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Mettermrck

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JRaup said:
There'sone thing being over looked here. If a party is power, it doesn't get slept until it loses an election. Unless the sleeping event changes the ruling party, the slept party, if the ruling party, will remain active.

Hmm, I knew it'd seem too easy. ;)

Well, the Free Soil should fold into the Republicans in 1854. The abolitionists would simply reorganize under a new party. If the Free Soils are not in power, all the to the good. If they are, then we'd need a brief event that changes power to the Republicans and then sleeps the Free Soil...call it, 'renaming the party' or something.

The Constitutional Union party should go away after the sectional crisis is diminished, whether by civil war or otherwise. Not sure which party they should fold into. For this we might need two scenarios, unless I'm missing a more elegant solution. If the ACW breaks out and the CUP is in power, which I'm not sure is possible, then we can do an event switching power to the Republicans and sleeping the CUP. Ok, and if we reach say 1870 anywhere up to 1881 and the ACW hasn't happened, then if the CUP is still in power, we change ruling party...question is, which one? If you don't mind cluttering up with more events, you can have two versions, each with a random chance that sleeps the other, so first come, first serve.

Anyhow, I'm trying to get these thoughts straight in my head. What do you guys think?
 

Francis II

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Mettermrck said:
If the ACW breaks out and the CUP is in power, which I'm not sure is possible, then we can do an event switching power to the Republicans and sleeping the CUP.

I'm not sure it's possible for the ACW to break out with the CUP in power, unless the South is seriously pissed at the North. After all, the whole point of forming the CUP was to prevent sectional strife.

I think you're right about what to do with the Free Soilers.
 

unmerged(19037)

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Just for historical correctness (is that even a word?), those parties should not ever reach (if the game is played in a historical way) enough support to be in power. If you look at the parties thats been elected so far, none of them was a third party party, except for the whig party in the mid 1800s, when the republican party was not a major one.
 

Mettermrck

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Francis II said:
I'm not sure it's possible for the ACW to break out with the CUP in power, unless the South is seriously pissed at the North. After all, the whole point of forming the CUP was to prevent sectional strife.

Yep, your suspicion is correct. Early Southern Secession (1852) takes place before the CUP forms. Southern Secession (the main 1860 event) requires a ruling Republican party.

So Southern Secession can have a command to automatically sleep the CUP. If somehow the CUP forms in 1860 and becomes the ruling party in absence of an ACW, then we can do the 'folds into the Republicans' event or somesuch by 1870.

Some_Guy86 said:
Just for historical correctness (is that even a word?), those parties should not ever reach (if the game is played in a historical way) enough support to be in power. If you look at the parties thats been elected so far, none of them was a third party party, except for the whig party in the mid 1800s, when the republican party was not a major one.

I don't mind if the minor parties win...I had originally wanted a 4-way 1860 Election event where it was possible to go down any of the paths, rather than relying on the normal election system. And I was going to have specific events for each party coming into power. The CUP and possibly the Northern Dems might avoid ACW, the Southern Dems might cause New England secession, etc. You could do mathematical AI chances for the 4...like 70 Rep, 25 Northern Dem, 4 Southern Dem, 1 CUP. But the game elections are determined by game issues, so some might not like the flat % chances.
 

Mettermrck

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Just to provide an update, I've submitted the changes we've discussed. Hopefully they'll slip in for VIP 0.5 :)

1) I added the command in 14113 (The Republican Party) that sleeps the Free Soil Party.

If the Free Soil Party is ruling in 1854, I coded the following:
Code:
########################################
# The Free Soils and Republicans Unite #
########################################

event = {
	id = 304990
	random = no
	country = USA

	trigger = { event = 14113
		    ruling_party = 14103 }
		  }

	name = "The Free Soils and Republicans Unite"
	desc = "With the rise of the Republican Party in the 1850s, a new banner of abolitionism emerged in 
American politics, causing other similar parties, such as the Free Soils, to merge with the energetic new
 party, strengthening the abolitionist cause."
	style = 0

	date = { day = 1 month = august year = 1854 }

	action_a = {
		name = "Good!"
		command = { type = set_ruling_party which = 14100 }
		command = { type = sleep_party which = 14103 }
	}
}

2) I added a line to 14118 (Southern Secession) that sleeps the Constitutional Union Party.

If the Civil War is avoided and the Constitutional Union Party is ruling in 1881 (thus won't sleep), I coded the following:

Code:
###########################
# Sectional Crisis Abates #
###########################

event = {
	id = 304991
	random = no
	country = USA

	trigger = { NOT = { event = 14118 }
		    ruling_party = 14105
		  }

	name = "Sectional Crisis Abates"
	desc = "Having weathered the great crisis of the nation, the political world slowly turns away from 
the brink and once more returns to the normal infighting of a democratic politics. Those parties built on
 sectional platforms now begin to fade."
	style = 0

	date = { day = 1 month = january year = 1882 }

	action_a = {
		name = "Good!"
		command = { type = set_ruling_party which = 14100 }
		command = { type = sleep_party which = 14105 }
	}
}

3) Finally, I removed the random percentage from 304424 (Panic of 1837 Historical) so that one form of this Panic will always occur.
 

Sleepyhead

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So as I've asked before in this thread, USA needs some sort of demobilization event after the civilwar. They usually ends up with more than 100 divisions.

Also the 42nd and the 54th degrees should be possible to gain through winning a war with the other country if it refuses.

Like as USA I graved the 54th degree but the UK decleared war on me.
It should be possible to make it valid by beating UK and vice versa on the 42nd.

And also what's a possible gain for Mexico beating USA?
 

Mettermrck

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Sleepyhead said:
So as I've asked before in this thread, USA needs some sort of demobilization event after the civilwar. They usually ends up with more than 100 divisions.

Also the 42nd and the 54th degrees should be possible to gain through winning a war with the other country if it refuses.

Like as USA I graved the 54th degree but the UK decleared war on me.
It should be possible to make it valid by beating UK and vice versa on the 42nd.

And also what's a possible gain for Mexico beating USA?

All good ideas, Sleepyhead. I'm thinking for the ACW, it can be a tiered event triggered by 14161 (Countrymen Again?). Public/politicians demand demobilization, soldiers/sailors want to go home. Maybe major demobilization, moderate, minor, outright refusal! And this could cause some discontent, maybe expenditures to satisfy political opponents, etc. Good concept.

The 42nd and 54th parallels...you mean like treaties after such wars are fought? I think something could be worked up. You would need to tie the treaty to the event itself...then have control checks to make sure strategic provinces are taken...it's possible.

Same for the Mexican idea. In fact, that's a good idea. I could think of different kinds, a white peace, a Nueces peace (Mexico gets maybe a Texan province), a Texas peace (Mexico regains control of Texas), a complete victory peace (Mexico would have to sitting in Tennesee or something ;) ), which could give them territories like Utah, Colorado, in addition to Texas.

Nice ideas. I'm planning to hold off on major scripting of ideas until after both VIP 0.5 and Victoria 1.04 (delayed a week now) are out. Then we can see how the US stands. If you want to start work on it, Sleepyhead, I'd be glad to offer my input. I'll put your ideas on my Victoria To-Do list of course. :D
 

Sleepyhead

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Mettermrck said:
All good ideas, Sleepyhead. I'm thinking for the ACW, it can be a tiered event triggered by 14161 (Countrymen Again?). Public/politicians demand demobilization, soldiers/sailors want to go home. Maybe major demobilization, moderate, minor, outright refusal! And this could cause some discontent, maybe expenditures to satisfy political opponents, etc. Good concept.

The 42nd and 54th parallels...you mean like treaties after such wars are fought? I think something could be worked up. You would need to tie the treaty to the event itself...then have control checks to make sure strategic provinces are taken...it's possible.

Same for the Mexican idea. In fact, that's a good idea. I could think of different kinds, a white peace, a Nueces peace (Mexico gets maybe a Texan province), a Texas peace (Mexico regains control of Texas), a complete victory peace (Mexico would have to sitting in Tennesee or something ;) ), which could give them territories like Utah, Colorado, in addition to Texas.

Nice ideas. I'm planning to hold off on major scripting of ideas until after both VIP 0.5 and Victoria 1.04 (delayed a week now) are out. Then we can see how the US stands. If you want to start work on it, Sleepyhead, I'd be glad to offer my input. I'll put your ideas on my Victoria To-Do list of course. :D

I really like the suggestion with a three way choice in the demobilization event.

The degrees part should mainly be about dividing the western part of America. Perhaps a 20% occupation trigger like desperation = { country = USA data = 20 }?.

I don't know what's the status with the Native Americans in the next release.

What about the US loosing the cores on the Mexico held areas?
I'm really terrible with modding myself especially with alot of triggers invovled.
But I could try, if I have the time offcourse.
 

Sleepyhead

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Code:
#########################################################################
#  America demobilize after the Civil War
#########################################################################
event = {
	id = ??????
	random = no
	country = USA

	trigger = {
		atwar = no # USA is at peace

   		OR = {
		event = 14161 # Countrymen again
		event = 14162 # Southern Resistance Continues
		}
}

	name = "America demobilize"
	desc = "The Civil War has been won and the public and the politicians demand that we demobilize and send our troops home" # other suggestions?
	style = 0

	date = { day = 1 month = january year = 1863 }
	offset = 30
	deathdate = { day = 30 month = december year = 1880 }

	action_a = {
		name = "Peace is restored" #other suggestions?
		command = { type = convert_pop_type which = soldiers value = labourers when = 20 }
		command = { type = convert_pop_type which = soldiers value = farmers when = 20 }
		command = { type = pop_militancy which = soldiers value = -1}
		command = { type = pop_militancy which = officers value = 1 }
		command = { type = delete_unit which = -1 } #1
		command = { type = delete_unit which = -1 } #2
		command = { type = delete_unit which = -1 } #3
		command = { type = delete_unit which = -1 } #4
		command = { type = delete_unit which = -1 } #5
		command = { type = delete_unit which = -1 } #6
		command = { type = delete_unit which = -1 } #7
		command = { type = delete_unit which = -1 } #8
		command = { type = delete_unit which = -1 } #9
		command = { type = delete_unit which = -1 } #10
		command = { type = delete_unit which = -1 } #11
		command = { type = delete_unit which = -1 } #12
		command = { type = delete_unit which = -1 } #13
		command = { type = delete_unit which = -1 } #14
		command = { type = delete_unit which = -1 } #15
		command = { type = delete_unit which = -1 } #16
		command = { type = delete_unit which = -1 } #17
		command = { type = delete_unit which = -1 } #18
		command = { type = delete_unit which = -1 } #19
		command = { type = delete_unit which = -1 } #20 To few? To many?
		}
	action_b = {
		name = "We have to keep some securety" #other suggestions?
		command = { type = convert_pop_type which = soldiers value = labourers when = 10 }
		command = { type = convert_pop_type which = soldiers value = farmers when = 10 }
		command = { type = pop_militancy which = officers value = 1 }
		command = { type = delete_unit which = -1 } #1
		command = { type = delete_unit which = -1 } #2
		command = { type = delete_unit which = -1 } #3
		command = { type = delete_unit which = -1 } #4
		command = { type = delete_unit which = -1 } #5
		command = { type = delete_unit which = -1 } #6
		command = { type = delete_unit which = -1 } #7
		command = { type = delete_unit which = -1 } #8
		command = { type = delete_unit which = -1 } #9
		command = { type = delete_unit which = -1 } #10
		}
	action_c = {
		name = "Refuse!" #other suggestions?
		command = { type = pop_dominant_issue which = 50 value = jingoism where = -1 }
		command = { type = pop_dominant_issue which = 50 value = jingoism where = -1 }
		command = { type = pop_militancy which = soldiers value = 3 }
		command = { type = pop_militancy which = farmers value = 1 }
		command = { type = pop_militancy which = labourers value = 1 }
		command = { type = pop_militancy which = officers value = -2 }
		command = { type = relation which = MEX value = -50 } 
		command = { type = relation which = ENG value = -50 }

}
}
Suggestions?
I feel the descriptions are pretty bad.
 

tyrel68

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Suggestions?
I feel the descriptions are pretty bad.
The event is despretly needed for sure as the USA is a powerhouse after the war and yes the desc is pretty plain ;)

Only testing can really say whether it is too much.

The first option should reduce the USA forces by the exact number that were mobilized by events. You don't want to penalize the US by removing built troops ;)
 

Sleepyhead

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tyrel68 said:
The event is despretly needed for sure as the USA is a powerhouse after the war and yes the desc is pretty plain ;)

Only testing can really say whether it is too much.

The first option should reduce the USA forces by the exact number that were mobilized by events. You don't want to penalize the US by removing built troops ;)
Yes I suck at writing.

I will not be the one searching through those files I assure you ;)
They do gain a few from inheriting CSA though.
Perhaps the CSA should have one before they get annexed?
 

tyrel68

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Sleepyhead said:
Yes I suck at writing.

I will not be the one searching through those files I assure you ;)
They do gain a few from inheriting CSA though.
Perhaps the CSA should have one before they get annexed?
The CSA annexation suggestion is brilliant! You are absolutely right and that alone would probably help alot :D

I would still disband USA troops but the afore mentionned suggested will even out everything else.
 

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ACW and Canada

I disagree with making that drastic a demobilization after the ACW. Maybe as many divisions as raised by the "call for volunteers" events could be sacked, but any more would penalize a player who had taken the time to build up a good army. Furthermore, reserves can be demobilized normally through the left-hand military interface.

This could also open up an exploit. If someone didn't demobilize reserves normally, the proposed event would cut many reserve divisions, doing half of the player's job for him.

--------------------------------------------------------------------------

Another front that may need to be dealt with is the prospect of the US in Canada, should events or player werewithal send it that way.

Here's the event in question:

Code:
#########################################################################
#  Liberation of Canada
#########################################################################
event = {
id = 14138
random = no
country = USA

trigger = {

NOT = {
exists = CAN
}

OR = {
# Ontario
owned = { province = 152 data = ENG }
owned = { province = 166 data = ENG }
owned = { province = 172 data = ENG }
owned = { province = 173 data = ENG }
owned = { province = 175 data = ENG }
owned = { province = 176 data = ENG }
owned = { province = 177 data = ENG }
owned = { province = 568 data = ENG }
owned = { province = 608 data = ENG }
owned = { province = 609 data = ENG }
owned = { province = 610 data = ENG }
owned = { province = 611 data = ENG }
owned = { province = 612 data = ENG }
owned = { province = 613 data = ENG }
owned = { province = 614 data = ENG }
owned = { province = 615 data = ENG }

# Québec
owned = { province = 174 data = ENG }
owned = { province = 179 data = ENG }
owned = { province = 180 data = ENG }
owned = { province = 181 data = ENG }
owned = { province = 185 data = ENG }
owned = { province = 573 data = ENG }
owned = { province = 607 data = ENG }
owned = { province = 612 data = ENG }
owned = { province = 630 data = ENG }
owned = { province = 631 data = ENG }
owned = { province = 632 data = ENG }
owned = { province = 637 data = ENG }
}

# Ontario
control = { province = 152 data = USA }
control = { province = 166 data = USA }
control = { province = 172 data = USA }
control = { province = 173 data = USA }
control = { province = 175 data = USA }
control = { province = 176 data = USA }
control = { province = 177 data = USA }
control = { province = 568 data = USA }
control = { province = 608 data = USA }
control = { province = 609 data = USA }
control = { province = 610 data = USA }
control = { province = 611 data = USA }
control = { province = 612 data = USA }
control = { province = 613 data = USA }
control = { province = 614 data = USA }
control = { province = 615 data = USA }

# Québec
control = { province = 174 data = USA }
control = { province = 179 data = USA }
control = { province = 180 data = USA }
control = { province = 181 data = USA }
control = { province = 185 data = USA }
control = { province = 573 data = USA }
control = { province = 607 data = USA }
control = { province = 612 data = USA }
control = { province = 630 data = USA }
control = { province = 631 data = USA }
control = { province = 632 data = USA }
control = { province = 637 data = USA }
}

name = "EVT_14138_NAME"
desc = "EVT_14138_DESC"
style = 0

date = { day = 1 month = january year = 1836 }
offset = 22
deathdate = { day = 30 month = december year = 1920 }

action_a = {
name = "ACTIONNAME14138A" # Liberate Canada
ai_chance = 50
command = { type = prestige value = 50 }
command = { type = trigger which = 6905 } # ENG
command = { type = setflag which = flg_liberate_can value = 1 } # CAN
}
action_b = {
name = "ACTIONNAME14138B" # Create Satellite States
ai_chance = 50
command = { type = prestige value = 50 }
command = { type = trigger which = 6936 } # ENG
}
}

Problem is, this is a vanilla-derived event, which assumes - as was the case in earlier versions - that the native nations do not exist. As it stands, the UK doesn't even own some of the trigger provinces at the time of Confederation, so even if the US does its job, it does so for nothing (as I found out the hard way the other day).

As can be seen with this and linked events, the US has two choices on this matter:

A: Modern border + southern BC, southern Alberta, southern Saskatchewan, free (but US-allied) Canada
B: Modern border + a metric rearload of land + puppet Canada & Quebec

Same problem: unless the US seizes land from Sioux, C-A, and Nez Perce (like the Purchase of Alaska event), America gets shortchanged.

Suggestions:
1. Revamp the own-and-control triggers for 14138, for the reasons given above and just in case something else happens, say, Quebec was taken and made somebody's satellite in another war.
2. Instead of trying to give away provinces the UK doesn't even own yet, especially in the B-choice, perhaps create another Oregon Treaty arrangement where some native cessions are slept, while others are created and activated.
3. Cores - the only reason the current ones are at Forty-nine North is because of the historical outcome. If the US gains rights to 54-40 or has to settle for 42, then the cores should be adjusted accordingly.
 

Mettermrck

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JKLPirate said:
I disagree with making that drastic a demobilization after the ACW. Maybe as many divisions as raised by the "call for volunteers" events could be sacked, but any more would penalize a player who had taken the time to build up a good army. Furthermore, reserves can be demobilized normally through the left-hand military interface.

Well, in many ways it is a penalty for having a big army in a post-ACW US. After years of war, the public would be tired, the coffers exhausted, people wanting to go home and forget war and the military. At the very least, demobilize the reserves...but even maintaining a decent military after the Civil War should cost, in terms of money and political capital.
 

JKLPirate

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Mettermrck said:
Well, in many ways it is a penalty for having a big army in a post-ACW US. After years of war, the public would be tired, the coffers exhausted, people wanting to go home and forget war and the military. At the very least, demobilize the reserves...but even maintaining a decent military after the Civil War should cost, in terms of money and political capital.

I follow you on the point of counteracting an in-war numbers increase (draft, volunteers, etc.). However, a few other things also have to be taken into consideration.

1. The proposed event assumes that the in-game ACW is as bad as it was historically, the bloodiest conflict in American history. However, it didn't have to be that way. What if the Union had won First Bull Run/Manassas? What if McClellan had seized the initiative early and taken Richmond? (And yes, I know the capital isn't Richmond in-game - could that be fixed?) What if Lincoln, instead of tapping Burnside, had chosen someone intelligent enough not to march 10,000 men straight up Marye's Heights (Fredricksburg)? It goes on and on, but what I'm asking is, if it only takes about a year, maybe two, to run off the rebels, would there be such a huge popular outcry?

2. Most, if not all, of America's pre-Cold War conflicts followed this pattern: a small regular army pre-war, a draft and volunteers to meet the need, and a rapid demobilization post-war. The event assumes this, but if the US takes a more "Prussian" approach with more of a standing army vis-a-vis the state and volunteer regiments, the people may not be so aghast with the death of professionals as they would be with the death of citizen-soldiers.

3. If I read correctly, there will be more Reconstruction events with the coming of VIP 0.5. With the historical military occupation, don't you need some people down there?

4. There's already a war exhaustion percentage - no need to just assume fatigue when "Countrymen Again?" hits.

5. "Countrymen Again?" event, CSA choice B. 'Nuff said.

6. The aforementioned exploit.

Here's the compromise I suggest:

- If US "wins First Bull Run/Manassas" with the 90-day volunteers (takes Manassas and Richmond if capital before the second call-for-volunteers event), CSA gets an event that would represent a possible quick-end-of-war scenario, which has the US demob like in any other war or just scrap reserves and the divisions raised in the first call-for-volunteers event.
- If the US wins normally with less than X% war exhaustion, scrap reserves and volunteers.
- If the US wins normally with just more than X% WE, cause some POPs to make their dominant issue Anti-Military, which could lead to a party-induced military reduction within the normal election structure beyond reserves and volunteers.
- If WE gets worse - and this can be graduated in severity depending on how bad - the popular clamor event hits, along with the Anti-Military swing.
 

Francis II

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JKLPirate said:
As can be seen with this and linked events, the US has two choices on this matter:

A: Modern border + southern BC, southern Alberta, southern Saskatchewan, free (but US-allied) Canada
B: Modern border + a metric rearload of land + puppet Canada & Quebec

Same problem: unless the US seizes land from Sioux, C-A, and Nez Perce (like the Purchase of Alaska event), America gets shortchanged.

Suggestions:
1. Revamp the own-and-control triggers for 14138, for the reasons given above and just in case something else happens, say, Quebec was taken and made somebody's satellite in another war.
2. Instead of trying to give away provinces the UK doesn't even own yet, especially in the B-choice, perhaps create another Oregon Treaty arrangement where some native cessions are slept, while others are created and activated.
3. Cores - the only reason the current ones are at Forty-nine North is because of the historical outcome. If the US gains rights to 54-40 or has to settle for 42, then the cores should be adjusted accordingly.

I've noticed this problem, too. I think adjusting the conditions to accomodate native provinces being owned by the tribes makes good sense. Also, I've never liked the idea of a satellite Canada. Satellite Quebec, sure, but I think a USA that was warlike enough to occupy all of the provinces in the event would not let Canada regain its freedom.

The choices should be:

A) Liberate Canada - same as the original A choice; an indepenent Canada allied to the U.S.

B) Seize the West, Dominate the East - Satellite Eastern Canada (Ont., N.S., N.B.) and Quebec, annex the western provinces, shift suzerainity over the tribes from ENG to USA.

C) Harsh Peace - Annex English Canada and Nwfld., satellite Quebec, shift suzerainity of the tribes from ENG to USA.

The resulting badboy and rebellions should be enough to dissaude the timid, but the ambitious player might find choice C worth his while. All three choices should also give rise to a peace with ENG and its allies. The worst part about that event in vanilla is still having to fight England (unless someone's already fixed this.)
 

Mettermrck

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JKLPirate said:
- If US "wins First Bull Run/Manassas" with the 90-day volunteers (takes Manassas and Richmond if capital before the second call-for-volunteers event), CSA gets an event that would represent a possible quick-end-of-war scenario, which has the US demob like in any other war or just scrap reserves and the divisions raised in the first call-for-volunteers event.
- If the US wins normally with less than X% war exhaustion, scrap reserves and volunteers.
- If the US wins normally with just more than X% WE, cause some POPs to make their dominant issue Anti-Military, which could lead to a party-induced military reduction within the normal election structure beyond reserves and volunteers.
- If WE gets worse - and this can be graduated in severity depending on how bad - the popular clamor event hits, along with the Anti-Military swing.

Well, for the first set, we can just remove those divisions granted by volunteer events.

1) Lincoln Calls For 75,000 Volunteers (304600) grants 4 infantry divisions. I see Aragos has a 90 Day Volunteers Go Home (304603) which demobilizes 3.

2) Weapons Purchased Overseas (304603) adds 1 infantry division.

3) Lincoln Calls for Volunteers (First Call) adds 3 infantry divisions and 2 artillery.

4) Lincoln Calls for Volunteers (Second Call) adds 3 infantry divisions.

So a basic set of demobilization is pretty elegantly done, as you suggest. 75,000 Volunteers is already negated by the 90 Day Volunteers Go Home. For the remaining three, you can have equivalent demobilizations triggered by the end of the ACW (victoriously) which demobilize those numbers.

A War Exhaustion event is a good idea, using the war_exhaustion = { country = [country tag] value = [1-10] } trigger. so maybe 20% for your volunteers/reserve idea, 50 for party-reduced, and 80 for major problems? Feasible, I think, though I'd like to get numbers for people who've played the ACW on what their war exhaustion typically soars to after a few years.
 

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Francis II said:
I've noticed this problem, too. I think adjusting the conditions to accomodate native provinces being owned by the tribes makes good sense. Also, I've never liked the idea of a satellite Canada. Satellite Quebec, sure, but I think a USA that was warlike enough to occupy all of the provinces in the event would not let Canada regain its freedom.

The choices should be:

A) Liberate Canada - same as the original A choice; an indepenent Canada allied to the U.S.

B) Seize the West, Dominate the East - Satellite Eastern Canada (Ont., N.S., N.B.) and Quebec, annex the western provinces, shift suzerainity over the tribes from ENG to USA.

C) Harsh Peace - Annex English Canada and Nwfld., satellite Quebec, shift suzerainity of the tribes from ENG to USA.

The resulting badboy and rebellions should be enough to dissaude the timid, but the ambitious player might find choice C worth his while. All three choices should also give rise to a peace with ENG and its allies. The worst part about that event in vanilla is still having to fight England (unless someone's already fixed this.)

Overall, fine, but I do think the satellite Canada in B needs to be kept. By game period, the cultural differences (Anglo-Can vs. Yankee POPs) as well as the United Empire Loyalist and War of 1812 legacies would be enough to cause a problem if a direct annexation were to occur. Given this and the still-extant English- vs. French-Canadian tension, one may want to reinstate the pre-1841 Upper/Lower Canada division.

Also, the proposed B-choice causes a problem of geography, with Quebec splitting Canada into Ontario, the Maritimes, and Newfoundland/Labrador. We have the following choices:

1. Keep as is. If we do this, I'd recommend having Quebec give access to Canada.
2. Annex Atlantic Canada to US - could cause a US geo-stretch with Labrador, though.
3. If we have free tags, satellite the Maritimes, while either adding New-Lab to that or releasing them also (something that did happen during the game period).

Tell me what you think; I have ideas floating around my head, but I'm not going to pull the trigger before I know where we're going with this.

--------------------------------------------------------------------------

Mettermrck said:
Well, for the first set, we can just remove those divisions granted by volunteer events.

1) Lincoln Calls For 75,000 Volunteers (304600) grants 4 infantry divisions. I see Aragos has a 90 Day Volunteers Go Home (304603) which demobilizes 3.

2) Weapons Purchased Overseas (304603) adds 1 infantry division.

3) Lincoln Calls for Volunteers (First Call) adds 3 infantry divisions and 2 artillery.

4) Lincoln Calls for Volunteers (Second Call) adds 3 infantry divisions.

So a basic set of demobilization is pretty elegantly done, as you suggest. 75,000 Volunteers is already negated by the 90 Day Volunteers Go Home. For the remaining three, you can have equivalent demobilizations triggered by the end of the ACW (victoriously) which demobilize those numbers.

A War Exhaustion event is a good idea, using the war_exhaustion = { country = [country tag] value = [1-10] } trigger. so maybe 20% for your volunteers/reserve idea, 50 for party-reduced, and 80 for major problems? Feasible, I think, though I'd like to get numbers for people who've played the ACW on what their war exhaustion typically soars to after a few years.

Fine by me. Let's get some WE numbers and roll with it.
 

Francis II

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JKLPirate said:
Also, the proposed B-choice causes a problem of geography, with Quebec splitting Canada into Ontario, the Maritimes, and Newfoundland/Labrador. We have the following choices:

1. Keep as is. If we do this, I'd recommend having Quebec give access to Canada.
2. Annex Atlantic Canada to US - could cause a US geo-stretch with Labrador, though.
3. If we have free tags, satellite the Maritimes, while either adding New-Lab to that or releasing them also (something that did happen during the game period).

I think you're right about the problem of Quebec splitting Canada. Maybe the B-choice should include US annexation of the Martimes and Britain keeping Newfoundland and Labrador. Of course, if tags are available, there can be better options like satellites of the Maritimes. We'll have to wait for 1.5 to come out, and even then there will likely be fierce competition for free tags.