I think it's really cool how, let's say, Cravers are able to change their active laws on a whim at no influence cost. But at the same time, I think the ability to make laws active the current (and not the next) turn makes for unhealthy gameplay.
One's ability to change laws during a single turn sort of diminishes the point of having only 1 active law slot, as one can change it to receive a "real-time event" bonus and then change it again to receive an "end of turn" bonus, without having to actually choose.
I'm not sure if it is accounted for when balancing the game, but even if it is, I believe it might feel compulsory to some players and just, you know, feel awkward and a bit too "game-y", especially in multiplayer. Let's maybe take a look at the way laws work right now.
Make Laws Effective The Next Turn
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waterfly
Empire
8 years ago
Jan 19, 2017, 6:19:21 PM
Updated 8 days ago.
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DEV The-Cat-o-Nine-Tales
status updated 5 years ago
We have implemented a restriction on cancelling the laws on the turn they are passed, and many of them only apply their effect the following turn.
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