phillosopher said:
Yes I also think that we could see the use of missions for keeping the game on fairly historical lines all over. They can be used as a guiding force on the AI to keep their basic concerns and considerations to those of the National Interests of the powers at this time. I could see a system where you can completely guide the AI through most of the historical wants and needs of the countries in question.
And what, exactly, gave you the idea that trying to railroad the AI through a developing alternate history based on the occurrences of our one instance of recorded history was a good idea overall?
Ok - that was a trick question; We all have different ideas of what makes a game fun, and your idea just happens to be one of those I dislike immensely. I prefer AIs that try to be competitive within the limitations of the game engine over those that try to play to a prearranged plan that does not, necessarily, have relevance to how the game is progressing.
So let's hope that Victoria 2 takes a middle road between the two extremes and leave the extreme positions free for modders to create something catering to the extreme viewpoints.
There was a great deal of anti-Russian sentiment due to conflicting interests in the Balkans and Central Asia, conflicting interests which will screw up the ability of the game to act historically if they aren't included.
Why should the game act historically (i.e. as in our history) if things go differently in the game's developing history as you play?
Some minor missions with minimal rewards* to set the theme, yes, but anything further than that would seem unwarranted.
* If Victoria 2 features nation specific missions with rewards on the scale of those of EU3+exps Spanish missions it'll be rip-out-the-guts-of-the-writer time, oh yes.