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Aloraand

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With the vanilla setting of legitimacy, anarchist societies have difficulties ever obtaining a legitimate government.

It is questionable, whether legitimacy should apply to anarchist societies at all, since presumably, there is no state power arbitrarily exercised, hence all of it is legitimate in theory. Even if this wasn't true, anarchy should not be a strictly worse option gameplay wise compared to universal suffrage.

I would propose to double down on the existing design and give -100% authority (up from -50%), +25% enactment time, and add -75% government ideological penalty.

This way, anarchist goverments will be really bad at forcing their will and enacting changes, but will mostly be legitimate even if they include most interest groups, making them substantially different to other forms of goverment and competitive.
 
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Technically, in a true anarchical society, there is no legitimate government. IMO, if a country became an anarchy, they should stop being a playable country and become a decentralized country. Sure, what decentralized countries are in game right now are mostly non-industrialized, agrarian societies with no central authority. But aside from non-industrialized, that’s basically what happens to your country if you enact anarchism. You don’t have a central authority anymore.
 
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bugglesley

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Technically, in a true anarchical society, there is no legitimate government. IMO, if a country became an anarchy, they should stop being a playable country and become a decentralized country. Sure, what decentralized countries are in game right now are mostly non-industrialized, agrarian societies with no central authority. But aside from non-industrialized, that’s basically what happens to your country if you enact anarchism. You don’t have a central authority anymore.

This is a well-worn rut but in this game you categorically do not play as the state, you play as the "spirit of the nation." Otherwise the cognitive dissonance of "I [the player] am an oligarchy run by landowners and I am going to, on purpose, include minority IGs in goverment to pass laws unpopular with the rest of the ruling class that disempower said ruling class and massively invest in the sectors of the economy that will empower my opponents" would just be too much. The devs have committed to a theory of history that social and economic changes are what drive history, not the decisions of the "great men" who led states; thus, just running a state would be really boring and unsatisfying as you'd have little agency as the world changes around you, outside of your control or decisions.

A lot of what you do in the game (buildings, laws) are fully outside the authority of the state in the simulation. You clicking a law is saying "this is going to be what the society focuses on" and you're theoretically rolling against the state if you have less than 50% chance to pass it. Even things like foreign policy and warfare fall easily into this structure; your decisions represent the consensus that the collective came to the same way that your decisions in a democracy represent the consensus of whatever decisionmaking structures the state has. Your framing precludes this and, honestly most of what we do playing this game.

As a result, no, I don't think it's accurate to say that gameplay should stop if your state becomes stateless. There is still a society and an economy in an anarchic society, and even without a treasure trove of violently coercive state power to squabble over there is still politics.

I do disagree with OP's plan, however, as I don't think that it's correct to assert that everyone would view any anarchist "government" as fully "legitimate" with everyone in power--I don't agree with the notion that anarchy should be a game over, but I also don't think it should be an "instant utopia" button. The real-life anarchist societies used as examples as to why the law should exist at all were fairly rapidly crushed, usually by other "IGs" within the society itself. One of my broadest criticisms of the radical left gameplay is how easily reactive elements lay down--capitalists instantly "unemployed" en masse (another absolutely wild thing to me--hooray, I won the law siege, and now instantly the whole economy is coops with no disruption or anything, maybe I'll have to deal with a revolution) react like a regular ol worker having to find a new job which is.. not uh not typically how things have gone.

Convincing the pops in the Industrialist, landowner, devout and PB IGs to reconsider their support should be a long and difficult process that also shouldn't end conclusively with a revolution; nobody in their right mind who still subscribes to the Industrialist newsletter is going to be like "oh yes, sure, the law changed to anarchic commune and we get to be part of the decisionmaking so I think it's perfectly legit that this is how everything works now." They want to have all of the decisionmaking again!
 
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Sure, then give me the explanation of why we can play as the Anarchist States of America but not as the Ainu Tribes of Hokkaido…
 
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And why can’t I as the player do that?
I can certainly do for Brazil and Brazil only had a true Industrial Revolution during WW2…
Yet, Brazil had a central authority and the Ainu didn’t.
Edit: Because, right now, all I am seeing then is: you play as the spirit of the nation of countries that started with central authority in 1836.
 
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And why can’t I as the player do that?
I can certainly do for Brazil and Brazil only had a true Industrial Revolution during WW2…
Yet, Brazil had a central authority and the Ainu didn’t.

You asked for the difference between a hypothetical lategame anarchist USA and Ainu people at game start, you seem to have no trouble with my answer, but the goalposts are now in South America. Fascinating.

So are you asking for the difference between Ainu and Brazil? Anarchist USA and Brazil? Who knows!

It seems you're trying to get me to say "oh, well Brazil is centralized," whereupon you can claim victory as this proves hypothetical anarchist USA, a nation of over a hundred million, highly urbanized, connected with communication networks and with a long history of acting as a single unit, is actually exactly the same as game-start Hokkaido, an island with at most 200,000 people with shared cultural and linguistic heritage but no history of ever acting collectively or conceiving of themselves as a nation, industrialization, urbanization, or communication to act in a coordinated way. Corporate needs you to tell the difference between the two pictures; well, in neither can the state order your execution, so they're the same picture!

The issue is that you're using two buckets; "has boots for necks" and "does not." The former are real countries that we can play as, the latter are not.

What, however, if I told you that a self-consciously organized group of people with access to (at the time) modern machinery and infrastructure could make decisions and act collectively as a unit across a large number of people, without any boots for any necks? In other words, be a centralized nation but not have a state. That is the baby's first definition of 19c anarchist theory. This creates a third bucket; organized, centralized, but that happening without the tyranny of hierarchy or a state that can kill you if it wants.

Would this actually work? lmao who knows, the people of the Paris Commune and CNT-FAI died trying, you could argue there are other examples (a few places in Mexico like where the Zapatistas are still at it). The game posits it would. You can argue it's not possible or the devs are being silly by including it as a possibility, but saying "assuming this thing exists, it wouldn't fit into the game's playing format," as I think you are, is incorrect on its merits.
 
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Aloraand

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I do disagree with OP's plan, however, as I don't think that it's correct to assert that everyone would view any anarchist "government" as fully "legitimate" with everyone in power--I don't agree with the notion that anarchy should be a game over, but I also don't think it should be an "instant utopia" button.
Maybe I worded it poorly, I think that anarchist societies have radically different forms of legitimacy than what is represented in game. Presumably, there wouldn't be a government and opposition, but rather local councils with delegates in some sort of society wide forum.

The second issue is practical, in game, the law is strictly worse than universal suffrage legitimacy wise and carries a quite heavy penalty.

I would like anarchist societies to be able to have high level of legitimacy, which is currently not the case, so it would be nice if they got a buff there at the expense of the speed of passing further laws, as presumably nationwide forum of delegates gets things done more slowly than a representative democracy. (The proposed numbers might be too much)
 
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You asked for the difference between a hypothetical lategame anarchist USA and Ainu people at game start, you seem to have no trouble with my answer, but the goalposts are now in South America. Fascinating.

So are you asking for the difference between Ainu and Brazil? Anarchist USA and Brazil? Who knows!

It seems you're trying to get me to say "oh, well Brazil is centralized," whereupon you can claim victory as this proves hypothetical anarchist USA, a nation of over a hundred million, highly urbanized, connected with communication networks and with a long history of acting as a single unit, is actually exactly the same as game-start Hokkaido, an island with at most 200,000 people with shared cultural and linguistic heritage but no history of ever acting collectively or conceiving of themselves as a nation, industrialization, urbanization, or communication to act in a coordinated way. Corporate needs you to tell the difference between the two pictures; well, in neither can the state order your execution, so they're the same picture!

The issue is that you're using two buckets; "has boots for necks" and "does not." The former are real countries that we can play as, the latter are not.

What, however, if I told you that a self-consciously organized group of people with access to (at the time) modern machinery and infrastructure could make decisions and act collectively as a unit across a large number of people, without any boots for any necks? In other words, be a centralized nation but not have a state. That is the baby's first definition of 19c anarchist theory. This creates a third bucket; organized, centralized, but that happening without the tyranny of hierarchy or a state that can kill you if it wants.

Would this actually work? lmao who knows, the people of the Paris Commune and CNT-FAI died trying, you could argue there are other examples (a few places in Mexico like where the Zapatistas are still at it). The game posits it would. You can argue it's not possible or the devs are being silly by including it as a possibility, but saying "assuming this thing exists, it wouldn't fit into the game's playing format," as I think you are, is incorrect on its merits.
Nah man, I am arguing that somehow is acceptable to play a decentralized nation that starts centralized but the opposite it’s not.
You were the one arguing that one of them has in our history experienced industrialization and the other had not. And I am then arguing that as a game for what-ifs why is that the what-if for the Ainu is not acceptable as game play.
As you mentioned that the USA experienced industrializations, I then brought the fact that well, Brazil in our timeline didn’t experience industrialization until after the end period of the game.
That’s okay, you do you. I am just saying that arguing that the Ainu can’t be played because in our timeline they never industrialized without having been conquered is a poor argument to say it’s acceptable to play as a decentralized USA (or Brazil, or GB, or Russia, or whatever).
 
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Maybe I worded it poorly, I think that anarchist societies have radically different forms of legitimacy than what is represented in game. Presumably, there wouldn't be a government and opposition, but rather local councils with delegates in some sort of society wide forum.

The second issue is practical, in game, the law is strictly worse than universal suffrage legitimacy wise and carries a quite heavy penalty.

I would like anarchist societies to be able to have high level of legitimacy, which is currently not the case, so it would be nice if they got a buff there at the expense of the speed of passing further laws, as presumably nationwide forum of delegates gets things done more slowly than a representative democracy. (The proposed numbers might be too much)

Legitimacy already controls the speed of passing laws, though, so you'd be raising one number and then creating an exception to lower a number back down that it was already upstream from?

I do agree that the game's structures are built to represent states, and it's an odd fit for how decisions would be made in an anarchist society. But even still, I think the modifiers make a lot of sense as-is; without the tyranny of "ok, we've voted, we're done and the 49% or less losers have to stfu and move on," major disagreements on any policy would significantly impact all of the things that legitimacy does. The delegates that think we should have private property left or that think God made some people more important than others, in other words who fundamentally reject the existence and legitimacy (the normal definition not the game term) of the forum in the first place, are probably pretty mad.

And I mean, if you've managed to have an anarchic revolution (violent or non), how do you have kulaks left? Why do we let them into the forum to slow everything down? I'll bet there are a couple fellas in the local councils asking the same thing, and getting a little mad about it.

Sounds like low legitimacy to me. And of course, if the only IG with any clout is the TUs, then your legitimacy is fine. I've had high-legitimacy anarchist governments in-game in 1.2.

As a follow-up... to get to anarchy, you must have a council republic. Between those two, without the leader changing things, every IG except the armed forces and rural folk either disapprove or strongly disapprove of what you're up to. At that point, how much clout do you really have in your country that isn't in the trade union + armed forces with an anarchist general you promoted to rank 5 the moment you rolled him IGs?

--- and as a result, those IGs are going to want anarchy over universal suffrage, and start getting mad when they don't get it. I think it's good that there are law choices that aren't you saying "I want this or that based on bonuses," but that are "well as a consequence of my actions, my pops want xyz even though it's worse, I can either manage the radicalism or eat the worse numbers." It's a decision to make that isn't where I drop 50 more coal mines and I appreciate it.

As a second follow-up.. the other thing I really don't like about the late game radical left paths is that the gameplay to choose between your country being a social democracy, vanguard party state and anarchy is literally a single event button click. It pops up when you have a certain amount of leftist laws, and it's just like "hey do you want the TU and/or Armed Forces to be which of these three," and then you click it and afterwards that IG will always get leaders that support that ideology. This was brought up before release but especially with radical politics where power gets really focused into one or two IGs, it leads to the truly questionable situation where the game simulation of Anarchy is that the entire nation's politics are determined by the opinions of two guys, which, uh, yeah.

Nah man, I am arguing that somehow is acceptable to play a decentralized nation that starts centralized but the opposite it’s not.
You were the one arguing that one of them has in our history experienced industrialization and the other had not. And I am then arguing that as a game for what-ifs why is that the what-if for the Ainu is not acceptable as game play.
As you mentioned that the USA experienced industrializations, I then brought the fact that well, Brazil in our timeline didn’t experience industrialization until after the end period of the game.
That’s okay, you do you. I am just saying that arguing that the Ainu can’t be played because in our timeline they never industrialized without having been conquered is a poor argument to say it’s acceptable to play as a decentralized USA (or Brazil, or GB, or Russia, or whatever).

Brazil = state without industrial rev -> makes sense to play
Ainu = no state and without industrial rev -> makes no sense to play
Anarchist USA = no state and with industrial rev-> makes sense to play

I spent a lot of time explaining why this chart makes sense I'd love it if you read it and engaged with it in any meaningful way.
 
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$ilent_$trider

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Brazil = state without industrial rev -> makes sense to play
Ainu = no state and without industrial rev -> makes no sense to play
Anarchist USA = no state and with industrial rev-> makes sense to play

I spent a lot of time explaining why this chart makes sense I'd love it if you read it and engaged with it in any meaningful way.
So, if I pick up the USA. Destroy all my buidlings and enact anarchism, I got to the same state as the Ainu Tribes as your example of one is possible and the other isn’t.
I know why the devs didn’t allow the decentralized nations to be played.
I am then arguing that becoming a decentralized nation should be game over. But somehow that is okay to satisfy that minor population of people that thinks that an anarchist nation is an utopia of equal rights and happiness all around.
Like, I can create an anarchist, slaver, militarized police with no right of assembly ethnostate in the game.
Again, for a what if game, why can I not bring the Ainu (or for that matter the polinesians or any of the decentralized African or American nations into the Industrial Revolution and centralization of power? But I sure as hell can create a non-industrialized Anarchist States of America. And the only answer that exists is that one starts centralized and the other doesn’t.
 

FranklyJustNess

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It continues to amaze me how popular the thinking is, that anarchism is just total lack of any state, institutions or law. It's not in the game as a meme, it is an actual leftist political ideology, and one that saw quite a lot of popularity and organization among for example Spanish or Ukrainians.
 
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bugglesley

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So, if I pick up the USA. Destroy all my buidlings and enact anarchism, I got to the same state as the Ainu Tribes as your example of one is possible and the other isn’t.
I know why the devs didn’t allow the decentralized nations to be played.
I am then arguing that becoming a decentralized nation should be game over. But somehow that is okay to satisfy that minor population of people that thinks that an anarchist nation is an utopia of equal rights and happiness all around.
Like, I can create an anarchist, slaver, militarized police with no right of assembly ethnostate in the game.
Again, for a what if game, why can I not bring the Ainu (or for that matter the polinesians or any of the decentralized African or American nations into the Industrial Revolution and centralization of power? But I sure as hell can create a non-industrialized Anarchist States of America. And the only answer that exists is that one starts centralized and the other doesn’t.

1) No you haven't, because you haven't gone back in time and changed the historical processes that brought both people to both points. There is a manifest and obvious difference between someone who has never driven in a car and someone who has driven a car everywhere they needed to go their whole life and loses access to it. There is an obvious difference between a society where everyone believes themselves to be a nation with classes and a single integrated society losing their buildings and a group of people who are just doing their own thing as they always have. That this isn't equivalent is trivial. The "industrial revolution" doesn't mean "there are literally factory buildings." It was, again, a broad, across the spectrum transformation (Revolution, even!) in nearly every aspect of material, social, and political life. Those changes don't go away if you demolish the factories.

2) Because there is no, in 19c conception, "society," "economy," or "politics" to guide as the "spirit" of the "Ainu nation." The average person in Hokkaido in 1856 would not say "I am Ainu, that is my place in the world and my relationship to other people" the way someone in Brazil or the USA would.

3) No you can't, there is no practical way to arrange the IGs so that would be possible. Try it and show me a screenshot. The law requirements don't literally preclude it, but how exactly are you going to have an empowered TU IG to pass council republic and then anarchy when the landowners and PB have massive clout bonuses? You're not wrong that anarchy distribution of power should probably lock off a bunch of the police laws, though.

4) You can't, because it makes no sense. What are you controlling? Who is building factories in Hokkaido in 1856? From a pure gameplay perspective, if the devs make it possible for the Ainu to industrialize they're misrepresenting the game start situation so much it's laughable; and rather have a bunch of playable options that are so limited you can't do anything, they just said "ok you can't play those." I think this makes a ton of sense.
On the flipside, you sure as hell can't create an unindustrialized anarchist USA. For the simple reason that it is industrialized at the game start and downsizing the economy does not change that. Even beyond... show me the anarchist USA where you demolished every factory day 1, never built one again, and passed the anarchy law. If you "sure as hell can," it should be trivial. Of course you cannot, as the devs have indeed thought through for a single second how politics could work, and passing anarchy basically requires you to have passed through the development of industrial capitalism for it to happen. Because 19c anarchism, like all 19c radical politics, are reactions to capitalism. They require it to exist and they presuppose that it exists. It's certainly inspired by historical modes of living, but as a political movement and ideology any plausible anarchist state would be inextricably tied with the modern social and economic changes of the game's period.

I'm going to stop, I just want to reiterate one final time that anarchism is not the same as what the game means by decentralized country.
 

$ilent_$trider

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It continues to amaze me how popular the thinking is, that anarchism is just total lack of any state, institutions or law. It's not in the game as a meme, it is an actual leftist political ideology, and one that saw quite a lot of popularity and organization among for example Spanish or Ukrainians.
Anarchism is a political philosophy and movement that is skeptical of all justifications for authority and seeks to abolish the institutions it claims maintain unnecessary coercion and hierarchy, typically including, though not necessarily limited to, governments, nation states, and capitalism. Anarchism advocates for the replacement of the state with stateless societies or other forms of free associations. As a historically left-wing movement, usually placed on the farthest left of the political spectrum, it is usually described as the libertarian wing (libertarian socialism) of the socialist movement.

1) No you haven't, because you haven't gone back in time and changed the historical processes that brought both people to both points. There is a manifest and obvious difference between someone who has never driven in a car and someone who has driven a car everywhere they needed to go their whole life and loses access to it. There is an obvious difference between a society where everyone believes themselves to be a nation with classes and a single integrated society losing their buildings and a group of people who are just doing their own thing as they always have. That this isn't equivalent is trivial. The "industrial revolution" doesn't mean "there are literally factory buildings." It was, again, a broad, across the spectrum transformation (Revolution, even!) in nearly every aspect of material, social, and political life. Those changes don't go away if you demolish the factories.

2) Because there is no, in 19c conception, "society," "economy," or "politics" to guide as the "spirit" of the "Ainu nation." The average person in Hokkaido in 1856 would not say "I am Ainu, that is my place in the world and my relationship to other people" the way someone in Brazil or the USA would.
So, again, the argument is that one started as a centralized state, the other didn't.
3) No you can't, there is no practical way to arrange the IGs so that would be possible. Try it and show me a screenshot. The law requirements don't literally preclude it, but how exactly are you going to have an empowered TU IG to pass council republic and then anarchy when the landowners and PB have massive clout bonuses? You're not wrong that anarchy distribution of power should probably lock off a bunch of the police laws, though.
I might take the challenge, might be hard to keep Brazil with slavery up to that point, but I guess if I keep boosting the Trade Unions long enough and angry enough for them to start a revolution to enact Council Republic (which is the only requisite for enacting Anarchy) winning the civil war then is usually super easy.
4) You can't, because it makes no sense. What are you controlling? Who is building factories in Hokkaido in 1856? From a pure gameplay perspective, if the devs make it possible for the Ainu to industrialize they're misrepresenting the game start situation so much it's laughable; and rather have a bunch of playable options that are so limited you can't do anything, they just said "ok you can't play those." I think this makes a ton of sense.
On the flipside, you sure as hell can't create an unindustrialized anarchist USA. For the simple reason that it is industrialized at the game start and downsizing the economy does not change that. Even beyond... show me the anarchist USA where you demolished every factory day 1, never built one again, and passed the anarchy law. If you "sure as hell can," it should be trivial. Of course you cannot, as the devs have indeed thought through for a single second how politics could work, and passing anarchy basically requires you to have passed through the development of industrial capitalism for it to happen. Because 19c anarchism, like all 19c radical politics, are reactions to capitalism. They require it to exist and they presuppose that it exists. It's certainly inspired by historical modes of living, but as a political movement and ideology any plausible anarchist state would be inextricably tied with the modern social and economic changes of the game's period.
The definition of nation follows: a large body of people united by common descent, history, culture, or language, inhabiting a particular country or territory.
You started the argument saying that it's a common misconception that we don't play the government, we play the "spirit of the nation". By the definition above, the Ainu were definitely a nation, although not an unified or centralized one.
Then you argued that playing a decentralized nation that started centralized is fine because of the industrial revolution. I pointed that not all playable countries had their industrial revolution until after the period of the game or at the very end of it and again, you argued that they have a central government.

So, again, it seems the common ability to be a playable nation is to have a centralized government. Anarchy precludes having any centralized government or authority at all. The same thing that happens to every decentralized nation.
The lack of central authority.
Yet, one is playable if they started centralized and the other isn't.
 

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Technically, in a true anarchical society, there is no legitimate government. IMO, if a country became an anarchy, they should stop being a playable country and become a decentralized country. Sure, what decentralized countries are in game right now are mostly non-industrialized, agrarian societies with no central authority. But aside from non-industrialized, that’s basically what happens to your country if you enact anarchism. You don’t have a central authority anymore.
Wouldn't that mean that they'd be able to be colonized?
 
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$ilent_$trider

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Wouldn't that mean that they'd be able to be colonized?
Absolutely, if the so called Anarchist States of America doesn’t have a central authority and the foreign powers don’t need to have embassies there, why couldn’t Great Britain determine that they could colonize them? :D
 
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Darsara

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And why can’t I as the player do that?
I can certainly do for Brazil and Brazil only had a true Industrial Revolution during WW2…
Yet, Brazil had a central authority and the Ainu didn’t.
Edit: Because, right now, all I am seeing then is: you play as the spirit of the nation of countries that started with central authority in 1836.

Because portraying them as nothing more 'primitive' countries identical to standard countries would wildly incorrect. Anarchist... unions(?) get an exception by virtue of being something you become over the course of the game, and being something that people have actively aimed to become. Both need specialised systems to be whole correct, but only one* is a state that could simply render an area unplayable is it was locked from play.

*Barring rare conditions when a centralised state is forced to surrender to a decentralised nation
 

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Technically, in a true anarchical society, there is no legitimate government.

1681602129169.png


(You think this is bad? Just bring up coring as Anarchist Spain in the HOI4 forum. Now there's a discussion that won't go off the rails.)
 
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$ilent_$trider

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Because portraying them as nothing more 'primitive' countries identical to standard countries would wildly incorrect. Anarchist... unions(?) get an exception by virtue of being something you become over the course of the game, and being something that people have actively aimed to become. Both need specialised systems to be whole correct, but only one* is a state that could simply render an area unplayable is it was locked from play.

*Barring rare conditions when a centralised state is forced to surrender to a decentralised nation
You are doing the same argument bugglesley is doing that one of them is a decentralized government that became one after being centralized. My whole argument is that if starting decentralized nations are unplayable, future decentralized nations should be to.
You still might disagree with me and that's fine, it's just that, well, I like this consistency in the game. Specially because now, it will be theoretically possible to become an Anarchist Luddite "Nation" in 1.3 and what exactly will they be different from starting "primitive" states?
 
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