LGJ: I understand the wonders concept now. I should have said that there should be a vote on the construction of something big, like a massive wall or a huge temple or tomb.
Rodrigo:
The game won't always be a divine monarchy. In the "Who is the player" thread, we agreed that we should have the flexibility for different scenarios. I'll quote F_Smith because he gave the best example:
So if you were playing the entire Greek civilization, you would be using the negotiation method most of the time. If you were playing Pericles, you would be using the pass/fail votes most of the time. And if you were playing "Athens" you would use a mixture of the two.
Besides, I thought that the player would be the king/ruler in a command government and the president/speaker in a democracy or republic. I never thought the player would be some deity like in Populous; I assumed we were using the Civilization model (without the power to change religion and order revolutions).
That is exactly what we are trying to do. For example, the strict 51% rule was abandoned a while ago, and we had planned on two-thirds majorities and other such things. That is why I am now calling it the pass/fail system or the vote system.
Short-term and specific, yes. That is all I asked for. But I don't agree with the low impact. The construction of a huge wall should be voted on, but it does not have a small impact.
Rodrigo:
quote: I see the fail/pass method as a short term political thing, but I also see it as too democratic. Are we going to have votings in a divine monarchy? |
The game won't always be a divine monarchy. In the "Who is the player" thread, we agreed that we should have the flexibility for different scenarios. I'll quote F_Smith because he gave the best example:
quote: I'm currently coding under the assumptions it can be any of the three [play options], depending on how the scenario designer sets up the scenario. In other words, you can play the 'Greeks' in a 'Persian Wars' scenario, play 'Athens' in a 'Rise of Greece' scenario, or play 'Pericles' in a 'SimAthens' scenario. |
So if you were playing the entire Greek civilization, you would be using the negotiation method most of the time. If you were playing Pericles, you would be using the pass/fail votes most of the time. And if you were playing "Athens" you would use a mixture of the two.
Besides, I thought that the player would be the king/ruler in a command government and the president/speaker in a democracy or republic. I never thought the player would be some deity like in Populous; I assumed we were using the Civilization model (without the power to change religion and order revolutions).
quote: If the system can be generalized a little to make sense in any type of govt AND if it can be generalized a little to accept more majority rules than only the very specific (US-like?) 51%-rule AND if it's used only for short-term play AND if at least a little of intelligence can be included in votings to simulate the "interactions", "coalitions", "strategic voting", etc between parties, then I'm willing to accept it for any policy, listed or not. |
That is exactly what we are trying to do. For example, the strict 51% rule was abandoned a while ago, and we had planned on two-thirds majorities and other such things. That is why I am now calling it the pass/fail system or the vote system.
quote: Otherwise I'd accept it only for short-term decisions for new more specific policies with a low impact in the game. |
Short-term and specific, yes. That is all I asked for. But I don't agree with the low impact. The construction of a huge wall should be voted on, but it does not have a small impact.
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