So, an interesting situation and balance, with several routes to victory, which leads me neatly to the most influential element of the system. Much has been said for and against event cards. I like them if they work well, and usually put up with any problems for the atmosphere and chaos thus generated. Svea Rike comes with two flavours - the major driver cards that will determine Sweden's fate for a generation or two, and transient event cards that are acquired, held and freely deployed by the players. The driver cards are turned over each turn and dictate what the country, and by extension the players, are up to that turn.
War means two things.
Firstly, all traders present in the enemy country are ejected resulting in loss of income and the need to build them up again slowly. Secondly, it means the Poles, or the Danes or hopefully not the mighty Russians, will need to be beaten off. Sometimes the combined players win, and spoils are awarded. Sometimes, and regularly against Russia, they lose and the winner retrieves a disputed territory. The specific event cards are rather double edged.