roquijad:
I see things completely differently.
I hardly consider this to be the biggest problem.
What you bring up here is an interface issue, and your solution only addresses the interface problem. Instead of having the player try-and-error his way every turn to get the policy he wants by 'cheating' the system that grants bigger effect to extreme factions, he just input the value he 'really' wants, and perhaps lets the system cheat for him.
I must join LDiCesare's question here; how do you calculate the size of the modifier?
It can't possibly always be the modifier the player can reach using try-and error, because that modifier won't generally be equal in both directions. FE if the preliminary government profile consists of 40% PP and the ruler have 25% power, he will be able to fiddle with the actual PP% and push it as low as 30% (by inputting 0% in the ruler preferences) or as high as 55% (by inputting 100%). This means that the player can raise the PP% by up to 15% but lower it by only as much as 10%. The total boundary of control the ruler has will also be equal to his rate of political power, but its allocation between the two directions changes with the preliminary government profile.
I don't see much sense in enabling the ruler to act within a special set of rules; I think that he should have the same ability to nominally influence the DNPs that any other PB would have (I'm not talking about his goons here).
Also we should remember, that since the weighted-average system rewards extreme political powers by granting them more influence, it is probable that if we decide to use it, every political power will use the same try-and-error method that the player would have wanted to use. FE a marginal political power would also want to use his 'preferences menu' and set his policy on each DNP to 0% if his desired percent is lower then the existing one, and to 100% otherwise.
If we calculate the government profile relying on that assumption, the policies we get will tend to be centered around 50%.
It seems that you have misunderstood my suggested system. I have said:
The larger the ruler's pol.power, the more far away from the median of the preliminary government profile he will be able to push the DNP.
Those are the main gameplay advantages of the median system.
LDiCesare:
It may sound unrealistic, but this is indeed often the case in RL.
Think of the French government structures of the 18th and 19th century that assured representation to various social classes. Couldn't, FE, the Aristocracy and Church team up against 'the third class' and ensure it has null de-facto influence (if they ignore the possibility of riots)?
What about modern parliaments? Blocks of parties that include the majority of the house can form a coalition and dictate the government policies (the opposition can offer an alternative to the public, but doesn't have much nominal power).
The only places in where a 51% majority can't do as it wants, is where some constitutional limitation requires greater majority. I believe that those issues can be mostly attributed to the people traditionalism and their reluctance to accept radical changes. It also has a sense of protecting the rights of the political minorities, but since we don't implement such constitutional limitations in our DNPs (for simplicity reasons) we might as well ignore that.
Of course that a majority of more then 51% may be required for certain decisions (abolishing/allowing slavery).
Lord God Jinnai:
The question of median vs. average is of course only relevant when we don't use a plebiscite for the decision making.
This is an unrelated matter, but I don't think we should use yes/no votes as little as possible, because few opinions can be truly represented in a binary manner.
FE what if the people strongly feel that they want a world wonder, but since they have different preferences no wonder will win a majority whilst the people speculate that their favorite one might be chosen instead? Sure we can present them with a list and choose the wonder with the most votes, but perhaps another WW is preferable because almost everybody consider it to be their second best?
Or in your example, perhaps the people rather war with civ X, but still prefer fighting with Y if the only alternative is maintaining peace?
What do you mean?
I see things completely differently.
Now to your main criticism: It's true, the biggest problem with the govt model was that the player was forced to "cheat" and to go into trial and error in the interface to get what he wanted.
What you bring up here is an interface issue, and your solution only addresses the interface problem. Instead of having the player try-and-error his way every turn to get the policy he wants by 'cheating' the system that grants bigger effect to extreme factions, he just input the value he 'really' wants, and perhaps lets the system cheat for him.
Let's assume he has 65% pol.power and assume that level of power gives him a maximum modifier of 20.
It can't possibly always be the modifier the player can reach using try-and error, because that modifier won't generally be equal in both directions. FE if the preliminary government profile consists of 40% PP and the ruler have 25% power, he will be able to fiddle with the actual PP% and push it as low as 30% (by inputting 0% in the ruler preferences) or as high as 55% (by inputting 100%). This means that the player can raise the PP% by up to 15% but lower it by only as much as 10%. The total boundary of control the ruler has will also be equal to his rate of political power, but its allocation between the two directions changes with the preliminary government profile.
I don't see much sense in enabling the ruler to act within a special set of rules; I think that he should have the same ability to nominally influence the DNPs that any other PB would have (I'm not talking about his goons here).
Also we should remember, that since the weighted-average system rewards extreme political powers by granting them more influence, it is probable that if we decide to use it, every political power will use the same try-and-error method that the player would have wanted to use. FE a marginal political power would also want to use his 'preferences menu' and set his policy on each DNP to 0% if his desired percent is lower then the existing one, and to 100% otherwise.
If we calculate the government profile relying on that assumption, the policies we get will tend to be centered around 50%.
But I think the current system is better because, as you yourself said it, in your system ruler's pol.power is irrelevant and I have to admit I don't like ruler's pol.power playing no role.
Of course that the ruler's chance of having the deciding voice still increases with his relative power. Also in the game there will often be much more then 4 distinct opinions, so the ruler's margin of freedom will increase more gradually when his power grows.
Those are the main gameplay advantages of the median system.
LDiCesare:
Actually, the only thing which bothers me is that 51% polpower means you always get what you want with this system,
Think of the French government structures of the 18th and 19th century that assured representation to various social classes. Couldn't, FE, the Aristocracy and Church team up against 'the third class' and ensure it has null de-facto influence (if they ignore the possibility of riots)?
What about modern parliaments? Blocks of parties that include the majority of the house can form a coalition and dictate the government policies (the opposition can offer an alternative to the public, but doesn't have much nominal power).
The only places in where a 51% majority can't do as it wants, is where some constitutional limitation requires greater majority. I believe that those issues can be mostly attributed to the people traditionalism and their reluctance to accept radical changes. It also has a sense of protecting the rights of the political minorities, but since we don't implement such constitutional limitations in our DNPs (for simplicity reasons) we might as well ignore that.
Of course that a majority of more then 51% may be required for certain decisions (abolishing/allowing slavery).
Lord God Jinnai:
Well i LDiCesare i think that should only be used in cases where there is only a yes/no or 1/2 type question. Like, do we declare war on country X?
This is an unrelated matter, but I don't think we should use yes/no votes as little as possible, because few opinions can be truly represented in a binary manner.
FE what if the people strongly feel that they want a world wonder, but since they have different preferences no wonder will win a majority whilst the people speculate that their favorite one might be chosen instead? Sure we can present them with a list and choose the wonder with the most votes, but perhaps another WW is preferable because almost everybody consider it to be their second best?
Or in your example, perhaps the people rather war with civ X, but still prefer fighting with Y if the only alternative is maintaining peace?
It should also not be used in every type of governmental systems, reguardless of pol. pow.
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