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The game does model this to some extent :D.
There is also another real-world counter-intuitive phenomena, which is that politicians that pledge to solve an issue should never actually solve it. If you solve it, nobody is going to vote for the party who made that problem their main rallying call. If you pledge to cut immigration, and then do it, then all of the people who hated immigration are now satisfied, and very quickly stop giving you credit for it.
This is why we model complacency in the game, and you can see it on the screen showing all the voter group happiness. This also means that you can make a group TOO happy, in strategic terms.
To put it in brutal terms: Solve Climate change, and soon you will get no credit for it, but environmentalists will move on to being unhappy about noise pollution, or water pollution.
BTW this is in no way a dig at environmentalists! Every political group behaves the same way in the game, and in real life. Activists will stay activists (and angry) long after their demands are met. Its human nature :D.