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RedRalphWiggum

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I had an idea about a new type of events, ones which can happen any nation but are related to your actions. This would give a depth to the game that generic events can't, and would add to immersion. I'll give a few examples of the type of thing I mean, and maybe others can chime and with suggestions, or King can just post 'No'.

For any nation you havee a border with and have negative relations, there is a chance of a 'border incident' event. The lower the relations, the more chance of it firing. You get an event box saying something along the lines of

'[El Presidente]! Those [American] dogs are trying to provoke us! There was an incident today on the border at [Baja California] where some of our troops were killed... this cannot stand. We must retaliate.

Options

1. Back down, shameful as it is (lose 30 pretige)
2. Respond in kind (US gets same event, with similar chances of these responses)
3. WAR! (War declared, with no badboy for DOW)


This would mean you couldn't just sit comfortably beside a nation with whom you had appalling relations, free from worry, you would either have to decide to make a serious effort to improve relations, or else prepare the nation for war.
 

unmerged(44030)

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I like this idea. In Vicky1 I was never DOW'd unless I had first DOW'd half of the world. It felt like I was totally safe, if I just didn't attack others.
Bad relations didn't matter.

With this event, I would like to have a way to make relations really bad and fast.
 

RedRalphWiggum

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I like this idea. In Vicky1 I was never DOW'd unless I had first DOW'd half of the world. It felt like I was totally safe, if I just didn't attack others.
Bad relations didn't matter.

With this event, I would like to have a way to make relations really bad and fast.

Thanks. I just think its a good way of simulating several things, like wars can happen by accidennt, and that having atrocious relations should have real consequences, and at present, it doesn't. I think this concept could be applied in many spheres too, and sometimes to produce positive effect, but it should always be tied to how you conduct your game, never just randomly assigned. How about this for another one

This can only happen when you have good relations with a country which is more technically advanced than you. Is more likely to happen in countrys with Liberal governments.

'My [Czar]! Our learned friends in [Germany] have made some great advances in the field of [steam power]. However, they have a labour shortage and cannot exploit it. They have amade a proposal whereby if we can send labour to [help them build railroads], they will help us in our research in this field. Should we take this deal?

1. Absolutely! (Russia loses 10 Labourer POPs for two years. Germany gains railroad in three provinces. Upon return of POPs from Germany, technology [early railroad] is discovered).
2. No, we don't want to make them any stronger than they already are. (-15 relations with Germany).


Obviously these values could be tweaked, but I think the basic idea could add real depth to the game, giving the player more responsibility for their actions, while not taking away form the sandbox nature at all.
 
Last edited:

MannheimCouncil

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Very good idea. You could even have small event-chains build on such conditional events.

Your first event is a very nice way to solve the static diplomacy in Vicky. Just add a qualifier for military score. An unprepared Mexican AI should be very reluctant to declare war over such an issue, for example.
 

RedRalphWiggum

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Very good idea. You could even have small event-chains build on such conditional events.

Your first event is a very nice way to solve the static diplomacy in Vicky. Just add a qualifier for military score. An unprepared Mexican AI should be very reluctant to declare war over such an issue, for example.

Yeah, that's true, there should be some balances. TBH, those were just examples I was thinking up off the hip, so obviously they would need tweaking, etc... By all means feel free to come up with some yerselves, and I hope the Devs will give this consideration, as it surely wouldn't require a huge amount of programming. I think there's scope for making them affect POPs in other countries too, I'll give an example later.
 

wilcoxchar

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I like this idea very much. Would definitely add a lot of flavor to the game.
 

RedRalphWiggum

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When playing as a communist, fascist or reactionary government, you would get this event, concerning POPs of a ideology or nationality you find problematic (You know what I mean), AND you have a border with a country of that nationality or ideology in conflict with your country (think a USSR bordered by a fascist Germany or a Monarchical Ottoman empire with a Liberal Persia next door)

My [comrade/Fuhrer/your majesty]! Those pesky [reactionaries/Marxists/Persians] are agitating against the state and formenting rebellion! We could simply let them leave the country.

options

1. Why not! (Player loses [3] POPs of type [fascist/communist/Persian], AI country concerned gain same]
2. As you know, we are a beacon of human rights and a free society. If they want to leave, let them. [50% chance of lose 3 POPs of type [reactionaries/Marxists/Persians] emigrate to [neighbouring country], gain 15 prestige, lose 3 infamy
3. And strengthen the enemy? I think not! [reactionaries/Marxists/Persians] POPs gain 3 MIL
 

wilcoxchar

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My [comrade/Fuhrer/your majesty]! Those pesky [reactionaries/Marxists/Persians] are agitating against the state and formenting rebellion! We could simply let them leave the country.

options

1. Why not! (Player loses [3] POPs of type [fascist/communist/Persian], AI country concerned gain same]
2. As you know, we are a beacon of human rights and a free society. If they want to leave, let them. [50% chance of lose 3 POPs of type [reactionaries/Marxists/Persians] emigrate to [neighbouring country], gain 15 prestige, lose 3 infamy
3. And strengthen the enemy? I think not! [reactionaries/Marxists/Persians] POPs gain 3 MIL
Why would anyone choose option 1 over option 2?
 

unmerged(44030)

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Why would anyone choose option 1 over option 2?
Yup, the first option is kinda useless. Apart from that the event is cool.

EDIT: And I think the third option should have a 50% (or something) chance to happen. For example
in Finland during Winter War the Finnish people were fighting together against Soviet Union, even though
all Finnish didn't share the same ideology and some were really poor while others were from wealthier
families (wealthier, not rich). So the POPs might not necessarily rebel against their home country just
because of being in a war against a country that has the same ideology as they have.

EDIT2: But having a different nationality is a totally different case...
 
Last edited:

RedRalphWiggum

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Why would anyone choose option 1 over option 2?

Because you get rid of POPs with militancy. If you ever played a communist or fascist country in Vicky1, and your coutry had high plurality, it was a nightmare to have so many militant POPs. More often than not, you wished you could get rid of them, this is mechanism to do that.

That's how it was for me, anyhow. Maybe there was some way of calming them down I wasn't aware of.
 
Last edited:

Sebastian Jarl

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Because you get rid of POPs with militancy. If you ever played a communist or fascist country in Vicky1, and your coutry had high plurality, it was a nightmare to have so many militant POPs. More often than not, you wished you could get rid of them, this is mechanism to do that.

That's how it was for me, anyhow. Maybe there was some way of calming them down I wasn't aware of.

It's not the same time period, but didn't West-Germany pay East-Germany money for each citizen that was allowed to leave?

It was a win-win for East-Germany, as they actually got paid to get rid of undesired people. It was a double-crossed sword for the people though, applying meant you were guilty of treason, but the application were granted, you got to start a new life in West-Germany.
 

RedRalphWiggum

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It's not the same time period, but didn't West-Germany pay East-Germany money for each citizen that was allowed to leave?

It was a win-win for East-Germany, as they actually got paid to get rid of undesired people. It was a double-crossed sword for the people though, applying meant you were guilty of treason, but the application were granted, you got to start a new life in West-Germany.

Actually the idea came to me when I was thinking about Cuba opening the jails and sending the rightists off to Miami. Everyone was happy with that. But yeah, its basically the same thing as what you describe (in fact your idea is probably more apt).

Man, you have some really good ideas! It would make diplomacy more fun to use IMO.

Cheers! It is a pretty good idea if I do say so myself. I'll happily think up some new ones, but it'd be nice if a Dev could give some indication whether this is viable or not.
 

Red_Communist

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Cheers! It is a pretty good idea if I do say so myself. I'll happily think up some new ones, but it'd be nice if a Dev could give some indication whether this is viable or not.

True.. I wouldn't mind having DDs that are full of info.. but it's in the alpha stage so I guess I can understand why were getting little info.

Btw, you should so ask for a job at Paradox. ;D I actually wouldn't mind working for them, but to bad I can't speak Swedish, and plus I live across the Alantic ocean, so long trip... :( But yet again I could just learn Swedish for the next 4 years. :D

Well, I think I should shut up.

So do King or Johan think this would be a good idea? Hopefully they do!

Plus it would make it easier to go to war.
 

RedRalphWiggum

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If you are the country with the largest navy, this could fire, but very rarely, and only if the AI country in question has no alliance with you, and is building a ship of the most advanced type

'[Prime Minister]! Intelligence tells us the dastardly [Germans] appear to be trying to gain a naval advantage over us. We cannot allow this to happen as our naval supremacy is our greatest strength. How shall we respond?'

options

1.) Build a navy that they can never challenge! (3 new Capital ships commissioned, naval maintainance slider set to 100% for 2 years, +25 prestige)
2.) Let's try and handle this diplomatically. (50% chance of peace treaty occuring as normally happens after a war. +10 prestige for [UK] and [Germany]. 50% chance of -75 relations with [Germany])
3.) Demand that they acknowledge us as masters of the waves! (50% chance that option [commission new ship] is removed from Germany for 2 years. 50% chance of -100 relations with [Germany].


Or, how about this. Every party has it's more extreme counterpart (communist-socialists, conservatives-reactionaries, liberals-anarcho liberals). When you are in power, if your extreme/moderate counterpart's support goes below 5%, this has a chance of firing:

'[Chairman], we have been approached by the leader of the [Reactionaries], and he seems to have seen which way the wind is blowing. He's open to negotiating a merger between the two parties, if we buy him off with some cushy Ministry. We will have to negotiate though, these things are never straightforward...'

options

1. Nah, we don't need them, they are finished soon anyway. (no effect)
2. Open the negotiations! (25% chance of [Reactionaries] disbanding, POPs who vote [Reactionary] will change to [Conservative], 75% chance of negotiations fail [Reactionaries] gain 10% support)
 

degen83

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Good idea, but that last Naval event should be part of a chain with [Germany] getting the chance to respond, either agree with your demands, or not.

I love this concept as it actually makes having bad relations with your neighbors meaningful and adds to the game.
 

unmerged(44030)

Captain
May 6, 2005
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0
Good idea, but that last Naval event should be part of a chain with [Germany] getting the chance to respond, either agree with your demands, or not.

Indeed, that way it would be interesting in a multiplayer game too.

It might also be cool if the event chain could (rarely) end up with a war. Just reading some articles about wars
and it seems many of them were started without a good reason. Of course, for the event chain to lead into a war,
the respond from the other nation would need to be very aggressive.
EDIT: Not sure though if this was the case in 19th century. Haven't read much about this time period yet.
 

grievous5226

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I thought of this idea long ago, but it just never really stood in my mind long enough. Knowing Paradox though, they'll go with their own ideas and stand by them. :rolleyes: We can still hope though.
 

Bezborg

Grumpy Old Man
Nov 12, 2008
2.168
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For me this idea is more crucial than anything else, if you'll excuse the theatrics. I'll go so far as to divide V2 into 2 categories from this point: 1) V2 without these events; and 2) V2 with ... :D

I hope you attract creative attention with this thread ;)