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Prometheus421

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I've noticed a recurring theme in many of the developed mods posted on this website, especially in regards to the more "prominent" ones with a large following. While many of the mods on this site no doubt have interesting and sophisticated worlds with equally intriguing geopolitical situations, I feel that many of these mods suffer from the same problem, that being that many playable countries have a complete and utter lack of meaningful events. For example, in many mods, most of the more "prominent" events come at the beginning and after the cataclysm of some big international conflict comes knocking on all of the Great Powers' doors a mere few years later, the chain of events are largely stagnated after the end of the conflict. Even for a major world power and victor of a large international conflict, there are rarely ever if any meaningful political events in the post-war period, with only the occasional generic "nationalization of industry" or "investment from prominent business firms" events to break the monotonous and purgatorial experience of the post-war and even, in some cases, the pre-war eras. I've become somewhat sick and tired of having to play a prominent nation only to have to wait a substantial amount of time until some event of "medium" importance happens so as to vindicate my waiting. Kaiserreich is an ideal mod that other mods should aspire to emulate in regards to event chains because it actually gives the player more control and manipulation over the mod's world, regardless of whether their country is a European economic and militaristic powerhouse or a humble nation in Central America. What I'm trying to say is that events for current and future mods should adhere to a "domino/butterfly effect" format, meaning that if one country decides to enforce a certain policy or establish a new regime, its impact should be felt in other countries and vice versa.
 
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Zeroniner

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Very good argument, I also somewhat notice mostly a lack of events in the post-war period included in mods developed by community users. I shall take these statements into account while I'll try not to make those mistakes on helping other fellow player's mods.
Just somewhat off-topic: Did you notice the 1964 Democracy's Last Legs mod for DH? It is at a stalemate and I fear that your observations might fall for this, any relation to the DH 1964 mod.
 

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I've noticed a recurring theme in many of the developed mods posted on this website, especially in regards to the more "prominent" ones with a large following. While many of the mods on this site no doubt have interesting and sophisticated worlds with equally intriguing geopolitical situations, I feel that many of these mods suffer from the same problem, that being that many playable countries have a complete and utter lack of meaningful events. For example, in many mods, most of the more "prominent" events come at the beginning and after the cataclysm of some big international conflict comes knocking on all of the Great Powers' doors a mere few years later, the chain of events are largely stagnated after the end of the conflict. Even for a major world power and victor of a large international conflict, there are rarely ever if any meaningful political events in the post-war period, with only the occasional generic "nationalization of industry" or "investment from prominent business firms" events to break the monotonous and purgatorial experience of the post-war and even, in some cases, the pre-war eras. I've become somewhat sick and tired of having to play a prominent nation only to have to wait a substantial amount of time until some event of "medium" importance happens so as to vindicate my waiting. Kaiserreich is an ideal mod that other mods should aspire to emulate in regards to event chains so as to make their mods much more interesting and give the player greater control over the manipulation of the mod's world, regardless of whether their country is a European economic and militaristic powerhouse or a humble country in Central America. What I'm trying to say is that events for current and future mods should adhere to a "domino/butterfly effect" format, meaning that if one country decides to enforce a certain policy or establish a new regime, its impact should be felt in other countries and vice versa.
You can always mod it in yourself?
 
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Prometheus421

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Very good argument, I also somewhat notice mostly a lack of events in the post-war period included in mods developed by community users. I shall take these statements into account while I'll try not to make those mistakes on helping other fellow player's mods.
Just somewhat off-topic: Did you notice the 1964 Democracy's Last Legs mod for DH? It is at a stalemate and I fear that your observations might fall for this, any relation to the DH 1964 mod.
I have looked into the case of the 1964 DLL mod and have actually played it (that is until it crashes abruptly for me around May of 1964). The world itself is an interesting one but I think there needs to be much more work done on it (such as that pertaining to technical issues) to make it worth playing. It has the potential to be an impressive and outstanding mod but not in its current state, I'm afraid. I'm not trying to be mean or anything, by the way, I'm just being honest.
 
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Adonnus

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The problem with this is it's easy to start a world war, hard to do anything else. Just look through Kaisserreich/db/events and see how many frickin events there are. More people worked on those events than on the whole of Darkest Hour I bet. Whereas for most mods it's just one person.
 

Limith

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But it's tedious as mess, especially when you play as a country that literally has no events but nonetheless has some influence in a certain region of the world (e.g. Korea in the B**aparte L*gacy).

Well there's your answer.

"If you want something done right, do it yourself" - Aesop

The problem with this is it's easy to start a world war, hard to do anything else. Just look through Kaisserreich/db/events and see how many frickin events there are. More people worked on those events than on the whole of Darkest Hour I bet. Whereas for most mods it's just one person.
Basically this. It's harder to write flexible quality events than it looks.
 

Prometheus421

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The problem with this is it's easy to start a world war, hard to do anything else. Just look through Kaisserreich/db/events and see how many frickin events there are. More people worked on those events than on the whole of Darkest Hour I bet. Whereas for most mods it's just one person.
While that's true, I just think that many mods lacking in the event department have the potential to be much more better than they are now. Like I said before, many of the worlds are pretty interesting and can be as good as, dare I say, Kaiserreich if enough effort was put into it by the modding community.
 

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While that's true, I just think that many mods lacking in the event department have the potential to be much more better than they are now. Like I said before, many of the worlds are pretty interesting and can be as good as, dare I say, Kaiserreich if enough effort was put into it by the modding community.

Well, for that to happen you would need a mod as popular as Kaiserreich. It's a simple payoff you have to make. If you want a better mod, either make it more popular and thus get more help, or do more work yourself. Being the creative control freak/loner that I am I usually choose the second option. Besides, if you want something done right...
 

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Part of the problem here is also the gameplay and story segregation and the focus on total war and fighting it rather than prolonged periods of peace or cold war. Just think of Germany in Kaisserreich: the story is all about Germany not being able too keep up her global empire financially while you literally drown in money in the game when you actually play Germany.

Darkest Hour (like all HoI titles) has a less interesting or even realistic modelling of a (peace time) economy than let's say Victoria or even Europa Universalis. Britain went more or less bankrupt fighting WWII but was able to keep its war econmy running. DH models the latter fact well, but the former not at all. So you have to do everything that cannot be done by the core game engine via events that can lead to the player feeling railroaded.

Btw you sound like a person that would really enjoy AGCEEP.
 

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While agreeing to your conclusion that events spice up the game, i'd like to remind you of one detail: Just coding some events is a rather easy job to do, but you also have to keep the general balance and at least some plausibility in mind. It's hard enough to actually simulate the costs and benefits of historic conflicts and political developments. IMHO, it's even harder for ahistoric ones. One single command line can make or break a whole match.

Even more, it's not just a matter of support for the devs out there. It's great to have a large number of enthusiastic contributors. But someone has to keep an eye on at least the majority of events being integrated into a mod or else it'll most likely end up as a total mess made up of contradictory ideas.
 

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I have looked into the case of the 1964 DLL mod and have actually played it (that is until it crashes abruptly for me around May of 1964). The world itself is an interesting one but I think there needs to be much more work done on it (such as that pertaining to technical issues) to make it worth playing. It has the potential to be an impressive and outstanding mod but not in its current state, I'm afraid. I'm not trying to be mean or anything, by the way, I'm just being honest.
Trust me, I want to get back to working on that mod really bad. Life's in the way, though. And the single most discouraging thing about it is that it's a massive timeline and none of us have the time to commit to it currently.
 

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Trust me, I want to get back to working on that mod really bad. Life's in the way, though. And the single most discouraging thing about it is that it's a massive timeline and none of us have the time to commit to it currently.

I would like to continue work on it, but my college semester is ending soon and after that I might work on a internship this summer; which prevents me from working on developing this terrific mod.
Anyway, if we are to take the suggestions from Prometheus421 to have events in the post-war period, especially in the 21st century in that timeline after war between U.S., Germany, and the Soviet Union; the results may be spectacular. But at this time, we don't know if DH 1964 mod would continue.
 
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