Posted in another thread:
tarakan said:
Hansa as they were, do not truly have the same "nation" status as say Burgundy was. it is not even apples to oranges, it is apples to wheelbarrows. The were not truly a state. They were even less a state than Livonian order. There was not one hanseanic culture. even in alternative history mode.
To give you an example of the scope of the mistake. Say 500 years from now someone decides to make a recomputation of today. based on what they understand. So they assign equal values to Liberia, City of New York and all of Chicago Bulls fans. Hansa to Burgundy is what Chicago Bulls (a sports team) fans is to The city of New York.
For example from here about Novgorod and pskov
http://en.wikipedia.org/wiki/Hanseatic_League
(The reason the Russian cities like Novgorod, Pskov or Tver were listed here as Hanseatic is perhaps the strong presence of Hanseatic merchants in these cities. However, there is no way any German merchants or the Hanseatic League had anything to do with administering these Russian cities.)
So to cut story short.
I love your project. I really do. Hansa is scripted very well, along with TO and Burgundy that i played so far. Yet they were not a culture, or a true military power in the same sense TO were.
Just 2 extra cents
It depends what we mean by culture, which AFAIK is a very vague word in English. Do we mean language? Do we mean traditional costume? Do we mean worldview? Do we mean level of knowledge of the Classics?
I think we've agreed to go with the definition that makes sense game-wise: people are of the same culture if, by and large, they could be comfortably ruled by the same country, and within that country there wouldn't be much distinction between them. Culture in EUII isn't about the nuances of how people held their cutlery, it's about where a province is 'right culture' or 'wrong culture'.
Now onto the Hansa. The simple fact is, EUII is as incapable of modelling the historical Hanseatic League as it is the modern European Union. We have the following problems:
- We can't give the Hansa just control or influence over a city; we have to give them whole provinces under direct control if we want them to be player-controlled. And if we don't make them a country, they won't get any merchants!
- Any 'country' in EU2 needs an army, or it will be crushed.
- The Hansa will span several culture-zones and religions. The two standard options available to us are to say: "Tough, that means they get wrong-culture penalties and horrible stability" or "Great, we give them a ton of cultures so they can rule everywhere." But is either balanced?
There are two ways out of this. One is to pretty much ignore the Hansa, or model them as some feeble alliance (the vanilla approach). The other is to say, what if they got much more powerful than in real life? Aberration takes the latter course - the Hansa in Aberration are SUPPOSED to be ahistorically strong. So:
The merchants don't just have influence in the cities; they've completely taken over. The Hansa is essentially a federation of mercantile city-states.
Over time, the population gets used to the Hanseatic form of government, and the local elite would be horrified if their privileges were taken away from them and their city was swallowed up into some great land-based empire. The result is that the province becomes 'right-culture' for the League, and 'wrong-culture' for anyone else, because the locals wouldn't accept any government apart from membership of the League or full independence. Note that very few provinces will start Hanseatic - the culture will spread over time as the League becomes the 'natural' form of government in an area.
The Hansa have realised that armies and navies can be necessary to stay in business, just as Venice did historically. So the cities have banded together to get armed forces. You could say a standing army is not realistic for most countries, but there's not a lot we can do about that in EUII. Certainly, though, the Hansa will not have the same military bent as the TO, and this will be reflected in fewer generals and less war-friendly DP sliders.