A good, complex core system for decisions?

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TIAS-A1927

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Apr 3, 2018
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Decisions were, imo, one of the most enjoyable parts of Vic 2.
They can be almost as self-chosen missions that the player can try to aim to (aim to have enough liberalism and literacy to pass x decision, aim to have enough militancy and conc to pass this other, etc) and can be much more flexible than scripted events: you don't need to have an event in 1863 to choose or not to emancipate the states. Instead you can make a decision for any country with slaves to be able to do that if certain circumstances are reached, and the player can choose to aim for that or not depending what they are going for (just a random hypothetical example).

In Vic 2 the system for it was pretty straightforward.
You had one button to press, once you fulfill the requirements for it, the button becomes available, you press it and it is done.

But, decisions can go much more than that. In HoI4, we have seen modders use the decision interface for modeling from parliaments to international organizations and faction struggles to "choose your own story" , personal adventures, and all kinds of things.

While that's not necessary for everyone, and certainly not everyone would want having to deal with the french National Assembly, the congress of the II International, or take specific decisions about an expedition to the Nyle in the basic game, I'm sure that people in general would appreciate having a good flexible system, capable of handle different options, variants, work in chains, that can be portrayed in an easy to see way and possibly separating different kind of decisions.
And definitely the eventual modders of the community would probably love that, for all the content that's inevitably and naturally gonna come, and that always works to extend the enjoyment and life of the base game.
 
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