Post
Wed Oct 15, 2014 10:36 am
#61
Re: Managing Planetary Government
I want to have a pirate colony, no need for no stinking government, we are our government. Arrrrgggg!!!!
Your joking right...HKY09 wrote:Can you elaborate? Maybe draw some concepts? c:
Then consider this a mutiny.Kambalo wrote:I want to have a pirate colony, no need for no stinking government, we are our government. Arrrrgggg!!!!
I mean later, when you can...MyNameWuzTaken wrote:Your joking right...HKY09 wrote:Can you elaborate? Maybe draw some concepts? c:
I can elaborate but the idea doesn't need a graph to explain. I didn't think it needed elaboration either.HKY09 wrote:I mean later, when you can...MyNameWuzTaken wrote:Your joking right...HKY09 wrote:Can you elaborate? Maybe draw some concepts? c:
OK what they doHKY09 wrote:can you describe the sliders, how many there are, what they do, etc?
Um... You remember the seven bars josh showed in the last dev update when talking about AI personality? Yeah, those. Except make them into sliders and you pick your governments personality essentially. Then all the other AI under your control will be happy/unhappy with your choices. All the AI who aren't under your control will also have opinions.HKY09 wrote:can you describe the sliders, how many there are, what they do, etc?
Agreed 100%MyNameWuzTaken wrote:Um... You remember the seven bars josh showed in the last dev update when talking about AI personality? Yeah, those. Except make them into sliders and you pick your governments personality essentially. Then all the other AI under your control will be happy/unhappy with your choices. All the AI who aren't under your control will also have opinions.HKY09 wrote:can you describe the sliders, how many there are, what they do, etc?
We can argue all day about what the different types of government and economic policy should be, and their effects, and we won't get anywhere.
Lets just choose a mechanic that's in the game. I don't give a damn what my government type is called. I just want the effects of it. Using the personality sliders is the way to accomplish that. We are way over complicating it.
well, thats one of the few occasions where something hardcoded isnt bad for LTHyperion wrote: Admittedly, the Democracy policies came pre-constructed with fancy names like corporate tax rate or privitized health care, which might not be so easy in LT.
I really like this idea.Hyperion wrote:Hmm, Why cant we just have something similar to how the Democracy games handle it.
You have a variety of "policies" which affect different areas of the game, each policy appeals to or angers different demographics, and each policy can be weighted at a variety of levels which determine the cost of implementation, the magnitude of effects the policies have, and the magnitude of the policy's affect on subject opinion. Policies also have the tendency to slowly move the population towards accepting any given ideology/attributes you like.
For example, in Democracy games you have demographics like Conservative/Liberal; Religious; Environmentalist; trade unions; parents; lower,middle,and upper class... This could correspond roughly to the 7 cultural traits of aggressiveness, creativity, intellectual, greedy, etc as well as their financial situation (do they have more or less than the average net worth?) and their social situation (are they on better or worse terms with people under your control than average?)
You also have sectors that policies affect such as crime; GDP; overall health; poverty; income inequality; environmental condition; drug addiction; etc...
These could correspond nicely to how many people turn to piracy, or how much research is done, or how much trade is focused internally vs externally.
Admittedly, the Democracy policies came pre-constructed with fancy names like corporate tax rate or privitized health care, which might not be so easy in LT.
Maybe you choose what kind of government you have with a slider (< -Minimal - Democratic - Imperial - Despotic ->) that will have different sets of policies you can enact, with the middle choices being the most rewarding, and the edges having less and less micromanagement?MyNameWuzTaken wrote:I disagree entirely, but that may be because I've always hated the democracy games. They are my micromanagement hell. Plus, I've never been good at them because I'm too die hard capitalist. All of my homeless, environmentalist hippies get angry with me. I'm not the type who likes to please everyone. I am the dictator. And, I still think that's over complicating it.
The AI will already understand the relationships and behaviors caused by the seven sliders. Just apply it to government. and I think adding democracy type government to LT would feel out of place. That way, if I want to set some sliders to full and then carpet bomb everyone who disagrees with me until my empire has been culled into only clones of myself, then so be it.
If you are not like me, then move the sliders around and watch the effects on your empire. Play around with it and learn how to keep everyone healthy and your empire wealthy. Learn how to balance every new planet you absorb into your empire. Wait until the time is right to acquire new planets, because the personality variance of the ones you already own has narrowed.
All of the gameplay elements and complexity you want are there, but in just seven simple sliders.
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