I legitimately do not understand why people want the Event mecahnism phased out/removed. Events are meant to challenge you with sudden, random happenings that can benefit or harm you and your country. Like in real life (and especially in politics), unexpected things can come out of nowhere and drastically affect everyday life.
Because it could be better! I off-handedly mentioned some quick skeletal concepts in mind for how to do this, but I didn't put any in that post (it was already a bit long). It's proven to be a little divisive, so let me illustrate more clearly the sort of thing I'm talking about.
Let's say we keep all nation-specific event chains, stuff like American Dream and Women in History -- all that works the same. Now let's also keep the existing positive events (but tone down some of the particularly powerful ones maybe). We'll gather all the negative events and move them.
We'll have a new screen you can pull up with four meters. Three of these meters represent the internal state of your nation in various ways -- let's say Infrastructure (Administrative), Arts (Diplomatic), and Law (Military). If you don't like those labels, feel free to swap them in your mind with something you like better. The fourth meter is Government Power.
All four meters range from 0-100. Government Power builds over time, while Infrastructure, Arts, and Law decline over time, all at approximately the same rate. You can spend Government Power to boost Infrastructure, Arts, or Law by an equivalent amount. So, you could spend 10 GP to boost your Arts by 10. Of course, since you have three declining meters and only one climbing meter, you can't keep all three afloat just by using your Government Power.
When one of the meters reaches 0, you get a negative event associated with that classification. So, if Infrastructure bottoms out, you might take a stability hit. If Law bottoms out, you might take a hit to your Manpower. Remember all those negative events we set aside before? This is where they go. After the event fires, the meter fills back up to some level and then begins to decline once more.
You can also choose to spend Monarch Power to boost the associated internal meter. So, you can use Admin Power to boost Infrastructure. That way, you can completely avoid negative events if you want, but you'll have to regularly spend some MP to do it.
You can get various bonuses to help you manage this subsystem. National Traditions, National Ideas, Idea Groups, high-end buildings (using the new building system coming next patch), government types, religious bonuses, and more could all help by boosting Government Power's increase rate, reducing the decline rate of the internals meters, or increasing the baseline level after a negative event fires. There are also penalties; Westernizing would increase the rate of decline of each meter, for example.
The current level of the four meters could be added somewhere on the main interface screen so that you can tell when you need to go in and manage it. You could also set it to Auto, directing your Government Power to be automatically spent in various ways (focus on 1, split across 2, spread across 3, boost lowest, use AI routines) if you don't want to deal with it.
This system has tons of benefits:
- It's simple.
- It preserves the unpredictable nature of events as well as their existing content.
- It ties in well with many other game mechanics.
- It's consequence-driven. It is your choice if you're willing to risk negative events or spend up front to avoid them.
- It reduces the number of out-of-nowhere popups (and these will generally be positive, which is more palatable if not quite perfect).
- It is trivially expandable. You could work positive events into this system, for example, by having them fire if you boost a meter to 100 (and then reducing the meter back to 50 or so after the event fires).
Not quite sold on the details of this one? We could do plenty others. There could be a queue of "monarch decisions" that build over time up to some limit. At any point you can choose to fire one of these decisions to get a negative event (adjusted so that most of these have a choice as to which negative to suffer), but you gain Monarch Points for doing it. If your queue fills up, you take a penalty to Monarch Point acquisition.
We could literally do this all day, brainstorming dozens of fun subsystems that preserve the good elements of events while reducing or removing their problems. Unless you really think the current event system is the
best possible implementation, why wouldn't you want to see it improved?