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Minimum Law Enactment Time

PoliticsLawsGovernment

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8 years ago
Mar 27, 2017, 9:55:59 PM

Description


Add a minimum number of turns that a law needs to be enacted for.

Suggested number of turns (happy to consider adjustments).

3 - Fast
5 - Normal
7 - Slow
10 - Endless

Philosophy

Currently laws can be swapped in and out whenever the player pleases. This has the downside of making decisions about which laws to implement less meaningful. Having a minimum number of turns between changing laws means that the player needs to think carefully about which laws they want to implement, and when they are going to implement them. For example, if I'm going to be switching political parties, I should hold back on implementing any new laws to make way for the other options.

Advantages

Not only does this allow for more meaningful decision making and rewarding the player for careful planning, the minimum number of turns allows for a more diverse set of law types that would otherwise be subject to abuse. For example, imagine a law that allows the Riftborn to increase the number of turns of that a singularity exists for. This is not currently implementable, as the player could switch to this law, cast the singularities, and then replace the law. The minimum number of turns ensures a cost for any law enacted. Another example might be a law that allows for cheaper market purchases, or more profitable market selling. Again, under the current system this is open to abuse, but a minimum number of turns on enacted laws would ensure that the player always incurs two costs: 1) The influence cost and 2) The cost of an occupied law slot.

Implementation

a) There needs to be a clear indicator to the player that if they enact a law, they will not be able to replace it within the given turn time. This keeps the game honest and stops any potential frustration over misclicks or hasty decision making.
b) There should *maybe* also be a notification (like there is for tactics) that informs the player that they can now replace a law if they desire. This has two advantages and one disadvantage. The advantages are that it keeps the player informed, and it reminds them that laws are an important part of the empire (it's easy to forget about your government when there is so much else to be thinking of). The disadvantage is that it does result in extra popups, which could get irritating. 

Updated 6 days ago.
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8 years ago
Mar 27, 2017, 10:23:02 PM

That can be so long and boring, i think. The players can think about his laws because this game have turns, dont need more time.

Updated 8 years ago.
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8 years ago
Mar 28, 2017, 12:11:05 AM

 I think you've misunderstood. This isn't anything to do with time in terms of minutes. It's to do with number of turns. I'm not asking anyone to 'wait' in minutes and seconds. Instead, I'm suggesting that laws should last for a set number of turns before they can be changed. There is nothing long and boring about that, and it fully takes into account the fact that this is a turn-based 4X.

Updated 8 years ago.
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8 years ago
Mar 28, 2017, 3:35:24 AM

I could see this working and adding meaning to enacting laws, I also think that it would be more representative of RL if different government types have different duration.  Dictatorship should take less time to renew ability to change law, even perhaps making it zero.  Democracy, (oh how slowly the gears turn) would perhaps take longer than average.

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8 years ago
Mar 28, 2017, 9:28:36 AM

Yeh, I thought that maybe there should be a difference for government types. Zero wait time for dictatorship seems pretty reasonable. Not sure I would want a longer wait time for democracies as this might push players away from using democracies. But maybe that would be balanced out by having more laws.

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8 years ago
Mar 28, 2017, 11:33:58 AM
WeLoveYou wrote:

 I think you've misunderstood. This isn't anything to do with time in terms of minutes. It's to do with number of turns. I'm not asking anyone to 'wait' in minutes and seconds. Instead, I'm suggesting that laws should last for a set number of turns before they can be changed. There is nothing long and boring about that, and it fully takes into account the fact that this is a turn-based 4X.

Yes, but the number of turns also affects the duration of the game. The players dont need more turns for think about a law, because the player decides how long is each turn.
Adding too many turns (for the laws, or any other action) can be tedious for some players.


Updated 8 years ago.
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8 years ago
Mar 28, 2017, 12:47:33 PM
minurominerwin wrote:
 The players dont need more turns for think about a law, because the player decides how long is each turn. 


This doesn't make any sense.

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8 years ago
Mar 28, 2017, 1:29:03 PM

A good case for minimum law lengths is that currently, you can enable the law which gives you some amount of dust and science for destroying an enemy ship, then disable it before your turn ends, thus taking none of the influence penalty but still getting 100 dust (meh) and 100 science (excellent in the early game).

Here is a somewhat confusing, yet perhaps agreeable compromise. Upon enacting a law, you pay 3 times the upkeep up front. If a law costs 2 influence per pop and you have 10 pops, you pay 60 influence (number of pops times cost per pop times 3 turns) simply by selecting the law. This could be explained in game terms by needing the political capital--or influence--to sway lawmakers to sign your proposed law. The next three turns, you don't pay the upkeep, as you already up-fronted it. This would regrettably allow players to enable a law just before gaining a pop, and maybe save a few influence, but in the grand scheme of things that value seems insignificant. 


This would give some incentive for players to think carefully about which laws they would need in 3 turns, 5 turns, 10 turns, etc., but also not completely preclude them from dropping the law if they need space for another one.

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8 years ago
Mar 28, 2017, 2:21:25 PM
magicdoorhinge wrote:

A good case for minimum law lengths is that currently, you can enable the law which gives you some amount of dust and science for destroying an enemy ship, then disable it before your turn ends, thus taking none of the influence penalty but still getting 100 dust (meh) and 100 science (excellent in the early game).

Here is a somewhat confusing, yet perhaps agreeable compromise. Upon enacting a law, you pay 3 times the upkeep up front. If a law costs 2 influence per pop and you have 10 pops, you pay 60 influence (number of pops times cost per pop times 3 turns) simply by selecting the law. This could be explained in game terms by needing the political capital--or influence--to sway lawmakers to sign your proposed law. The next three turns, you don't pay the upkeep, as you already up-fronted it. This would regrettably allow players to enable a law just before gaining a pop, and maybe save a few influence, but in the grand scheme of things that value seems insignificant. 


This would give some incentive for players to think carefully about which laws they would need in 3 turns, 5 turns, 10 turns, etc., but also not completely preclude them from dropping the law if they need space for another one.

I totally agree that there are already some instances in the game where the laws are easy 'enact this for one turn to get the benefits'. Another instance other than the militarist law you mention is the new colony law. As you say, this change would resolve these existing issue, and I think provide more scope for designing new laws.

Honestly, I like your suggestion a lot. It fits a middle ground between how laws used to be and how they currently work. The element you miss out on is having to stick with that law for three turns (essentially losing the slot for this amount of time). But maybe that is too prohibitive.

Another alternative would be to 'charge' the player influence if they drop the law too soon. It would work as you suggest, but rather than paying 3x the upkeep upfront, you pay it if you make the change before the three turns are up. In other words, exactly how tactics cards work.

Any of these suggestions would work well, and achieve the same outcome. 

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8 years ago
Mar 29, 2017, 2:58:39 AM
WeLoveYou wrote:
minurominerwin wrote:
 The players dont need more turns for think about a law, because the player decides how long is each turn. 


This doesn't make any sense.

lol

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8 years ago
Apr 1, 2017, 7:47:05 AM

Like the basis of your idea. But before implementing this, you should consider how it interacts with actual inf law upkeep. You should ask for having at least inf necessary to maintain the law for all its duration or something, to avoid exploits like enacting the law when you got only the cost to enact the law and then it simply goes away next turn cause you can't pay the upkeep (hard to coordinate, but doable).


Upvoted, cause I like concept behind this, but not sure how to fit it properly.

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8 years ago
Apr 4, 2017, 9:05:46 AM
lo_fabre wrote:

Like the basis of your idea. But before implementing this, you should consider how it interacts with actual inf law upkeep. You should ask for having at least inf necessary to maintain the law for all its duration or something, to avoid exploits like enacting the law when you got only the cost to enact the law and then it simply goes away next turn cause you can't pay the upkeep (hard to coordinate, but doable).


Upvoted, cause I like concept behind this, but not sure how to fit it properly.

Thanks!

I hadn't thought of this. I assume the current system is that the laws get 'deactivated' when you run out of influence. I've never actually run out of influence with the law upkeep before (although I have run negatives for short amounts of time).

I think the way to get round this is to attach the rule to the law slot, rather than the law itself. So the law slot can only be changed every three turns (for normal). This might require some finicky programming though, as the law slots tend to move about after elections. 

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8 years ago
Apr 4, 2017, 1:13:13 PM

I noticed something in game the other day. The laws actually have a "turns until free deactivation" timer. I checked a law, I think it was militarist or industrialist, from my list of active laws, and it said 6 turns until free deactivation or something like that. I deactivated it early, and did not have to pay the early deactivation cost. I guess what that tells me is that the framework is there, they just haven't decided on what the cost to drop a law early will be.

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