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LysanderSage100

Second Lieutenant
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Mar 27, 2024
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Now a complaint many players of Paradox games have is that empires never seem to collapse. Now Eu5 seems to have taken great strides to address that, we shall see how well they accomplish that goal, but it still doesn't address the fact that the player is capable of long term planning, knows the best strategies and has no interest nation ruining because they ignored the populous getting mad because they really, really like locks. Now a lot of this simply cannot be avoided, it is a game after all and I for one don't really want paradox turning up to my house every time I play and deleting all my knowledge on the game to prevent meta knowledge. To counter this I propose several ideas, harm events, estates just being annoying, your Monarch being unfortunately interested in politics and unavoidable Disasters.

Harm Events :
Harm events are the underpinning of this idea semi-random events that will cause issues for your country, where even if you play perfectly you simple will always have things going wrong because things always do. Now I vaguely know CK3 has something similar to this but I haven't played the game since just before they were added so i can't really comment on that Implementation.

Harm events should loosely be based of the state of your nation, ie low stability, poor monarch or councilor skills, high devastation should all increase the chance of events occurring, however even an Empire lead by a 100-100-100 Godking, with 100% control and prosperity in the nation should not be able to avoid them. Now you may say 'won't that be really annoying, I will do everything correctly and I'll still be F****d over?' Yes, welcome to the compliant of every capable ruler throughout history when their brother/son/nephew/random peasant decides its really their turn to run everything. That said obviously they should probably be controlled via game rule, and probably game difficulty.

What should Harm events do? Anything bad really, but I think the most important affects are 1. Increase Estate and Vassal Power, 2. Decrease Estate and Vassal Loyalty, 3. Reduce Stability and 4. Empower revolts. To reduce the annoyance of the system they should be loosely based of what is effecting your nation, but again even if you play perfectly they should always have a way to effect you.


Estates are Annoying and your Monarch Incompetent:
A problem I've often had with Eu4 is simple that your Estates aren't enough of a S******d and your Monarch never demands you start a 21 year long war with Russia because he got offended . Your response may be 'this isn't a character based game', I agree, however this was the age of powerful Monarchs who could decide to crash the entire economy on a whim (wouldn't it be terrible if we brought that back) and so you should have to deal with the fact your Monarch really cares about informing people on the dangers of witches.
Now I think a simple solution to this issue is to bring back Agendas from Eu4. However rather than having them be options you choose between when calling Parliament, I would have these be constantly active. The amount of Agendas an estate gets is 1 + estate power + any extra from privileges/societal values + size of the country. There would be 2 types of Agendas, goals and continuous. Goal based Agendas would be a thing you must do, ie your clergy really, really, really need a new gold platted palace to properly intercede with the Gods. Continuous Agendas rather require you to always have achieved the Agenda whilst its active, ie the King demands your army be at least 20k and will get mad if it isn't. Agendas reset whenever you complete them, have a chance to whenever you call a parliament (with massive penalties if you haven't completed it), or for Crown Agendas whenever you get a new Monarch.

Now what are the rewards for completing an Agenda? None, because the Estates are Annoying and your Monarch Incompetent, the only reward is they aren't mad at you. Now Agendas won't always be bad, if an Estate likes you or your Monarch has good stats they may actually be good for you. Failing to achieve a Agenda reduces your estates loyalty or legitimacy in the case of Crown estates, however they should also have extra negatives depending on the kind of Agenda, ie failure to achieve the required army size for the Monarch will reduce your Morale because the King doesn't like the Military.
It also provides an extra choice against going Absolutist or Centralised as Absolutist increase the amount of Agendas the Monarch gets (and the downsides for not achieving them), and Centralised increases the Agendas the Nobles get (after all theyre now right in the Capital and not far away).


Unavoidable Disasters:
This will probably be the most unpopular suggestion but I think Disasters should be fairly unavoidable as no rule is perfectly secure, no ruler without flaws. This could either be done with Harm events giving you a little bit of progress towards a random possible disaster for your country, that way meaning your always slowly creeping towards one OR each month/year you always get a tick towards one of your possible disasters. I personally like both, the first one is simple a nice way to use harm events, the second I like because like the Black Death it teaches players Disasters are unavoidable and rather something to be player around. Now this probably won't be popular with people who simply want to enjoy themselves and not fight half the country every other year because you do in fact have to pay taxes if you want the country to still exist, and therefore a gamerule is probably prudent (along with half of these ideas). This should be combined with stuff like highly common succession crisises, with NOT having one being the exception not the rule initially, as I feel they are often underdone in a lot of Paradox Games.

No Estates really are Annoying:
Estates should get mad if they don't have enough power, if another one has too much power, if they haven't be granted Privileges, if other estates have been granted Privilege, if taxes exist or if they haven't been pampered every 5 minutes. I would do this a couple of ways, firstly your estate should have an 'Expected Satisfaction' point, where if they are bellow that they are mad, and above this content. This is different from the Estate Satisfaction Equilibrium point, which is where its Satisfaction trends to. This would be modified by Privileges and Societal values, ie. unfree peasants are going to have a really low 'Expected Satisfaction' point so they don't really care, whereas the Nobility will get angry if they have literally been given all of the power. Secondly, Estates should get mad if they have lower power, meaning the more the player centralises unless they can get the 'Expected Satisfaction' down the Estates will be mad. Thirdly, the already done agenda system will help however I would make it even worse where Estates will get even MORE mad if other Estates Agendas are done and theirs aren't.



Now I'm sure plenty of these suggestion will be rather unpopular with a lot of players however I think these are the perfect thing to be what Game Difficulty is based on, Easy the player doesn't really have harm events or ticking disasters however the AI does, and hard mode being the Opposite. There may also be complaints this adds to much extra busy work to the campaign but eh? Internal politics should be important.
 
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Now a complaint many players of Paradox games have is that empires never seem to collapse.
Because not many non-ABC "Empires" collapsed. They either got conquered or the collapse happened in the 19th century. The age of nationalism was a hyper-drug to Empires. Prior to it, people usually identified themselves along religious lines and usually had very little reason to rebell.
Now Eu5 seems to have taken great strides to address that, we shall see how well they accomplish that goal, but it still doesn't address the fact that the player is capable of long term planning, knows the best strategies and has no interest nation ruining because they ignored the populous getting mad because they really, really like locks. Now a lot of this simply cannot be avoided, it is a game after all and I for one don't really want paradox turning up to my house every time I play and deleting all my knowledge on the game to prevent meta knowledge. To counter this I propose several ideas, harm events, estates just being annoying, your Monarch being unfortunately interested in politics and unavoidable Disasters.
This is only possible if the game actively works against you, which I disagree. The game should work the same for everyone. AI or player, doesnt matter. Once you figured the game out, it will be easy anyways. No need to make it artifically a "souls-like" game.
Harm Events :
Harm events are the underpinning of this idea semi-random events that will cause issues for your country, where even if you play perfectly you simple will always have things going wrong because things always do. Now I vaguely know CK3 has something similar to this but I haven't played the game since just before they were added so i can't really comment on that Implementation.

Harm events should loosely be based of the state of your nation, ie low stability, poor monarch or councilor skills, high devastation should all increase the chance of events occurring, however even an Empire lead by a 100-100-100 Godking, with 100% control and prosperity in the nation should not be able to avoid them. Now you may say 'won't that be really annoying, I will do everything correctly and I'll still be F****d over?' Yes, welcome to the compliant of every capable ruler throughout history when their brother/son/nephew/random peasant decides its really their turn to run everything. That said obviously they should probably be controlled via game rule, and probably game difficulty.

What should Harm events do? Anything bad really, but I think the most important affects are 1. Increase Estate and Vassal Power, 2. Decrease Estate and Vassal Loyalty, 3. Reduce Stability and 4. Empower revolts. To reduce the annoyance of the system they should be loosely based of what is effecting your nation, but again even if you play perfectly they should always have a way to effect you.

Unavoidable Disasters:
This will probably be the most unpopular suggestion but I think Disasters should be fairly unavoidable as no rule is perfectly secure, no ruler without flaws. This could either be done with Harm events giving you a little bit of progress towards a random possible disaster for your country, that way meaning your always slowly creeping towards one OR each month/year you always get a tick towards one of your possible disasters. I personally like both, the first one is simple a nice way to use harm events, the second I like because like the Black Death it teaches players Disasters are unavoidable and rather something to be player around. Now this probably won't be popular with people who simply want to enjoy themselves and not fight half the country every other year because you do in fact have to pay taxes if you want the country to still exist, and therefore a gamerule is probably prudent (along with half of these ideas). This should be combined with stuff like highly common succession crisises, with NOT having one being the exception not the rule initially, as I feel they are often underdone in a lot of Paradox Games.

IMO this should be tied to the ruler. Good ruler = less likely for bad events to happen. Bad ruler = more likly for bad events to happen. Afaik rulers have traits? If so, a trait can have a positive value, decreasing the chance of bad events and vice versa with negative traits.
Estates are Annoying and your Monarch Incompetent:
A problem I've often had with Eu4 is simple that your Estates aren't enough of a S******d and your Monarch never demands you start a 21 year long war with Russia because he got offended . Your response may be 'this isn't a character based game', I agree, however this was the age of powerful Monarchs who could decide to crash the entire economy on a whim (wouldn't it be terrible if we brought that back) and so you should have to deal with the fact your Monarch really cares about informing people on the dangers of witches.
Now I think a simple solution to this issue is to bring back Agendas from Eu4. However rather than having them be options you choose between when calling Parliament, I would have these be constantly active. The amount of Agendas an estate gets is 1 + estate power + any extra from privileges/societal values + size of the country. There would be 2 types of Agendas, goals and continuous. Goal based Agendas would be a thing you must do, ie your clergy really, really, really need a new gold platted palace to properly intercede with the Gods. Continuous Agendas rather require you to always have achieved the Agenda whilst its active, ie the King demands your army be at least 20k and will get mad if it isn't. Agendas reset whenever you complete them, have a chance to whenever you call a parliament (with massive penalties if you haven't completed it), or for Crown Agendas whenever you get a new Monarch.

Now what are the rewards for completing an Agenda? None, because the Estates are Annoying and your Monarch Incompetent, the only reward is they aren't mad at you. Now Agendas won't always be bad, if an Estate likes you or your Monarch has good stats they may actually be good for you. Failing to achieve a Agenda reduces your estates loyalty or legitimacy in the case of Crown estates, however they should also have extra negatives depending on the kind of Agenda, ie failure to achieve the required army size for the Monarch will reduce your Morale because the King doesn't like the Military.
It also provides an extra choice against going Absolutist or Centralised as Absolutist increase the amount of Agendas the Monarch gets (and the downsides for not achieving them), and Centralised increases the Agendas the Nobles get (after all theyre now right in the Capital and not far away).
Similar to above: Make it so, that they want more rights, benefitting them and rejecting it, decreases their loyalty. All connected to the traits of the rulers.
No Estates really are Annoying:
Estates should get mad if they don't have enough power, if another one has too much power, if they haven't be granted Privileges, if other estates have been granted Privilege, if taxes exist or if they haven't been pampered every 5 minutes. I would do this a couple of ways, firstly your estate should have an 'Expected Satisfaction' point, where if they are bellow that they are mad, and above this content. This is different from the Estate Satisfaction Equilibrium point, which is where its Satisfaction trends to. This would be modified by Privileges and Societal values, ie. unfree peasants are going to have a really low 'Expected Satisfaction' point so they don't really care, whereas the Nobility will get angry if they have literally been given all of the power. Secondly, Estates should get mad if they have lower power, meaning the more the player centralises unless they can get the 'Expected Satisfaction' down the Estates will be mad. Thirdly, the already done agenda system will help however I would make it even worse where Estates will get even MORE mad if other Estates Agendas are done and theirs aren't.
I think this suggestion just overcomplicates the game. I dont see a reason, why estates should strive for an arbritary value or be jealous of other estates. They dont represent a materials person, but a societal class. If they are loyal, they are loyal.
 
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Because not many non-ABC "Empires" collapsed. They either got conquered or the collapse happened in the 19th century. The age of nationalism was a hyper-drug to Empires. Prior to it, people usually identified themselves along religious lines and usually had very little reason to rebell.

This is only possible if the game actively works against you, which I disagree. The game should work the same for everyone. AI or player, doesnt matter. Once you figured the game out, it will be easy anyways. No need to make it artifically a "souls-like" game.


IMO this should be tied to the ruler. Good ruler = less likely for bad events to happen. Bad ruler = more likly for bad events to happen. Afaik rulers have traits? If so, a trait can have a positive value, decreasing the chance of bad events and vice versa with negative traits.

Similar to above: Make it so, that they want more rights, benefitting them and rejecting it, decreases their loyalty. All connected to the traits of the rulers.

I think this suggestion just overcomplicates the game. I dont see a reason, why estates should strive for an arbritary value or be jealous of other estates. They dont represent a materials person, but a societal class. If they are loyal, they are loyal.
Yeah full on collapses were rare, I moreso meant empires/nations having declines and the inability to crush all internal resistance. I should probably have been clearer.

As for your other points I'm not sure you actually read my post?
 
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IMO this should be tied to the ruler. Good ruler = less likely for bad events to happen. Bad ruler = more likly for bad events to happen. Afaik rulers have traits? If so, a trait can have a positive value, decreasing the chance of bad events and vice versa with negative traits.
eu3... adm skill of the ruler had a strong influence on country and even overextension.
bad ruler and 15% non-core province - game over...
but, if good ruler then 50% non core province
colonies are also non-core provinces
 
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Yeah full on collapses were rare, I moreso meant empires/nations having declines and the inability to crush all internal resistance. I should probably have been clearer.

As for your other points I'm not sure you actually read my post?
My point: What you suggest can exist, but imo should not be tied to you being the player or being big or having x, but rather primarly to the ruler traits. So everyone is affected by it. Small and big. Player and AI. You mentioned some other parameters, which of course can also have an impact, but your post reads as if this should be an Empire related "feature", which I disagree with. Small nations should not be unaffected by bad rulers and small nations should have an equal chance to "hit bad times".

The bad events should also be tied to a base chance and not "everything works fine, so time to f+ck you over". A perfect state with a perfect ruler should pretty much lead to nearly zero bad events and only positive events with the positive events not being garanteed either. I disagree that you should get screwed over for playing well/being lucky.

Similarly, estates should also strive to gain more out of you. You have a strong ruler? They wont f+ck around. You have a bad one? They smell blood and want more. Wether you go on a 10 year long crusade should be irrelevant, because they are not working for the best interest of your nation, but for the benefit of their own class.
 
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My point: What you suggest can exist, but imo should not be tied to you being the player or being big or having x, but rather primarly to the ruler traits. So everyone is affected by it. Small and big. Player and AI. You mentioned some other parameters, which of course can also have an impact, but your post reads as if this should be an Empire related "feature", which I disagree with. Small nations should not be unaffected by bad rulers and small nations should have an equal chance to "hit bad times".

The bad events should also be tied to a base chance and not "everything works fine, so time to f+ck you over". A perfect state with a perfect ruler should pretty much lead to nearly zero bad events and only positive events with the positive events not being garanteed either. I disagree that you should get screwed over for playing well/being lucky.

Similarly, estates should also strive to gain more out of you. You have a strong ruler? They wont f+ck around. You have a bad one? They smell blood and want more. Wether you go on a 10 year old crusade should be irrelevant, because they are not working for the best interest of your nation, but for the benefit of their own class.

I used empire in 2 places, once in the first line as part of the introduction, 2nd as part of talking about a 'perfect' country. Everywhere else I use Country or Nation the most nonspecific terms I could, I apologise if I wasn't clear enough but yes I agree it shouldn't be tied just to an arbitrary rank, however as I said I do think the size should effect it as large states were less stab.

Also agree it should effect everyone, I only put differently when talking about game difficulty because I think it's an easy mechanic for difficulty rather than arbitrary buffs to just reduce or increase the amount of internal instability countries have.


As for a base chance modified by whats happening in your country? That's literally what I suggested? If you have a really well run country you are significantly less likely to have harm events because there's less things to go wrong. Things still do go wrong however because things always go wrong, even a perfect ruler can't be everywhere.

As for your last point my idea was literally to have that with Agendas, your estates and monarch will always be demanding you do stuff, often counter to your interests unless they are competent or like you, because Estates were really bloody annoying historically and had no long term thinking.
 
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You have a strong ruler? They wont f+ck around. You have a bad one? They smell blood and want more

Thinking more on this as I said one of the important things is this is EU, not CK, you are the 'state' not the ruler - a strong ruler with high legitimacy, stats and crown power, yes the estates will have less agendas and the effects will not be as bad for not having achieved them BUT at the same time that means the Monarch has more Agendas, and the effects for not completing them are worse.
 
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Yeah full on collapses were rare, I moreso meant empires/nations having declines and the inability to crush all internal resistance. I should probably have been clearer.

As for your other points I'm not sure you actually read my post?
Full collapses were uncommon (not really rare) but practically every country had near call, more than once. usually accompanied by civil war, succession war, in general with some internal forces deciding they'd like more stuff, either from central power or over other estate.

And these were often avoided by giving up state power which hardly happens in-game.
 
The reason why the empire collapsed was the same as why it was destroyed by foreign enemies. The reason why the Roman Empire was so weak in the late period was because it relied on the support of peasants who owned small plots of land. In the late Roman Empire, these peasants had been eliminated by large landowners and turned into tenants or refugees, even serfs(Obviously, the landowners didn't want their tenants and serfs to be conscripted by the state). In fact, this situation was already obvious at the end of the Republic. The main reason for the gradual adoption of professional armies was that Roman peasants were becoming poor and could not afford equipment and training. Caesar came to power to check the power of large landowners and peasant and avoid the next reform of Gracchus. In other words, if Rome could not deal with these large landowners, it would collapse sooner or later. But the Roman emperors and officials were themselves large landowners. As time goes by, local landlords will gain more power than the central government. On the bright side, the Roma Empire might reform into a feudal state like the HRE where the emperor has little power, but it is more likely that local landowners might start a war to break free from the control of the central government and destroy the entire empire, or the peasants might revolt and destroy Rome. The reason why there was no typical internal collapse event was that any empire had enemies outside, and these enemies would not wait until the empire completely collapsed before invading. Machiavelli said in The Prince: "The best possible fortress is not to be hated by the people, because, although you may hold the fortresses, yet they will not save you if the people hate you, for there will never be wanting foreigners to assist a people who have taken arms against you."
Because not many non-ABC "Empires" collapsed.
 
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Full collapses were uncommon (not really rare) but practically every country had near call, more than once. usually accompanied by civil war, succession war, in general with some internal forces deciding they'd like more stuff, either from central power or over other estate.

And these were often avoided by giving up state power which hardly happens in-game.
Agreed, hence I think the use of harm events and 'unavoidable' disasters, meaning the player can never 'solve' internal disputes and it will always be a push and pull
 
I used empire in 2 places, once in the first line as part of the introduction, 2nd as part of talking about a 'perfect' country. Everywhere else I use Country or Nation the most nonspecific terms I could,
You start your entire post with the words:
"Now a complaint many players of Paradox games have is that empires never seem to collapse."
It is normal that I think you are talking about Empires.
I apologise if I wasn't clear enough but yes I agree it shouldn't be tied just to an arbitrary rank, however as I said I do think the size should effect it as large states were less stab.
I fully disagree. Size and stability are not correlating. By that logic the Ottoman Empire under Kanuni was less stable than Hungary, which makes no sense at all. The US is not less stable than Nigeria either. One has nothing to do with the other.
As for a base chance modified by whats happening in your country? That's literally what I suggested? If you have a really well run country you are significantly less likely to have harm events because there's less things to go wrong. Things still do go wrong however because things always go wrong, even a perfect ruler can't be everywhere.
Your words:

"even an Empire lead by a 100-100-100 Godking, with 100% control and prosperity in the nation should not be able to avoid them. Now you may say 'won't that be really annoying, I will do everything correctly and I'll still be F****d over?'"

I dont agree that any event should "f+ck you over" in case of a 100-100-100 godking with 100% control and prosperity. It should most definetly lead to positive events. You are giving me the impression that something has to make it worse. When I speak about bad events, I am talking about stuff like "your ruler threw a big party. Here is the bill.".
As for your last point my idea was literally to have that with Agendas, your estates and monarch will always be demanding you do stuff, often counter to your interests unless they are competent or like you, because Estates were really bloody annoying historically and had no long term thinking.
My point:

Estates should be reactive to loyalty and monarch traits. If they are loyal, they dont give a shit what you are doing. Your monarch is bad? It increases the base chance for events. These events can be "give me land or loyalty decreases" to "I want this privileage or I am really mad". Other than that I dont think the game needs more covoluted systems along the lines of:

"Expected Satisfaction"

"2 types of Agendas"

And lastly, I also disagree with:

" None, because the Estates are Annoying and your Monarch Incompetent, the only reward is they aren't mad at you. "

You can most definetly have aims that align with your estates.
 
Agreed, hence I think the use of harm events and 'unavoidable' disasters, meaning the player can never 'solve' internal disputes and it will always be a push and pull
The thing is players take loyal estates for granted.

But in reality, put yourself in the estates shoe. You always want more. The anti-state wolves might like the king, might see the stability. But if they smell opportunity they will not hesitate.

I mean obviously having more power for OUR group is always the good thing! :D

(And if we were given more before, well that proves the point! EU 4 did make an aim at it, with high power estates having disaster no matter the loyalty but it was too binary and static, as many EU 4 features)
 
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dont agree that any event should "f+ck you over" in case of a 100-100-100 godking with 100% control and prosperity. It should most definetly lead to positive events. You are giving me the impression that something has to make it worse. When I speak about bad events, I am talking about stuff like "your ruler threw a big party. Here is the bill.".
My impression is that OP means even in that situation you still can and will get hit by say, drought or something. And then another one next year. And then you redirect military to quell dissent. And get raided by nomads. And then neighbour invades. And then your general sees an opportunity to revolt. And suddenly your bureaucrats think you're handling it badly. And now peasants think it's your fault.

And you're still 100-100-100 king who ruled stable prosperous country three years ago. ;)
 
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My impression is that OP means even in that situation you still can and will get hit by say, drought or something. And then another one next year. And then you redirect military to quell dissent. And get raided by nomads. And then neighbour invades. And then your general sees an opportunity to revolt. And suddenly your bureaucrats think you're handling it badly. And now peasants think it's your fault.

And you're still 100-100-100 king who ruled stable prosperous country three years ago. ;)
That is all fine in my book. I just dont think your stable, prosperous Empire should suddenly spiral down, because you know, you are the player and you are playing well.

Also famines can follow historic examples, as they are dependent on the global weather/temperature, which seemingly doesnt give a shat about what humans do.
 
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My impression is that OP means even in that situation you still can and will get hit by say, drought or something. And then another one next year. And then you redirect military to quell dissent. And get raided by nomads. And then neighbour invades. And then your general sees an opportunity to revolt. And suddenly your bureaucrats think you're handling it badly. And now peasants think it's your fault.

And you're still 100-100-100 king who ruled stable prosperous country three years ago. ;)
Even if your king is all wise, are his ministers all wise, are their advisors all wise, are their servants and their soldiers good and capable? Are all the roads clean, are all the crooks lost and the potholes fixed?
 
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That is all fine in my book. I just dont think your stable, prosperous Empire should suddenly spiral down, because you know, you are the player and you are playing well.
I agree you should never be punished for playing well, just playing well should be overcoming the fact you cannot solve all internal disputes and disasters happen unavoidably and how you play around them, not you crushing all internal opposition and facing no threats
 
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That is all fine in my book. I just dont think your stable, prosperous Empire should suddenly spiral down, because you know, you are the player and you are playing well.

Also famines can follow historic examples, as they are dependent on the global weather/temperature, which seemingly doesnt give a shat about what humans do.
Yes, famines could be deterministic but:

1) lots of research
2) would make gameplay experience worse in railroady way for not much benefit

But i agree on general point.
 
Even if your king is all wise, are his ministers all wise, are their advisors all wise, are their servants and their soldiers good and capable? Are all the roads clean, are all the crooks lost and the potholes fixed?
No wait you are right. If the king is very wise, I mean, if he has 180-180-180 stats you should be able to avoid these events too. ;)