Hi,
I get the feeling the the political side of the game is a bit too straightforward perhaps worth adding a few more interactions.
1) Claiming territory/ accepting and denying claims, these should all carry dissent penalties for both parties perhaps based on manpower (growth not pool) levels in the respective nations and the disputed territories.
e.g. Surrender of Sudetenland ~1/4 of czech rep 1/10 of germany = 25% dissent for czech if accepted, or 12.5% & 5% respectively if denied.
M-R pact, baltic states collapse to anarchy if they try and deny Sov
2) Policy sliders, changes under outside influence should cause dissent, perhaps also changes against zeitgiest (i.e. if you move one way and influence moves it back this casues more dissent as its not the will of the people.... welll person
3) just thought of this, but consumer goods required should be based on manpower not ic.
4) following this possibility of 'upgrading population' e.g. health & education spending, would lead to ic bonus and unit modifiers representing literacy initiative mech skills etc. but Higher skill pop demand more goods
This might help model high german effectiveness, chinese ineffectiveness and low armaments spending in 30's by democratic powers.... all without events and ai cheats!!!
Enough for now, time to work
J
I get the feeling the the political side of the game is a bit too straightforward perhaps worth adding a few more interactions.
1) Claiming territory/ accepting and denying claims, these should all carry dissent penalties for both parties perhaps based on manpower (growth not pool) levels in the respective nations and the disputed territories.
e.g. Surrender of Sudetenland ~1/4 of czech rep 1/10 of germany = 25% dissent for czech if accepted, or 12.5% & 5% respectively if denied.
M-R pact, baltic states collapse to anarchy if they try and deny Sov
2) Policy sliders, changes under outside influence should cause dissent, perhaps also changes against zeitgiest (i.e. if you move one way and influence moves it back this casues more dissent as its not the will of the people.... welll person
3) just thought of this, but consumer goods required should be based on manpower not ic.
4) following this possibility of 'upgrading population' e.g. health & education spending, would lead to ic bonus and unit modifiers representing literacy initiative mech skills etc. but Higher skill pop demand more goods
This might help model high german effectiveness, chinese ineffectiveness and low armaments spending in 30's by democratic powers.... all without events and ai cheats!!!
Enough for now, time to work
J
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