User blog comment:Harmonmj13/On the Sidelines: The Cuban Civil War/@comment-24787182-20151019225948/@comment-24142455-20151019230631

But the thing is Harmon that maybe you should consider asking the community about an idea like this. I mean, it's choosing the fate of a country before even roleplay began, which in my opinion is pretty important. I think that you should look at the criticism you've received before putting a plan like this into operation. When I'm admin, you don't see me suddenly adding rules to the RoE just because I can, I actually ask before hand. Same applies for certain technologies that we haven't mentioned and could possibly be plausible.

A thin with a cuban conflict like Kevin has said is that it can maybe bring back an actual war instead of the Coalition and Axis calling each other names, or us shouting "YOUR BREAKING THE CEASEFIRE!" and then having that entire side (Most likely coalition) utterly demolish it, and cause Roleplay to become even more stagnant then it is (At least there's SOME action between the sides (OSA))

What my point is that you shouldn't go all willy nilly on deciding the fate of things in history before roleplay as you may receive negative reception from other users. I mean, I can find a few examples on the Archives wikia (Mainly with you simply using stuff in the OSA and such without my permission). you should instead try to focus on the future then instead of the past, as that holds far more potential to get involved with, like instead of giving the US a bias advantage before Roleplay, try to give it an advantage during roleplay by developing more warships (try making something that's big), or design a new tank to go against the Axis's superior vehicles. It's far more useful and interesting then having all out chaos on the decision of a country becoming a state. Plus if you play it right, you might have mace raging on chat like "_____'s new tank is going to end us all" or something like that.