Tweaks to existing data

Discussion of the newest version of the game
rboni
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Re: Tweaks to existing data

Postby rboni » Sun Mar 01, 2009 4:10 am

Technical colleges, apprenticeship schemes, workers compensation scheme, university grants and co-determination should reduce wasteful economy instead of technology grants.

Technology backwater should deal with plant and equipment, technology, specific industries etc, and general issues in relation to regional isolationism like literacy and creationism etc.

Wasteful economy should deal with employee based issues like education and training, workplace safety and employee consultation and participation in decision making, and also issues relating to government waste in expenditure and regulation like maternity leave, unemployment benefit etc.
Last edited by rboni on Mon Mar 02, 2009 2:28 am, edited 3 times in total.
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Re: Tweaks to existing data

Postby Oksbad » Sun Mar 01, 2009 6:30 pm

Not banning fox hunting upsets conservatives for some reason...
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Re: Tweaks to existing data

Postby rboni » Fri Mar 20, 2009 1:33 pm

Rail strike does not affect car usage
MoredanKantose
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Opinion about the game, and tweak proposal.

Postby MoredanKantose » Wed May 20, 2009 10:49 am

Hello!

This is my first posting here. I am very excited about the possibility to write directly to the game designer, I neved did such a thing.

1. I liked the idea and the game very much. I am enjoying it, and it was for sure the money worth.
2. It looks a bit buggy. When I load a game, sometimes I get new levels of the different politics. Politics I did not change. (PS: Do, I did not pirate the game, I can write here the order number if needed.)
3. On "Esc" in the main menu, the game closes withouth warning ("Do you really want to leave the game?"). This has led to some games lost.

But my main problem is with the population. With the amount of population in each section.
1. There is no way to increase or decrease some population sectors. For example, there is no way to decrease the number of farmers. A possible solution for this would be to make some groups mutually incompatible and/or allow policies which increase and make an "automatic reduction" if none of such policies are applied. No Agricultural Grants? Slow decrease of the number of farmers. For example.
2. Some population sectors should really be mutually exclusive. Capitalists and Socialists, for example, and also Liberal and Socialist, and even Religious and Socialist - you can't be both. Self-Employed and State Employed. Farmer and State Employed. And so on. This way, increasing one sector would imply decreasing another.

Anyway... great game.
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Re: Tweaks to existing data

Postby cliffski » Wed May 20, 2009 1:10 pm

do agricultural grants not boost the numbers of farmers? If not, that's something I should tweak.
MoredanKantose
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Re: Tweaks to existing data

Postby MoredanKantose » Wed May 20, 2009 1:47 pm

Yes, yes, it does! But there is no way to SINK the number of farmers, as much as I know.
Sorry for my English.
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Re: Tweaks to existing data

Postby Silent » Fri Feb 05, 2010 5:31 am

Some population sectors should really be mutually exclusive.


Already exist in Democracy 2 but...

even Religious and Socialist


Er...Liberation Theology...

Liberal and Socialist


In the game engine (not in real life), Liberals seem more concerned about promoting social equality, while socialists seem more interested in promoting economic equality. So a Liberal Socialist would make sense. Actually, a Socialist should be more likely to be Liberal.
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Re: Tweaks to existing data

Postby joshupetersen » Wed Apr 14, 2010 3:29 pm

It might be a little bit of work, but it'd be nice to have a bit clearer documentation on modding. I'm seeing a lot of numbers and such that I'm not sure what they're for (especially with policies.) Or is that just formatting marks since I'm using notepad?

Also... it would be nice if we had a government efficiency value (if there isn't one already that I've missed.) Basically it could be a measure of effectiveness of spending, amount of red tape, corruption, etc. Also, a way that in game votes and policies could affect term length and maximum number of terms.
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Re: Tweaks to existing data

Postby Georgia » Sat Apr 17, 2010 8:53 am

joshupetersen wrote:It might be a little bit of work, but it'd be nice to have a bit clearer documentation on modding. I'm seeing a lot of numbers and such that I'm not sure what they're for (especially with policies.) Or is that just formatting marks since I'm using notepad?


If you open Policies.csv (Democracy2\Data\Simulation) in Excel or another spreadsheet program you'll see a list of policies in nicely sorted columns, including little headers of what each number means. A .txt file is the exact same thing, but instead of being arranged in columns the policy has every cell right after each other separated by commas. If you compare a .txt file and the .csv file you can get the hang of what each space between commas represents. In formulas for policy effects, "x" is the amount the policy is in effect (i.e. the slider from left to right is a low-to-high number).
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Re: Tweaks to existing data

Postby Tron » Mon May 07, 2012 1:32 pm

1: Where are the libertarians? - Right now you have socialists, conservatives, liberal, patriots, missing libertarians. Plus some policies like ID cards, no warrants, CC cameras, carbon taxes, have little negative effect, adding libertarians would fix this. I can also think of pretty much all of the government policies that will have negative impact on libertarians, while things like lower taxes, less regulation, less spending and less military would benefit them.

2: Gun laws - Why is it the more gun laws you have the less crime there is? This is just not the case at all. No amount of government regulation can keep criminals from illegally getting weapons, by relaxing or removing gun laws you would actually have less crime.

3: Military - I don't see also how military spending reduces terrorism. You can say it increases security and reduces war possibility, but we all know that military intervention is what causes terrorism, so by reducing military spending terrorism chances should lower. Plus I'd like to see negative effects of too much military for all categories of voters as too much military represents oppressive regimes and while people want to feel safe and secure, too much military makes them feel like prisoners in their own country. So I'd like to see negative effects on all if too much military spending.

4: Welfare fraud - Should reduce worker productivity. In all places where these kind of programs exist they literally end up wasting hundreds of thousands or millions of dollars/euros for frauds worth few thousand dollars or euros. In essence a massive waste or money and productivity.
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Re: Tweaks to existing data

Postby mrstarware » Wed May 09, 2012 4:58 pm

One thing I've been thinking of recently,
It seems that we need to have state schools, and spend money on different policies. I'm just wondering if the people are doing well, why do I have to spend so much on healthcare??

I don't understand why the people wouldn't pick up part of the bill....

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Re: Tweaks to existing data

Postby Georgia » Tue Apr 02, 2013 4:12 pm

Tron wrote:1: Where are the libertarians? - Right now you have socialists, conservatives, liberal, patriots, missing libertarians. Plus some policies like ID cards, no warrants, CC cameras, carbon taxes, have little negative effect, adding libertarians would fix this. I can also think of pretty much all of the government policies that will have negative impact on libertarians, while things like lower taxes, less regulation, less spending and less military would benefit them.


In the game, liberals favor social freedom and capitalists favor economic freedom. A voter who is both a liberal and a capitalist, then, is equivalent to a real-life libertarian.

2: Gun laws - Why is it the more gun laws you have the less crime there is? This is just not the case at all. No amount of government regulation can keep criminals from illegally getting weapons, by relaxing or removing gun laws you would actually have less crime.


A subject of much contention. This is basically a "he said, she said" issue in politics; anti-gun people taut a reduction in crime for their policies, but so do pro-gun people. Seeing as it's a contentious issue, we should stick to the science. So I would say, do you have a scientific study that supports your claim that reducing gun restrictions reduces crime?

3: Military - I don't see also how military spending reduces terrorism. You can say it increases security and reduces war possibility, but we all know that military intervention is what causes terrorism, so by reducing military spending terrorism chances should lower. Plus I'd like to see negative effects of too much military for all categories of voters as too much military represents oppressive regimes and while people want to feel safe and secure, too much military makes them feel like prisoners in their own country. So I'd like to see negative effects on all if too much military spending.

In the game, military spending includes spending money on counter-terrorism. Whether military intervenes in foreign countries is not simulated by your spending; that is what decisions are for. Ideally, high levels of military spending should trigger decisions that allow the player to make use of their military; the safest country would then be one that has a strong military which isn't used to antagonize others.

Do you have evidence that everyone is made unhappy by military spending? Specific actions of the military might displease people, but I think things like restrictions on freedom are represented more by people being upset with too much investment in intelligence agencies. I think a better simulation is that patriots love military spending, while everyone is made unhappy if there is a lot of deficit spending. High military spending can then be a factor in creating unhappiness, but would not in itself be a source of unhappiness.

4: Welfare fraud - Should reduce worker productivity. In all places where these kind of programs exist they literally end up wasting hundreds of thousands or millions of dollars/euros for frauds worth few thousand dollars or euros. In essence a massive waste or money and productivity.


Why would welfare fraud reduce overall worker productivity in the economy? Surely this is better represented by a policy which both makes money and costs money, with the costs exceeding the revenue if welfare fraud is at a low level and investment in the policy is high?

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