Game Design, Programming and running a one-man games business…

Inertia scaling in Democracy 4 (new feature)

I recently added some code to Democracy 4 which introduces a new configurable option for people who are really into the game. This is not ‘live’ yet but will be in the next update. I have not totally settled on a name for it yet, but I think I’ll call it something like ‘opinion inertia boost’, because that ties in with other uses of the term throughout the game. So what is it?

Inertia already exists in the game. Every effect that a policy, an event, a dilemma choice or anything else may have on anything can have some inertia applied to it. This means that instead of X affecting Y, and it being a simple equation, in fact its an equation that takes the average value of X over a certain number of turns, which is an integer called ‘inertia’. You can see the value of inertia at the far right of any of the indicators in the game that show an effect:

The inertia is a value set by me, or by a modder, and its fixed. Its basically part of the equation, and set in stone. There has not yet been any way to change this by the player or during the game.

Inertia plays a vital role in making the game both realistic and fun. In practice, if you introduce grants for business startups, it does not convert 500,000 citizens to become capitalists the next day. The impact is going to take years. people need to hear about the grants, apply for them, see their business do well, tell their friends, people have to read newspaper stories about this happening… and perhaps even more relevantly, people who were once socialists but get ‘converted’ to capitalism have to slowly get out of the habits of their previous views, and adopt new ones, even in opposition to their friends/family and peers.

I see this sort of thing happen quite a lot, and have witnessed it with both friends and relatives. When peoples circumstances change, they tend to continue to cling to their existing core beliefs and principles, but over a period of time, opinions will change. With weakly held opinions, its quick to change, but with deeply ingrained beliefs, especially those that come from family, change can take a very long time.

I’m an example of this myself. I grew up in a very working class circumstance. My mother was a trade union representative at work, where she worked as a filing clerk for a trade union HQ (different union!) so she was Trade Unionist to the power of two! My father was also a union rep. We went on exciting day trips to the labour party conference. I read the communist manifesto, and Das Kapital as a teenager.

Fast forward thirty five years and I am a director of two companies, who trades on the stock market, and has employed people and run a multinational company (albeit v small). I’ve even worked on stock market trading floors. I own a single book by Ayn Rand (which I thought was interesting, albeit pretty ranty and very repetitive). My views have definitely changed over time, and with changes in circumstances.

The point is… change of core beliefs takes time. We all think we would keep the same principles until death, but thats unlikely. Societal change is very real. You might think your views regarding being liberal/conservative or left/right are very deeply held sensible views you independently arrived at, but this is very unlikely. I thought I was right as a teenage communist.

So the big question is… how long does it take for politics and society to convert someone from being hard right to hard left, or liberal to conservative? I have no definitive answer, but its a long time. Democracy 4 limits all inertia to a maximum value of 32, for technical reasons, which is 8 years. probably not long enough…

Like all games, Democracy 4 has to balance fun with realism. Not many games have a core mechanic of it taking 32 turns for you to see the impact of your choices, especially not if you can lose the game in an election in maybe 16 turns. Thats pretty brutal. Not only does this make the game hard, it also makes it frustrating. If inertia is too high, many players will just think ‘the game is random’ and complain about the RNG. Ironically there are very very few random numbers in the game…

Plus many players will not bother reading the tutorial or looking at the tooltips. I bet a good 30% of the people who play the game don’t even know inertia is a thing, or where to find it. Most players don’t really know what they are doing, because people have 1,000 games and no time to devote to learning the intricacies. If I modelled inertia realistically, a lot of frustrated players would have no fun.

…and yet…

There are definitely players who feel that they would prefer realism over ‘simple fun’. These players are frustrated that real societal change feels so easy in the game. If they want to convert France to a Capitalist state, they WANT to have to really struggle to take its left leaning population slowly along for the ride. They WANT change to be slow, and take longer, which is why I am adding this cool little slider to the games option screen:

This slider defaults to zero, where it has no impact, and goes as high as to add a 3x modifier. At the far right it will triple the inertia values for all inputs to socialism and liberalism. This will make all policies and events and dilemma choices act more slowly on the membership of these voter groups. (One value affects membership for both socialism and capitalism, on a spectrum and the same for liberal/conservative).

I’ve written all the code, and tested it works on both new games and save games. Everything seems fine but I will do a bunch of playthroughs before I do a new update that includes this slider. I’m pretty sure that 95% of players will never experiment with it at all, but I have enough players that I think its worth adding it all the same. It definitely gives me an easy answer to anybody who comments at me telling me that this part of the game is unrealistic!

Note that this difficulty in changing the country’s views is very much a real world modern problem. Even if Joe Biden was a communist, there is no way he can convert the majority of the US electorate over to his views in a single term. Arguably all Obama managed to do, in his entire tenure, is to get the affordable health care act in place, and it comes nowhere close to being a state health service like the NHS in the UK. Even a popular US president, with control of the house & senate, has to move extremely slowly in changing what the acceptable size of the state is, or changing social policy.

Trump found it almost impossible to actually build a wall, Obama found it impossible to close Guantanamo. Blair did very little in terms of raising taxes, Thatcher did very little in lowering them. Change takes real time.

One final thing: This slider only affects liberal/conservative and socialist/capitalist. I am unsure whether it should also affect membership of the religious group. Opinions very much welcome. I don’t think it should affect most groups, as peoples membership of these is a lot more fickle and easily swayed.

You are unimportant. This is ok.

How psychopathic narcissist CEOs teamed up with money obsessed statisticians to trick gamers into thinking they are heroes

I recently watched a video about dark matter, which casually threw out a reference to a particular group of about 100 galaxies. I also recall seeing one of the first images from the James Webb space telescope, which covered a trivial, tiny piece of the night sky, and showed hundreds of galaxies. Galaxies are HUGE, and we can’t even see all of them. Even our tiny little solar system is huge, its hard to get your head around the distances involved in space. Mars is a LONG way away. Hell, I’m impressed with how big my country (the UK) is. I certainly would not casually walk from one end to the other. Even walking to the nearest shop seems a long way away.

I’ve sold over 3 million games. Even as I type this, it seems ridiculous. Its taken a long time to do it, about 20 years, but still its a pretty good record to have hit. In comparison to a lot of solo indie devs, it seems staggeringly high. But guess what… My business is irrelevant, a rounding error. Activision have no idea I exist, nor do they worry about me as a competitor, I’m sure Epic, or Microsoft and Apple also would consider me an infinitesimally small and irrelevant speck in the world of software.

The thing is, I am kind of fine with that. It is the absolute stunning height of arrogance to look at a world of billions of humans and assume that in some way you are one of the most important ones there. Absolute insanity. And yet… this seems to be an attitude that is getting more and more prevalent in society.

Video games have definitely played some part in this. Video games are totally different to movies, books, plays and operas. These are tales of other people. There is a Hero, or Heroine and they are special, and what they do shapes the story, and the story is basically THEIR story. They change the world, they save the world, they explore the world. And we read about it, and are impressed.

Video games let you actually be the hero, and then let you make decisions so that you really FEEL like the hero. This is a big difference. You are not witnessing great events, you are shaping them. Go you! You must be so awesome. Everyone else is just a ‘non-player-character’ (NPC), and their contribution to the universe is to help you on your epic quest. Their lives are irrelevant, as you can see from most MMOs now. They just stand there, waiting for an interaction with YOU the hero. You are the reason they stand in that marketplace all day hoping to find someone to give a quest to. Don’t worry, they wont give the quest to anybody else, only you. Everyone else is just filler. Its all about YOU.

And this would not be too bad a thing, as a little bit of escapist fun. I’ve played my fair share of video games and still manage to function in society (more or less). I think the problem is, that this is spilling out into society at large. Mostly because of our old nemesis: social media.

The idea that we all have a ‘feed’ and ‘stories’ that we must update on an hourly basis is laughable. Social media firms tell us we need to keep our timelines populated with interesting stuff so that our followers (yes we actually call them followers, a bit like disciples) can keep themselves informed about the minutiae of our lives. Its somehow EXTREMELY important that we keep our vast crowds of followers informed.

Twitter is currently in a furious legal dispute with Elon Musk over whether or not twitter lies about how many of its accounts are bots, and therefore likely fake. Some bots are to be expected… but more than 5%? Some say its vastly higher, and when you think about it, twitter has a huge vested interest in artificially inflating follower counts. Why on earth would you bother tweeting when you know you have 0 or 2 followers? Give a man 1,000 followers and they will feel special. Give them 10,000 followers and they will feel amazing.

Last time I looked I had about 10k followers, but I’m determined not to care. If they swept out fakes and it turns out I have 100 followers I’d just find it funny. I’m just a middle aged dude who makes computer games and plays guitar as a hobby. How do I have *any* followers? I’m not a famous philosopher or the prime minister. Why should anybody care about my life unless they actually know me? Do you REALLY want to know what meal I ate yesterday? or what I think of some new TV show? Why?

Luckily I am 52 or 53, can’t even remember now. This means I’m not in the peak target demographic for social media, where billion dollar businesses are desperate to give you body-shape dis-morphia, or a worry about skin blemishes, or a need to have urgent plastic surgery to make your nose 1% more attractive. We have a vast sprawling empire of businesses who exist based on a single premise: “You are unattractive”, and now we feed into the whole beauty industry with a new feeder-industry called social media. Instagram makes money by telling your your friends are more attractive than you. Then the skincare/cosmetics industry swoops in to make more money by claiming to fix it. Problem and solution wrapped up in one nice self-reinforcing money-machine.

The problem is… most of us are not actually going to be heroes. We will not save the day. Most of us will never be on the news. Most of us will never sign autographs, never trend on twitter, never be front page on reddit, and even if we do, its hardly world changing fame anyway. Its not all about us, all the time.

The reason I complain about this? because its come back full circle to video games and ruined them. There was a time, back in the distant rosy past where video games were cool and fun and the word ‘monetization’ had yet to be bastardized into existence. Back then, you just bought a game, and played it with friends. Some of the most fun gaming sessions of my life were playing as team in ‘return to castle wolfenstein’ when I worked at Elixir, or when I played against some serious hardcore gamers in the testing department at Lionhead for our lunchtime or after-work Call of Duty sessions.

Both games were very much team games. The aim was to work as a team. Are we defending the bunker tonight? or assaulting it? Emphasis on WE, not I. We worked together, picking roles that supported each other, and what mattered was which team won. Nicely balanced, pretty immersive. I could tell who is on my team, because tonight we are th Germans, or because tonight we are the Americans. Storm that beach!

This is all gone now

The trouble with the ‘saving private ryan’ concept of an online team shooter is twofold. Firstly, everyone is working together as a team, which means YOU are no longer the most important person in the universe. Secondly, I cannot sell you hats. If you are all dressed as the Wehrmacht, or as American GIs… then where is the opportunity for micro-transactions? How the hell are we supposed to profit off gambling addictions in the 1% of rich players if you all dress the same? madness.

EA/DICE have now completed their absolute destruction of what used to be a very successful, very popular, very highly-regarded and profitable gaming series: Battlefield. The same was done by Activision by another competing but equally huge franchise: Call Of Duty. Both games totally and utterly destroyed, robbed of all immersion, with all sense of teamwork blown to pieces, all sense of being part of a big event, a small cog in a big wheel… totally ripped apart so the guys in suits (who have never played a video game in their whole life) can sell you more expensive hats.

Of course its didn’t end with hats. You and I might think selling $100 virtual hats to people with addiction issues is a good days work, but you aren’t thinking as cynically as the people who took over gaming do. You can only wear a single hat at a time you idiot! Lets sell you masks, shoes, gloves, and DIFFERENT COLOR GUNS. Yes, for every gun, lets have multiple skins, for each part of the gun. You want a gold plated muzzle on your sten gun? well boy do we have a good deal for you today, 50% off at just 5,000 credits. Not Dollars of course, if we priced stuff in dollars you might see how ridiculous it is. Its all priced in a currency that never sub-divides into round numbers of items…

Now in a sense, I don’t care if other people want to be ripped off for such trinkets. I’ve bought a single hat in Battlefield V, mostly as an experiment. I grinded through 1,300 hours to unlock absolutely everything else. Why should I care if other people prefer to just shovel money rather than… play the game… in order to ‘unlock’ all of that content that we apparently did not pay for when spending $60 on the game…

The reason I care is that I am now in a fancy dress ball instead of a war. Its true, not all uniforms would have been identical. Some soldiers got separated from their units in battle and got drafted into fill gaps in existing units. Some may have got hold of some decent winter scarves or boots from the body of some poor civilian. Some of the soldiers would be carrying different gear, or maybe uniforms would be tweaked depending if you were a radio-dude or a line infantryman… But no. Nothing exucse the ridiculous fancy dress car crash that is a modern online shooter.

Do not be under ANY illusion that the people with any vague sense of artistic skill think that this is ok. NOBODY at a games company who actually designs characters is sat there looking at an American GI, Someone wearing a cowboy hat and sunglasses, someone with a clown mask on, and someone with luminous dreadlocks holding a pink bazooka, thinking ‘Yup, this is how I imagine world war 2 looked’. Anybody with any artistic sense at all knows its just a huge, embarrassing kowtowing to the gods of monetization.

And actually…thats bad enough, but its not even the worst thing. The worst thing is that for a sizeable chunk of modern game sessions… I’m not allowed to play. Not for any technical reason, but because the end of each round MUST contain a lot of mini cut-scenes where we show the victory animations of the clown, the dreadlocked bazooka kid, and the skateboarding panzergrenadier. Everyone HAS to have their moment, where the camera zooms into them in slow motion, where we all get to see in closeup that they spent extra money on that little silver pocketwatch strapped to their top hat. We are forced to spend as much time as we can bear looking at the amazing outfits of the other players, like we are fucking fashion correspondents at the paris fashion show. Modern shooters don’t have battlefields. They have catwalks.

Oh and those stupid victory poses, and the absolutely cringe inducing ‘sassy’ lines they speak? Yup, everyone hates those too, and they even silenced them after player outrage in Battlefield 2042, but they HAVE to be there, because after the hats, the masks, the dreadlocks, the skateboards, the gun skins, the victory poses… some idiot thought they could make even MORE money selling cringe-inducing victory quips.

Stop trying to pretend I am a hero, or more importantly I COULD be a hero if only I spent enough on microtransactions. I don’t care. I am fine with the concept of just enjoying an experience. I don’t need to be the center of attention. FFS probably half the world are introverts. Half of us (and we are clearly underrepresented in the boards of directors at games companies) are the kind of people who would DREAD everyone looking at what we are wearing and passing judgement.

Modern hero-shooters are a bastardization of decent games, driven by the unrelenting avarice of money obsessed suits who hate gaming, and by the narcissistic savior-complexes of the psychopaths who run games companies. I have advice for both:

Monetization guru: Please fuck off back to the stock market where you can play with numbers and be as cynical as you want all day without ruining peoples entertainment.

Game CEOs: Please get some fucking therapy. Not everyone wants to be you, not everyone is you, not everyone wants a thousand spotlights on them, not everyone daydreams about being on the cover of Newsweek. Blame that private school education that gave you an overinflated ego, and an inability to understand other people.

Yes. This is a rant, as all my blog posts turned into, but its a rant from the heart from a gamer who just despairs at how the industry he is a tiny tony (and happy to be so) part of has been ruined so dramatically.

Don’t forget to tweet and share this article. Its hugely important to my self worth to know that it is vastly popular*

*no it isn’t.

The impossible task of country simulation in a video game

As you may know, I make the ‘Democracy’ series of video games. They are pretty serious, pretty complex, fairly in-depth simulation games where you run a real world country. At one point I experimented with fictional countries, but it turns out everyone hates that, they want to be the president of their own country, and show they can do a better job than the current leader. Fair enough.

The only problem with this is it means that I need to simulate real world countries accurately enough that people living in them think I have made a proper effort to do so. This is staggeringly difficult to do with a single (albeit flexible and complex) model of politics and economics. What makes it way more difficult, is that it has to be politically, economically and temporally flexible as well.

Allow me to explain.

Imagine you spend months reading statistics and articles and set all of the values of all of the policies for a single country in Democracy 4, for example the UK, and you get all the various values in the model as close as possible to reality. Unemployment looks about right, GDP looks about right, Wages look about right…and on through literally hundreds of different measures. This is VERY hard to do, and a lot of values need to be flexible in interpretation. For example what level is income tax in the UK? Obviously it depends on how much you earn and many other factors…

…but then the very same model has to work if you change some of those variables. Maybe a player decides to abolish the national health service. Or double the minimum wage. Or scrap nuclear weapons, or introduce a new tax on luxury goods. The same model has to cope in all these circumstances, and it has to be credible over time. The national debt is a certain level NOW, and we know roughly what impact it has, but how do we possibly model what will happen in the future? How do we model the impact of increased automation on unemployment, productivity, wages, and international trade? Ideally a video game is made to be playable for many years. Will Democracy 4 make sense in 2025? in 2030? When we all have self driving cars and teslabots, what do the economics look like?

This is all hellishly hard, but one of the particular aspects of what makes it hard is a thing I’m encountering today. I am taking the first gentle steps into looking at an expansion pack that would add some extra countries to the game, and trying to be more organized, and sensible about adding them so that the model is consistent and makes sense. Its way harder than it sounds.

Take for example: BRAZIL. An exciting country to add to the game, as its so different to the others. I am looking forward to adding a special situation for the amazon rainforest, with all its potential economic boom, tourism value and also massive environmental controversy regarding deforestation. Lots of cool stuff here for a potential Democracy 4 player! But lets zoom in on a single statistic:

What is the correct value for the military spending slider for Brazil?

This is not as simple as it sounds. Its pretty easy to google the military budget of Brazil, in USD terms. Thats 25.1 billion USD with a source here: https://worldpopulationreview.com/country-rankings/defense-spending-by-country. It would be easy thus to look at the UK spending (55Bn USD) and do a relative comparison to where we position the UK slider (42%), and use that calculation to set the Brazil military spending at 19%. However, doing a straight USD comparison is fraught with inaccuracies. I cant even find out if that USD number is actual real USD (ie: the value of the Brazilian reals converted at the current exchange rate to USD) or ‘purchase-power-parity‘, which is a different (and generally better) measure altogether. To put it simple: You can probably pay a Brazilian soldier less in USD equivalent than you would pay a US marine. If a Brazilian soldier can buy a house and clothes and food way cheaper than the USD-equivalent spent in a US town, then in effect your military budget is going further…

One way to adjust for this is to take a second measure, using totally different comparisons. So for example, you can also look at the percentage of GDP that is spent on the military, and use that as a baseline. In this case Brazil spends 1.4% of GDP on defense, compared to 2.2% in the UK. Making that adjustment means that the Brazil military slider turns out to be 28% instead of 19%.

To start with, before I go back and play balance and adjust everything (which will take weeks) I’m setting the initial value for those military sliders to be the average of these two measures, so comparing military spending as % of GDP, then absolute value in USD and then averaging the two slider positions. This gives me the following values:

Greece 29%

Ireland 3%

Poland 26%

Switzerland 9%

Turkey 35%

Brazil 23%

At first look, these seem reasonable. Switzerland is famous for its neutrality. Poland is naturally (given its history) more jittery. Ireland… well I cant remember having ever heard of the Irish military at all. Turkey, given its location, probably thinks it can justify quite a strong military.

You might think this is a paper-thin approximation. You are right. I’m sure multiple people have phds in studying the relative military spending of countries around the world. Sadly, I’m just a video game designer and do not have that time, but I do what I can to get sensible numbers where possible, and have to keep in mind that the first priority of any game is to be fun, not accurate.

Still a lot of stats juggling to go!

Voting Systems DLC for Democracy 4

I don’t think I’ve even officially announced that I am doing this, so any games journalists reading this can consider this an announcement I guess :D. I am working on an expansion pack for my political strategy game Democracy 4, and that expansion pack will be called…

Democracy 4: Voting Systems

As you can clearly guess, its an expansion that is focused on the way people vote, and on how you campaign in the election. Its mostly a features, rather than just content expansion, so it includes new policies, but also a bunch of changes to expand on that part of the game associated with the election campaign and the voting. Here is a rundown of all of the new stuff I’m working on:

New Policies

There are a whole bunch of these, including the minimum voting age, a scary ‘maximum voting age’, rules on corporate donations to parties, and state funding of parties, bans or limits on donations, robo-calls and TV ads during the campaign. There are 11 new policies in total. Some of these will already be in place at the appropriate setting, like the minimum voting age, for all countries, and the compulsory vote policy for Australia

Campaign Focus

A year before the election, you will need to pick a single metric, from a pre-defined list, to be the main metric that will feature in your campaign literature and campaign advertising in general. This is the game equivalent of Clintons ‘Its the economy, stupid’ or Tony Blairs ‘Tough on crime, tough on the causes of crime!’. The idea here is that you pick a metric that you think makes you look good, and hope that nothing turns bad with regards to that metric before election day. Once chosen, a new effect will run from that metric, to all the voters. If you improve the metric…great but if for whatever reason it turns bad, there will be a big negative impact.

Once the campaign focus is chosen, its highlighted with a small red icon in the corner of that metric on the main UI, and also highlighted when viewing that metrics details. Once the election is over, assuming you won…the focus goes away.

Voting Systems

The majority of countries in the game use some sort of ‘proportional representation‘, but some use a constituency based or electoral-college system, that is called ‘first past the post‘. The two systems can give very different results, and you can now pass a law to change from one to the other. Proportional representation results in higher turnout, and can favor smaller parties in 3 party countries. You can expect to see more coalitions in countries with proportional representation.

Campaign Style

Immediately before the election, you have the option of tweaking how your campaign is run. You have a slider that lets you select anything from an optimistic, safe and respectable campaign, right through to a scandalously cheeky dirty-tricks style negative campaign that tries to smear your opponent. The extent to which such a campaign works (rather than backfires) is partly dependent on how trustworthy you are in the eyes of the electorate. Depending on the outcome, the effectiveness of your campaign spending can be increased or reduced.

Better Polling Data

A new option will appear on the polls screen. Currently, in the base game, this simply shows the voting intention of all voters, along with the current approval rating for all voters. This will get an extra option, via checkbox, that lets you change this to see the likely voters, rather than the whole electorate. Some people are more likely to vote than others, so viewing likely voters gives a better impression of the actual result. Toggling between the two will also allow you to see if you should take action to increase (or cynically maybe decrease) turnout in the election.

…All of this is coded, and implemented, and in the DLC that I am currently testing. Testing an expansion pack can be a pretty long process, because I need to ensure it all works, that its balanced and that it adds something cool to the game. I then also need to get all of the text for the new content translated into every language we currently support (which is a lot…and Arabic is coming too!).

This will likely take me a few weeks, and then I’ll be getting it into the hands of the Democracy 4 players! Hopefully all of these additions sound quite cool. Its certainly been interesting working on it. I know that a lot of people think I should add states/constituencies to the game, and support a whole bunch of different types of PR voting systems. I understand the appeal, but its likely overcomplex for a game like this. Most people are not *that* interested in the pros and cons of different types of PR, and certainly very few people know the political characteristics of all 50 US states AND all 650 UK constituencies and so on…for every country :D

Yet more refinement and complexity regarding party politics in Democracy 4

I am currently working on some voting systems DLC for Democracy 4. In doing so, I have carried out a lot of testing, and balancing, and evaluating, and have just encountered something that I think is lacking in the game. Or more precisely…wrong…or at least imperfectly modelled.

Take as exhibit A this chart (on the rhs) from the game showing the distribution of happiness (0 at bottom, 100% at top) of all of the simulated voters. Because this is in debug mode it draws 2 exciting lines, which are showing the voting thresholds in the game, drawn across the chart in red and blue

image

These (hidden from the player) thresholds are used to decide what party voters vote for, have sympathy for, and may even become members or activists for. In a very simple 2 party system, there is just 1 line at 50% (to start with..) in a 3 party system, they are at 40 and 60%. Below 40% = opposition party, 40-60% means centrist party, above 60% means the player party.

Canny maths experts have already spotted that this is not an even split. TRUE! but thats ok, because it represents the fickleness of a first-past-the-post electoral system. If you change it to PR, the game swaps to a 33/66% split, with each party representing one third of the available ‘approval space’ in the game. This is how we represent the fact that voters are more likely to find a party they can support at the ballot box if a more proportional system is used, with fewer wasted votes…

…also I need to point out that the system is not that simple! Over time, the position of the opposition parties moves towards that of the center-of-gravity of the electorate. So if, for example, all the voters are very unhappy, those thresholds will move down, as the opposition parties position themselves so they can win more votes. If you can imagine a new ‘gravitational center’ line in the middle of all the voters, both that red and blue line are getting sprung (to an extent) towards it.

So far so good. Thats how the game works right now.

BUT. Two things are amiss here, and I am now working on improvements. For one thing… in the real world, parties change their positions in order to WIN VOTES not to improve the ‘average approval’ of themselves. In previous blog posts I have labored the point that average approval and voting intention are different things entirely! I have edited the games code for 3 party PR-systems to take this into account. Now… in a 3 party PR system, the opposition parties move towards the gravitational center of voting intention (not approval) only for opposition voters. Let me explain with examples:

The UK has 3 parties of size: Conservative, Labour and Lib Dems. In the old system, the labour and lib dem voters would be essentially moving to a policy position that kept everyone in the UK as happy with them as possible, while still remaining vaguely rooted in their principles. However, in this new system, the Labour/Lib Dem parties will still gravitate towards this position…but the dividing line between those parties will now only be affected by the firm voting intentions of non conservative voters.

Under the old system, a policy change by the non-centrist opposition party (labour), that seriously upset conservatives, but made lib-dem voters happy… would maybe not be adopted, because the average approval of ALL voters (including conservatives) was being measured. Under the new system, labour policy totally ignores the hardcore conservative voters, and is only concerned with winning votes from the lib dems, and more importantly…winning VOTES…not just a change in opinion. So for example, a policy position that has no impact on right-wing lib-dems, but may well win over voters floating between lib-dem and labour…will get adopted.

(Of course the game abstracts this, and you don’t get to see oppositions literal policy positions, but its all represented in the way these thresholds move.)

Why does this matter? Because by making this change, a more sensible position is chosen for that red line. What that means is, under the new algorithm, with a PR system those red and blue parties are more likely to be equal sized, and we are more likely to get coalition outcomes. This is EXACTLY what you would expect under a system of proportional representation.

So thats one change… and something I am definitely still testing, and will be specific to PR, and thus the new DLC. However, when working on this I realised a fundamental misconception about party membership that is unbalancing the game.. <drumroll>

If you look at that chart again (in fact I’ll repeat it with some arrows..) you will see that the 3 parties also have a center point, which is used to determine how much someone believes in the party:

These locations determine how big the membership of your party gets. Someone close to the blue arrow is likely to join the bluie party, someone close to the green arrow is likely to…etc. See the problem?

Yup, the system is total bullshit. The centrist party has its membership center slap bang in the middle of its political sphere, but I placed the other 2 parties at the extremes. At the time, this made sense to me, but now… Ha. no. This makes no sense. Think about political parties on the edge of a mainstream political spectrum. Where are the members and activists? They are likely to be in the same position as the members in the centrist party: At the location CLOSEST to the center of policy position for that party. The voters shown at the red and green arrows are not diehard loyalists! they are the extreme libertarians or fascists or communists who consider the party they vote for to be a reluctant watered down compromise! They are actually the voters on the verge of ‘wasting’ their vote on a fringe party. No! The correct positions should be:

In other words, we should have some red party members here, and ok… maybe not a green party one yet, but certainly more likely than under the old system.

This is a fundamental coding screw up and design miscalculation. Its not exactly critical, but I strive for accuracy of my political modelling. This change will affect non-DLC vanilla games too. If you have been playing Democracy 4 and bemoaning the fact that only the middle party in 3 party countries ever gets any members, you are not wrong to do so. I’ll fix this for the next update.