I thought and I thought and I thought about Mark's proposal (and Plutarck's almost equivalent system) and I just can't decide. It's simple and it works, but I admit I dislike the ruler being able to get whatever he wants when he has 51% or more power. Although the speed of changes would be slow when near 50% and maybe he won't get it anyway because many things could happen along the way (due to such low speed), I have troubles accepting it. By having 51% power you know you only have to wait to make real your wishes. You just have to wait. Players will see the 51% value as something special (and something worth fighting for) and I don't like that much.
Of course, if everyone else likes it, then there isn't much to add.
Let me propose an idea to adjust Mark's proposal to something I would feel more comfortable with:
Interpret your power as the probability of things going your way in negotiations. A proposal to increase slavery is presented. All agents' powers are summed and grouped depending on their desires. Suppose that gives us:
support increase: 30%
Refuse increase: 70%
We see them as probabilities. The probability of increasing slavery is 0.3.
A dice is rolled to determine what will happen according to those probabilities. If the increase is accepted, it does so in a magnitude that depends on the share supporting the increase. In this case it'd depend on the value 0.3. In particular and for simplicity, the increase could be set to be equal to that share, so in this case slavery would be increased by 0.3.
The same is done for the proposal of decreasing slavery. And that's it.
You can see policies will tend to move in the direction the most powerful agents prefer. And the greater the consensus, the faster the change. So this is pretty much like Mark's proposal, but instead of making changes certain, they are only probable. If you have more than 50% power it's probable things will go your way in the long run, but it's not sure. Even more, if your power is just a little above 50% and the rest of society does not support you in a given policy, then that policy will mostly preserve its current value over long periods of time (the probability of increasing and decreasing is almost the same and the magnitude of change in either directions is also almost the same).
When there's enough support for increasing (decreasing) a policy value (say 70%), then in the next turns the policy will mostly change in that direction. The ocasional decreases (increases), on the other hand, have lower magnitude, so, combining both effects, you'll see a clear evolution in the policy for a given period of time.
And when you're a total despot (100% power), changes are quick and in the exact direction you wanted.
And there's no machiavelism. There's no gain in lying to the interface and it's nearly impossible to grab more power if the rest agents don't want you to.
In essence, it's only an estochastic version of Mark's idea.
Although players don't like randomness because they don't want to save and load to get what they want, I think there's nothing to fear here. Since no policy has an all-or-nothing effect (they all indicate a degree of "something") there's no important harm if a policy goes the "opposite way" temporarily.
What do you think?
Of course, if everyone else likes it, then there isn't much to add.
Let me propose an idea to adjust Mark's proposal to something I would feel more comfortable with:
Interpret your power as the probability of things going your way in negotiations. A proposal to increase slavery is presented. All agents' powers are summed and grouped depending on their desires. Suppose that gives us:
support increase: 30%
Refuse increase: 70%
We see them as probabilities. The probability of increasing slavery is 0.3.
A dice is rolled to determine what will happen according to those probabilities. If the increase is accepted, it does so in a magnitude that depends on the share supporting the increase. In this case it'd depend on the value 0.3. In particular and for simplicity, the increase could be set to be equal to that share, so in this case slavery would be increased by 0.3.
The same is done for the proposal of decreasing slavery. And that's it.
You can see policies will tend to move in the direction the most powerful agents prefer. And the greater the consensus, the faster the change. So this is pretty much like Mark's proposal, but instead of making changes certain, they are only probable. If you have more than 50% power it's probable things will go your way in the long run, but it's not sure. Even more, if your power is just a little above 50% and the rest of society does not support you in a given policy, then that policy will mostly preserve its current value over long periods of time (the probability of increasing and decreasing is almost the same and the magnitude of change in either directions is also almost the same).
When there's enough support for increasing (decreasing) a policy value (say 70%), then in the next turns the policy will mostly change in that direction. The ocasional decreases (increases), on the other hand, have lower magnitude, so, combining both effects, you'll see a clear evolution in the policy for a given period of time.
And when you're a total despot (100% power), changes are quick and in the exact direction you wanted.
And there's no machiavelism. There's no gain in lying to the interface and it's nearly impossible to grab more power if the rest agents don't want you to.
In essence, it's only an estochastic version of Mark's idea.
Although players don't like randomness because they don't want to save and load to get what they want, I think there's nothing to fear here. Since no policy has an all-or-nothing effect (they all indicate a degree of "something") there's no important harm if a policy goes the "opposite way" temporarily.
What do you think?
Comment