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PaxAttax

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Dec 31, 2015
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Compliment sandwich top layer: I LOVE this update. It's as addictive as a clicker game with none of the annoying wait times.

Now the middle bit: I'm not saying that it should be easy or uncostly, but we really need to be able to interact with executives *somehow*. I'm currently doing a run as the USA, got the Panama Canal Company, and it can never be prosperous because the executive has -85(!) popularity, (6th most profitable company in the world, btw, 4 of my other companies are the top 4) and has stubbornly remained in place for more than 20 years and he refuses to die despite multiple character health debuffs. (I was luckily able to get the prestige good before he was in charge) This is especially problematic for the Panama Canal Company because its extra company slot is tied to prosperity, which means to remove the over-capacity debuff i now have from the company no longer being prosperous, I have to either give up one of my hyper-profitable other companies or the throughput bonuses on trade capacity from the prestige merchant marine and company owned trade centers, which my country is reliant on for a significant portion of its GDP. I have tried every other option to boost the prosperity of this company available to me- MM and Steamers have max subventions, I have manually built every single profitable port and shipyard, (which the company now owns) and their input goods are pretty close to minimized in price for my territorial situation. It really is just the -17 prosperity cap from this mongrel of a human in charge of the company holding it back. If it weren't for him, the company would be dancing around 90-95 prosperity, and I wouldn't have the over cap debuff.

What I am proposing is that non-Laissez-Faire economy laws should allow you to be able to manually force an executive out on a long cooldown, and executive positions should not be for life- if an executive is so unpopular that it is crippling the company's prosperity, the "board" (or whatever interest groups are in charge of your economy) should have something to say about it. Let this process siphon generals, admirals, or relevant agitators. The lack of dynamism in executive positions is a general problem in my opinion. (Side note- executives should factor into political movements; them only giving a percentage boost to their IG worsens their static feeling) It is very weird, for instance, to have Industrialist or Landowner aligned executives in place after having Cooperative Ownership or Command Economy enacted for over a decade, and there being absolutely nothing that the player or the political economy of their tag can do to dislodge them. It feels at odds with the stated goal that characters should feel like pieces of the simulation when executives are functionally static modifiers.

Compliment sandwich bottom layer: 1.9 is in my top 3 best updates for a Paradox game. The way it pulls things together is worthy of incrementing the first numeral. Should have been called 2.0.
 
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Agree with this, having executives without them tying that strongly into the rest of the gameplay for now is fine (I trust that this is coming later) but at the very least there should be a character interaction or two to strengthen / weaken / get rid of an executive you really dislike for some reason
 
There really just needs to be some of the same basic interactions as other characters, with a couple of unique ones, like:

  • Force Resignation
    • Not available under Laissez Faire or Cooperative Ownership. Character remains as an agitator. Company takes a temporary hit to reinvestment.
  • Resign from Company
    • Similar to resigning from office or abdicating. Available when the company's prosperity is low and the character is unpopular. No negatives to the company.
  • Transfer Executive
    • Sends an Executive to a country where a Regional HQ has been established. Gets them out of the way with fewer negative repercussions. Requires the company to have a Regional HQ.
  • Appoint Executive
    • Makes another character a company executive. Maybe only available under Command Economy. Similar negative repercussions for the company as forcing resignation, since that's also implied.
  • Arrange Accident
    • Same as the existing interaction; kills the character. Requires Secret Police.
  • Exile Dissident
    • Same as the existing interaction; exiles the character. Unavailable with Protected Speech. More significant negative repercussions than transferring or forcing resignation.
  • Grant Leadership
    • Same as the existing interaction; makes them an interest group leader.
 
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