Preface |
Aggressive expansion is defined in the wiki as 'the resentment that other states and pops in your empire have against conquests and other aggressive actions you take'. However, one could argue that pops in the ancient empires were not resentful of aggressive expansion. On the contrary, citizens were very eager to expand for the land and treasuries that were distributed with the population. On the other hand, war exhaustion accounts for 'the anger and discontent in the general population from the human and economic cost of war'.
Both are used as deterrants for an aggressive warmonger player but I think this could be improved as aggressive expansion should affect mainly other countries opinon and behaviour to the aggressive player, while war exhaustion could be more punishing.
Observation |
The game uses aggressive expansion to deter players expansion by decreasing stability and integrated culture happiness, among other things:
The game uses war exhaustion to deter players being at war by decreasing population happiness, among other things:
Suggestion |
Instead of decreasing POP happiness and stability to deter players to expand too much too fast, the game will allow players (AI and Human) to destabilize the aggressive player by using covert operations to the same effect.
Changes to AE and WE:
- Aggressive expansion will not decrease monthly stability nor Integrated Culture Happiness.
- War exhaustion will decrease monthly stability -0.15 each point over 20
- Support rebels will have its cost affected by the Aggressive Expansion of the target enemy, the more AE the less will cost. It will not give a casus belli against the supporting country. The player will have the option to join the rebellions or not. The nation that wants to support rebels will have to decide which culture group will be supporting and the -8% unintegrated Culture Group Happiness will only affect that culture group. The target culture group must be integrated in the nation supporting the rebels. More than one player can support rebels, stacking the effects.
- A new covert operation, increase turmoil, will be available for the other players when a player goes above 50 AE. Increase turmoil requires to have a friend in the positions of power of the target nation or a spy. When activated, the target nation will increase the major families characters' political and plotting schemes frequency and only those schemes will be selected while increase turmoil is activated. It is possible than more than one player activates this covert action but the effect will always be the same while at least one player is increasing turmoil.
- The inspire disloyalty will be available for one character for each foreign nation.
- The interaction to sell holdings to heads of families will be allowed for foreign characters, decreasing their loyalty by 5.
Objective / Expected Results |
This suggestion is to give players the ability to punish an aggressive player while making covert actions more interesting.
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