So yesterday in a shower I've been intensely thinking on how a Cold War game should simulate diplomacy. Since I have nothing better to do, I will elaborate those ideas here. They are not of much practical use, but could come in handy if they decide to try the era once again, which I cheer for. I was in a bit of a dilemma if I should post it here or it belongs in OT forum, but I figured it can always be moved.
Without further ado, let's see my ideas.
It is clear to all that Cold War game diplomacy needs to differ radically from any other PDX diplo system. Purely bilateral diplomacy of EU4 and war-oriented system of HOI fall off right off the bat. Victoria is the closest, but still can't simulate bipolar world that well.
Here are my solutions, broken up in several key concepts:
-Hegemons
-Blocks
-Spheres
-Great Powers
-Regional Powers
-Minor Nations
-Organizations
1. Hegemons
Hegemons are the powers which world rotates around, the principal fighters for fate of the Earth. In start date, hegemons would be USA and USSR, probably added on by China. Goal of the game would be to remain one and only hegemon in a unipolar world, although you could continue to play past that, as new hegemons rise to contest your victory.
Hegemons would be determined by Vic2 categories - although how it will be balanced I'll leave to devs - industry, prestige, and military. Hegemons would compete trying to undermine one category of its opponent. Only category you can significantly undermine is prestige, which is lost by countries leaving blocks, long and embarassing wars, dissent in a country, lagging in a space race, and leading too compromising diplomacy. Military will be continuous race hegemon will have to keep up if it doesn't wish to lose, although won't be as valuable in itself as you will mostly be fighting in proxy wars. Industry is there to support military, and will also be a race that isn't easily manipulatable, but if a huge economic crisis comes by, your rival might be hit substantially.
Hegemons have access to a lot of diplomatic actions: undermine government, support oppositon, fund insurgency, engage in proxy wars...
2. Blocks
Blocks are led by hegemons. Those are opposing broad organizations populated by hegemon-aligned countries.
Blocks will not always be determined by ideology, and if a a nation is endangered by its neighbors belonging to one block, it will very likely seek ties with another. Block can be entered in two ways: being in a sphere of a nation belonging to the block (minors) and applying for membership (great and regional powers).
3. Great Powers
Those are the nations which aren't quite as powerful as hegemons, but still can exert influence globally. Examples could be France, UK, China, India... They can't form their own blocks, but can have spheres. Great Power can become hegemon if it meets certain requirements. They have access to same array of diplo actions as hegemons, except for block-related ones.
4. Spheres
Spheres are a groups of countries led by Great Power or a hegemon. Spheres are more tight than blocks. Spherelings will never oppose their overlord. They will rarely go to war with other members of the same sphere, and their sphere superior will lose prestige until peace is brokered. Within one block exist many spheres. Great Powers within same block will wage proxy wars and fight for spherelings, although they won't go as far as members of opposing blocks. Great Powers can also endanger hegemon's sphere, but should their influence be revealed, they will be kicked from the block.
Great Powers influence will often associate with certain political parties, although parties can switch loyalties on government based on relations with a GP. If parties are replaced, the nation will leave the sphere and hit a GP/hegemon's prestige, at the same time increasing prestige of the nation whose affiliates came to government.
That nation is your ally or member of same organization doesn't mean it won't undermine your sphere if it deems so necessary.
It's impossible for a nation to be in a different block than it's sphere overlord.
5. Regional power
If a minor reaches certain score in prestige, industry and military, and isn't a member of the sphere, it will become regional power. Regional power can only exert influence on its neighbors, and cannot form spheres, but they can undermine influence of another hegemon/GP in neighboring sphereling, making them a powerful asset of a block or as an ally. Regional powers can enter or stay out of blocks, but once they are sphered they will drop to minors status. Most of NATO members would probably be regional powers, also nations like Yugoslavia or Gaddafi's Libya.
6. Minor
Most nations, who are nothing but assets in a great game. They can't interfere in other countries except for direct interventions such as war and bilateral treaties. They will experience most instability caused by Great Powers contesting. They will provide their sphere overlord with special economic rights, agents... As well as increase overlords prestige passively, depending on a importance of a country.
7. Organizations
World will also be populated by number of organizations, most important being UN, but also including Warsaw Pact, NATO, Arab League etc... Those organizations, although mattering less, will sometimes provide prestige, defend countries, provide economic benefits etc... depending on a type of organization.
8. Wars
Wars will be waged less conventionally. Since nuclear war will instantly end the game, hegemons won't have direct wars between themselves. Great Powers will generally also not go to direct war. That doesn't mean nuclear war will not be a looming treath, and there'd be series of diplomatic negotiations where you either increase (risking nuclear war for prestige) or decrease (reverse) tension, making diplomacy acting on knifes edge.
These are situations that can happen.
1. Hegemon invades Regional Power: If RP is in a block, other hegemon will defend it in a proxy war. If it isn't in a block, it might be good for it to join one. Attacking RPs will be disastrous for your international standing and will probably lead to UN embargo. If you fail to take them down in time and efficiently, prestige will tank.
2. GP invades RP: Same situation, only that hegemon (with its spherelings, but not necessarily with block members) might join on GPs side as well.
3. RP against RP: Blocks will fight each other (proxy of course).
4. RP against minor: Spheres and blocks will be involved.
5. Minor vs minor: Spheres are involved with possibility of block joining
6. Civil wars: Spheres and blocks are involved on behalf of appropriate parties.
Each long war against inferior enemy will drain prestige, but lower your rank, less you care about it. Glorious victories will increase prestige, but if you're bogged down in guerilla war, prestige will go down.
Wars will be long trials between Great Powers, with prestige being counted during the war (peace treaty will also have prestige cost).
It will be pretty hard to succesfully carry out an invasion except if your target is outside of the sphere and blocks, but they will have more tendency to join any of the two as the game progresses.
There'd be different levels of commitment, ranging from favorable speeches to full military investment. More you invest, more prestige you get from winning, but you also lose more from loosing. Members of the same block won't fight militarily, and can only provide logistical support, agents and equipment to favored side.
Without further ado, let's see my ideas.
It is clear to all that Cold War game diplomacy needs to differ radically from any other PDX diplo system. Purely bilateral diplomacy of EU4 and war-oriented system of HOI fall off right off the bat. Victoria is the closest, but still can't simulate bipolar world that well.
Here are my solutions, broken up in several key concepts:
-Hegemons
-Blocks
-Spheres
-Great Powers
-Regional Powers
-Minor Nations
-Organizations
1. Hegemons
Hegemons are the powers which world rotates around, the principal fighters for fate of the Earth. In start date, hegemons would be USA and USSR, probably added on by China. Goal of the game would be to remain one and only hegemon in a unipolar world, although you could continue to play past that, as new hegemons rise to contest your victory.
Hegemons would be determined by Vic2 categories - although how it will be balanced I'll leave to devs - industry, prestige, and military. Hegemons would compete trying to undermine one category of its opponent. Only category you can significantly undermine is prestige, which is lost by countries leaving blocks, long and embarassing wars, dissent in a country, lagging in a space race, and leading too compromising diplomacy. Military will be continuous race hegemon will have to keep up if it doesn't wish to lose, although won't be as valuable in itself as you will mostly be fighting in proxy wars. Industry is there to support military, and will also be a race that isn't easily manipulatable, but if a huge economic crisis comes by, your rival might be hit substantially.
Hegemons have access to a lot of diplomatic actions: undermine government, support oppositon, fund insurgency, engage in proxy wars...
2. Blocks
Blocks are led by hegemons. Those are opposing broad organizations populated by hegemon-aligned countries.
Blocks will not always be determined by ideology, and if a a nation is endangered by its neighbors belonging to one block, it will very likely seek ties with another. Block can be entered in two ways: being in a sphere of a nation belonging to the block (minors) and applying for membership (great and regional powers).
3. Great Powers
Those are the nations which aren't quite as powerful as hegemons, but still can exert influence globally. Examples could be France, UK, China, India... They can't form their own blocks, but can have spheres. Great Power can become hegemon if it meets certain requirements. They have access to same array of diplo actions as hegemons, except for block-related ones.
4. Spheres
Spheres are a groups of countries led by Great Power or a hegemon. Spheres are more tight than blocks. Spherelings will never oppose their overlord. They will rarely go to war with other members of the same sphere, and their sphere superior will lose prestige until peace is brokered. Within one block exist many spheres. Great Powers within same block will wage proxy wars and fight for spherelings, although they won't go as far as members of opposing blocks. Great Powers can also endanger hegemon's sphere, but should their influence be revealed, they will be kicked from the block.
Great Powers influence will often associate with certain political parties, although parties can switch loyalties on government based on relations with a GP. If parties are replaced, the nation will leave the sphere and hit a GP/hegemon's prestige, at the same time increasing prestige of the nation whose affiliates came to government.
That nation is your ally or member of same organization doesn't mean it won't undermine your sphere if it deems so necessary.
It's impossible for a nation to be in a different block than it's sphere overlord.
5. Regional power
If a minor reaches certain score in prestige, industry and military, and isn't a member of the sphere, it will become regional power. Regional power can only exert influence on its neighbors, and cannot form spheres, but they can undermine influence of another hegemon/GP in neighboring sphereling, making them a powerful asset of a block or as an ally. Regional powers can enter or stay out of blocks, but once they are sphered they will drop to minors status. Most of NATO members would probably be regional powers, also nations like Yugoslavia or Gaddafi's Libya.
6. Minor
Most nations, who are nothing but assets in a great game. They can't interfere in other countries except for direct interventions such as war and bilateral treaties. They will experience most instability caused by Great Powers contesting. They will provide their sphere overlord with special economic rights, agents... As well as increase overlords prestige passively, depending on a importance of a country.
7. Organizations
World will also be populated by number of organizations, most important being UN, but also including Warsaw Pact, NATO, Arab League etc... Those organizations, although mattering less, will sometimes provide prestige, defend countries, provide economic benefits etc... depending on a type of organization.
8. Wars
Wars will be waged less conventionally. Since nuclear war will instantly end the game, hegemons won't have direct wars between themselves. Great Powers will generally also not go to direct war. That doesn't mean nuclear war will not be a looming treath, and there'd be series of diplomatic negotiations where you either increase (risking nuclear war for prestige) or decrease (reverse) tension, making diplomacy acting on knifes edge.
These are situations that can happen.
1. Hegemon invades Regional Power: If RP is in a block, other hegemon will defend it in a proxy war. If it isn't in a block, it might be good for it to join one. Attacking RPs will be disastrous for your international standing and will probably lead to UN embargo. If you fail to take them down in time and efficiently, prestige will tank.
2. GP invades RP: Same situation, only that hegemon (with its spherelings, but not necessarily with block members) might join on GPs side as well.
3. RP against RP: Blocks will fight each other (proxy of course).
4. RP against minor: Spheres and blocks will be involved.
5. Minor vs minor: Spheres are involved with possibility of block joining
6. Civil wars: Spheres and blocks are involved on behalf of appropriate parties.
Each long war against inferior enemy will drain prestige, but lower your rank, less you care about it. Glorious victories will increase prestige, but if you're bogged down in guerilla war, prestige will go down.
Wars will be long trials between Great Powers, with prestige being counted during the war (peace treaty will also have prestige cost).
It will be pretty hard to succesfully carry out an invasion except if your target is outside of the sphere and blocks, but they will have more tendency to join any of the two as the game progresses.
There'd be different levels of commitment, ranging from favorable speeches to full military investment. More you invest, more prestige you get from winning, but you also lose more from loosing. Members of the same block won't fight militarily, and can only provide logistical support, agents and equipment to favored side.
Last edited:
- 2