Ruling Party system and elections - changes I would like to see
from
GalCiv2 Forums
Hi guys,
I like the GalCiv 1 concept of having a ruling political party with associated bonuses, but I think much more can be done with this without too much effort.
WHAT I DON'T LIKE
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- Once the game is started, you can never change to a different political party
- It is way too easy to win the votes to stay in power
- Votes are only based on current Morale, and that can be improved immediately by lowering taxes for one turn
- Losing a ruling party vote gives you NEGATIVE modifiers for the party you wanted, but no POSITIVE benefits of the party that won the election
WHAT I WOULD LIKE TO SEE IN GalCiv2
---------------------------------------------------------
- At any time in the game, you can pick a different political party to support. In the next election, your support will give that party a better chance to win the election
- The "voting power" that is provided by your support of a political party is directly related to the AVERAGE morale of your civilization since the last election. This way, a leader who has maintained a consistently happy population since the last election has a very high influence on the next party to be elected (and vice-versa).
- The "random votes" (the voters that are not voting based on the leader's recommendation) should be allocated (in part?) based on your actions since the last election. For example: being constantly at war will add more "random" votes for the War Party; having profitable trade routes->Merchantile Party; recent population growth->Populists; long period of peace->Pacifists, etc.
- A change in the ruling party due a election will cause a period of several turns of "new administration transition period" where you do not get any ruling party bonuses (and no negatives). After the transition period, you get the bonuses for the new ruling party.
This kind of enhancement would really add more fun to the Political Party system for me, and I think it is more "real-world" style. I also think that this kind of change would require a small amount of User Interface changes (but some AI enhancements to allow the AI players to make smart Ruling Party choices for themselves mid-game). Feedback?
- Proud Canadian
I like the GalCiv 1 concept of having a ruling political party with associated bonuses, but I think much more can be done with this without too much effort.
WHAT I DON'T LIKE
---------------------------
- Once the game is started, you can never change to a different political party
- It is way too easy to win the votes to stay in power
- Votes are only based on current Morale, and that can be improved immediately by lowering taxes for one turn
- Losing a ruling party vote gives you NEGATIVE modifiers for the party you wanted, but no POSITIVE benefits of the party that won the election
WHAT I WOULD LIKE TO SEE IN GalCiv2
---------------------------------------------------------
- At any time in the game, you can pick a different political party to support. In the next election, your support will give that party a better chance to win the election
- The "voting power" that is provided by your support of a political party is directly related to the AVERAGE morale of your civilization since the last election. This way, a leader who has maintained a consistently happy population since the last election has a very high influence on the next party to be elected (and vice-versa).
- The "random votes" (the voters that are not voting based on the leader's recommendation) should be allocated (in part?) based on your actions since the last election. For example: being constantly at war will add more "random" votes for the War Party; having profitable trade routes->Merchantile Party; recent population growth->Populists; long period of peace->Pacifists, etc.
- A change in the ruling party due a election will cause a period of several turns of "new administration transition period" where you do not get any ruling party bonuses (and no negatives). After the transition period, you get the bonuses for the new ruling party.
This kind of enhancement would really add more fun to the Political Party system for me, and I think it is more "real-world" style. I also think that this kind of change would require a small amount of User Interface changes (but some AI enhancements to allow the AI players to make smart Ruling Party choices for themselves mid-game). Feedback?
- Proud Canadian