NATION

PASSWORD

Political Parties Refusing to Disband

A place to spoil daily issues for those who haven't had them yet, snigger at typos, and discuss ideas for new ones.
User avatar
New Chilokver
Minister
 
Posts: 2092
Founded: Oct 05, 2014
Democratic Socialists

Political Parties Refusing to Disband

Postby New Chilokver » Wed Mar 22, 2017 1:20 am

So a while ago, I banned political parties and had all my politicians run on an individual platform. However, I continue to get issues involving them, most recently one about a hung parliament. Is there a way to somehow flag issues like these so that those who shouldn't get them won't?
Last edited by New Chilokver on Wed Mar 22, 2017 1:23 am, edited 1 time in total.

About User
Hong Kong-Australian Male
Pro: Yeah
Neutral: Meh
Con: Nah
| [1] | [2] | [3] | [4] | [5] |
[HOI I - Peacetime conditions]
Head of Government: President Sohum Jain
Population: 195.10 million
GDP (nominal): $6.39 trillion
Military personnel: 523.5k
IIWiki
| There is no news. |
Other Stuff
Lingria wrote:Just realized I'm better at roleplaying then talking to another human being.
Fck.
WARNING: This nation represents my RL views.

User avatar
Candlewhisper Archive
Senior Issues Editor
 
Posts: 23652
Founded: Aug 28, 2015
Anarchy

Postby Candlewhisper Archive » Wed Mar 22, 2017 5:34 am

New Chilokver wrote:So a while ago, I banned political parties and had all my politicians run on an individual platform. However, I continue to get issues involving them, most recently one about a hung parliament. Is there a way to somehow flag issues like these so that those who shouldn't get them won't?


There is, but we haven't used it. We call these policies, and we can flag within the game engine that certain decisions have been made, like banning elections, getting rid of capitalism, banning computers. Adding a new policy is often a thing that's done, and it has to be accompanied by several things, including but not limited to reviewing existing issues to see what issues and options it should render invalid, deciding its effect on the simulation's numbers, and adding it to a list of policies that must be reviewed for all future edits.

At the heart of it, there's a battle between the desire for simplicity/elegance and the desire for granularity/player agency. In this case, simplicity/elegance won out. While this has a cost in player agency and in simulation granularity, it's far from being alone in being a player decision unacknowledged by coded narrative changes. In this case, the numerical stat effects are basically all you get.
editors like linguistic ambiguity more than most people


Return to Got Issues?

Who is online

Users browsing this forum: No registered users

Advertisement

Remove ads