are extremes in of themselves. This is to say nothing of the fact that an Iconoclast playthrough could be anything from an full-on rebellion against the imperium to a more modest take on imperial faith.
2. I'm going to ignore the term "Mary-Sue" because it means nearly nothing, and point this out instead. You cannot simultaneously claim that Iconoclast is the "best" outcome in all categories, while also pointing out the numerous ways that hard-lining it causes problems, not the least of which can be seen at the end of chapter 1, and could unsustainable long-term. By definition, an Iconoclast conclusion has its issues. Those issues are different and more subtle than the extreme alternatives, but they exist, and your actions can bite hard. It is very easy to see why burning everyone alive on a space station on the suspicion of heresy could be a problem. it is bit harder to understand why allowing minor cults to exist could be an issue but... then you learn.
It would be Dogmatic ending(s) if anything.
As for the Hermit Kingdom not lasting. Nothing is going to last in the 40K universe including the Imperium. It's all on its way out unless some Order Gods start resurrecting. :)
We know based off some companion endings it has to last at least a few decades if not centuries narrative continuity wise.
The thing about the Koronus Expanse is that GW can ignore this game as Canon because the area is such small potatoes. The Rogue Trader could die one day and the region reverts back to the Imperium over time as more dogmatic influences take over. Nomos goes and does something else/disappears whatever. Very easy for everything to be canon but not canon.
But say, your hermit kingdom is gonna like 100 top, provided the warp storm doesn't mess up with the subsequent Crusade fleet.
Unlike the other empires that last for ten thousands of years already and have a solid foundation.
1. If it's the middle between the two, then it should inherit the flaws of the others. But in this case, you get all the benefits with next to no downsides, that is Mary Sue-ism. You get everything without suffering ANY notable consequences.
2. M8, you get to convince a baby C'tan friggin' God to be your protector. Nothing realistic or awesome about that, it's just pure plot device to explain why the other factions don't immediately go in and destroy your kingdom right now.
"Those issues are different and more subtle than the extreme alternatives, but they exists, and your actions can bite hard. "
Do you read what you're debating against or just argue?
I'm talking about CONSEQUENCES as in profit loss, loss of companions, or even some bad ending slides.
No,
The lawful good endings are usually implied by the writer to be *too* lawful and the neutral is usually harder to get and more satisfying.
Lawful Good is usually the easiest and even somehow most profitable.
Satisfying is subjective.
That's a lot of assumption. We have argued this before, but first of all there's nothing in the game that suggests any Imperial Fleet can beat Nomos' wards and the Imperium isn't big on innovation. It also has bigger sish to fry like Chaos and the Tyranids.
Do you know who will be big on innovation and technological advancement? A Koronus Expanse no longer beholden to Imperial dogma that is freer to study, progress and coalesce into a better functioning, less Byzantine region of space. That's if that innovation and learning doesn't turn the whole area into a daemon or xenos ravaged sector of space. But Nomos Protects! :p :P
The same arguments you make can be applied to the Tau Empire that doesn't have a super protector like Nomos. In many ways, the Maw and by extension Nomos' wards, act very much like the warp storms that protected the Tau for like 4000 years from Exterminatus.
Or real world similar events that created unlikely powers such as the American Revolution leading to a nation (protected by the Atlantic and later Pacific Ocean), that one day would eventually eclipse the British Empire in geopolitical power and no one would have seen that one coming.
Eh, I disagree here. There is not near enough consequences for "playing it nice" in a universe like 40k. Things for the most part, can just "work out" by being iconc as long as you pick the right choices, which by it's existence cheapens any tough choices in accordance to the lore. Dogmatic and Heretic feel closer to how it should feel in this universe, iconclast feels like fanfiction, tbh due to it not having ANY edges to it.
The americans also got support from rival powers at the time such as the french. And then they themselves also decide to play ball with the original Empire, the brits after independence.
Your new regime got nothing except a C'tan god that will totally protect us mmmm'kay.
If I want to get into RL examples, it would be closer to Ukraine which had a popular "muh freedom coup", stays a few years and then Russia decides to get it back.
Okay. Spoilers for endings.
1. Heinrix probably right about Minoris. While you are able to save a handful of citizens and a miraculous generator who go on to create a new world, within a generation it inherits all of the problems of the old one. Plus you get a demon world constantly spewing out corruption and ravaging the expanse.
2. Possible death by inquisition, depending on how extreme you are, whether you were loyal, and whether Nomos can back you up.
3. Several companions can go into exile/die because of association with you and your actions. This varies but is still notable. Yrliet (because of Pasqal), Argenta, and Ulfar. Heinrix too probably depending on how you treated them.
4. All of your colonies have some kind of major crisis that needs to get resolved and does appear in the ending slides. Being benevolent towards cults on your capital world results in a genestealer invasion. The penal world can become a pirate haven. Janus can get thrashed by xeno spirits. Footfall can have a religious schism and the artifact stolen by drukhari. The Forge world can be okay but it depends on you making nice with an ancient and unknowable machine.
5. Your fate, should you choose, is entrusted to a "abominable monster" who is a god for all intents and purposes. Personally, I like Nomos, but they are alien and not at all human.
6. You have religious schisms in the imperial faith and the adeptus mechanicus depending on your actions, resulting in the deaths of many people.
7. While Yrliet can be a loyal ally if given the chance, the Drukhari is NOT and can even kill Abelard's children.
Other things
.
1. Scammed by xeno trader on footfall.
2. Give up opportunity to open a war rift in the dark city. Not necessarily a bad one, but a missed fun bit of payback all the same.
3. Potentially spent a lot of money in Jae's quests and others throwing money at problems.
4. Picking a fight with and killing Chorda or the Archbishop
5. Possibly causing Argenta to fail in her quest depending on how you treated her faith. A dogmatic character would have no issue encouraging her wholeheartedly.
6. Numerous colony improvements, while mechanically beneficial, are depraved in execution. Turning your people into servitors or corpse starch does not fit with a "good-two-shoes" playthrough, even if it does benefit your empire overall.
7. Some of the best equipment in the game is locked behind levels of dogmatic or heretic. (yeah Iconoclast has their own but its a valid point for any of them.)
There are other things, but you get the point. Not everything above is explicitly labled "iconoclast" but some area, and the rest falls in line with the moralist ideology in general.