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Internal Politics


Tymeier
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Before I begin, I know cyber nation's and nation states have something like this, I played those before.

 

I was thinking that it would be much cooler if we had more internal politics in a game. For example say laws in your nation like things that improve freedom and therefore popularity or high crime rate and no legislation preventing crime lowering popularity. And if those issues are fixed, then they raise popularity.

 

Also, please let us keep track of what our policies are.  As for policies I also have more ideas but first the government part.

 

Please let us have some sort of election like system in democracies and republics that allow us to lose control of the parliament or Senate or that stuff. We would still control the nation but legislation and policies would be harder to make. (We would still permanently be leader, just with more challenges.) As for political parties, let ours support our policies.

 

In a dictatorship or absolute monarch, we would, naturally, have nothing stopping us from passing laws, but popularity would still fluctuate.

 

In a communist or socialist government, let economic policies that allign with those systems give that form of government some sort of boost in one area. Likewise for capitalist ideologies.

 

Then for rebellion. If say the people are extremely unhappy with your dictatorship, then cause some sort of rebellion for the police to deal with. If the rebels are successful, then the government changes to some sort of democracy or republic and cannot be changed for say 48 hours or something like that. (Although you could change in your settings so that none of this happens.)

Plus other things. I'm just saying more internal affairs would be cool. Give the computerized citizens a vote. (Popularities for other parties or party would fluctuate as well. Parties that are not yours would be able to block some policies. You'd have to declare martial law to change to dictatorship in that scenario, which would hurt popularity by 20%) of course, no matter what election results are, you'd still be in control, just a bit more fun for the unused game mechanics like policy and government and adding more internal affairs

 

 

Edited by Tymeier
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Okay, first off that's basically already a thing in the form of military and domestic policies. You can choose to encourage pioneer expansion, or capital growth, or military upkeep, etc. etc.

Second, that's already a thing on a roleplay level in the form of government type and social policies.

Third, what successful rebellion in the last two hundred years has ever resulted in a democracy or a republic?! Those things ALWAYS result in autocracy in some form or another, especially when the victorious rebels call themselves "The People's Democratic Republic", which they always do.

Edited by Sir Scarfalot
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8 hours ago, Sir Scarfalot said:

Third, what successful rebellion in the last two hundred years has ever resulted in a democracy or a republic?! Those things ALWAYS result in autocracy in some form or another, especially when the victorious rebels call themselves "The People's Democratic Republic", which they always do. 

You could make the argument that Tunisia became a democracy after Arab Spring.

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 you don't get what I mean. All the policies do is change something displayed on the "view you nation" form. I am talking about making the game interesting without being forced to join discord and such. All this game really has is build a city, national projects, espionage, plus the war+embargo stuff. Really not much compared to quite a few.

I am suggesting making these things such as popularity and government type actually meaning something so that there is more gameplay then build a military, attack someone, fight,trade,fight,trade. I want "roleplay" to include some "gameplay"

I am a fan of games like power and revolution, rulers of nations, superpower 2, and others that actually have some internal workings besides the war management part. I am not saying to make this game copies of those, just adding a couple bit of internal politics that have effects and consequences. Role-play only lets you imagine your citizens actions. Gameplay actually makes the citizens actually worth something by making them do something.

 

I think that if this was implemented, then politics and war would have very little competition and cybernations and games like that will lose popularity. Hey, who knows, the developer might even after seeing the success be able to make singleplayer games that beat the lame attempts on Google play to make a politics game.

Basically, make this game interesting to the point where roleplay is not necessary. Many people who got bored and quit the game in the first week probably did so for this reason.

 

Edit:I was referring to other games on the "lame attempt" part, not this game. 

On 11/11/2018 at 8:50 AM, WISD0MTREE said:

 

 

Edited by Tymeier
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6 minutes ago, Epi said:

This isn't cyber nations, more customization sure >> but internal policies are a huge learning curve we don't need. In my opinion

I realize that. But cybernations is still close to the same as this game only with the bare minimum of internal politics. I am talking about beating the competition.

And good point on the learning curve. I am only talking about the simpler stuff. And i think that a button to disable this mode would satisfy people who give this game up in a week and people who don't want this.

 

And customization is actually 65 % of what I do want.

Edited by Tymeier
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