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8 years ago
Oct 10, 2016, 7:09:32 AM
MezzoMax wrote:


So I guess it works as intended. The problem at the moment is, that the Cravers aren't eating their minor factions. So you will have some political ideologies you don't want.



Which is strange as hell because it's their racial trait, right? Wiki states that but that doesn't work in game.

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8 years ago
Oct 13, 2016, 3:17:20 PM
velimirius wrote:

I got same "problem" as ppl mentioned above, my scientists are always loosing even tho they usually got big advantage + i vote for them and still pacifists are always winning...

Another reason I think the system is not working as intended. Sophons should generate double the points for Scientific triggers and the same amount of pacifist & scientific points for Pacifist triggers!


So that begs the question...


How come the Pacifists always have the upper hand?

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8 years ago
Oct 13, 2016, 3:05:10 PM

I got same "problem" as ppl mentioned above, my scientists are always loosing even tho they usually got big advantage + i vote for them and still pacifists are always winning...

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8 years ago
Oct 13, 2016, 2:55:06 PM

But each race's ideology disposition shows that not all events should have the same value for all. For example the Vodyani should gain more points for Religion than a Sophon.

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8 years ago
Oct 13, 2016, 2:50:30 PM
vahouth wrote:
The-Cat-o-Nine-Tales wrote:


That said, I agree that "Only cravers vote" could be an interesting addition to their affinity, though it would also make gaining support for other parties significantly more difficult.

I think that part of the problem is the fact that every ship you build (except scouts) leads to militarism. If that were to change, I could see Cravers being drawn to other ideologies as well, like industrialists for example.

The problem is actually far bigger than that.

If I read the xml files right:


Every improvement you build gives you 2 points worth of support in the system (Pacifist for Dust, Ecologist for Food improvements, etc).

Every ship build gives 2 points of support, in only that system as far as I can tell.

But if you go to war... Attacking an enemy gives 2 points globally, and winning gives 2 points globally.

Wiping out thee minor faction scouts gives 6 times as much militarist support in every system you own than building a single improvement does to a single system.



But I agree that having all political parties unlocked for Dictatorships could be an interesting change.

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8 years ago
Oct 13, 2016, 2:38:00 PM
The-Cat-o-Nine-Tales wrote:


That said, I agree that "Only cravers vote" could be an interesting addition to their affinity, though it would also make gaining support for other parties significantly more difficult.

I think that part of the problem is the fact that every ship you build (except scouts) leads to militarism. If that were to change, I could see Cravers being drawn to other ideologies as well, like industrialists for example.

We could have different ship hulls generating points for different ideologies. Scouts in my mind should be more likely to add to scientists, protectors to pacifism or religion (depending the race), carriers to scientists or industry etc.


Or what if as a Dictatorship, they could have access to all ideologies and you could change the by whim, but the cost and happiness penalty would escalate the more you deviate from your pop's current ideology.

Updated 8 years ago.
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8 years ago
Oct 13, 2016, 2:19:58 PM

Yes, in my experience the elections are currently seriously bugged.


Cravers are working as intended. Non-Craver Population does not currently die, as Cravers currently have no way to replace them to benefit from the slavery bonus. This may change in the future if we get some better way to get population from other factions.


That said, I agree that "Only cravers vote" could be an interesting addition to their affinity, though it would also make gaining support for other parties significantly more difficult.

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8 years ago
Oct 11, 2016, 6:30:11 AM
vahouth wrote:

They spawn faster than they die off, which floods the system with a sizeable minority that loves to vote for other political parties. 

Cattle shouldn't vote. ;)

I hope Amplitude will hear us. Because this mechanic doesn't make sense with Cravers.

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8 years ago
Oct 11, 2016, 6:12:26 AM
UndeadPuppy wrote:
Lexxx20 wrote:
MezzoMax wrote:


So I guess it works as intended. The problem at the moment is, that the Cravers aren't eating their minor factions. So you will have some political ideologies you don't want.



Which is strange as hell because it's their racial trait, right? Wiki states that but that doesn't work in game.

The way I understand it is, that the Craver pop trait gives a negative penalty to the population growth of Minor Factions living on the same planet, in exchange for a FIDS boost.

The problem is, their growth rate is so high that the Cravers just can't eat them fast enough.

They spawn faster than they die off, which floods the system with a sizeable minority that loves to vote for other political parties. 

Cattle shouldn't vote. ;)

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8 years ago
Oct 11, 2016, 5:00:42 AM
UndeadPuppy wrote:
Lexxx20 wrote:
MezzoMax wrote:


So I guess it works as intended. The problem at the moment is, that the Cravers aren't eating their minor factions. So you will have some political ideologies you don't want.



Which is strange as hell because it's their racial trait, right? Wiki states that but that doesn't work in game.

The way I understand it is, that the Craver pop trait gives a negative penalty to the population growth of Minor Factions living on the same planet, in exchange for a FIDS boost.

The problem is, their growth rate is so high that the Cravers just can't eat them fast enough.

They spawn faster than they die off, which floods the system with a sizeable minority that loves to vote for other political parties. 

You might be right. Though I assumed that phrase "they will be slowly dying" meant they will eventually die.

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8 years ago
Oct 10, 2016, 8:32:00 PM
Lexxx20 wrote:
MezzoMax wrote:


So I guess it works as intended. The problem at the moment is, that the Cravers aren't eating their minor factions. So you will have some political ideologies you don't want.



Which is strange as hell because it's their racial trait, right? Wiki states that but that doesn't work in game.

The way I understand it is, that the Craver pop trait gives a negative penalty to the population growth of Minor Factions living on the same planet, in exchange for a FIDS boost.

The problem is, their growth rate is so high that the Cravers just can't eat them fast enough.

They spawn faster than they die off, which floods the system with a sizeable minority that loves to vote for other political parties. 

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8 years ago
Oct 10, 2016, 4:38:27 PM

About polls, they're always wrong with the result. But if the turn poll pops up, if you look at system one by one, on info in the left bar, you can look at system representatives. If you count these representatives, it gives you a more accurate idea of how will the elections go, and it always get closer by far than the survey.

Not sure how representatives are distributed, but in governments explanation its described, but in a very critic way. Each government has a different way to choose them, its like: dictatorship = 1 (the dictator), federation = 1 per system regardless pop, democracy = 1 per pop regardless origin system, and so on (note that as the information is unclear I invented this example, but pretty sure it goes this way).


So, what I do, when I see the poll I look at systems, and get an idea of what is really happening. I think if I can do it manually it has to be simple for Amplitude to fix the survey, and make it closer to real results.


EDIT: as a side note, I like this idea a lot, but I think that in this stage is very bugged, and they have to adjust carefully what affects your pop, and in what direction. Also more clear explanation of how representatives work.

Updated 8 years ago.
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8 years ago
Oct 10, 2016, 4:12:04 PM

The political system really needs the ability for government types to have a larger effect than just "pass laws" and to affect the happiness and FIDSI output. It would be genuinely excellent if in addition to the % passives it provided things like "Ability to request foreign senate representatives as emissaries" or "Ability to pass laws without suffering FIDSI malus from other pop groups" , give the various governments some kind of unique "twist" that makes them interesting to pursue and play.

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8 years ago
Oct 10, 2016, 1:46:00 PM

 just finish a Lumeris game with the military party dominating   , and i have the tech to enable more options in the elections and i chooose the lobby option to the pacifist to no efect.

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8 years ago
Oct 7, 2016, 8:33:34 PM

I don't understand how the elections work - I play as Sophones and for some reason Pacifists win elections when they should lose to Scientists. There's a thread on this on the steam forums so I'm not alone with that problem.


Is it a bug? Or is the system working as intended and I simply don't understand it?

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8 years ago
Oct 8, 2016, 9:17:59 PM

And what you can also do in the Craver dictatorship: The party you support will win, no matter the actual "election". Must be tied to Dictatorship, which seems about right. I was able to switch from militarists to any other party I desired. Which can be useful.


Two "Problems" with that: One I loose all the support of the militarists. It's all or nothing. So all the militaristic laws are canceled. This isn't a bug or so, I think it is supposed to work that way. So you have to plan in advance which laws you will be using for the next 20 turns. Very interesting if it wasn't for the election approval hit like you mentioned. I get the feeling there shouldn't be an election approval hit because you can switch freely between the politics on election day. And why should the Cravers get a approval malus if their government is a dictatorship? Perhaps this is intended and the Cravers must adapt/adjust to the new political system. Then a diminishing approval over time would be OK I guess?!?


Second problem is a bug: Every politic has this one law tied to it. If I change my political party via the election the newly applied party does not give this special law. And also all current laws are still active even if the support is zero.



Edit considering my first problem: I unlocked the tech to change governments. On this screen you see more details. Under Dictatorship it is stated

- Dictators can impose their desired political ideology on their populations

- However, the further this ideology from the Population's natural inclinations, the bigger the friction


So I guess it works as intended. The problem at the moment is, that the Cravers aren't eating their minor factions. So you will have some political ideologies you don't want.


Edit2: In Democracy and Republics the representatives scale with population. In a Federation it sclaes with System level. So that explains why the dictatorship has 7 per system. I think there is really some good thought behind it but the documentation is a little bit lacking.

Updated 8 years ago.
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8 years ago
Oct 8, 2016, 8:27:58 PM

I believe Dictatorships have 7 representatives per system Period. because the others seem to be based on population.  This may be a bug. Or just a place holder for the time.

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8 years ago
Oct 8, 2016, 8:17:55 PM

So in my last Cravers game this is what happened in my 2nd elections:


Homeworld has 7 Cravers, 3 Kalgeros but 7 representatives


2nd system has 2 Cravers, 1 Kalgeros but 7 representatives


3rd system has only 3 Epistis but also gets 7 representatives


And here's the Senate screen that shows the 21 representatives (7 for each system) but only 16 total pop.


I have no idea if this is how it's supposed to work. 

Maybe the number of representatives is tied to the government type? IDK

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8 years ago
Oct 8, 2016, 8:06:22 PM
CaptainCasey wrote:

Don't you influence receiving industrialists by what you research and build as well? 

Supposedly yes. Problem is. During a cycle. I did nothing but build ships, research weapons and be at war with two people (Specifically to counter my horrible approval rating) . And yet I had industrialists jump by 25%. after they appeared. And this was with me giving support to the Militarists  ( I think it was using propaganda.). As soon as the Industrial party became avaliable, They jumped to having a rough 50/50 support with the militarists ( other parties had less than 5 ) This is a problem when you are a dictatorship, because of how it effects Approval.


In fact. Playing as the Lumeris now. Industrial party just took over 50% support, and I just assimilated a scientist minor faction and have been building mostly economically.

Updated 8 years ago.
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8 years ago
Oct 8, 2016, 7:54:53 PM
DA_Corporation wrote:

I'm pretty sure the political system is bugged to all hell. I've given up trying to control it.

-The Survey is never right

-Political actions never do a damn thing. (From my experience.

-Actual representations don't seem to show accurately.

-What is done actively in your empire seems to do very little sway. (Militarists lost to industrialists when all I've been doing is war.)


I either don't have a clear understanding of how the political game works, the game is not accurately describe WHAT is influencing the political game, or values that influence the political game are all over the place.


In terms of concept. I LOVE the idea. I love the 'Laws' and them tied to the political party in power and the fluctuation of power. But as far as I can tell, there is no reasonable way to control/influence what political party is in power, and this can be a problem. Especially for the Cravers since they suffer a hefty moral penalty when parties don't get 'elected' in their political system. Especially since Industrialists tend to split down the middle with the militarists guaranteeing  a -30 approval rating. 

Don't you influence receiving industrialists by what you research and build as well? 

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8 years ago
Oct 8, 2016, 7:14:52 PM

I'm pretty sure the political system is bugged to all hell. I've given up trying to control it.

-The Survey is never right

-Political actions never do a damn thing. (From my experience.

-Actual representations don't seem to show accurately.

-What is done actively in your empire seems to do very little sway. (Militarists lost to industrialists when all I've been doing is war.)


I either don't have a clear understanding of how the political game works, the game is not accurately describe WHAT is influencing the political game, or values that influence the political game are all over the place.


In terms of concept. I LOVE the idea. I love the 'Laws' and them tied to the political party in power and the fluctuation of power. But as far as I can tell, there is no reasonable way to control/influence what political party is in power, and this can be a problem. Especially for the Cravers since they suffer a hefty moral penalty when parties don't get 'elected' in their political system. Especially since Industrialists tend to split down the middle with the militarists guaranteeing  a -30 approval rating. 

Updated 8 years ago.
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8 years ago
Oct 8, 2016, 7:08:11 PM

I think this is somehow tied to the tutorial. The pacifists always win, no matter what. 


By the way, I think that having Haroshem on the Sophon Homeworld at the start of the game is also a bug.

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8 years ago
Oct 8, 2016, 10:57:16 AM

I started a new game and at the time of the elections I had 3 systems. 

Homeworld: 1 Sophon, 2 Haroshem 43% for the Scientific Party

System 1: 1 Sophon 100% for the Scientific Party

System 2: 1 Sophon 100% for the Scientific Party


Pacifists won...

BTW the above were the results the moment after the elections.

Updated 8 years ago.
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8 years ago
Oct 8, 2016, 10:53:05 AM

Just started my second game as Sophons and ran into the same problem. Pacifists take over in the very first election when all info points to scientists winning. This is really annoying because it turns over the law that allows researching Era 2 techs which is kind of the point of playing Sophons.

Updated 8 years ago.
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8 years ago
Oct 7, 2016, 9:00:44 PM

With the above comment in mind, yes, the system sometimes gets confused keeping track of the political data. I've seen this issue as well, where one faction loses the election even though (according to all stats) it should've won. It doesn't happen in every playthrough but it sometimes does.

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8 years ago
Oct 7, 2016, 8:59:35 PM
stormcloak wrote:

Oh, I didn't see that, I'll take a look.


But from the info on the election screen it seemed obvious that the Scientists would win. Maybe that information is bugged?

Definitely possible, a lot of people are reporting that it's not showing the actual results correctly.

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8 years ago
Oct 7, 2016, 8:54:27 PM

Oh, I didn't see that, I'll take a look.


But from the info on the election screen it seemed obvious that the Scientists would win. Maybe that information is bugged?

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8 years ago
Oct 7, 2016, 8:38:51 PM

Not sure if you've already found this, but on the system screen at the top there is a Population Scan button that helps figure out how certain actions or events have influenced a particular political faction. I find it rather handy and interesting.

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