The 150 limit in the other thread was reached. We'll go on in this thread.
To check the old thread click here
Regarding policy-setting methods, we agree to code two systems and test them in the beast. We'll let this thread only to discuss the so-called "default" system, which is the one originally planned in the govt model with some minor changes. I *strongly* suggest you, F_Smith, to open a new thread for your system. In this way both system can be developed with no bias to one or the other. It's fair! F_Smith's system can become a much better one if everybody can see how it's being implemented rather than seeing it as a black box in the beast. I also think that Axi could help you a lot there because of his doubts regarding the negotiation procedure and his ideas for election-procedures.
Alright then. The following are the last elements I found in the other thread related to the default system. They're suggestions by Richard:
Richard wrote:
(btw, can anybody teach me how to quote?)
"So beside the slider, there could be a botton that says "foul play limits." The button opens a window where the player determines the maximum escalation of foul play. The player could tell the game to stop at bribing, or set foul play to unlimited. The game would start with the most benign actions, and if they don't work it would keep implementing more harsh actions until the objective is met or the player's limit is reached.
Cool Idea: Sometimes overzealous agents might go beyond the player's limits. Then the player would have to deal with the consequences their actions."
And he also says:
"My view is that if a player really wants something to happen, that player should be able to get the thing to happen. For example, suppose that I really needed to raise taxes to support a last ditch defense of a valuable province. I wouldn't want to micromanage a lot of petty politics and run the risk of my vital tax increase being rejected. I would want to set foul play to unlimited and run the tax rate up into the red zone. I would want to make sure that I get my money.
Of course, I would still have to deal with the consequences of my actions."
My opinion is...
As Mark has said, it's important to have what the ruler wants (the ruler's govt profile) just like we have it in the beast. In this way classes can look at it and have feelings specifically aimed to the ruler himself, which is a separate thing than the govt as a whole. This is a little bit contradictory with the sliders interface because the player would have to set a value (which becomes the official govt value) and then the ruler's govt profile doesn't count at all. That was what made me offer the lattest proposal for the negotiation procedure.
In brief it was: "For a given policy, the player chooses the value he wants in his ruler's govt profile. Classes negotiate between them a value X for that policy. Value X is then modified according to what the ruler wants and how much power he has to achieve a final value. The more despotic, the more he is able to modify the value and the closest this final value will be to what he wanted. And vise versa."
So here the ruler uses his power as a modifier. Assuming for now and for simplicity that we take 0.5*ruler_polpower as the modifier magnitude, then if the negotiated value X for Civil Rights is FE 35% and the ruler has 50% pol.power, then the ruler could set the policy in whatever value in the range [35-25,35+25], that is [10,60]. This range I would put in green. This is the range where the ruler can move without interacting with anyone. He is in his right. But, we won't make the player choose the govt policy value. To make ruler's preferences count, the final value is set according to what the ruler putted in his preferences. If what he wanted was within this range, the official policy becomes that value. If not, the official value takes the upper or lower extreme value in the range. This happens automatically.
Now suppose the ruler didn't get what he wanted. I like the idea of setting a level of foul play considering things like bribing, threats and hits. Let's assume the player has already set this foul play level. Since he didn't get what he wanted, his goon squad would push other classes to make X closer to what the ruler stated in his preferences. According to the level of foul play, classes will be influenced and X would then change, creating a new range. Then, again, the policy is set automatically according to ruler's pol.power and preferred value. To help the player with more info, we should use here a color for the final value. Let's say we make the final value red. That means the range was achieved through dirty play. Or, even better, let's put a color from green to red that's sensitive to how much effort the goon squad had to put to get it. Here it's important to note that even if the ruler tells his squad to act aggressively, in many cases for some policies it won't be necessary to do anything because classes can think alike the ruler.
So, what the ruler does is to set his preferences and the level of foul play. The game does all the rest. It makes classes negotiate, creates the green range and compares it to what the ruler wanted and then uses the goon squad if the ruler preference wasn't achieved. A final value is found. At any given time, if the player looks at the "political interface" he should see for each policy:
A green range.
A (let's say) blue dot denoting X
A green, yellow, orange or red dot representing the final (and official) policy value.
And beside it, his preferences for all policies. The player knows everything here. He knows what are the values he can choose to be in line with the law (green range), he knows if his goon squad had or not to act and with what intensity, he knows what classes negotiated (X) and he knows what's the current official value for each policy. He can change his preferences and see what happens.
How does this sound?
I like it. It works well for all policies and changes in ruler's preferences can lead to an immediate change in govt policies, which is good in the sense that player will "feel" their control over the govt. For the political structure (pol.power shares) I suggest a less immediate and direct play. That's because changes in it can have a wide scope of effects and for realism is better if changes in it happen smoothly. So, for these variables the ruler has his preference too and affects the negotiated shares just like policies were, but if he changes his mind, he won't see a change immediately. As time passes, the structure of power changes.
The ruler can have other special actions in other interface for more radical changes, like closing the senate (sudden changes to the political structure) or banning and ideology. These would be less frequent actions under the exclusive hand of the player instead of his goon squad.
Browsing unhappiness in the civ should IMO be made in a totally different interface. There's too much to analyze and in too many ways to have it all incorporated.
Comments?
[This message has been edited by roquijad (edited September 03, 2000).]
To check the old thread click here
Regarding policy-setting methods, we agree to code two systems and test them in the beast. We'll let this thread only to discuss the so-called "default" system, which is the one originally planned in the govt model with some minor changes. I *strongly* suggest you, F_Smith, to open a new thread for your system. In this way both system can be developed with no bias to one or the other. It's fair! F_Smith's system can become a much better one if everybody can see how it's being implemented rather than seeing it as a black box in the beast. I also think that Axi could help you a lot there because of his doubts regarding the negotiation procedure and his ideas for election-procedures.
Alright then. The following are the last elements I found in the other thread related to the default system. They're suggestions by Richard:
Richard wrote:
(btw, can anybody teach me how to quote?)
"So beside the slider, there could be a botton that says "foul play limits." The button opens a window where the player determines the maximum escalation of foul play. The player could tell the game to stop at bribing, or set foul play to unlimited. The game would start with the most benign actions, and if they don't work it would keep implementing more harsh actions until the objective is met or the player's limit is reached.
Cool Idea: Sometimes overzealous agents might go beyond the player's limits. Then the player would have to deal with the consequences their actions."
And he also says:
"My view is that if a player really wants something to happen, that player should be able to get the thing to happen. For example, suppose that I really needed to raise taxes to support a last ditch defense of a valuable province. I wouldn't want to micromanage a lot of petty politics and run the risk of my vital tax increase being rejected. I would want to set foul play to unlimited and run the tax rate up into the red zone. I would want to make sure that I get my money.
Of course, I would still have to deal with the consequences of my actions."
My opinion is...
As Mark has said, it's important to have what the ruler wants (the ruler's govt profile) just like we have it in the beast. In this way classes can look at it and have feelings specifically aimed to the ruler himself, which is a separate thing than the govt as a whole. This is a little bit contradictory with the sliders interface because the player would have to set a value (which becomes the official govt value) and then the ruler's govt profile doesn't count at all. That was what made me offer the lattest proposal for the negotiation procedure.
In brief it was: "For a given policy, the player chooses the value he wants in his ruler's govt profile. Classes negotiate between them a value X for that policy. Value X is then modified according to what the ruler wants and how much power he has to achieve a final value. The more despotic, the more he is able to modify the value and the closest this final value will be to what he wanted. And vise versa."
So here the ruler uses his power as a modifier. Assuming for now and for simplicity that we take 0.5*ruler_polpower as the modifier magnitude, then if the negotiated value X for Civil Rights is FE 35% and the ruler has 50% pol.power, then the ruler could set the policy in whatever value in the range [35-25,35+25], that is [10,60]. This range I would put in green. This is the range where the ruler can move without interacting with anyone. He is in his right. But, we won't make the player choose the govt policy value. To make ruler's preferences count, the final value is set according to what the ruler putted in his preferences. If what he wanted was within this range, the official policy becomes that value. If not, the official value takes the upper or lower extreme value in the range. This happens automatically.
Now suppose the ruler didn't get what he wanted. I like the idea of setting a level of foul play considering things like bribing, threats and hits. Let's assume the player has already set this foul play level. Since he didn't get what he wanted, his goon squad would push other classes to make X closer to what the ruler stated in his preferences. According to the level of foul play, classes will be influenced and X would then change, creating a new range. Then, again, the policy is set automatically according to ruler's pol.power and preferred value. To help the player with more info, we should use here a color for the final value. Let's say we make the final value red. That means the range was achieved through dirty play. Or, even better, let's put a color from green to red that's sensitive to how much effort the goon squad had to put to get it. Here it's important to note that even if the ruler tells his squad to act aggressively, in many cases for some policies it won't be necessary to do anything because classes can think alike the ruler.
So, what the ruler does is to set his preferences and the level of foul play. The game does all the rest. It makes classes negotiate, creates the green range and compares it to what the ruler wanted and then uses the goon squad if the ruler preference wasn't achieved. A final value is found. At any given time, if the player looks at the "political interface" he should see for each policy:
A green range.
A (let's say) blue dot denoting X
A green, yellow, orange or red dot representing the final (and official) policy value.
And beside it, his preferences for all policies. The player knows everything here. He knows what are the values he can choose to be in line with the law (green range), he knows if his goon squad had or not to act and with what intensity, he knows what classes negotiated (X) and he knows what's the current official value for each policy. He can change his preferences and see what happens.
How does this sound?
I like it. It works well for all policies and changes in ruler's preferences can lead to an immediate change in govt policies, which is good in the sense that player will "feel" their control over the govt. For the political structure (pol.power shares) I suggest a less immediate and direct play. That's because changes in it can have a wide scope of effects and for realism is better if changes in it happen smoothly. So, for these variables the ruler has his preference too and affects the negotiated shares just like policies were, but if he changes his mind, he won't see a change immediately. As time passes, the structure of power changes.
The ruler can have other special actions in other interface for more radical changes, like closing the senate (sudden changes to the political structure) or banning and ideology. These would be less frequent actions under the exclusive hand of the player instead of his goon squad.
Browsing unhappiness in the civ should IMO be made in a totally different interface. There's too much to analyze and in too many ways to have it all incorporated.
Comments?
[This message has been edited by roquijad (edited September 03, 2000).]
Comment