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Post by kenrick on May 30, 2019 4:50:55 GMT -6
There could be a lot of reasons why they would in effect capitulate. Poor timing during some delicate reforms or internal crisis like crashed economy. But there is no indication that such events occur in game. Though I still think that my suggestion to have an option of a military junta taking over in that situation is the right course of action. Under the hood I assume it's a dice roll affected by VP and Kaiser just rolled very poorly (probably with some dice falling from the table)
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Post by chrinik on May 30, 2019 4:56:16 GMT -6
New player here. I think the design choice of the game are good to prevent too much snowballing of the player, the problem is that gamers expect some kind of reward for doing good. I think the frustration could be tone down a lot by giving the player some minor concession (that could also help the "fiction" if the player is roleplayng), for example in case of white peace after a decisive winning war we could have one of these events: * Proud of the navy! The country is united after the victory of the navy in the last War, the unrest goes to 0. * Mutilated Victory! The country is displeased on how the last war ended, a nationalist movement press on to keep financing the navy for the next war. The cabinet is forced to not cut down navy budget. * Merchant navy boom! The last war caused serious issue to the other nation merchant navy and your nation shipping companies took advantage of it. An industrial boom is looming. * Proud to serve! The last inconclusive war springed a spike in the young generations desire to serve in the navy, boast to research for XXX (or boast in morale/readiness for the fleet...) Or something along those line... More diverse and positive outcomes from a war where you had a clear VP advantage but the politicians/Army/whoever flubbed it at the peace table would be good. War reparations instead of land would also be nice, a ++budget ++prestige would go a long way to make a player feel like the war was worth something other than strategic (their navy is now weakened after conclusive victories). Otherwise I like the political system in RtWs 1+2, it's one of the only grand strategy games in which you are not in absolute control of everything.
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