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moscal

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OK, this can look strange in first view but please, stay awhile and listen.

"Disasters" (in concept of EU4) were great problems for nation, country, religion or region. This opened a period of great weakness of the country, great devastation, escape of people and capital etc.

But sometimes "disasters" gave positive side effects.

Great peasant rebellions weakened the feudal exploitation of the peasants, liberalized class law and accelerated urbanization.
Time of trouble united the Russians over class divisions, allowed for the absolutization, centralization and modernization of Russia.
English Civil War eliminated tendencies towards radicalism in nation (as finish "british stoicism") and balanced powers between authorities.

Current "finish event" give small awards, Some prestige, some adm points, some stability etc. This have lesser influence for country as "lesson from hard times".

So what I want suggest? Chance on extra modifier after survival disaster. Eg. after "Peasant War" country have 50% chances on get reduction of dev cost or institution spread.
 
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fr-rein

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This sounds like a good idea.
In fact, some disasters already have such rewards being in missions I think.

It's also a good idea in a way that it can allow for disasters become more challenging and demanding resource concentration but instead reward upon their completion, allowing you to catch up with other nations once you overcome them.

The main issue is that it would make sure that while you're affected you would want to sit out the disaster instead of engaging in external wars normally. Of course disaster do that to an extent already, but... not all disasters are such disasters.
 
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DukeLeto42

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My only concern for this would be the rather perverse incentive of wanting to cause a disaster for the benefits its conclusion would give. I'm not saying designing this right isn't possible, only that this should be a consolation for failing to prevent a disaster, not reasons to intentionally provoke one.
 

moscal

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My only concern for this would be the rather perverse incentive of wanting to cause a disaster for the benefits its conclusion would give. I'm not saying designing this right isn't possible, only that this should be a consolation for failing to prevent a disaster, not reasons to intentionally provoke one.
Therefore I wrote, that awards should be random :p If awartd will have eg, 30% chances not many players will risk it
 
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