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Old 07-22-16, 07:02 AM   #1
Betonov
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If that won't work, I can always supply everyone with tons of gold and jewellery for your poor, poor peasants.
How about lead being pushed out an enclosed space by expanding gases


So lets see if I understand it, low contemptment would first start as strikes and then explode into a provincial rebellion where a successfull crackdown would bring the situation back under control, aka people forced back to work on bayonett point
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Old 07-22-16, 05:20 PM   #2
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So lets see if I understand it, low contemptment would first start as strikes and then explode into a provincial rebellion where a successfull crackdown would bring the situation back under control, aka people forced back to work on bayonett point
That is how it should work. As a matter of fact, it happened in a French province. However, nothing seems to have triggered the mechanism of revolt in any other nation with low contentment, thus causing a downward spiral. As I said, this part of the game is bugged and hopefully, the patch (or in the meantime, our scripts) will fix it.
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Old 07-25-16, 09:03 AM   #3
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To my fellow noble and enlightened rulers of Europe,

it would appear that we are in a bit of a predicament. Our previous attempt at subduing rebellious citizens appears to have failed. However, we still have two possible solutions on the table:

  1. I have asked on the official forums and received a reply from a player who has created a large number of custom scripts for the campaign he was playing. He proposed that instead of increasing contentment, we should have decreased militancy, even though, as Betonov has pointed out, it is at an extremely low level in Austria. Nevertheless, his solution is as good as any and one with least long-term negative consequences if it does not work.
  2. The second solution involves us destroying the international market. We would give everyone 100 units of every food and 50 units of every luxury product currently available (so no cars for example). This way the peasants would finally be able to eat caviar and swim in champagne as is apparently their wish. The problem with this solution, however, is that it will remove any and all semblance of balance or competitive advantage from our campaign, possibly causing long-term economic unpredictability.
With these two options on the table, it is now up to you guys to choose the way forward. I personally recommend starting with the first one, with the second one used only if the situation deteriorates even further. The first one is also easier to script, so it can be implemented more quickly.
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Old 07-25-16, 09:33 AM   #4
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I don't like both of them

First one becasue I know it wouldn't do anything and second becasue it would crash the economy. It's so hard to get a game where supply and demand are represented and this might throw that balance out the room.

I'm for first though. Even if it doesn't work it wont cause much damage.


Here's a question: are strikes predetermined in lenght, maybe the contentment raise worked but strikes need to last at least (x) turns and would eventually stop.
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Old 07-25-16, 10:41 AM   #5
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I don't like both of them
Me neither.

If we have to do something if things don't get resolved in time it would be option 1 as I think option 2 is out of the question.
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Old 07-25-16, 10:49 AM   #6
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The way I had strikes was, that as soon as one province stopped another flamed up. So I suggest we wait so I can see if a strike will stop and if another one will begin.

When it comes to option 2, I'd rather give smaller nations with large resource locations some private capital and mfg goods, to start building sites to infuse the market with goods.
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Old 07-25-16, 01:47 PM   #7
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Here's a question: are strikes predetermined in lenght, maybe the contentment raise worked but strikes need to last at least (x) turns and would eventually stop.
As far as I know (or as far as the manual explains things), each social contentment modifier (positive or negative) is linked to the contentment level, meaning that technically strikes can last forever if contentment is too low. This is also the reason why I proposed raising it in the first place, as it did not occur to me that other in-game mechanisms might be linked it to. It is also for this reason that I proposed giving luxury goods, as I know their sale on the national market increases contentment.

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When it comes to option 2, I'd rather give smaller nations with large resource locations some private capital and mfg goods, to start building sites to infuse the market with goods.
You are far too optimistic when it comes to the AI of smaller nations. China could be the world's silk exporter (despite its civil war), but it does not do anything. I also think that behaviour is to a certain extent scripted; plus in order to simulate interests of powerful states, local resources are not fully exploited so that European countries plus USA can build their plantations/mines there. Adding the buildings themselves might be more useful, but that does not differ much from just giving troubled nations luxury goods for sale.
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