Kaiserreich / Kaiserreich-4-Bug-Reports

Issue tracker for Kaiserreich for Hearts of Iron 4
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GEA - Possible political paths in mid-game phase #9787

Closed RenFilmor closed 4 years ago

RenFilmor commented 4 years ago

Describe the change you would like: To include a new content to add action for players and to define a mid-game experience, which spreads from Indochinese war and support for LEP and the start of the 2WK, because right now, there's simply little to no content for a player to be engaged (despite events cover the period pretty neat and good, they're part of narrative and player can't influence them)

I suggest to exploit 2 major features of GEA as a state:

After the end of Indochinese war and inevitable end of economic stabilisation via BM reforms, player can be presented with several choices (right now, paths for GEA winning war with Viet Min will be presented).

  1. GEA wins the war

A new arch of a story could be kickstarted via event or current focus "New Admiralty" by starting an administrative reform (maybe adding a new NS to GEA like "inefficicent administration" with minus stability and consumer goods factories).

Basically, we can implement MAF event chains to the GEA saying like proposing to the Kaiser your thoughts of how the colony should run or having your own way of dealing with this: a. Reform with German Assistance. Either a minister or a new leader entirely will arrive from Germany and start to push for a more progressive ways of ruling the colonies: native collaboration, expanding settlement proggrams and establishing native political institutions i.e public offices or parliament. It should be represented via focus tree (7-9 focuses) with reference to current West Indian Federation or Mittelafrica. In the end you'll gain a new and more stable country and be more assertive in an international stage (for example having war goals for southern anti-consessionist chinese states like Lingguan clique or Yunnan) or covertly organising coup d-eta in the Fillipines and Hawaii. b. Self-reform movement. That's a more realistic (as far as i'm concerned) approach because of the lore status of GEA and the amount of control the Admiralty has over the region compared to the colonial office in Berlin. Pllayer could approach the situation in 2 ways:

In the end of either part, the Admiralty decides to organize elections and step aside from political dominance and to focus on combating possible japan expansion to the region (elections could be done in MAF-style), maybe gaining CB on Shandong, Legation Cities and other warlords.

  1. GEA loses the Indochinese war Things will start to look grim for the GEA. Major debuffs to stability, war support and the possiility of the revolt in Malaya will push Berlin to sweep current colonial management out of their position and choose another leader for the colony
    • A new Admiral
    • A colonial burrecraut
    • An army general Either choice will lead to overall centralization of german possesions in the region and furthering the exploitation practices over native population (and germans won't give a second look to their pleas). New colonial management will combat administrative shortcomings with purges, centralization and german dominance over political landscape of the GEA. After initial stabilization, GEA will push to retake Indochina and then to use harsh armed response to any threats towards their possesions in China and Oceania (gaining CB on most of the countries in the region). In the end, player could assert dominance over the Asia and have more instruments to tackle either Japan in Asia or Entente in Oceania or 3I in Europe during 2WK and maybe even push to India against Bharatia Commune (or Azad Hind in the future Indian rework). Could be represented with focus tree (10-12 focuses) with corresponding decisions.

Explain the reasoning behind this change:

  1. Current experience for those playing GEA is divided into two distinctive parts which ruins the immersion and breaks the narrative for a player which contradicts the core feature of the mod being a story-driven experience
  2. It's a major lore feature which is not represented via focus tree and which could shape the gameplay experience for a player.
  3. The paths are meant to be chosen by the player and i strongly believe that more means player has at his disposal, the more deep and thorough experience he gets during the gamee which corresponds to the main reason of the mod's existence - bringing fun and joy of playing KR over and over again.
  4. These paths are already slightly represented in current focus tree (with local collab vs german authority) and decisions (event with price downfall and choice of supporting the colonies) so it's only natural to expand them further
  5. More content for de-facto intermediate power is good for expanding the overall inter-regional gameplay in Asia
  6. Good synergy with current focus tree (collaborating with natives vs fiscal austerity in BM responce tree) which could further the narrative and be more coherent experience troughout the playthrough.
  7. Changes won't affect possible changes towards India or eventual rework of TRM or KOR

Additional context or comments:

PPsyrius commented 4 years ago

We do indeed have something similar to this one being work on at the moment, will keep these changes in mind when we work on that one :)