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Welcome to AGDG, have you ever made a game?
See also: /ideaguy/ | /vm/

File: 1447754309682.jpg (37.94 KB, 650x366, 325:183, 075214-abbott-runs.jpg)

6e552b No.23888

I'm making a Grand Strategy game in which I'd like to create a good and sensible model for politics.

So far, I've been reading wikipedia. I've noted that the series of articles about Government (https://en.wikipedia.org/wiki/Government) show it broken down into Power Structure and Power Source.

This feels to me like a good idea, that you can pick from the structure and then the source. I wouldn't allow players to change it whenever, and I think they would have to invest resources into actually pushing for change.

So like, you can start pushing your peoples towards an "Empire" and you're currently a Federation. This would take less effort than if you were a Unitary State. If you're currently an Absolute Monarchy, this would be easier than if you were a democratically elected government because you have more direct control over the government.

There would be other effects, like a Theocracy having an easier time with religion. Military Junta having a bigger military budget prior to the people complaining.

Does this sound like a good model? It seems a bit simple to me, like you pick two things, structure and source. What if I wanted a Democratically elected Ecclesiocracy (the people vote in the ruling clergy)? That doesn't fit in that model. Or a democratically elected life-time Monarch?

Structure almost doesn't seem like it fits in anywhere gameplay wise (though I'd like it to).

I'm really lost here nodevs. How do you even begin to design a model?

e6ac1f No.23910

>>23888

>a good and sensible model for politics.

That seems ambitious.

>How do you even begin to design a model?

The same way game makers have for ages: sit down and play it. Make a mock up in a scripting language, or 3x5 cards. Play through "turns". Get a friend to play against you. Develop rules, which is really just pseudo-code anyway.

Then just like make version 0.1. :^)


860d93 No.23916

Don't forget to create a jewish faction with special abilities like deceit, manipulation, bonus economic resources, etc.


6e552b No.23925

>>23910

Sure; I did this for my other models in a spreadsheet and randomized turns etc to see averages to start balancing and things. Calc is an amazing tool for this stuff.

The problem is the design of a model. To start with, I need to know what makes sense for the base units of the government type. Like is it like maybe you just pick from a bunch of goverment "cards", maybe each one you pick limits your choices for your next card (some cards are incompatible). And you keep picking until you're happy or no more compatible cards.

Each card you pick has affects. Some of these affects can affect later cards. Like Democracy increases happiness and any followup cards get a bonus to social affects and a minus to military affects?




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