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Chamboozer

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There were different 'political considerations' involved based on events in the OP's game which unfolded differently than in real life. I don't know what 'rank' Russia would have been considered at the onset of the Russo-Japanese War, but given their clout at the time probably higher than #7. And most of Europe didn't yet consider the Japanese Empire a credible threat to the Great Powers. So the British choosing to side with Japan in that scenario is an example of seizing an opportunity to weaken the larger threat. Pretty much exactly what they did in the game, except in reverse.

And yet IRL they didn't switch to supporting Russia after Japan proved itself to be the greater threat. Great Power politics wasn't all about allying with countries which could help fight against the nations threatening you, it was often about allying with those very same threats. As a friend, they stop being threatening. Hence things like this.
 

Jake Dust

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And considering how fast the player can grow, it is very natural to see some GPs trying to everything to counter their growth, especially UK (who's historically famous for trying to keep whole balance of power still relevant, y'know). Someone has commented on another thread about his game on Korea, and that UK never cared about Asiatic crises, BUT when his Korea became a GP, UK started to care, and by care I mean try to counter it in every damned crisis possible.

The AI is a doing an amazing job calculating how much they should try to contain and entagle you, and this is great. In your case, I'd say it is very clear that you wish to weaken Russia so you could grow unchecked in Asia, which means sooner or later clashing with UK, so why should they support, why should they help their potential enemies? I as UK sure as hell wouldn't.
(in one of my games, the first world war was declared over Xinjiang, and consisted of UK/Russia v. China/Japan, and it kicked China back to the Stone Age and made further British expansion in Indochina and China proper easy.)
 

Communazi

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Is it possible to break-down and list the 'political considerations' modifier into its constituent elements? or is the list too long and/or gamey?

because a lot of the other modifiers are flat-out obvious, its always political considerations that can balance out all of them.
 

Peter Kirby

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I was playing a game recently, and I was the subject of a crisis. As I sent diplomats to the great powers to improve relations, the "political considerations" moved up for my side. (I was the minor country of Greece, not the GP backing me... but it likely also considers how much it likes other GP's involved too.)
 

Beagá

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Only once I saw a crisis ending early - a bizarre case of ottomans giving province to Greece as soon Austria backed the greeks. Crisis started, ten days over - peace and "free" province for Greece.
 

RaptorCommander

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Is there no way to get more detail about what "political considerations" are actually referring to specifically? Like "+20: Wants to Befriend Russia" or something

Further details about the crisis since someone mentioned UK's allies: UK was at that time allied with NGF. NGF had not chosen a side yet but they would have followed whatever UK decided (I think). So there was no conflict with an ally should the UK back either side. UK was always the first to pick a side.

Well that is the reason then. NGF has polish cores so UK will not support a move that will potentialy weaken its ally.
 

unmerged(624310)

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I've noticed that the AI things more strategically in HoD, I started a game trying to make friends with Prussia, they were having none of it, till they started losing a brothers war, suddenly I had a new best friend. Russia hates my guts cause I have some of their cores, but sided with me in freeing bohemia, presumably they wanted a weaker Austria, who had been supporting some failed Poland Crisis attempts.

Crisis joining is also based on how much the AI likes the people already backing it. If an AI hates your guts and you back a side, the AI that hates you will want to back your side less, even if you aren't the primary. I tested a crisis with some save slumming, and changed the outcomes several times based on when I joined a side, so depending on how the other GP's feel about you, you may benefit from not picking a side right away, if you want GPs' who don't like you on your side.
 

Wizzington

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Is it possible to break-down and list the 'political considerations' modifier into its constituent elements? or is the list too long and/or gamey?

because a lot of the other modifiers are flat-out obvious, its always political considerations that can balance out all of them.

For crisises, this tooltip could become absurdly long. It's not really practical and it wouldn't tell you very much either since you don't have access to how the AI calculates friendship/antagonize/rival score etc.
 

Ricox

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Only once I saw a crisis ending early - a bizarre case of ottomans giving province to Greece as soon Austria backed the greeks. Crisis started, ten days over - peace and "free" province for Greece.

There's still bugs. If you're player and GP, and get an offer to back someone, then do it and pause the game instantly on day 0, then the AI will accept any proposal you send to it (but doesn't accept as a few days pass unless you start to get advantage like stronger side etc., even tho they're 100% ready to sumbit to your demands on day 0, definately a bug + could be related to as AI seeing you as strong, but forgetting the fact that they can still get allies against this strong nation and so in the first day they only see themselves and the player, and decide the player is stronger if he is, or it's something else).
 

Wizzington

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There's still bugs. If you're player and GP, and get an offer to back someone, then do it and pause the game instantly on day 0, then the AI will accept any proposal you send to it (but doesn't accept as a few days pass unless you start to get advantage like stronger side etc., even tho they're 100% ready to sumbit to your demands on day 0, definately a bug + could be related to as AI seeing you as strong, but forgetting the fact that they can still get allies against this strong nation and so in the first day they only see themselves and the player, and decide the player is stronger if he is, or it's something else).

This should be fixed in the beta patch.
 

Beagá

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Coming back to this topic and finally noticing a pattern.

Playing as Sweden, since Columbia was allied with Mexico and both were fighting Venezuela, I joined the fray to get land from Columbia. USA wouldn´t ally with me before, so I went in alone.

When truce with Mexico ended they DOWed Mexico, and when we both got what we want, guess what?

US wants alliance.

So, from all this I think it´s safe to reach the following conclusions:

1- Enemies of your enemies will be your friends
2- Friends of your enemies will be your enemies
3- Safest expansion will be towards countries who never fought along with someone.

Dunno, however, if fighting someone which a GP is cordial or friendly towards will make said GP antagonize you.
 

anomanderus

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They have no reason to love me, other than +200 relations. They have no reason to love Russia either though.

I find weird things like this happen often. As Greece the UK was my ally and had +200 but refused to back me in a crisis for my cores and sided with the ottomans against russia who actually did back me. Britain received the option to back me first and declined twice in a row.
 

Communazi

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Queen Vic and the Czar are definitely banging eachother IMO

I've seen them go at it in multiple great wars, only to re-ally shortly after :D