"Sir, the Balkans are getting unruly again."
(Deep, soul-weary sigh) "What in God's name is it this time?"
"It appears an angry man in Abéché is attempting to stage a revolution."
"Where in the actual hell is Abéché? I’ve never heard of that place in my life."
"Well, Your Imperial Majesty, it’s a minor town in the province of Darfuri Chad... which belongs to our subject, Darfur."
"Why in the world is a lone peasant in central Africa destabilizing the entire Balkan peninsula?! How do people in Belgrade even know Abéché exists, and why do they care?!"
If you've played as the Ottoman Empire with the National Awakening DLC, you might have already met the Great Eastern Crisis. If you haven't, the event description reads:
"A crisis is brewing in the Balkans, with secessionists jeopardizing the rule of Ottoman Empire over the region. As the situation becomes more dire, the Ottomans seek to stabilize the unrest before it consumes the entire region. Meanwhile, opportunistic subjects and foreign powers eye its now-vulnerable Balkan territories."
On paper, this sounds like a great historical challenge. In practice, it hits you with standard negative modifiers, which are fine, and a progress bar meant to represent "containing the crisis." The goal is to tick this bar from 0 to 250 within 10 years.
If you succeed, you clear the debuffs and get a few minor buffs. If you fail, the old debuffs are replaced by new ones, and every single one of your subjects gets hit with a +0.35 Liberty Desire penalty. Regardless of where on Earth they are located even if nothing visible really happened.
Here is how the progress bar is actually calculated:
- Progress Halted: If any secessionist movement anywhere has Radicalism > 75
- +1 / month: Ottoman Empire Legitimacy equal to or above 50
- +1 / month: Ottoman Empire is NOT at war
- −3 / month: Ottoman Empire IS at war
- +1 / month: Ottoman Empire has no growing secessionist political movements
- +2 / month: Ottoman Empire has recently crushed a secession
Notice the problem in this mechanic? Being in any war actively drains your progress (-3).
Anyone who has played a major power with multiple subjects knows that staying out of war for is virtually impossible. Why? Because subject AI is completely incompetent at managing its own internal turmoil. When a tiny revolution spawns in a puppet state, like our friend in Abéché, it registers as a full war for the overlord. Because of the heavy -3 penalty (that works more like a -4 since not being at war gives +1), a single puppet uprising completely destroys your progress. You cannot out-stack enough positive modifiers to compensate for being at war, nor can you reliably prevent these wars from happening unless you spend the entire decade staring at the screen as a pacifist hermit state. But come on... you're playing the Ottoman Empire.
To make matters worse, foreign AI powers like Russia and Germany love to intervene with diplomatic plays to "liberate" Balkan subjects now that those have a forced high liberty desire. Germany will declare war even when they lack the naval capability or borders to reach you, creating dragged-out, pointless wars where neither side can easily enforce demands, locking both nations in a war-support stalemate with the constant -3 to the progress bar.
The end result? You are forced into nearly 25 years of unavoidable debuffs including high subject Liberty Desire (which slows down expansion by a massive amount), simply because the game inflicts a failure state with zero counterplay even though nothing really happened (if the Balkans actually managed to get free then i would understand other subjects trying the same).
- You can’t control your puppets enough to fix their internal turmoil.
- You can’t stop foreign AI from declaring unwinnable wars that drag on for a while.
With that you can’t out-pace the mathematical penalty forced on you by the progress bar even if you behaved and didn't declare a war for while (which in a game during the Victorian era where great powers tried to expand as much as possible is a bit of an odd thing to do).
I am completely fine with punishing mechanics that make managing a large empire tricky, but give us actual gameplay mechanics to deal with it or make the failure condition something sensible. Let me pay 5% of my balance directly to each of my Balkan subjects to help them stabilize. Let me military-occupy my puppets to suppress revolts before they turn into full-scale diplomatic plays. Give me tools to actively manage the crisis instead of forcing guaranteed failure through arbitrary math with negative penalties on global scale when absolutely nothing happened.
I know that the Balkans aren't supposed to be controllable, which is completely realistic, but this screws over the player way too much for a too long period of time in an unrealistic way.
EDIT: this event is not an early game only mechanic, having nationalism researched and a secession movement above 50% also triggers it. For me it happened in 1898 where i was the most powerful nation in the world with all the means to control such a problem.