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removed nonsense, cleanup


* [[UsefulNotes/ColdWar The setting itself]]. After UsefulNotes/WW2, there are only two major players left in the world - the USA and the USSR, between which the struggle immediately begins to fill the resulting power vacuum with their influence. At the same time, the methods used by both sides definitely imply the status of countries as nothing more than pawns on the world chess board. This includes [[MilitaryCoup military coups]], during which it is impossible to do without unnecessary casualties, as well as realignments, when pressure is exerted on the government of the country only because of their foreign policy orientation. Even a simple placement of influence has its dark side - no country can oppose this action and remain in neutrality, if some superpower is not interested in this. But the greatest horror is undoubtedly the risk of the [[WorldWar3 outbreak of a nuclear war]], when humanity will have neither hope nor the opportunity to atone for its mistakes. Considering the fact that in most games DEFCON stays at mark 2 almost all the time (a minimal deterioration of the geopolitical situation is enough to start the hot phase of the war), one can imagine in what fear and paranoia the citizens of both superpowers live. In real history, the DEFCON level was almost always equal to 3 or 4. At the same time, if both superpowers deliberately go for the degradation of the DEFCON level in the headline phase, then most often this means [[MutuallyAssuredDestruction the end of the history of human civilization on Earth]], but only one player is counted as a defeated. The second player receives a DEFCON victory, which prompts, in certain circumstances, to purposefully try to end the Cold War in the most dramatic way.
* [[ProxyWar War cards]] mechanic. While some countries of the world are battlegrounds, which only indicates their key position compared to all others, some countries will become battlegrounds in the literal sense. The very existence of a conflict on the scale of an entire war is already a national catastrophe. Even worse, if the initiator of the conflict wins the war, such a superpower will be able to add all the influence of the opponent in the country to its own, and sometimes it will be several times greater than the indicator of the country's stability. This in itself puts such a country in complete dependence on one of the superpowers, which creates all the conditions for the formation of an ultra-dogmatic [[DirtyCommunists Far-Left]] (if pro-Soviet) or [[RightWingMilitiaFanatic Far-Right and/or anti-communist]] (if pro-American) regime, which will maintain its power through endless repressions against dissent, approximately as it was in UsefulNotes/{{Cambodia}} under Pol Pot or in UsefulNotes/{{Chile}} under UsefulNotes/{{Augusto Pinochet}}, respectively.
* Victory after the Final Scoring by just a few points. Such an ending indicates that both superpowers were approximately equally competitive, invariably squeezing out almost all the forces and resources of each other. And the fact that not a single superpower was able to gain final supremacy in the world means that about half of the world will still be in opposition to the winner of the Cold War even after its end, because such a superpower devoted all its forces to fighting its main {{rival}}, somewhat ignoring all other problems. That is, in the world of the [[TheNineties 90s]], the world will remain without a hegemon, without a single pole of power, which in any case would be followed by the rest of the world. Moreover, the absence of foreign policy domination would very likely lead to a number of internal problems in the victorious superpower itself. While the superpower that lost the Cold War disintegrates, simply losing its integrity and past identity (like the USSR in real history), the victorious superpower no longer has its former resilience, which will entail a certain economic recession, since additional resources had to be allocated for the final stage of the Cold War due to the ambiguity of its result (Turn 10 is very often just that), and as a consequence - problems with separatism and maintaining order. Both the USA and the USSR are federative states, because of this very likely that their most unreliable constituents can take advantage of the difficulties of the post-war period and secede, feeling the weakness of the central government. As a consequence, the minimum victory in the Final Scoring gives the world rather the sole survivor than the winner, who does not have a decisive influence in the world and is left without some of its primary components (for example, [[DividedStatesOfAmerica the USA without Texas and California]], or [[WhyWeAreBummedCommunismFell the USSR without the Baltic states and Ukraine]]). Therefore, in case of such an ending, the world becomes a much less definite place.

to:

* [[UsefulNotes/ColdWar The setting itself]]. After UsefulNotes/WW2, there are only two major players left in the world - world: the USA and the USSR, between which and the struggle between them immediately begins to fill the resulting power vacuum with their influence. At the same time, the methods used by both sides definitely imply the status of treat countries as nothing more than pawns squares on the world chess board. This includes [[MilitaryCoup military coups]], during which it is impossible to do without unnecessary casualties, collateral deaths, as well as realignments, when pressure is exerted on the government of the country only because of their foreign policy orientation. Even a simple placement of influence has its dark side - side: no country can oppose this action and remain in neutrality, if some superpower is not interested in this. neutral. But the greatest horror is undoubtedly the risk of the [[WorldWar3 outbreak of a nuclear war]], when humanity will have neither hope nor the opportunity to atone for its mistakes. Considering the fact that in most games DEFCON stays at mark 2 almost all most of the time (a minimal deterioration of the geopolitical situation is enough to start the hot phase of the war), one can imagine in what fear and paranoia the citizens of both superpowers live. In real history, the DEFCON level was almost always equal to 3 or 4. no lower than 3. At the same time, if both superpowers deliberately go for the degradation of the DEFCON level in the headline phase, then most often this means [[MutuallyAssuredDestruction the end of the history of human civilization on Earth]], Earth as we know it]], but only one player is counted as a defeated. The second player receives a DEFCON victory, which prompts, in certain circumstances, to purposefully try to end the Cold War in the most dramatic way.
* [[ProxyWar War cards]] mechanic. While some countries of the world are battlegrounds, which only indicates their key position compared to all others, some countries will become battlegrounds in the literal sense. The very existence of a conflict on the scale of an entire war is already a national catastrophe. Even worse, if the initiator of the conflict wins the war, such a superpower will be able to add all the influence of the opponent in the country to its own, and sometimes it will be several times greater than the indicator of the country's stability. This in itself puts such a country in complete dependence on one of the superpowers, which creates all the conditions for the formation of an ultra-dogmatic [[DirtyCommunists Far-Left]] (if pro-Soviet) or [[RightWingMilitiaFanatic Far-Right and/or anti-communist]] (if pro-American) regime, which will maintain its power through endless repressions against dissent, approximately as it was in UsefulNotes/{{Cambodia}} under Pol Pot or in UsefulNotes/{{Chile}} under UsefulNotes/{{Augusto Pinochet}}, respectively.
* Victory after the Final Scoring by just a few points. Such an ending indicates that both superpowers were approximately equally competitive, invariably squeezing out almost all the forces and resources of each other. And the fact that not a single superpower was able to gain final supremacy in the world means that about half of the world will still be in opposition to the winner of the Cold War even after its end, because such a superpower devoted all its forces to fighting its main {{rival}}, somewhat ignoring all other problems. That is, in the world of the [[TheNineties 90s]], the world will remain without a hegemon, without a single pole of power, which in any case would be followed by the rest of the world. Moreover, the absence of foreign policy domination would very likely lead to a number of internal problems in the victorious superpower itself. While the superpower that lost the Cold War disintegrates, simply losing its integrity and past identity (like the USSR in real history), the victorious superpower no longer has its former resilience, which will entail a certain economic recession, since additional resources had to be allocated for the final stage of the Cold War due to the ambiguity of its result (Turn 10 is very often just that), and as a consequence - problems with separatism and maintaining order. Both the USA and the USSR are federative states, because of this very likely that their most unreliable constituents can take advantage of the difficulties of the post-war period and secede, feeling the weakness of the central government. As a consequence, the minimum victory in the Final Scoring gives the world rather the sole survivor than the winner, who does not have a decisive influence in the world and is left without some of its primary components (for example, [[DividedStatesOfAmerica the USA without Texas and California]], or [[WhyWeAreBummedCommunismFell the USSR without the Baltic states and Ukraine]]). Therefore, in case of such an ending, the world becomes a much less definite place.
respectively.
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Cut trope. Can't tell if replacements or others applicable.


* [[UsefulNotes/ColdWar The setting itself]]. After UsefulNotes/WW2, there are only two major players left in the world - the USA and the USSR, between which the struggle immediately begins to fill the resulting power vacuum with their influence. At the same time, the methods used by both sides definitely imply the status of countries as nothing more than pawns on the world chess board. This includes [[MilitaryCoup military coups]], during which it is impossible to do without unnecessary casualties, as well as realignments, when pressure is exerted on the government of the country only because of their foreign policy orientation. Even a simple placement of influence has its dark side - no country can oppose this action and remain in neutrality, if some superpower is not interested in this. But the greatest horror is undoubtedly the risk of the [[WorldWar3 outbreak of a nuclear war]], when humanity will have neither hope nor the opportunity to atone for its mistakes. Considering the fact that in most games DEFCON stays at mark 2 almost all the time (a minimal deterioration of the geopolitical situation is enough to start the hot phase of the war), one can imagine in what fear and paranoia the citizens of both superpowers live. In real history, the DEFCON level was almost always equal to 3 or 4. At the same time, if both superpowers deliberately go for the degradation of the DEFCON level in the headline phase, then most often this means [[MutuallyAssuredDestruction the end of the history of human civilization on Earth]], but only one player is counted as a defeated. [[MoralDissonance The second player receives a DEFCON victory]], which prompts, in certain circumstances, to purposefully try to end the Cold War in the most dramatic way.

to:

* [[UsefulNotes/ColdWar The setting itself]]. After UsefulNotes/WW2, there are only two major players left in the world - the USA and the USSR, between which the struggle immediately begins to fill the resulting power vacuum with their influence. At the same time, the methods used by both sides definitely imply the status of countries as nothing more than pawns on the world chess board. This includes [[MilitaryCoup military coups]], during which it is impossible to do without unnecessary casualties, as well as realignments, when pressure is exerted on the government of the country only because of their foreign policy orientation. Even a simple placement of influence has its dark side - no country can oppose this action and remain in neutrality, if some superpower is not interested in this. But the greatest horror is undoubtedly the risk of the [[WorldWar3 outbreak of a nuclear war]], when humanity will have neither hope nor the opportunity to atone for its mistakes. Considering the fact that in most games DEFCON stays at mark 2 almost all the time (a minimal deterioration of the geopolitical situation is enough to start the hot phase of the war), one can imagine in what fear and paranoia the citizens of both superpowers live. In real history, the DEFCON level was almost always equal to 3 or 4. At the same time, if both superpowers deliberately go for the degradation of the DEFCON level in the headline phase, then most often this means [[MutuallyAssuredDestruction the end of the history of human civilization on Earth]], but only one player is counted as a defeated. [[MoralDissonance The second player receives a DEFCON victory]], victory, which prompts, in certain circumstances, to purposefully try to end the Cold War in the most dramatic way.
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* [[UsefulNotes/ColdWar The setting itself]]. After UsefulNotes/WW2, there are only two major players left in the world - the USA and the USSR, between which the struggle immediately begins to fill the resulting power vacuum with their influence. At the same time, the methods used by both sides definitely imply the status of countries as nothing more than pawns on the world chess board. This includes [[MilitaryCoup military coups]], during which it is impossible to do without unnecessary casualties, as well as realignments, when pressure is exerted on the government of the country only because of their foreign policy orientation. Even a simple placement of influence has its dark side - no country can oppose this action and remain in neutrality, if some superpower is not interested in this. But the greatest horror is undoubtedly the risk of the [[WorldWar3 outbreak of a nuclear war]], when humanity will have neither hope nor the opportunity to atone for its mistakes. Considering the fact that in most games DEFCON stays at mark 2 almost all the time (a minimal deterioration of the geopolitical situation is enough to start the hot phase of the war), one can imagine in what fear and paranoia the citizens of both superpowers live. In real history, the DEFCON level was almost always equal to 3 or 4. At the same time, if both superpowers deliberately go for the degradation of the DEFCON level in the headline phase, then most often this means [[MutuallyAssuredDestruction the end of the history of human civilization on Earth]], but only one player is counted as a defeated. [[MoralDissonance The second player receives a DEFCON victory]], which prompts, in certain circumstances, to purposefully try to end the Cold War in the most dramatic way.
* [[ProxyWar War cards]] mechanic. While some countries of the world are battlegrounds, which only indicates their key position compared to all others, some countries will become battlegrounds in the literal sense. The very existence of a conflict on the scale of an entire war is already a national catastrophe. Even worse, if the initiator of the conflict wins the war, such a superpower will be able to add all the influence of the opponent in the country to its own, and sometimes it will be several times greater than the indicator of the country's stability. This in itself puts such a country in complete dependence on one of the superpowers, which creates all the conditions for the formation of an ultra-dogmatic [[DirtyCommunists Far-Left]] (if pro-Soviet) or [[RightWingMilitiaFanatic Far-Right and/or anti-communist]] (if pro-American) regime, which will maintain its power through endless repressions against dissent, approximately as it was in UsefulNotes/{{Cambodia}} under Pol Pot or in UsefulNotes/{{Chile}} under UsefulNotes/{{Augusto Pinochet}}, respectively.
* Victory after the Final Scoring by just a few points. Such an ending indicates that both superpowers were approximately equally competitive, invariably squeezing out almost all the forces and resources of each other. And the fact that not a single superpower was able to gain final supremacy in the world means that about half of the world will still be in opposition to the winner of the Cold War even after its end, because such a superpower devoted all its forces to fighting its main {{rival}}, somewhat ignoring all other problems. That is, in the world of the [[TheNineties 90s]], the world will remain without a hegemon, without a single pole of power, which in any case would be followed by the rest of the world. Moreover, the absence of foreign policy domination would very likely lead to a number of internal problems in the victorious superpower itself. While the superpower that lost the Cold War disintegrates, simply losing its integrity and past identity (like the USSR in real history), the victorious superpower no longer has its former resilience, which will entail a certain economic recession, since additional resources had to be allocated for the final stage of the Cold War due to the ambiguity of its result (Turn 10 is very often just that), and as a consequence - problems with separatism and maintaining order. Both the USA and the USSR are federative states, because of this very likely that their most unreliable constituents can take advantage of the difficulties of the post-war period and secede, feeling the weakness of the central government. As a consequence, the minimum victory in the Final Scoring gives the world rather the sole survivor than the winner, who does not have a decisive influence in the world and is left without some of its primary components (for example, [[DividedStatesOfAmerica the USA without Texas and California]], or [[WhyWeAreBummedCommunismFell the USSR without the Baltic states and Ukraine]]). Therefore, in case of such an ending, the world becomes a much less definite place.

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