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unmerged(1047)

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GrandMaster said:
just think of history and if Britain had been more accomodating to the 13 US States would they have revolted?

Not a very good example of this, considering the fact that the majority of the colonists were English... the revolution came from issues of taxation and such, not from cultural turmoil.
 

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Miztivoi said:
I think I have the solution. Adding a random event that can potentially fire for every country in the game:

Naturalization: random -1 province converts to state culture.

Is this one possible to implement, or do we have to face the evil spirit of hard-coding again?

Very easy to implement.

One problem with this method is that you could end up with very strange results - I noticed that when, playing the Mongol hordes (in the MES) I had a single Nestorian conversion...which picked the capital of China (that I had just conquered) as its target. It was very odd seeing this one rich and powerful Christian province surrounded by Confucian China...

Anyways, it would be child's play to put such an event into the game, but it would play havok with history, so it's not likely to be widely accepted.

Code:
event = {
id = 555001
name = "Naturalization"
desc = "Over time, conquered minorities gradually assimilated into the culture of their conquerors as new generations were born never having known the old order.  Over the course of centuries, even vibrant cultures opposed to assimilation found themselves having drifted apart from their original culture.  Such minorities often found themselves lacking welcome either from their original culture or their adopted one."
random = yes
trigger = { stability = 2 } #Will only happen if stability is 2+

action_a = {
name = "They are second-class citizens"
command = { type = religiousrevolt which = -1 } #Should be culture
}

action_b = {
name = "Grant full citizenship to them"
command = { type = domestic which = innovative value = 1 }
command = { type = stability value = -1 }
command = { type = provinceculture which = -1 value = -1 }
}
}
Add this to your random events file and it should work (untested). Note that I've made the historical choice a revolt, so it shouldn't screw around with history much except for the human player. Change the letters if you want this reversed (you don't need to change the order of the actions).
 

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Miztivoi said:
I think this two events would bring a lot of variation to the game. Personally I am a fan of randomizers, and I think one of the most fun aspect of this game is to mess around with history:D
You might want to play EU1 - it worked this way, with mostly random events that ended up screwing around with history quite a bit.

Maybe you could also have a random removecore event (Loose claim) for core provinces of yours which are owned by other countries. I`m`not sure if this is possible though.
It's impossible to make this with a single random event - you could write an event for each province, though.

The core trigger checks to see if country A (or the country receiving the event, but not a random country) has a core on province B (or a random province owned by the country receiving the event).

What that means is that you could check to see if you had a core on a province you owned...but that's not what you wanted. You could write an event for each province - if you wanted, you could write an event to see if France doesn't control Provence, say, make it random, then set it to remove the core. But there's no way to do that for any country for any province.

Your other two ideas will work fine, though.
 

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GrandMaster said:
i would have thought rather than having the provinces change cultures a better approach would be for your nation to gain the culture after a period of acceptance (possibly also with the addition of sliders, like religion, as to how each culture is dealt with)
Too difficult to handle. There's no way of adding a random country culture - you have to specify it. Which means you'd have to write a different event for each culture AND specify each province that could trigger it (you wouldn't want to get French culture for owning London).

Aside from that, I see your point about both cultures affecting each other, but you should remember that having the country culture means you can expect much better responses from other provinces that may not have been part of that process - I wouldn't want Britain to be able to conquer all of China because Hong Kong speaks English.
 

unmerged(3931)

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Miztivoi said:
But isn`t it possible that you could fire an event called naturalization that can fire randomly in all the provinces that`s not of your culture, and has no nationalism (has been owned for 30 years+).

You can trigger events on revolt risk right? So revolt risk would have to be zero.
 

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ws2_32 said:
You can trigger events on revolt risk right? So revolt risk would have to be zero.
No, sorry. You can trigger events on:
ai
event
flag
year
alliance
atwar
dynastic
vassal
war
provinceculture
provincereligion
religion
leader
monarch
badboy
continent
control
core
cot
countrysize
discovered
exists
neighbour
owned
relation
domestic
infra
land
naval
stability
trade
random

As you can see, revoltrisk isn't one of them. Stability is the closest you'll get.
 

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saskganesh said:
of course, Killing All Pagans isn't genocide is it? :rofl:
Not all pagans were killed (I live next to a reservation filled with them) and not every colony wanted to kill them - the French had quite cordial relations with the Huron, and the British made treaties with the Iroquois that they honored fairly well until the Americans required Iroquois land as part of their peace treaty. The coureurs de bois and natives coexisted almost without incident for the entire scope of the game! While their treatment in history has been nothing short of terrible, not every colony has to exist at the expense of the natives.

It's true that there were horrible acts committed during this time - but they don't have to be forced into the spotlight. Paradox isn't going to write them into the game...that's their decision (and the law). You can feel free to write your own! There's no reason for the players to ignore the terrible lessons of the past...but I'd hate to be in a position where players were discussing how best to commit genocide.
 

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dharper said:
Not all pagans were killed (I live next to a reservation filled with them) and not every colony wanted to kill them - the French had quite cordial relations with the Huron, and the British made treaties with the Iroquois that they honored fairly well until the Americans required Iroquois land as part of their peace treaty. The coureurs de bois and natives coexisted almost without incident for the entire scope of the game! While their treatment in history has been nothing short of terrible, not every colony has to exist at the expense of the natives.

It's true that there were horrible acts committed during this time - but they don't have to be forced into the spotlight. Paradox isn't going to write them into the game...that's their decision (and the law). You can feel free to write your own! There's no reason for the players to ignore the terrible lessons of the past...but I'd hate to be in a position where players were discussing how best to commit genocide.
You miss the point. In EU2, you can attack the natives and wipe out their population in a province. Not reduce it. Wipe it out.

I think this is what he is referring to, and he does so to point out that any claim by the game makers that they are not modelling genocide is, at best, incorrect in at least this aspect.
 
Feb 10, 2004
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I much prefer to think of it as simply eliminating the military forces of the natives. Just as the population of your city doesn't represent the population of the entire province, the number of natives fighting against your army doesn't represent the entire native population.

When one force fights "to the last man", does that mean that their opponents are engaged in genocide?
 

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Notomol said:
I much prefer to think of it as simply eliminating the military forces of the natives. Just as the population of your city doesn't represent the population of the entire province, the number of natives fighting against your army doesn't represent the entire native population.

When one force fights "to the last man", does that mean that their opponents are engaged in genocide?

No, but historically, forces only tend to fight to the last man when they're pretty sure they're going to be killed anyway. "No prisoners" situations tend to correlate fairly well with brutal (if not always truly genocidal) war, eg. WWII Eastern front and Pacific theatre, Indian Wars in US, where civilians are killed just as readily as combatants. I'm not sure which direction the causality runs.
 

unmerged(35620)

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Cultures or languages?

well, let's say I conquer a spanish colony and I play with venice, 4 example. The colony or city has arround 1000 inhabitants, but if I do send another 1000 , even fewer, than could I change the culture? Take care that official language is italian and I can tell u that official language does have an inflluence, especially later on when we could say you opened some schools and other things there!
Another thing: if you were a french, how hard would be for you to learn how to speak italian, spanish, portuguese or romanian? They are all latin-like languages!
 
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aegandolfi said:
No, but historically, forces only tend to fight to the last man when they're pretty sure they're going to be killed anyway. "No prisoners" situations tend to correlate fairly well with brutal (if not always truly genocidal) war, eg. WWII Eastern front and Pacific theatre, Indian Wars in US, where civilians are killed just as readily as combatants. I'm not sure which direction the causality runs.

True - but when an army is described as annihilated, it doesn't necessarily mean 100% dead. It may simply mean that it ceased to exist as "a fighting force". When your natives disappear, it doesn't have to mean that every man of military age is dead - just that they have no hope / no intention of fighting any more (until it's time for a rebellion)
 

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Notomol said:
True - but when an army is described as annihilated, it doesn't necessarily mean 100% dead. It may simply mean that it ceased to exist as "a fighting force". When your natives disappear, it doesn't have to mean that every man of military age is dead - just that they have no hope / no intention of fighting any more (until it's time for a rebellion)
The trouble is that the province thus has no one wanting to fight, AND no population left to gather into the main "city" of the province.

To me, that sounds an awful lot like wholesale slaughter of the native population. ;)
 
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DSYoungEsq said:
The trouble is that the province thus has no one wanting to fight, AND no population left to gather into the main "city" of the province.

To me, that sounds an awful lot like wholesale slaughter of the native population. ;)

No one willing to fight AGAINST you. And why should the natives gather in your city, when they probably belong to a pastoral or rural agricultural society? How many Hurons lived in Quebec city?

Fact is, the game design is cute because it allows you to add the "native" pop. to your first city, giving you a great leap forward. The fact that it didn't work that way historically doesn't bother us too much. A lot of people like to point out that Paradox "encouraged" or "allowed" genocide because you can "wipe out" the natives. That's arguably more historically accurate, but clearly Paradox encourages you to do the opposite.
 
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Vlad Tzepesh said:
well, let's say I conquer a spanish colony and I play with venice, 4 example. The colony or city has arround 1000 inhabitants, but if I do send another 1000 , even fewer, than could I change the culture? Take care that official language is italian and I can tell u that official language does have an inflluence, especially later on when we could say you opened some schools and other things there!
Another thing: if you were a french, how hard would be for you to learn how to speak italian, spanish, portuguese or romanian? They are all latin-like languages!
Doesn't work like that.

If you conquer a former colony of a country, ie 1) a province where culture is different from default culture (from country.csv), 2) the province is still under 5000 inhabitants when nationalism dies out (either after 30 years, or immediately if the province defected to you), and 3) said province is out of Europe, then the culture will change to yours. (Weird, I've the impression I forgot to tell about a prerequisite, but I can't remember :wacko: )

The exact culture doesn't matter : there're no such close ties between french/italian/iberian than IRL, partly because culture is not only about language, but also : set of legal customs/currency/economics/culture ( :rolleyes: )/origins/etc.