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This is seems strange especially compared to other modern mods, (and vanilla) which rely on spheres to integrate (or create unified puppet) nations most of the time.
I haven't checked other parts of the mod very much for this, but if this is common practice in this mod, it seems to contradict common behavior in Victoria 2, is there suppose to be a reason for doing this? I get that Wales starts as a British puppet, but I don't think you need to use relation to do this.
And if the Become Eire Overlord decision is already suppose to kill your relations, why should it have to be at a -150 already?
The text was updated successfully, but these errors were encountered:
Those were some of the first things I wrote for the mod, so they're not very refined, shall we say. I've put some stuff on the list of things to do in this version to revisit all those to make them nicer. The relation stuff is, however, meant to assist in roleplaying and making things slightly more random (since the AI doesn't always do the same thing with respect to diplomacy with other countries) than not using diplomatic stuff at all (though I admit that sphereing is also involved here).
As for the Overlord decision, well, theoretically it was bad, but especially the loss of relation is for situations in which you have a vassal Eire and are further making the situation worse with them.
This is seems strange especially compared to other modern mods, (and vanilla) which rely on spheres to integrate (or create unified puppet) nations most of the time.
I haven't checked other parts of the mod very much for this, but if this is common practice in this mod, it seems to contradict common behavior in Victoria 2, is there suppose to be a reason for doing this? I get that Wales starts as a British puppet, but I don't think you need to use relation to do this.
And if the Become Eire Overlord decision is already suppose to kill your relations, why should it have to be at a -150 already?
The text was updated successfully, but these errors were encountered: