well, my claim about "Texas: +30 capitalists bonus" was based upon the entire file of texas events, there is a good chain for subsidies for the railroad that gives +10 bonus and then it takes it away... but there are also a lot that doesn't do that.Theodotus1 said:To futher address the topic:
One thing about the railroad events for Texas is that they do retract the capitalist income increases via event some years later. Additionally, the capitalist income increases were not related to just building the railroad in a particular location, but to the economic incentives doled out in massive quantities by the government. The events simulate not just the building of the railroads, but large-scale redirection of economic variables in order to benefit a select segment of the population. (In Texas' case, the state gave away so much land that it later discovered it was short 8 million acres it still owed people. We are not talking about small change.)
When it comes to issues of balance -- frankly, it was unfortunate decisions regarding balance that gave a lot of impetus to this project in the first place. The decision not to include any sort of mechanism for something as fundamental to the course of events as the Treaty of Guadalupe Hidalgo, reportedly because it was felt to be imbalancing in multiplayer, is not a precedent we should seek to emulate. (By that same reasoning, they should have left out the German and Italian unification events, because those might be unfair to a player, too, and both places can conceivably be unified via conquest.) The beauty of the game is that its design is able to simulate complexities and imbalances, at least to some extent.
Beyond that, if balance were a paramount issue in Victoria then no uncivilized country would be banned from becoming civilized. This is not a game in which the countries were designed to be equal. Why then prohibit certain types of event effects simply because only one country is benefited? There is no logic to such an approach.
Balance does not require the prohibition of any particular effect. It does require supreme attention to the level of effect used.
EDIT: Upon looking at the General's post again, the thing that strikes me about the increases in the Texas events cited is not that there were increases, but that they added up to as much as they did. I'm going to tune them down by 80-90% where they're not removed -- because it's sufficient for most events that there be some relevant effect, but that effect doesn't have to be of any particular magnitude.
One thing that does come to mind, though -- inventions are themselves events. They are not a different type of game mechanic. Commands should not therefore be limited only to inventions just because they have been used with inventions (because Paradox did not so limit the events they wrote).
Take a look at my complete account and you will see that i have included the events that substracts bonuses...
About inventions, they are managed differently by the engine, they are not common events, if you look carefully, you will notice that they are "like" random events that can trigger only when they are activated by a tech.