In the Bavaria thread, there was a disagreement between bobtdwarf and MattyG over whether Abe II's events constrain the player or increase his options. As this is a fairly fundamental question, I think it's worth discussing the overall structure of event files and why we want this structure.
In general, event files can be a complex tangle of triggers, flags and slept events. But out of this, many have a certain pattern: a few 'pivotal' events open or close off large collections of other events, and these collections are often mutually exclusive. In this case they're 'paths', and the general character of the event file can be described in these terms.
Some people will say that paths are inherently restrictive, because you're forced to choose between two options which may both have plusses. This is deliberate: if you got the same goodies every game, where would be the replay value?
While paths are often framed in the storyline in terms of dynasties, we of course expect the player to choose based on which they think is best for their country. For this to be interesting, the paths need to meet two conditions:
1. They must be genuinely different in overall strategy. For instance, one path could be geared towards colonising, another geared towards conquering England. The more alike two paths are, the easier it is to compare them and say one is simply better than the other.
2. The paths should cover the range of plausible strategies players would want to adopt, so we're not 'limiting' the game too much. That doesn't mean we have to give Brittany the chance to convert to Buddhism, but it does mean eg they should be able to pursue a policy that isn't focused on colonies.
None of this is to say paths must be entirely separate or all-encompassing: there will be 'recurring themes' which occur on several or all paths, and paths can be in specific areas, eg domestic policy. But the basic idea is that players shouldn't be left 'out in the cold' with either no events or nonsensical ones, even if they pursue an unusual strategy.
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A related question is whether the player chooses between paths explicitly or implicitly. Explicit choices are easy: you just pop up a dialogue saying 'Do you want to focus on armies, or trade?' (or whatever), with appropriate storyline explanations for each. Implicit choices mean using complex event triggers to determine whether the player is already following a particular strategy, and to give them events which make sense given that strategy. (Eg a peaceful player will have little interest in 'Great Army Reform', while an expansionist will be particularly interested in 'The Heretic Problem'.)
The implicit approach has two big advantages IMO: firstly, it makes for a 'natural' choice between paths, based on the player's style, rather than getting the player to choose in advance how they want to play. Secondly, it allows us to pick the 'best' option for the AI, dependent on its circumstances. On the other hand, it's harder to implement, and the player may either be 'caught out' by the conditions or even exploit them to end up on the 'wrong' path; it may be a particular problem for those pursuing 'hybrid' strategies.
Example of how this might work: A Ukraine that expands a lot early on could retain its Cossack roots, and continue to be aggressive and somewhat anarchic; while a careful Ukraine may develop a more 'settled' society, with a greater focus on the economy.
In some cases we could have a combination of both: whenever a 'pivotal event' comes up, we have several versions, where the 'A' choice is the one we think the player is following. This would serve to steer AIs and advise players, without forcing them to stick to their strategy.
In general, event files can be a complex tangle of triggers, flags and slept events. But out of this, many have a certain pattern: a few 'pivotal' events open or close off large collections of other events, and these collections are often mutually exclusive. In this case they're 'paths', and the general character of the event file can be described in these terms.
Some people will say that paths are inherently restrictive, because you're forced to choose between two options which may both have plusses. This is deliberate: if you got the same goodies every game, where would be the replay value?
While paths are often framed in the storyline in terms of dynasties, we of course expect the player to choose based on which they think is best for their country. For this to be interesting, the paths need to meet two conditions:
1. They must be genuinely different in overall strategy. For instance, one path could be geared towards colonising, another geared towards conquering England. The more alike two paths are, the easier it is to compare them and say one is simply better than the other.
2. The paths should cover the range of plausible strategies players would want to adopt, so we're not 'limiting' the game too much. That doesn't mean we have to give Brittany the chance to convert to Buddhism, but it does mean eg they should be able to pursue a policy that isn't focused on colonies.
None of this is to say paths must be entirely separate or all-encompassing: there will be 'recurring themes' which occur on several or all paths, and paths can be in specific areas, eg domestic policy. But the basic idea is that players shouldn't be left 'out in the cold' with either no events or nonsensical ones, even if they pursue an unusual strategy.
-----
A related question is whether the player chooses between paths explicitly or implicitly. Explicit choices are easy: you just pop up a dialogue saying 'Do you want to focus on armies, or trade?' (or whatever), with appropriate storyline explanations for each. Implicit choices mean using complex event triggers to determine whether the player is already following a particular strategy, and to give them events which make sense given that strategy. (Eg a peaceful player will have little interest in 'Great Army Reform', while an expansionist will be particularly interested in 'The Heretic Problem'.)
The implicit approach has two big advantages IMO: firstly, it makes for a 'natural' choice between paths, based on the player's style, rather than getting the player to choose in advance how they want to play. Secondly, it allows us to pick the 'best' option for the AI, dependent on its circumstances. On the other hand, it's harder to implement, and the player may either be 'caught out' by the conditions or even exploit them to end up on the 'wrong' path; it may be a particular problem for those pursuing 'hybrid' strategies.
Example of how this might work: A Ukraine that expands a lot early on could retain its Cossack roots, and continue to be aggressive and somewhat anarchic; while a careful Ukraine may develop a more 'settled' society, with a greater focus on the economy.
In some cases we could have a combination of both: whenever a 'pivotal event' comes up, we have several versions, where the 'A' choice is the one we think the player is following. This would serve to steer AIs and advise players, without forcing them to stick to their strategy.