You can see this clearly in how the game models trade - trade exists as a flow of goods through trade nodes which can be redirected by either dominating the territory around those nodes, or the sea-lanes near them or both. 29/46
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...you are likely to want to try to foreground the human impacts of those state-centered policies (because they game doesn't) - present students with what it means*for*people* that France is grabbing islands to plant sugar in order to raise revenue to fight England...40/46
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...(mostly misery, in the event) and what it means that state-on-state competition in the premodern and early modern world more or less everywhere led to frequent warfare (mostly misery, in the event). 41/46
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And second, you are likely going to want to spend more time and effort stressing the contingency of the 'rise of Europe' in the early modern period, noting how this outcome wasn't necessarily inevitable or desirable. 42/46
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