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Sometimes lack of choice is intentional for historic reasons (institutional issues that simply cannot be overcome), but it could also be for complexity reasons (adding alternatives adds unneccessary complexity) or streamlining reasons (sometimes there is good reason to keep it simple when the alternatives don't actually add much to the experience and the one choice is good enough). It could also be for AI reasons (either the AI is best off with one choice, or giving the player a separate choice is gamey or too favouable) or other gameplay reasons (as I mentioned in a previous post, for example). Or a combination of some or all of these factors, so you can see the choices are legion and it all has to be taken into account when creating the event. I'm not saying this is the case here, but perhaps this gives a better view of the challenges we face. Its easy enough to add all kinds of options, but to do so with balance in regard to all these factors is difficult and only increases when you add more options.
 
mangers said:
I think this is a very good point. In my opinion, one of the really great things about CORE compared to vanilla and some of the other mods is the scope given by many of the event chains. The possibilities in the Munich chain, for example, make the game new and interesting every time. How good would it be if the same complexity existed with every series of events in the game :D !!?
They could never code very many such chains. Each chain requires quite a lot of programming and balancing, and I don't expect many such.

However, having two and only two mobilization options for a given nation would probably not be as difficult as constructing another Munich event chain. On the other hand, having such events for every substantial nation on the map would take quite a bit of time.
 
Simon_Jester said:
On the other hand, having such events for every substantial nation on the map would take quite a bit of time.
Not really. The events are already there, and they are almost identical (differing mainly in the exact numbers) for each nation. It shouldn't take longer than a couple of hours work to do, faster than that if (unlike myself) you use more than two fingers to type. It takes longer to decide what the first changed event should look like than to replicate it (with minor variations) for the rest of the nations. For my own game I've already done this, so I know it's not a major time-consuming task.
 
Huh?

baylox said:
Sometimes lack of choice is intentional for historic reasons (institutional issues that simply cannot be overcome), but it could also be for complexity reasons (adding alternatives adds unneccessary complexity) or streamlining reasons (sometimes there is good reason to keep it simple when the alternatives don't actually add much to the experience and the one choice is good enough). It could also be for AI reasons (either the AI is best off with one choice, or giving the player a separate choice is gamey or too favouable) or other gameplay reasons (as I mentioned in a previous post, for example). Or a combination of some or all of these factors, so you can see the choices are legion and it all has to be taken into account when creating the event. I'm not saying this is the case here, but perhaps this gives a better view of the challenges we face. Its easy enough to add all kinds of options, but to do so with balance in regard to all these factors is difficult and only increases when you add more options.

{1} What is "gamey"? I'm sure that this is not regarding food.

{2} There seem to be a number of dead-end events that add "unneccessary complexity [sic]" and hamstring "institutional issues". I don't have the insight that some may to the inner-workings of this game, but that is perhaps my value.
 
"Gamey" essentially means that you are trying to exploit the fact that this is a game, not real events, and so you try to get away with things that only work because it is a game. Typically, you would get to have your cake, and eat it :D

What sort of things do you consider to be "dead-end" events and hamstringing Institutional issues ?

Tim
 
HistoryMan said:
"Gamey" essentially means that you are trying to exploit the fact that this is a game, not real events, and so you try to get away with things that only work because it is a game. Typically, you would get to have your cake, and eat it :D

What sort of things do you consider to be "dead-end" events and hamstringing Institutional issues ?

Tim

Thanks for the reply. Being a "Colonial", I'll not try to express the usual meaning of "gamey"...it appears to be something quite different here.

I leave examples of events to those already mentioned in detail by others.

Thanks again.
 
I just disband all the NG/0.1 Reserve units and air wings since they are of little value at the moment, until the subsequent events are implimented.