After Reading quite many partially narrow-minded claims for more historical accurate events I would like to set a contrast by suggesting that scripted events - if their outcome is determined - add linearity and predictability to a game and make it less replayable.
The historical setup (starting position; strength and capabilities of countries) and historical context (units, factories etc.) make Victoria authentic, credible - thus adding symbolic value where there is no 'country unknown 1' beating 'country unknown 2', but e.g. UK beating France with 80 cavalry units.
Unimaginative historians who claim for more accuracy of historical outcomes of the gameplay are more likely to enjoy historical movies and books than playing a strategy game where managing the (economic and military) strategy of a nation obviously means changing the history by the player.
3 Examples:
"Playing China you have to lose exactly 1 colonial war against France and 1 against the UK, and - in any case - make sure you do not win any of those wars - otherwise you'll never become civilized !"
I would far more enjoy playing China if those events were canned.
"The Netherlands, which usually only colonizes southeast Asia has gone nuts in Africa"
Great ! This demonstrates the variability of the AI engine and makes the game more replayable than if outcomes were fixed.
"Why was Mexico in the Spanish American war in the first place? If in real life they were ..."
So what ? Why shall an intelligent AI be restricted to historical happenings if it's capable of making its own decisions based on the situational gameplay ?
The historical setup (starting position; strength and capabilities of countries) and historical context (units, factories etc.) make Victoria authentic, credible - thus adding symbolic value where there is no 'country unknown 1' beating 'country unknown 2', but e.g. UK beating France with 80 cavalry units.
Unimaginative historians who claim for more accuracy of historical outcomes of the gameplay are more likely to enjoy historical movies and books than playing a strategy game where managing the (economic and military) strategy of a nation obviously means changing the history by the player.
3 Examples:
"Playing China you have to lose exactly 1 colonial war against France and 1 against the UK, and - in any case - make sure you do not win any of those wars - otherwise you'll never become civilized !"
I would far more enjoy playing China if those events were canned.
"The Netherlands, which usually only colonizes southeast Asia has gone nuts in Africa"
Great ! This demonstrates the variability of the AI engine and makes the game more replayable than if outcomes were fixed.
"Why was Mexico in the Spanish American war in the first place? If in real life they were ..."
So what ? Why shall an intelligent AI be restricted to historical happenings if it's capable of making its own decisions based on the situational gameplay ?
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