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FE counter long live

Posted: Thu Dec 11, 2008 3:32 pm
by jastaV
Commonly FE counter is employed one time per scenatio to trigger foreign intervention events!

When EvalForeignEntry; >=|MAX usually one or more neutral powers enter war supporting on of two sides. At that point FE counter will not have any part in the scenario.

It's just an idea, but I suppose FE counter could be used more times, in turn, in long scenarios.

Here some examples:

1. NCP 1813 scenario.
At first, FE counter could be used to trigger the Armistice: it will be sufficient to link Armistice activation to EvalForeignEntry; >=|MAX condition.
At that point, next turn, FE could be reset to Zero, then FE points will be gained or lost by sides till EvalForeignEntry; >=|MAX will be triggered again..... at this point the condition could be related to a second major events as Austria entering war.

2. AACW Grandcampaign
Here FE counter could be used at first to resolve the Kentucky neutrality!
For example we have to set a fixed date for Kentucky entering war.
At that time we'll check FE points: should EvalForeignEntry; >=|MAX condition beeing true will have Kentucky jointing US; should EvalForeignEntry; >=|MAX condition beeing false Kentucky wil joint Confederate side.
Anyway after that FE will be reset to zero,..... then a new FE run will start having British intervention as a target.

3.
Major improvement will be to allow having but a MAX, a MIN value for FE.
At that point we could use FE to establish the side a neutral power will joint.
Back to 1813 NCP scenario we could have two conditions:
EvalForeignEntry; >=|MAX, Austria joints Coalition.
EvalForeignEntry; <=|MIN, Austria joints France.
In the example we could have MAX = 100, (default setting); MIN = -100, (default setting).

Comments and suggestions welcome!

Posted: Fri Dec 12, 2008 9:58 am
by Pocus
2. not really practical, as the tools to alter FE (blockade etc.) would not fit with the use of the FE for the KY.

3. You can always set it at 50 at start, and check if it reaches 0 or 100.

Posted: Fri Dec 12, 2008 11:16 am
by jastaV
Pocus wrote:2. not really practical, as the tools to alter FE (blockade etc.) would not fit with the use of the FE for the KY.

3. You can always set it at 50 at start, and check if it reaches 0 or 100.


Thanks for tips: with your suggestions at point 3. we could go far away, hopefully!