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Victoria 3 - Dev Diary #114 - The Great Game

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Hello. This is Victoria, and today I will be covering much of the Great Game-themed narrative content which is coming in Sphere of Influence. This will be the first dev diary covering narrative content, with the second covering minor nations in the Great Game and other related content.

The Great Game

Throughout the nineteenth century, Russia and Britain competed with one another for influence in Asia. This period of rivalry was known colloquially as the Great Game, beginning in the Caucasus and Central Asia, and expanding over time to include struggles for influence in areas as far away as Korea and China.

The new Great Game objective diverges from the more sandbox-oriented objectives by serving as a guided tour of this period in history. Whilst much of the content involved in the Great Game is available to owners of Sphere of Influence during every playthrough, the Great Game objective contains objective subgoals designed to guide the player through this content and represent the progress of the Great Game as a whole.

To ensure the best experience, the Great Game objective is only available for the six historical participants specified below—Russia, Britain, Persia, Kabul, Herat, and Kandahar.

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Upon launching the Great Game, the first thing one will see is a list of objective subgoals, along with the subgoal which represents the core of the Great Game. The Great Game objective mixes country-specific and generic objectives—whilst both Britain and Russia have the objective of securing influence over Persia or creating an Afghan protectorate, they also have country-specific objectives which will be covered later in the diary.

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The Great Game core subgoal is where the progress of each nation in the Great Game is tracked. Completing each subgoal will benefit the nation that completes it, pushing the bar to the right or the left. The bar will also drift in one direction or another each year, according to differences in national prestige and market GDP.

As can be seen here, there are three currently unopened questions in the Great Game—the fate of the Caucasian states, and the struggle for influence over Afghanistan and Persia. These are victories to be had. Both Britain and Russia have made advances before the game’s start, with Britain benefiting from their successful expedition through the Hindu Kush and into Bukhara in 1831, and Russia benefiting from enforcing the Treaty of Turkmenchay in 1828. In the Great Game, Victories represent conflicts within which both powers vie against one another, and advances represent more technical, military, or diplomatic achievements.

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When the journal entry concludes, the position of the bar will determine whether the Great Game has a victor, or whether neither power was able to gain supremacy. The power that wins the Great Game will receive a prestige and Power Bloc cohesion bonus, and the nation which is defeated will be humiliated in the eyes of the world.


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Of course, the Great Game does not always have a winner. Contrary to the views of the imperial administrators vying over the territories of Central Asia, the people which reside there have agendas of their own. If, whilst playing as a Central Asian or Persian power, one pushes both Britain and Russia out of the region, the Great Game will be forced to a close with both Great Powers being humbled.

Generic Content


Whilst both Britain and Russia have their unique national priorities, the core of the Great Game lies in the battle for leverage over Central Asia. Both Great Powers have generic subgoals for acquiring influence in this region.

Afghanistan

In Afghanistan, for example, one may establish a protectorate over all the nations in the region—but the process does not stop there. The power which successfully establishes a protectorate over Afghanistan must keep it for ten years, without any Afghan states slipping out of their grasp.

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At the game’s start, Afghanistan’s borders are quite different from what they were at the end of the period. This is owed to the Anglo-Russian Agreement of 1895, in which Russia and Britain jointly decided upon the borders of the Afghan state. Once Afghanistan unifies, a journal entry modelling this will appear for both Britain and Russia, along with an objective subgoal for those playing the Great Game.

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The Pamir Delimitation journal entry represents the negotiations between Britain and Russia to determine the borders of Afghanistan. Depending on the borders of Afghanistan at the beginning of the process, the journal entry will present a variety of different proposals, permitting the Great Powers to grant or claim a varying amount of land.

Pictured: Britain has decided that Afghanistan’s southeastern border should be drawn along the Indus River, whilst Russia has decided upon giving it some territory in the North.
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Once both Great Powers have agreed to a treaty, it is presented to Afghanistan, which has the option to accept or refuse. If Afghanistan refuses, the Great Powers will need to do another round of negotiation, this time with additional coercive measures available to them.


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If Afghanistan continues to refuse or the Great Powers fail to come to a deal, negotiations will break down, and overlapping claims will almost guarantee future wars in the region.

Pictured: Some of the shapes that a post-Pamir Delimitation Afghanistan may take. Some of these may prove more viable than others.
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Persia

The requirements for successfully completing the subgoal to secure influence over Persia is similar to Afghanistan, with the caveat that the territorial integrity of Persia must be maintained, at least to some extent. The fluid borders and expansionist ambitions of Persia, which will be shown in more detail next week, mean that Persia may take many shapes over the course of a game.

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Himalayan Exploration

Throughout the late nineteenth centuries, European explorers constantly attempted to penetrate through the Himalayan Mountains, to chart the Tibetan Plateau and determine the best routes for a military expedition into the interior of China. Sphere of Influence adds a new expedition into the Himalayas, with ramifications for the Great Game if successfully completed.

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Whilst your explorers survey the roof of the world, they may come across many things, from mountains higher than any seen before, or fascinating wildlife.

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In addition to the risk of losing life or limb to both frostbite and the wildlife’s claws, any European expeditions trespassing into this region will run the risk of causing diplomatic incidents with China. It is best to tread cautiously, lest the expedition be sent back humiliated—or not come back at all.

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Country-Specific Content

In the Great Game objective, the majority of objectives are country-specific. In many cases, these objectives are linked to journal entries that are available for a country in any playthrough, with the objectives serving as a way to point out specific journal entries and grant the player points in the Great Game for completing them.

The Caucasian War

For example, in Russia, the “Secure the Persian Border” objective is tied to a new journal entry that is available for Russia at the game’s start.

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The Caucasian War is a conflict that has been raging for some time at the beginning of the game, beginning with the Russian attempt to annex Circassia in the mid-eighteenth century. In 1836, the Caucasian Imamate and Circassia continue to resist Russian domination of the region, making much of the region effectively ungovernable. Russian control of the South Caucasus is exerted primarily through the Georgian Military Highway—a route constantly threatened by the unrest in the North Caucasus. If Russia loses control of the North Caucasus, it is certain to lead to the loss of the South as well.

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Whilst the Caucasian War journal entry is active, events will intermittently fire, covering various situations related to the war. The options in these events often increase devastation in the region, which will make things more difficult for the Imamate and Circassia, at the cost of spilling out into Russian-controlled regions as well.

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Once Russia has either successfully researched certain technologies or reached the end of its starting truce, the war may be escalated into a full-scale conflict, which permits the use of ordinary diplomatic plays against these nations.

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Upon escalating the war, the Russian armed forces in the Caucasus will present the historical Milyutin memorandum to the government. Accepting this memorandum will please the command of the armed forces, but lead to the historical outcome of the Caucasian War—the devastation of the region, depopulation, and the forceful expulsion of much of the Circassian population to the Ottoman Empire.

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Circassia and the Caucasian Imamate also have content related to the conflict, which will be shown off in the next dev diary.

The rest of the Caucasian War requires the Sphere of Influence DLC, but the content pertaining to the Milyutin memorandum and brutal depopulation of the Caucasus does not. Whilst this is a gruesome event in history, it is also not something which can in good conscience be overlooked.

Kazakhstan

As of 1836, the Kazakh steppes have been under the Russian Empire for several decades. The power of the Khan has recently been abolished, and the Kazakh zhuzes placed under the command of various Russian-appointed agha-sultans. However, this system of administration is beginning to fray. Early in the game, Russia will receive an event notifying them of the rise of Kenesary Kasymuli, a Kazakh aristocrat who has come to spearhead Kazakh resistance against Russian rule.

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When this event occurs, a new unresolved victory appears in the Great Game central subgoal, and a new subgoal, along with its corresponding Journal Entry, appears.

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The Pacification of the Steppes journal entry is completed by slowly and peacefully annexing the Kazakh protectorates, and fails if the Kazakh protectorates’ liberty desire rises too high, or if ten years pass without successfully achieving this goal.

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Whilst the journal entry is active, events pertaining to Kenesary’s rebels will fire, possibly interfering with the liberty desire of Russia’s Kazakh subjects.

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In addition to firing events for Russia, Kenesary will also fire events for the Kazakh zhuzes and the Central Asian khanates, giving them a chance to side with Kenesary when he eventually launches his final play for control of Kazakhstan.

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If Russian rule is sufficiently disrupted, and Liberty Desire reaches too high a value, Kenesary will seize control of the Uly Zhuz and launch his independence war against Russia, along with the allies that he’s collected along the way.

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If Russia can successfully crush the revolt, they will gain progress in the Great Game—but it has far more to lose than to gain. Whilst Britain is not necessarily aiding Kenesary, his victory will represent a coup for Britain, as Russia now has much more work to do to reach Afghanistan.

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If Russia succeeds, it will have an opportunity to menace the other Central Asian Khanates, and, upon researching Civilising Mission, unlock a new journal entry—the Conquest of Turkestan.

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Other Russian Subgoals

Throughout the course of a game, Russia will periodically unlock additional subgoals which will advance its position in the Great Game. These subgoals represent various historical aims of Russia, and are exclusive to the Great Game objective.

The Codify the Chinese Border subgoal represents the Russian Empire’s desire for the various territorial concessions in Central Asia and Outer Manchuria signed away by the Qing Empire in the mid-nineteenth century. The acquisition of Outer Manchuria was instrumental to the ability for the Russian Empire to project power into the Pacific Ocean, a situation which eventually led to British concerns over the integrity of their Pacific colonies and their later alliance with Japan.

To complete this subgoal, Russia must both acquire these territories from China, and force China to abandon claims on the territory. If a non-player China has been weakened by the Opium Wars and other calamities, the options to sign the Treaty of Aigun, Beijing Treaty, and Chuguchak Protocol provided by the Ruler of the East Journal Entry are a perfect way to see this goal through whilst minimising both the risk of war and the negative implications of a revanchist China on the border.

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The Acquire Manchurian Concessions subgoal also relates to the relations between China and Russia, and is triggered by the Russian acquisition and incorporation of a state in Outer Manchuria. This subgoal encourages Russia to acquire a treaty port in Manchuria, and construct the historical Chinese Eastern Railway, which served as the furthest Eastern branch of the trans-Siberian railway until the opening of the Amur River Line in 1916.

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With the Russian acquisition of Outer Manchuria also comes ambitions to secure a protectorate over Korea. Korea was considered to present a risk in the hands of a foreign power as a staging point for the decapitation of Russia’s Far Eastern naval assets. Historically, the Russian Empire contended diplomatically with Japan for influence in Korea following the first Sino-Japanese war, a period which would meet its climax with a Japanese-sponsored coup killing the Queen of Korea and forcing the King to flee to the Russian embassy.

This period of heightened tensions between the modernising Empire of Japan and Russia would cool for a brief period with the establishment of several agreements that would establish a balance of power in Korea. These agreements would come to an end following the end of the Russo-Japanese war, and the later Japanese conquest of Korea. The Secure a Korean Protectorate subgoal represents an alternate route—the ambition of both Nicholas II and factions within his government to establish full Russian control of Korea.

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British Subgoals

In the 1830s, British citizens and ships played a role in assisting Circassia against Russia. Whilst Britain was historically unwilling to escalate its involvement in Circassia beyond occasional shipments of weapons or volunteers dispatched by private citizens, it considered exerting influence into the Black Sea to be in its national interest.

The Disrupt the Russian Caucasus subgoal represents the various initiatives amongst British civil and political society to assist Circassia, and react to what they saw as the threat of Russia taking control of the Ottoman Empire if it could consolidate its territories in the Caucasus.

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The Expand British India subgoal represents the desire to expand the territories controlled by the East India Company into Burma and modern-day Pakistan. A strong East India Company, or British Raj, may serve as a valuable counterweight to Russian influence in the region, and a centre from which Britain may project power into the remainder of Asia.

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The Contest the Russian Pamirs subgoal represents an abortive attempt in 1902 by Britain to seize control of the Pamir Mountains and establish an independent buffer state through a deeply unsubtle method—a direct military incursion with cooperation from Afghanistan.

Whilst this proposition was historically rejected by the British government before materialising, the acquisition of Tajikistan by Russia will present Britain the opportunity to launch the proposed invasion. If Britain can manage to seize Tajikistan or establish a new Tajik state in its power bloc, it will gain a decisive advantage in the Great Game.

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The final unique subgoal for Britain is to counter Russian Pacific Influence. This represents the historical Anglo-Japanese Alliance of 1902, which was formed in reaction to the strengthening of the Russian presence in its Far Eastern territories. This subgoal is triggered by Russia developing naval bases in Outer Manchuria, heralding an incoming threat to the British fleet in the Pacific.

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Next week, I will cover the content for minor nations involved with the Great Game, as well as how sandbox mode works with the new content. And that is all. Thank you for reading.
 
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Will it be possible to found new princely states? Especially states like Nepal, Burma, Sindh and Punjab etc. should become princely states if they submit to the East India Company.
 
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The conditions that create it are the end of the napoleonic wars, everything is in place at the start of the game. If it was something that evolved after the game started railroady would be more of an issue but jimkoons is right, this specific case is a consequences on ongoing conditions of the start of the game, ones probably too big for the game to simulate naturally. It can't even really replicate the concert of europe let alone unintended consequences of it like the great game. It wasnt just they were two super powers, but two superpowers with specific treaties, territories and historical relationships to other nations that meant they guaranteed each other certain rights while being rivals.
Austria-Prussia have another unique relationship that couldn't be sweapped out for any two german powers of relative size.
If we are buying the argument that the Great Game resulted as a geopolitical consequence of the fact that Britain could not match Russia's land army and Russia could not match Britain's navy as described by jimkoons, this is absolutely possible to replicate in the game. Britain already has a naval advantage and can afford a far bigger navy than Russia could. Pretty much done in my eyes.

If attrition and logistics was properly adjusted to account for terrain differences, supply distance, and unique geographic or climate modifiers (Afghanistan Hindu Kush mountains far more remote and treacherous to navigate than the Spanish-French Pyrennes range), then Russia's advantage on land could be replicated accurately as well vs the British/Indian armies.
 
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I don't mind it being a specifically Russia-UK content and the heavy railroading - sometimes it's hard to represent an iconic of the time idea without devoting a ton of resources into making it "for any country in specific conditions". Though I do worry over just how specific some conditions are - if I conquer all of Manchuria as Russia, it seems I will never satisfy Manchurian Concession, because there's no treaty port there.

But I do have a problem with cold/warm water ports. It seems we get a ton of content for Russia trying to subjugate Persia or acquiring Manchuria, but no mention of getting ports there to actually have a naval base. It's still equally fine to have a major navy facility deep in the arctic. There's a mod that makes all ports too far north "cold water ports" and vastly limits their max size and throughput. It's such a simple idea to nudge the player into acquiring better ports, but it's nowhere in this content. It's really not hard to add the "why" into some of the JE here, so it's very confusing why it's not there.
 
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Is sanbox replaced by The Great Game?What if I just want to play without any specific journal?
It's not being replaced, they're just adding an extra slot for it.
 
Man, this is such a downer of a dev diary for a Sikh Empire player. Not only are they excluded from the Great Game (a crime as they sit between the British Empire, Persia/Afghanistan, and Russia), their starting territory is part of the Great Game itself, with Kashmir and Pashtunistan included in the Afghan treaty. Furthermore, Britain/EIC will now be more AI-incentivized to take over the Sikh Empire.

This unique starting nation will be caught in the crossfire of this content, succumbing to its players without being given the opportunity to play for themselves.

I second this, it would be amazing if the Sikh Empire could also get in on this, considering they are one of the strongest countries at game start and could easily play a major role in the Great Game had they survived.
 
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I don't see why guided content and systems can't coexist, and I think they do already. This is the sphere of influence patch. With diplomacy, foreign policy and union content that affects all nations equally.

This dev diary is about the great game, something that happened in the 19th century, the time period the game is about. It happened to Britain, the country whose monarch the game and period are named after. It happened due to geographic and political causes that by 1836 were nearly unavoidable, Russia and Britain were both already superpowers by 1836. This is good content, its worth making and I'm glad paradox is adding flavor like this.

Some of the flavor paradox has added so far kind of sucked, but I know it doesn't do much good to launch a game without events. I think JE's like Jack the ripper could be given another pass by the dev team now, but that's a topic for another thread and was an issue in victoria 2 as well(wickedness must be stamped out!)

Imagine the game with no guided content at all. I think it's good that there is a reasonable path to forming romania now, if the game was an unlimited sandbox wallachia wouldn't be a fun country to play. People complain about journal entries like the great game but the outcry would be far louder if countries weren't getting any content developed for them.
I may be in the minority, but I think that "guided content", be they journal entries like this or the mission trees of EU4 are almost exclusively bad. Mission Trees made EU4 worse. Sure, the overpowered buffs are fun the first time or 2, but they hurt replayability and make the game boring since every time you play a given nation you end up doing the same things. And it distorts the nations you end up playing, focusing on the ones that have "flavor" (i.e. overpowered buffs).

At least with mission trees you can mostly just ignore them (if your willpower is strong enough), but it appears that you are going to be railroaded into participating in the great game regardless of what you actually wanted to do. And that stinks, it's the opposite of what I want out of a game like this. I'd rather have no unique flavor at all than railroaded mechanics like this.

I really like that paradox games have so many strange emergent things that happen, both triggered by me and by the ai. The systems interacting in ways that result in alternate outcomes. And the more railroaded the game gets the less that happens.
 
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Is Great game should be in game? Yes.

But why fill game with hand-made events over systematic gameplay?

Like there is only Japan that has "westernisation" events, but non of the other isolatet countriess could have same route. Why there is no "Meiji resoration"-like events for indochina? Why "Great game" are restricted to Asia and can't happen in Africa?

This is same as "Paris Commune" couldn't somewhy happen in any other European country.
This Great Game mechanism looks like CK3 Struggle.
 
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This feels awfully scripted, which is not a direction I enjoy seeing a vicky game take. I need to get involved in this region, as this country because.. an event told me to? What if I have no interest as the UK or Russia? What if I want to intervene in the game as France? Or start it as Italy?

The 'guided tour' design philosophy is very concerning for the future of the game. And while it's likely here to stay, I hope in future content updates we stray away from just forcing historical events to happen, because they happened in real life. And let the player have more agency, and freedom.
 
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What if I have no interest as the UK or Russia?
The Russian Empire and the British Empire are already interested in Central Asia and Greater Iran, because that's what lies between Russia's imperial periphery and Britain's most valuable colonial possession.
 
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The Russian Empire and the British Empire are already interested in Central Asia and Greater Iran, because that's what lies between Russia's imperial periphery and Britain's most valuable colonial possession.
I understand what you mean historically, but I, the player, have the power to change history. That's a huge part of the appeal of these games to me.
Those nations may historically have interest in them, but if I don't I should have the final say in that, you know what I mean?

It's like how, the U.S historically goes to war with mexico, and manifest destinies across the U.S but I the player can say, 'nah.' And focus all of my efforts on colonizing Africa, or getting involved in european politics where the US histroically was isolationist.
 
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Those nations may historically have interest in them, but if I don't I should have the final say in that, you know what I mean?
If Russia absorbs all the countries between itself and your colonial empire, and having done so takes an interest in that colonial empire, your desire to ignore the situation doesn't matter.
 
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If Russia absorbs all the countries between itself and your colonial empire, and having done so takes an interest in that colonial empire, your desire to ignore the situation doesn't matter.
But that's not, really what's happening here. In this situation the UK keeping with the hypothetical, is being forced into an event to deal with Russia in this region, with very abstract penalties for not getting involved.

I guess my point, if these events occurred naturally, through gameplay, and it became an issue that dynamically evolved I would understand your point. But that’s not what’s happening, it’s happening because of a scripted event dictated that it would happen. The Russian player received the same event, they didn’t have a choice in the matter.

What if in my game, me and the Russian player have already agreed that this region doesn’t benefit either of us. Or I don’t care, because I have wonderful relations with the russians we have an alliance, everything you could imagine. So us being border mates, is actually great! They can have the region that’ll make it easier for us to coordinate our troops, and trade! But the event is still gonna pop, and I’m gonna be penalized for doing good diplomacy.

I would much rather have great game, like event take place naturally, than a great game event chain that tries to follow a historically accurate as possible route.
 
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What if in my game, me and the Russian player have already agreed that this region doesn’t benefit either of us.
1. Some of this stuff doesn't apply in MP, because Objectives don't exist there.

2. Frankly, if Russia and Britain team up, why would anyone else even play?
 
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The journal entry reads that the Great Game occurred, because both sides didn't think they can win a war against each other, yet the journal doesn't conclude if either side wins in a direct war? Really makes me think. :oops:
 
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The journal entry reads that the Great Game occurred, because both sides didn't think they can win a war against each other, yet the journal doesn't conclude if either side wins in a direct war? Really makes me think. :oops:
Yeah, there should probably be some conditions that will stop the Great Game if it no longer makes sense in-universe. For example:
- Either Britain or Russia lose GP status and do not regain it within 10 years.
- Britain or Russia have an alliance or are in the same Power Bloc for at least 10 years.
 
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Do I understand it correctly that stuff "exclusive to the Great Game objective" will NEVER happen unless the player plays as one of the nations with the Great Game objective? This does not sound nice as it includes a lot of stuff related to nations outside of the Great Game. Eg. if I play as Japan (thus no Great Game objective) then Russia will NEVER ever interact with China?
Any country can play any objective. Just select the objective you want then there will be a play other countries option, just rather less prominent than the recommended countries. This brings you to the world map to select a country as normal.
 
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Any country can play any objective. Just select the objective you want then there will be a play other countries option, just rather less prominent than the recommended countries. This brings you to the world map to select a country as normal.
To my knowledge this is not true. Here's the line from the diary

"To ensure the best experience, the Great Game objective is only available for the six historical participants specified below—Russia, Britain, Persia, Kabul, Herat, and Kandahar."

You can't get the missions and events as any other power.
 
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