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Rapportera problem med översättningen
Framework/ Ecosystem:
Starting Capacity - building up capacity - Supply - supply utilisation - demand changes - price changes - effects on voters, economy, outcomes - voting
Hope that helps,
Gaurang38
7. Foreign & Defence Policy areas should be separated
8. VAT or Sales Tax … VAT is hidden away
9. Quarterly numbers are almost like annual spend numbers… perhaps distortion here could be looked at
In the US, Peace Corps (helps with foreign relations) and Americorp (helps to pay for college).
Educational Vouchers (to pay for the type of schooling, k-12, that a family wants)
Funding of Science Fairs (to encourage young inventors or entrepreneurs)
Thanks, sounds good! :)
Perhaps the opposition parties can also affect societal structure. After all one of the goals of political parties is to win hearts and convince people of their approach and by campaingin relentlessly they can change the agenda or at least influence it. If the opposition keeps screaming "the pensions are too low" eventually some people will simply repeat "the pensions are too low". Repeat something long enough and people will subconcsiously start believing it or at least be more open to it.
This would also give players a reason to do well in elections, since this effect could be coupled with the results of the opposition parties. A 20% party is more likely to be heard than a 5% party. It could also be coupled with media freedom as they do need platforms for their arguments.
Interest groups could work similarly, where they can endorse policies or reject them. Maybe the implementation of a policy can be delayed due to protests by interest groups with events where you need to handle this.
Now, I undestand that these things take away from the power fantasy side of things. They add possible obstructions, but they can also help to alleviate your "Standard starting moves" and add more things to play around with.
More policies is always a thing. Democracy 4 as a base game already offers a nice variety, which is very welcome (although the cooperative commonwealth mod is a must have for me! :) ). It already allows different playstyles and as a roleplayer I really like when a game allows that. But of course there is always something someone will miss. I would like more variation in welfare policies. Gøsta Esping-Andersens three worlds of welfare capitalism could be a fantastic reference. He makes the case that there are three types of welfare state with a tendency to cluster. All of them have different goals and different policies.
To keep it super short:
The social democratic welfare state has the goal of including the entire population in society and uses tax-funded and generous benefits, usually without needs testing (he wrote his book in the 90s, things have changed since then sadly). Often the benefits are flat, though some benefits coppled to income were introduced starting with the 50s. Also called scandinavian welfare state, because, well, it clusters in nordic countries.
The liberal welfare state merely wants to keep people alive, but still incentivise them to find any work as quickly as possible. As such they also have tax-funded benefits, but they are significantly lower and always means tested. The process to get those is also difficult and humiliating on purpose, so people take any ♥♥♥♥ job rather than get unemployment. Sometimes called anglo-saxon welfare state, because it's most prominent in the US and Great Britain.
The conservative-corporatist welfare state differs the most. There the goal is to keep the social hierarchy intact. So benefits are usually linked to previous income. As such the benefits aren't tax-funded, but often use social insurance, so those who pay more can take more when they need it. There will be a flatline of tax-funded benefits for those with really low income, but this concept believes in the principle of subsidiarity, meaning the state only takes action if it needs to and before that any other groups has to take action if possible. This one is quite dominant in continental Europe (and screams Bismarck).
I would love to have the ability to fine-tune the welfare state according to these concepts. As of now you can only do tax-funded benefits and while you can change how high they are, you can't really do the means testing (even though one policy implies it's there). There is no way to do contributions-based policies, even though they are very common in continental Europe and increasingly more common in nordic states as well. Pensions in particular! I actually thought about adding a few pension policies for some years now, because the game only offers one pension policy: A flat state pension. Nothing to incentivise private pensions (Riester-Rente anyone?), no occupational pensions, no sign of a typical contributions based social insurance state pension, no stock-based pensions. You can introduce compulsory work for the unemployed, but you cannot really set how unemployment benefits work. What about the Ghent system? What if I want to introduce that? I would love it.
Apologies for the wall of text, I could go on a bit more, but I've made my point. I love Democracy 4 and I am quite curious what a 5th game would look like. 4 was already much more polished than 3 (which becomes messy if you own the DLCs as some starting countries are not tuned to them at all).
The most obvious example I can think of is the UK independence party in the UK, which has never governed, or even had many members of parliament, but nevertheless managed to force major change in attitudes of all parties to immigration (and eventually caused Brexit).
As with everything in the Democracy games, there is always a trade off between adding depth and realism vs scaring the hell out of new players. The initial UI is scary enough!
Exactly that's the kind of stuff I've been talking about. The same thing is happening with the AfD in Germany with every party (except DIE LINKE) constantly shifting towards more restrictions on migration due to the immense pressure they are dealing. And before that it was the Greens and the environmental movements, which made the parties adopt more green policies or at least do some greenwashing. I would love to see opposition parties and interest groups have this effect in the Democracy series. It makes the world feel more alive and gives the player actual opposition, who they cannot control... unless they manage to go massively authoritarian. It also has the added benefit of authoritarian games feeling much more different from regular democratic ones, since the lower pressure from legitimate, non-terrorist groups goes down significantly, while the freedom fighters, pardon, the "unsavory elements who happen to have guns" are much more prominent due to having no other outlet anymore.
I'm biased, because I studied social science and focused a bit on political science, so I keep thinking of all the things that can influence policy making. I love political games that manage to make their society feel alive. One big thing I adore about Democracy as a game is that multiple factors and policies affect each other in really roundabout ways, which reflects real life political complexities quite well. But aside from voter group shifts the society feels a bit... stiff, shall we say.
But I fully understand that this would change a lot of the game and its coding. It would be difficult to implement, even in a fifth game. And yes the UI is a bit overwhelming at first, but it has a clean, slick look to it. Also I've seen the UI in Football Manager, which is basically glorified statistics, so... Democracy 4 UI doesn't seem nearly as scary anymore. ^^'
We also need more religious, patriot, conservative and socialist policies.
A lot of those processes run in the background, there are thresholds ib the code that trigger events, since all these are governed by various curves on a graph, it's more an issue of balance, unless we revamp the entire system.