As long as it doesn't mean that every effort is put in creating "historical" focuses that I would then disable because I hate them, I'm fine with such a toggle.
Actually, this is an idea that would be compatible with making historical events be replicable. Maybe you would have more chances to have Burgundy split between France and the Empire in 1477, but you could just as well see Prussia or Austria get the same fate (since they also are split between the Empire and other polities).
Just because they didn't know something would happen, didn't mean it wouldn't happen.
On the topic of Byzantium, there was a very productive thread on making the early-game civil-war in Byzantium 'dynamic'. Wherein they make a system where if the leader fights aggressive wars early on it increases the likelihood they die and trigger a civil-war. This incentivizes against early expansionism to snowball, and acts as a soft buff to the Ottomans who don't have that issue. In this way history can still play out- especially as an early invasion by Serbia seems likely, but it also has a reasonable chance of playing out the other way.
In this way, BOTH history and alt-history can be accomadated. This is the approach we should be taking.
But about immaterial rewards, if the a country is a system, I would like the game to make rewards come from it. I agree that some of them can be immaterial. A claim can be the intellectual production of your country arguing that, "of course", this land should belong to us, because of history, geography or whatever else. So I agree with you that nationalism can be represented in-game. This isn't something I would scrap because of blind materialism.
As for monuments, I also know some religion and cultures had in 1337 a particular link to certain places, and others developped links during the span of the game. But I don't see why this makes it so that Köln should be the only place where a certain Cathedral can be built, or why Versailles can only be built in Versailles (outside the obvious fact that it wouldn't be named Versailles if it were built elsewhere).
Because Versailles is a uniquely french expression of aristocratic excess that's why. That's kind of obvious. To make it generic is to remove it's frenchness and it's important role in the French identity. It's like saying 'well why doesn't Kazakhstan just build their own freedom lady statue?' You see why this comes across as an absurd idea, right?
Anyway I'm not opposed to creating alternate history content, or creating dynamic scenarios. What I oppose is the idea that historical content has to be ditched or made generic for this to work. What I argue is this is a case-by-case basis thing.
As an example- it makes sense that the Mandate of Heaven system is a 'generic' one, in that any nation can theoretically conquer China and claim it. Because this happened wh
I can see how historical determinism could say that Castille/Spain was in a way predestined to go in South America, or England was well situated to get North America. But this isn't an argument for mission trees. It's an argument to have the initial situation well built, so that countries "naturally" go in those directions. England doesn't need a mission tree to become a coloniser if France closed its gates to it and its only path of expansion IS the colonial route.
*Geographic determinism I said. Europe has a ton of rivers that sponsors the growth of civilizations in a way that Africa doesn't. It has an extensive series of coastlines from its peninsula's and inland seas, unlike China, that fosters a strong maritime tradition. Spain and Portugal as kingdoms furthest removed from the Near-East had the strongest incentives to sponsor expeditions to find alternate sea-routes to Asia. Likewise they had limited expansion oppurtunities, either south into North Africa (which were rebuffed) or north into a centralized France- making investing in colonization the most attractive expansion route.
But- you can't perfectly simulate this. No matter how hard you try. And if you did, it'd be a history textbook. You can sympathize with why I want to play a campaign where not only is there a Spanish Empire, it's uniquely Spanish in how it manifests right? I don't want a country with a rich a history as Spain to be reduced down to a number of different numbers on a spreadsheet and a bunch of different values on a slider.
I think what we're getting at is the immaterialness, the romantic notion, of nationhood, and how it should be represented. You seem to have a very materialist mindset that everything should be able to be simulated down to numbers that are equally accessible to all tags, while I'm arguing that loses practically all the character of nationhood, and ironically, ends up incredibly abstracting most of the idea of national character. Such things are abstracted in EUIV, but that is because it's an abstract concept, just as morale is in armies.
I'm trying to find a middle ground with you.
A conversation I had with a friend a while ago convinced me, at least, that missions made some sense when they were linked to a situation in progress at the start of the game. But the more you go in the future, and in EUV there is a lot of future, the less you'll have that (an ongoing situation).
One common criticism of EUIV is that the late game looks more blanc, and I think it doesn't only comes from people having conquered good chunks of the world by the XVIIIth century or earlier. It comes from having the narrative content naturally being more prevalent at the start. You think having dynamic narrative content is impossible. I think we could repurpose the existing narrative content in order to make use of it elsewhere in the game.
This would solve the blandness of late game and still allow you to have your historical content. Maybe there would be a little less because of the amount of work needed to generalize content, but I think it would be definitely worth it.
Can ongoing situations not be created? Such as colonization of the new world? The War of the Roses? Wars of Religion? Could mission trees not be used to help create these ongoing situations?
I think we had a misunderstanding. I'm not against the notion that we play the country, not the ruler. I was personalizing everything, but you could also say that the Byzantine Empire, or France, or whichever other country didn't know what would happen in 1337. The core of my argument isn't about characters, but about indeterminacy.
Just because they didn't know something would happen, didn't mean it wouldn't happen.
On the topic of Byzantium, there was a very productive thread on making the early-game civil-war in Byzantium 'dynamic'. Wherein they make a system where if the leader fights aggressive wars early on it increases the likelihood they die and trigger a civil-war. This incentivizes against early expansionism to snowball, and acts as a soft buff to the Ottomans who don't have that issue. In this way history can still play out- especially as an early invasion by Serbia seems likely, but it also has a reasonable chance of playing out the other way.
In this way, BOTH history and alt-history can be accomadated. This is the approach we should be taking.
A conversation I had with a friend a while ago convinced me, at least, that missions made some sense when they were linked to a situation in progress at the start of the game. But the more you go in the future, and in EUV there is a lot of future, the less you'll have that (an ongoing situation).
One common criticism of EUIV is that the late game looks more blanc, and I think it doesn't only comes from people having conquered good chunks of the world by the XVIIIth century or earlier. It comes from having the narrative content naturally being more prevalent at the start. You think having dynamic narrative content is impossible. I think we could repurpose the existing narrative content in order to make use of it elsewhere in the game.
This would solve the blandness of late game and still allow you to have your historical content. Maybe there would be a little less because of the amount of work needed to generalize content, but I think it would be definitely worth it.
I'm not opposed to creating alternate history content, or creating dynamic scenarios. What I oppose is the idea that historical content has to be ditched or made generic for this to work. What I argue is this is a case-by-case basis thing.
As an example- it makes sense that the Mandate of Heaven system is a 'generic' one, in that any nation can theoretically conquer China and claim it. Because this happened when the Mongols rolled up. So it makes sense that another culture could come along and adopt the institutions of China, and in essence become the new China.
What it wouldn't make sense for is say Byzantium's claims to the Roman Empire, like the Aztecs can't just roll up and declare themselves the inheritors of Romes legacy just because they conquered Constantinople. That is something that should uniquely belong to Byzantium. Likewise the formation of the Mughals and Ottomans shouldn't be something that every nation should have access to.
There are certain things that should be gatekept to certain tags. This is already a policy for the devs far as I can see- nobody is saying the unique advances should be made available to every tag, so I don't see why unique mission trees are therefore a sticking point. There clearly has to be some other factor than missions would be tag specific to a degree (even in EUIV there was still a large degree of overlap).