The issue is not about the model, that is how 1 point moves the effective value, but about the user interface, which is how the player can see and control it. Will players be able to abuse such a system by spending lots of time micromanaging it in order to get a Machiavelic result (like pretending they want more somewhere because other parties consider it important)?
Prioritising 1 issue means, if you have ten possible issues, you will first express what you want and second test 10 possible priorities to check what the result is. Is this OK (provide more choices for the player) or will this cause unwelcome micromanagement? I think it could be a good solution if this couldn't be changed every turn. For instance, a "Ruler, what should our priority be?" panel could be shown every 20 turns (or another number) to set the priority. (This idea comes from Galciv: Every 24 turns, there is an election in which you can lose power - this doesn't have enough effect in galciv to be really interesting, but it provides both an idea of the passing of time and an opportunity to change policies).
Prioritising 1 issue means, if you have ten possible issues, you will first express what you want and second test 10 possible priorities to check what the result is. Is this OK (provide more choices for the player) or will this cause unwelcome micromanagement? I think it could be a good solution if this couldn't be changed every turn. For instance, a "Ruler, what should our priority be?" panel could be shown every 20 turns (or another number) to set the priority. (This idea comes from Galciv: Every 24 turns, there is an election in which you can lose power - this doesn't have enough effect in galciv to be really interesting, but it provides both an idea of the passing of time and an opportunity to change policies).
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