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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 native nations receive an update any time soon?

Currently only the Turtle Island journal entry is the only thing to do with them that's not just colonisation. And it's rather impossible to do anything with it anyways.
 
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Given its position right next to Persia, Tibet, and Afghanistan, as well as it's border to the British East India Company and proximity to Central Asia, will the Sikh Empire have any role to play in the Great Game? It would definitely seem like a Russian player would stand to gain from checking British reach in Northern India by supporting the Lion of Punjab. And on the other side, a British player would want to consolidate their power in Northern India by removing what is effectively the last major independent Indian State so that they can have a direct border with Persia and the Afghans. Barring an expansion focused on India specifically, this would seem like the perfect time to add a significant amount of content to the Sikh Empire (and perhaps to a lesser extent, Sindh).
 
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I like the idea of these "mini-games within the greater game" - this "Great Game" concept should however be available to different tags, targeting different regions of interest, so long as the potential competitors remain Great Powers.

Examples, thinking of Russia acting as the main pivot in this mechanic:
Russia vs UK over Central Asia, Persia and the Caucasus.
Russia vs France over Anatolia and the Levant.
Russia vs Japan over China proper, Mongolia, Manchuria and Korea.
Russia vs Prussia over the Pale of Settlement (maybe not?).
Russia vs Austria or the Ottomans over the Balkans/Rumelia.
 
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I have a serious question : will there be a game rule to remove the Great Game entirely?

Sorry, but I'm now half-hyped for Sphere of Influence. I'm waiting for the ownership rework, the subject interactions and the lobbies, NOT for the Great game nor for the Power blocs.
 
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I have a serious question : will there be a game rule to remove the Great Game entirely?

Sorry, but I'm now half-hyped for Sphere of Influence. I'm waiting for the ownership rework, the subject interactions and the lobbies, NOT for the Great game nor for the Power blocs.
I believe that the Great Game mechanics don't turn on if you don't select the Great Game focus at the start of the game, someone please correct me if I am wrong about this.
 
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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.​

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.
While I am perfectly fine with the Circassian Genocide being included, it raises questions about other historical atrocities that are included in or excluded from the game--especially if a particular atrocity's inclusion could get the game banned in one or more countries. I hope I can trust Paradox to be consistent on this matter.
 
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Could the Circassians have any access to the formation of 'Transcaucasia'?
In the form of additional culture acquisition or special permission through journal clearing.
It seems that the independence of the southern Caucasus depends entirely on Russia's unlocking of technology.
 
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I believe that the Great Game mechanics don't turn on if you don't select the Great Game focus at the start of the game, someone please correct me if I am wrong about this.
Sorry, but that doesn't seem to be true if I believe that part of the DD :
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.
It does seem like only the big progress bar is removed if you don't take the Great Game scenario. You still have all the railroading in the main scenario, with the expansion.
 
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Sorry, but that doesn't seem to be true if I believe that part of the DD :

It does seem like only the big progress bar is removed if you don't take the Great Game scenario. You still have all the railroading in the main scenario, with the expansion.
That's my understanding as well.

I hope everyone likes competing with Russia every time they play GB (and vice versa). That will surely make the game less boring and improve replayability...
 
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That's my understanding as well.

I hope everyone likes competing with Russia every time they play GB (and vice versa). That will surely make the game less boring and improve replayability...
I get the complaint but, in fairness, the whole issue of nation- or region-specific content is always going to bring up this issue. Some people like it because they think it adds flavor and makes playable countries distinct from each other, other see it as railroading that curtails their gameplay choices too much. If they had restricted Great Game content to the specific scenario, there'd be a large contingent of people annoyed that they need to play a specific scenario in order to experience it.
I'm honestly not sure what a good solution would be, aside from a "Sandbox/Generic" gamemode that allows players to disable all nation- or region-specific content aside from basic things like country formation.
 
I get the complaint but, in fairness, the whole issue of nation- or region-specific content is always going to bring up this issue. Some people like it because they think it adds flavor and makes playable countries distinct from each other, other see it as railroading that curtails their gameplay choices too much. If they had restricted Great Game content to the specific scenario, there'd be a large contingent of people annoyed that they need to play a specific scenario in order to experience it.
I'm honestly not sure what a good solution would be, aside from a "Sandbox/Generic" gamemode that allows players to disable all nation- or region-specific content aside from basic things like country formation.
I would love a "turn off narrative/flavor" mode. For me, the only flavor I need/want is the name of the nation and it's location/starting conditions. Anything else is totally unnecessary and, for the most part, unwanted.

Although I do appreciate the ability to do a radical reconstruction as the USA. Sticking it to those stinking [formerly] slave holding traitors is one of life's great pleasures :)
 
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I hope everyone likes competing with Russia every time they play GB (and vice versa).
I hope nobody expects to go through a game about the 19th century as Great Britain without AI Russia trying to compete with them in Asia, or vice versa.
 
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I hope nobody expects to go through a game about the 19th century as Great Britain without AI Russia trying to compete with them in Asia, or vice versa.
That's the thing though. What if I don't actually care about Asia? What if I'd rather fight the USA in central America? Or France in North Africa? Now I can't because I'm being forced to care about Asia for no other reason than the devs say I have to care. It's the railroading that I have a problem with. Obviously, IRL they cared a lot. But there are no mechanics in game for why they bothered and until there are I'm completely happy to totally ignore the entire region. There's nothing there that I can't get better elsewhere for less effort.

The Great Game "content" in V3 is a bandage to cover the fact that there aren't any actual great power proxy interactions. And if they keep making bespoke garbage like this, there never will be. All of the things in the Great Game journal entries should be generic mechanics that can occur any time 2 or more great powers are competing over the same region. But nope, only Britain and Russia get to do it and more than that, they are forced to do it for "reasons"
 
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That's the thing though. What if I don't actually care about Asia?
If you don't care about Asia, why in the name of all that is holy are you playing the 19th century British Empire?!

(And let's be clear: I would prefer that the game's systems better simulate why you need to care, so that this arises organically – but the game is already saturating our CPUs.)
 
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If you don't care about Asia, why in the name of all that is holy are you playing the 19th century British Empire?!

(And let's be clear: I would prefer that the game's systems better simulate why you need to care, so that this arises organically – but the game is already saturating our CPUs.)
Apart from the fact that the British Empire was the preeminent power of the period? I don't care even a little bit what any power did IRL. Isn't the entire point of the genre that we can change history? And that includes conquering or not conquering territory at my whim.

I was perhaps unclear, I'm specifically referring to the targets of the [not so] great game, Afghanistan and Iran. Why should I care about that? If you do, great, go forth and conquer but why should everyone in every playthrough be forced into a frankly arbitrary competition over land that's nebulously useful.

Again, it's the railroading that I have a problem with. If there was an event or something at the start of the game that was like "hey, Russia's getting close to our colonies we should maybe do something about it" and one of the options was "no, I don't care" and the great game doesn't ever start then I wouldn't have as much of a problem with it. Sort of like how in EU4 you can refuse the Iberian Wedding, Hungary can avoid getting into a PU with Austria, or England can avoid war with France at the start of the game. And just like those, it goes without saying that the ai should be able to refuse as well, subject to various decision weights. I'd still view it as a missed opportunity to make real mechanics, but I wouldn't totally hate it on a conceptual level. Basically, make it optional so that if you want to play historically or you are otherwise interested in the region, you can have the "flavor" but those who don't want to participate aren't forced to.
 
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I was perhaps unclear, I'm specifically referring to the targets of the [not so] great game, Afghanistan and Iran. Why should I care about that?
Because they're what's between your large territorial presence in Asia on one side, and the Russian Empire on the other.
 
Because they're what's between your large territorial presence in Asia on one side, and the Russian Empire on the other.
So what? Why is it a problem if Russia borders India? France and Spain share a border. Canada and the USA share a border. Russia/Germany/Austria share borders. Those are all fine. There's no magical journal entries that make it "not fine". Why should I, as a player, care even a little bit if my colony now borders Russia? What negative outcomes will I experience if this happens? The answer is, of course, none. Nothing in game will change if they border, and actually, it's better if they do since then there'd be a direct land border between the Russian and British markets for trade purposes.

This was an important event in the period. GB clearly didn't want Russia to border India. So then, there needs to be real mechanics to represent that. Forcing my involvement via railroaded events may be "flavor" but it's bad tasting, like earwax flavored jelly beans.

And this is all related to the fact that diplomatic plays were supposed to make this kind of indirect competition possible. Russia starts a play in Afghanistan, Britain intervenes, and Russia/GB hash out a diplomatic solution that changes the borders of the unrecognized powers. And no one actually goes to war. But diplo plays don't work or are too limited, so they are forced to create this railroaded bandage that only GB and Russia can do (and are actually forced to do).
 
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