Do you expect junior high school teachers to hold a ten hour lecture on Indian decolonisation when it probably wasn't even the topic of the class?
If I were going to use your sarcastic depiction strategy I'd say"So, like, these Indians were, like, 'dude bro, like, we helped you rek Germany, and, like, dude, like bro, now all these Europeans have their freedom and we don't, that's, like, uncool bro', so then the Brits were like 'Yeah sure whatevs brah, I never liked you anyways'."
^This is what I expect a junior high school teacher to sound like. Then again I haven't been to a school in years.
Naturally rebelling units and so on would be annoying, so this would be undesired. However economic depression, or great depression could and should destroy improvements but as well reset economy stability. Losing vassals because of bad stability could be another reasonable outcome.In my experience they were either nuisances or excessive punishments that didn't fulfill a clear purpose. The goal of the stability system is to confine the player to a broadly historical gameplay, and to remove AIs from the map that aren't appropriate for the time period. Additional crises really don't help with this goal. Ruining your stability so that you have to face collapse and elimination should be the main worry of the player, with crises you constantly had to worry about even going to shaky because that could mean losing a city etc. Now you can freely go up and down and stability levels are there to give you a buffer in case something bad happens.
Some of the ideas behind these crisis effects are nice, and I might bring them back in another way later. For example, it would work much better if there was a series of actual events that could occur if you are unstable and lower and have a negative score in an associated section. Then you would have the player choose between various options with different consequences (or even the opportunity to avoid bad effects if you happen to have the right solution on hand). In general that would be less arbitrary and frustrating.
I still think Units should not change sides in general. I'm always annoyed when I'm fighting a rising civ and my units switch. If anything I'd rather civs get extra starting units proportional to the size of the armies of nearby civs.Naturally rebelling units and so on would be annoying, so this would be undesired. However economic depression, or great depression could and should destroy improvements but as well reset economy stability. Losing vassals because of bad stability could be another reasonable outcome.
If I were going to use your sarcastic depiction strategy I'd say
Actually it was more like
"Sir, may I enter this building" (I forget what kind of complex they were trying to enter)
"Back away, I'm a police officer and I'm allowed to use force if necessary"
"I will not back away, I am protesting"
*Officer hits protester with baton*
*Protester walks to back of line*
*Next protester in line walks up*
"Sir, may I enter this building"
And so on. Footage of this event spread world wide and people were outraged by the senseless violence.
That's what I remember of what they told us. To be fair we were learning about the major movements in civil rights (MLK, Ghandi, Mandela), so it makes sense that they wouldn't go into detail about the economic tribulations that faced Britain, they may have said a thing or two, but since "what was the main cause of Indian Decolonization" wouldn't be on the test they didn't go into detail and I probably just forgot about it.
Knoedel liked my post? I know I shouldn't look at the mouth of a horse's gift but, why?
Ah, that makes sense. I was starting to think I made Knoedel change their mind! XDSome people click "like" as a way to tell you they've read and acknowledged your opinion.
I still think Units should not change sides in general. I'm always annoyed when I'm fighting a rising civ and my units switch
To be fair I've been conditioned by jerk friends that I've since left to believe I'm not funny.Maybe I also just found it funny?![]()
So, one issue is that, for some areas (the Americas), you lose your colonies no matter what. Eventually, some civs show up and things suck.
Perhaps there could be a subsystem that gives Colony Points or something, like how RFCE has Religion Points?
For every city founded, +1 Colony Point for that area. For every resource hooked up in that area, +1 Colony Point.
If you peacefully turn over cities to a rising civ, or grant them independence (b/c there's no South Africa, Australia or New Zealand and the like), you get to keep the colony points for the city(ies).
These points grant benefits of some sort—perhaps ones that inversely scale with # of cities, so that they're more significant if you've released colonies.
I wouldn't have gone with a system of positive points for having colonies because colonies already have numerous benefits themselves. Instead adapting something like the liberty bells from Colonization could work. They could build up over time, maybe even modified by tech and civics. The more you get, the more severe do your empire wide penalties become (unhappiness? upkeep? maybe it's worth bringing back colony maintenance in such a context). Losing/releasing a colony would reset the count by a lump sum. There could even be a mechanism to reward you for releasing a city early, like vassalage or positive relations with the released civ or even positive modifiers (happiness? GPP?) in your core, so there is a choice between hanging on to colonies as much as possible or releasing them earlier. Forcibly losing colonies e.g. through a spawn would also give those benefits.Re the de-/colonization topic, an idea could be to tie the ethnic diversity of the city (can't remember now the exact name) to the former master and to grant better relations / influence the higher the composition. Other factors that can/should be taken into account are whether the master grants independence willingly or whether there is an independence war. That could avoid having an additional "colony point" system-
This is less of an issue with flips themselves but rather the AI being very bad at ferrying units between different land masses.View attachment 484808
Sometimes AI needs a little help after being overwhelmed with all the new rules of this mod, like city flipping to Indy and catapulting all the defenders on the island. While having many Galleons AI simply cannot figure out how to evacuate all these units from Cyprus, because perhaps they think Cyprus is the part of continent and not an island and they cannot Load units into transport from there. One way or another it feels bad to see AI so helpless...