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Offline froggiest1982 (OP)

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Aurora Government Simulator 2.0
« on: September 18, 2020, 07:20:03 PM »
AURORA C# GOVERNMENT SIMULATOR 2.0 OUT NOW
This is a Government Simulator with strong RP ties for Aurora C#.

I recommend reading the Lore and Rules prior to using as this will help you understand the concept behind it. While being a very simple file it does have a great RP power. I have been enjoying testing and playing Aurora C# with it but it is obviously not for everyone. If you are after a fancy simulator integrated into Aurora C# that does not require your intervention to function please don't use it as you will be disappointed.

This file's not a mod but a tool to be used along with Aurora C# and your RP abilities.

Please note: This project is an extract of a bigger project of mine called Aurora C# Dashboard of which I am happy to share with the community the government part. Because of that, the final layout seen in the screenshots may change at release. Please also note the full Aurora C# Dashboard will be for my use only as to make it user friendly it will require too much work.

So where from here? Implemented in Version 2.1
I am thinking to integrate the Patriarchal and Matriarchal systems into the Constitution a bit more. Basically, the Patriarchal and Matriarchal forms will be deleted as they are implied to be existent once we switch from an equal to a male/female empowered reform for instance by adding a variable on the voting source directly into the formula. The new mechanic will work with the number of females/males left out to generate a small amount (to be decided) of unrest. Obviously, in large populations, this could lead to serious problems adding another layer to your political decisions.
Once this operation will be tested (not now obviously but at least in a couple of weeks) I am going to refurbish the Republic and Republic Elective to work as intended and more similar to the democracy (the testing game will provide the same data for balance so no work is required there) while the Oligarchy and Federation will keep functioning as they are considering that from what I saw it's the best way to handle the dynamics that such governments have.

Rules
Off-Topic: show

Rules

Race Information: The player shall fill the Race information to match those in Aurora C# at the start and at the moment of every election. Elections are to take place on the 1st of January of the Election Year which is regulated by the Government form adopted.

Race Traits: The player shall fill the Race Traits to match those under the race window in Aurora C#. These traits are to be set once at the beginning of the game. From version 2.0 the player can use the dynamic race traits system. If he/she chooses to do so Race Traits are filled with proper value before every election and updated in Aurora via SM.

Voting Rights: The player shall fill the Voting Rights to match those of the government he/she wishes to role play. These rights will shape the society and the eligible pop to vote. The possible outcomes are a Universalist form of government where all have the right to vote or an Elective form of government where only a few selected people have the right to vote. There is then the opportunity to have either Patriarchal forms where only Males have the right to vote or a Matriarchal form where are the Females only have the right to vote. (See Government Change section for more information)

Events: The player shall set all Events modifiers to N at the beginning of each game.

Constitution: The player shall fill the constitution within the allowed range of the preferred government form at the start. The Race Equality modifier is always set as Humans Only at the beginning of every game.

Presidentialism: When the player is using DEMOCRACY government form this value will be set to YES automatically.

Chancellorship: When the player is using REPUBLIC government form this value will be set to YES automatically.

Candidate Profile: When the player is using REPUBLIC or DEMOCRACY government form he could also decide to use some characters from Aurora C# to RP the head of the government. As an extra features, the player could also include a Prestige modifier per each candidate. If the Player shall decide to do use this feature he/she shall leave the prestige value to 0.

Elections: At the start the player will attempt to roll the first election to form an initial government. Once a suitable government has been formed all relative information will be copied into the relative area following the instruction on the sheet.

Winner: If the Elections do include either the Chancellor or the presidential election this value will show the winner of the election based on the current elected seats

Electoral Fraud: If a null election is rolled for 3 times in a row the player shall activate the Electoral Fraud modifier prior run another election. The Electoral Fraud modifier resets every election and DOES NOT APPLY during the first election.

Govern: Once a valid election is rolled and results have been put into the relative section the player shall start ruling following the government composition and considering the below:

DEMOCRACY: Before deciding on anything the player shall roll a vote depending on the matter he/she is considering. At the beginning of the game the player can roll without limitation for every decision, he/she needs to take or can simply set up a starting production, research, etc. However, after that, every decision will have to be agreed to by the parliament. The President as head of government will decide on what to vote also considering eventual motions from the parliamentarians.
Example: Player set up production of 5 Labs allowing 50% of production force.
1st Case: The player wants to allocate more to the production of Mines. A vote for Industrial Commercial is required. If it passes the player shall switch priorities otherwise another vote after a 5 days increment is required. The player shall vote for each matter only once every 5 days cycle.
2nd Case: Player has concluded the production and now wishes to use the 50% to build a Military Academy. An industrial Military vote is required. If it passes the player shall build the Academy otherwise another vote after a 5 days increment is required. If the player does not want to waste 5 days he can build any Commercial Project right away of the same or more amount of BPs (perhaps a Spaceport) and once completed try again to convince the Parliament to pass a motion for a Military Academy.


If the President is either REPUBLICAN or FEDERALIST he/she will try to slowly change the Constitution in the attempt of overthrowing the Government in favor of a FEDERALIST or REPUBLIC form (See Government Change Section), probably starting by reforming the Civil Rights and then the Justice System. In a mandate of 5 years, 3 changes are allowed so the democracy should survive the first 5 years, but they will have to watch out during the following 5 years if hostile forces have still the majority in the Parliament.

REPUBLIC: Before deciding on anything the player shall consider the coalitions which have the possible majority in the Senate. This part is entirely RP and it will be up to the player sticking to the narrative or not. For instance, a Pacifist Government will never declare war or attack first another civilization. The Chancellor figure as well it’s very important and should follow the same rules as he can potentially block any resolution.
If the Chancellor is either a Democrat or Republican he will try to slowly change the Constitution in the attempt of overthrowing the Government in favor of a FEDERALIST or DEMOCRATIC form (See Government Change Section), probably starting by reforming the Civil Rights and then the Justice System. In a mandate of 4 years though, there is not plenty of time for He/She to succeed. However, if the REBELS are the majority of the Senate then the player shall switch to an OLIGARCHIC system by the end of the year (more on this under the Government Change Section).

FEDERATION:  Before deciding on anything the player shall consider the coalitions which have the possible majority in the Parliament. This part is entirely RP and it will be up to the player sticking to the narrative or not. For instance, a Pacifist Government will never declare war or attack first another civilization. If the Democrats or the Republicans have the highest representatives in the house they will try to slowly change the Constitution in the attempt of overthrowing the Government in favor of a REPUBLICAN or DEMOCRATIC form (See Government Change Section), probably starting by reforming the Civil Rights and then the Justice System. In a mandate of 6 years, there is plenty of time for them to succeed. However, if the SEPARATISTS are the majority of the Senate then the player shall release the colony with the least number of ground units but the homeworld (more on this under the Government Change Section). If no colonies are available the player is forbidden to settle any new colony until a new election is held and no SEPARATISTS are the majority of the Senate.

OLIGARCHY:  Before deciding on anything the player shall consider the Ministry which has the most power in the Council. This part is entirely RP and it will be up to the player sticking to the narrative or not. For instance, a Ministry in charge of the Homeland Security and holding the power will never be in favor of building long-range ships for attacking purpose but only short-range defensive ones. All other Ministries will have to come together to overcome such power and this could lead for instance to an alliance of the Innovation, Industry and Human Services Ministries to pass a policy in researching the economy expansion rather than a new Laser due to the fact that the Defense Ministry does not hold enough power for such request and the other ministries won’t partner up with him as such research wouldn’t benefit them. If the Ministry of Reforms has the highest power in the council he will try to slowly change the Constitution in the attempt of overthrowing the Government in favor of a REPUBLICAN or DEMOCRATIC form (See Government Change Section), probably starting by reforming the Civil Rights and then the Justice System. In a mandate of 6 to 8 years, there is plenty of time for he/she to succeed.


Government Change: Under the right conditions government could change hand. Prior to this to happen each coalition will try to slowly change the constitution to best fit their ideals. Until minimum conditions are met it is not possible to vote for a government form change. For the DEMOCRACY and the REPUBLIC, the constitutional motion works both ways, therefore if no hostile powers are leading the government the leading parties could work reforming the constitution to strengthen their ideals and making life harder for the opposition parties. This is done through one only FREE change in policies without vote PER MANDATE.
Example: Player starts with Democracy and a State Controlled Justice System.
1st Case: The Majority in parliament is a non-democratic force and have elected a non-democratic President. They will put to motion a Reform to a lesser for of Justice system as their goal is to change the government towards one of their likings. Even if not possible to reform the government right away, changes in the right direction are important as they will increase non-democratic support during the next elections.
2nd Case: The Majority in parliament is a democratic force with a Democratic President. They may use their free Reform change and switch to a better Justice system (Independent) so that if one day they lose power the non-democratic forces will have a harder life in changing the constitution. Also, this allows them to get more Democratic support in the next election.

Each Government has its own rules regarding votes and the player shall always follow them.
In case a new Government succeeds in overthrowing the current one new elections are held and the clock will start again for the mandate starting from the 1st of January of the year.

Example: the 5th of March 2100 the Democratic Government is overthrown by a Federalist Coup. New Elections are held (see Elections section for more info) after having compiled and updated the Race Information. If valid (see Electoral Fraud section for more info) the elections are recorded in the designated area and a new Government is formed. The FEDERATION government form has a 6 years mandate starting the 1st of January of the current year (2100) and new elections are then due on the 1st of January 2106.

REBELS: In the REPUBLIC form of Governments there is a chance for a rebellion faction to gain the majority of the Senate. If this should happen then the player shall switch to an OLIGARCHIC system by the end of the year with the Rebels which will represent the Elite. The player shall also freely set the constitution within the allowed range of the oligarchic government forms prior to holding a new election and form the new government.

SEPARATISTS: In the FEDERALIST form of Governments there is a chance for a separatist faction to gain the majority of the Senate. If this should happen then the player shall release the colony with the least number of ground units but the homeworld. If no colonies are available and the player is left only with the homeworld then the player is forbidden to settle any new colony until a new election is held and no SEPARATISTS are the majority of the Senate.



Lore
Off-Topic: show

The Concept
Please note: the Lore was written when the project started and many changes happened after that. Even if the Lore remains a good place to understand the core mechanics of the file, please always refer to the rules section to have an updated view of the status of the project and how to use the file.

Starting from the ground up all democratic (and non) electoral systems are based on the electorate. The electorate in this sheet is the population in Aurora C#.
After having identified the electorate I have identified the actual eligible voters from the pool of the population. All modifiers are based on current real-world data and to achieve the final vote percentage the following applies:

Percentage of underage (18 years old or younger) population which does not possess the right to vote in pretty much all government and cultures.
Percentage of Male and Female population which is used to identify Patriarchal and Matriarchal governments.
Percentage of eligible voters who do not exercise their right to vote.
Percentage of Privileged classes (the famous 2%) needed for other forms of government.
Percentage of Spoil Votes which are present in all elections due to spelling errors, white sheets, etc.

All the above give us the number of voters. All these people will vote then for some parties that represent their idea or their wishes for the political agenda, so I have proceeded to create 6 macro groups that are common in all cultures. Once this was done I had to acknowledge that each voter is different and can vote based on 2 different factors:

The personal background
The current political landscape


To achieve the personal background the Race Traits modifiers from Aurora C# have been included in the calculation. This will simulate the preference of a party over another from a voter due to the cultural race profile. The current political landscape it’s shaped daily by political decisions. In Aurora C# this will be our expansion policies, if we favour to build something over something else and obviously our relationship with aliens and other humans if you do play a multi-race start.

Available Governments

Based on my research the most common forms of governments are:

Democracy, Republic, Federation, Oligarchy.

There may be others but I thought that these 4 were enough to start. I will put them into an Aurora C# concept later in this post. It’s worth to note that despite the macro government forms are pretty much the same across the globe some do evolve considering other factors so, again, based on real-world history and data I have added the following microforms:

Patriarchal, Matriarchal, Elective.

Later I am planning to add a Presidential form which is now present only in a soft version for the Republic. Added from 2.0 onwards

Each government form needed then its own particular rules to be represented properly and with enough variety to justify one over another. For instance, an Oligarchic Government will be easier to set towards bellicose purposes than a Democracy which will require a vote over every matter of the state. However, with the right setup, even a Democratic government can be quite aggressive from time to time. Below a list of all Government and their conditions with a brief explanation of the concept as well. Eventually, changing the form of Government needed to be possible, so under special conditions, it will be possible for the player to move from a Government to another.

DEMOCRACY reworked from 2.1 onwards
Originating in Ancient Greece, democracy means ‘rule of the people’.The term today refers to a political system in which the people or their elected representatives govern themselves, rather than being governed, so everyone has an equal say in the decisions affecting their lives. Everybody can vote to elect parliamentarians which number is defined by the number of eligible voters. Once elected parliamentarians will reunite in a parliament with a capped seat amount of 5000. Each parliamentarian vote count as one and each parliamentarian can present motions to any matter of the state. After the motion is discussed a vote takes place and to be approved a majority vote of the attending voters is required. As the parliamentarians represent the people they are often busy or traveling to visit their pool of voters leaving their seats unattended most of the time. To reform the constitution all parliamentarians are required to vote with a majority set to 2/3 of the parliament.

- UNIVERSAL VOTE RIGHTS EVERY 4 YEARS
- MAX 5000 SEATS
- MOTIONS VOTE BY MAJORITY (EXTRA RULE: Max 1 attempt per cycle of 5 days is possible for same topic)
- FEDERALISTS TO ASK FOR A FEDERAL REFORM WHEN LARGER GROUP OF PARLIAMENT (Max 1 attempt every 2 years)


The Democracy conditions are the hardest to shake as you are allowed to attempt changing the rules only once every 2 years. I have adopted this limitation because as you know it is way harder to change the rules when many people with different ideas are involved especially if these changes are towards less freedom. Also, a high number of seats and the fast government is to ensure and protect this freedom. The Democracy is the only government that does not have (for now) a variant form as it has to be more inclusive as possible.

REPUBLIC reworked from 2.1 onwards
The Republic is a government whose authority is based on citizen voters, which are represented by elected or nominated officials chosen in free elections to be part of the Senate. The amount of seats is determined by the number of eligible voters and it is capped at 2,000. The most important figure of the Senate is the Chancellor which is nominated by the party that collected the majority of the votes. After the election of the Chancellor, a majority is needed to rule and only the coalition of powers with the 50%+1 seats in total are able to govern and present motions. To reform the constitution the motion will have to be approved by 2/3 of the Senate but the Chancellors can veto the bill after approval. If that happens a new vote is required, if passed then the Chancellor must sign it.

- UNIVERSAL VOTE RIGHTS EVERY 5 YEARS
- MAX 2000 SEATS
- COALITION POLICIES ONLY (EXTRA RULE: if REBELS control the Senate SWITCH TO OLIGARCHY by the end of the YEAR as REBELS would be the Elite Class)
- FEDERALIST CHANCELLOR TO APPROVE FEDERALIST SWING OF GOVERNMENT (if APPROVED VOTE OF RESTRUCTURE is rolled - Max 1 attempt per YEAR)
- PACIFIST CHANCELLOR TO APPROVE DEMOCRATIC SWING OF GOVERNMENT (if APPROVED VOTE OF RESTRUCTURE is rolled - Max 1 attempt per YEAR)

The Republic is a form of government very similar to Democracy. Because of its easier manipulation the players could favor this form over the others, however, it does come with great danger as it could lead to a rebellion and a switch to an Oligarchic System that comes with great limitations assuming the player is willing to play by the rules (more on this later on the rules section). The Republic comes with several different subforms to suite any role play choice:

PATRIARCHAL/MATRIARCHAL reworked from 2.1 onwards
- MALE ONLY VOTE RIGHTS EVERY 6 YEARS
- MAX 850 SEATS
- COALITION POLICIES ONLY (EXTRA RULE: if REBELS control the Senate SWITCH TO OLIGARCHY by the end of the YEAR as REBELS would be the Elite Class)
- FEDERALIST CHANCELLOR TO APPROVE FEDERALIST SWING OF GOVERNMENT (if APPROVED VOTE OF RESTRUCTURE is rolled - Max 1 attempt per YEAR)
- PACIFIST CHANCELLOR TO APPROVE DEMOCRATIC SWING OF GOVERNMENT (if APPROVED VOTE OF RESTRUCTURE is rolled - Max 1 attempt per YEAR)

ELECTIVE PATRIARCHAL/MATRIARCHAL reworked from 2.1 onwards
- VOTE RIGHTS ONLY TO HIGH MALE or FEMALE MEMBERS OF SOCIETY EVERY 8 YEARS
- MAX 600 SEATS
- COALITION POLICIES ONLY (EXTRA RULE: if REBELS control the Senate SWITCH TO OLIGARCHY by the end of the YEAR as REBELS would be the Elite Class)
- FEDERALIST CHANCELLOR TO APPROVE FEDERALIST SWING OF GOVERNMENT (if APPROVED VOTE OF RESTRUCTURE is rolled - Max 1 attempt per YEAR)
- PACIFIST CHANCELLOR TO APPROVE DEMOCRATIC SWING OF GOVERNMENT (if APPROVED VOTE OF RESTRUCTURE is rolled - Max 1 attempt per YEAR)


An Elective System based on favouring high members of society along with a Patriarchal or Matriarchal structure will allow election only after a long period of time as its goal is to keep the status quo. These sorts of governments are not able to react efficiently to change and trust me, you don’t want to be stuck with pacifist governance while NPRs are knocking at your door every day.

FEDERATION
Federation can be defined as a political organization characterized by the union of small states, groups, or parties, which are self-governed in internal affairs and are united under a central government. The division of power among the states and the central governing body is typically constitutionally entrenched. A federal government having a constitutional structure that can be considered the opposite of a unitary state system. Because of this, it could lead to a separation of entire entities under the right conditions. During elections, the number of seats is determined by the number of people entitled to vote with a cap of 250 representatives per planet of the Federation. Once the representatives are elected they will join one of the Senate coalitions based on the population priorities. The coalitions with the majority of members usually lead the government policies with motions approved through a classic 50%+1 majority of the votes. The same applies to eventually reform the constitution.

- UNIVERSAL VOTE RIGHTS EVERY 4 YEARS reworked from 2.1 onwards
- MAX 250 SEATS PER PLANET
- COALITION POLICIES ONLY (EXTRA RULE: if SEPARATISTS control the Senate CONCEDE INDEPENDENCE by the end of the YEAR as to the planet with fewer ground troops excluding Homeworld)
- DEMOCRAT COALITION TO ASK FOR REFORM WHEN MOST POWERFUL IN THE SENATE (Max 1 attempt per year)
- REPUBLICAN COALITION TO ASK FOR REFORM WHEN MOST POWERFUL IN THE SENATE (Max 1 attempt per year)

The Federation it’s probably the most dangerous form of Government you could get stuck with. Under the proper circumstances, it will lead to entire planets to escape your lead. There is a more exclusive form of Federation available as well:

ELECTIVE reworked from 2.1 onwards
- VOTE RIGHTS ONLY TO HIGH MEMBERS OF SOCIETY EVERY 6 YEARS
- MAX 50 SEATS PER PLANET
- COALITION POLICIES ONLY (EXTRA RULE: if SEPARATISTS control the Senate CONCEDE INDEPENDENCE by the end of the YEAR as to the planet with fewer ground troops excluding Homeworld)
- DEMOCRAT COALITION TO ASK FOR DEMOCRATIC REFORM WHEN MOST POWERFUL IN THE SENATE (Max 1 attempt per year)
- REPUBLICAN COALITION TO ASK FOR REPUBLICAN REFORM WHEN MOST POWERFUL IN THE SENATE (Max 1 attempt per year)


The Elective version of the Federation is even more dangerous as the number of Separatists needed is way less and in an election where all parties are evenly split they could end up with more seats than expected.

OLIGARCHY reworked from 2.1 onwards
Oligarchy is from the Greek term for the “rule of the few.” It is a form of the power structure in which power effectively rests with a faction of persons or families. The people that form the ruling group are usually a group of distinguished people in terms of wealth or power who pass their influence from one generation to the next. This Elite group is the only one able to vote for the election of the Senate with a number of seats determined by the number of eligible voters. The most important figures of the Senate are the Ministers which are nominated by the Senate and form a Council. After the election of the Council, each Ministry will be in charge of their area, however, it is not uncommon for some powerful Ministries to influence policies across all the board. To be able to pass a motion every Ministry of the Council needs enough support from all Ministries or at least for as many as they are required to have enough political power to overcome the opposers. To same applies to eventually reform the constitution.

- ELITE CLASS ONLY VOTE RIGHTS EVERY 3 YEARS
- UNCAPPED NUMBER OF SEATS
- MINISTRIES ONLY
- REFORM MINISTRY TO ASK FOR REFORM WHEN MOST POWERFUL IN THE COUNCIL (Max 2 attempts per year)


The Oligarchy is a system where the power it’s not decided by the number of voters but by the power each Ministry is able to collect and exercise. Because of that, it could require time for you to move away from it and mostly to change its policies. Because the balance of power is always shifting elections are frequent, so providing the right political landscape, the possibility to adopt another form of government should sooner or later be possible. Also, its nature is favouring only the Elite classes of society. The Oligarchy comes with another 2 forms:

ELECTIVE PATRIARCHAL/MATRIARCHAL reworked from 2.1 onwards
- VOTE RIGHTS ONLY TO HIGH MALE/FEMALE MEMBERS OF SOCIETY EVERY 3 YEARS
- UNCAPPED NUMBER OF SEATS
- MINISTRIES ONLY
- REFORM MINISTRY TO ASK FOR REFORM WHEN MOST POWERFUL IN THE COUNCIL (Max 2 attempts per year)


The Limitations

After established the government forms I had to introduce some limitations with which every structure is forced to deal. These limitations are called Constitutional Reforms. Ultimately a constitutional reform is always needed to shift a government if no events have been triggered. However, you will never be able to shift from a Patriarchal System to a Universal one without changing first the Gender Equality part of your constitution. There are currently 5 Constitutional reforms available:

Civil Rights, Media Freedom, Police Power, Justice System, Gender Equality. reworked from 2.1 onwards

Every Government form comes with its own minimal settings for you to set up at the beginning of each game. After that, you’ll have to let history do its course. Below the list of preset Limitations by the government:

DEMOCRACY: FULL Civil Rights ONLY, MANIPULATED or ABOVE Media Freedom, REGULATED or BELOW Police Power, INDEPENDENT Justice System ONLY, EQUAL Gender Equality ONLY. reworked from 2.1 onwards
 
REPUBLIC: MANIPULATED or BELOW Media Freedom, INTERNAL AFFAIRS or ABOVE Police Power, STATE CONTROLLED or BELOW Justice System, EQUAL Gender Equality ONLY. reworked from 2.1 onwards

REPUBLIC ELECTIVE: LIMITED or BELOW Civil Rights, MANIPULATED or BELOW Media Freedom, INTERNAL AFFAIRS or ABOVE Police Power, STATE CONTROLLED or BELOW Justice System, EQUAL Gender Equality ONLY. reworked from 2.1 onwards

REPUBLIC PATRIARCHAL/MATRIARCHAL: LIMITED or BELOW Civil Rights, MANIPULATED or BELOW Media Freedom, INTERNAL AFFAIRS or ABOVE Police Power, STATE CONTROLLED or BELOW Justice System, EMPOWERED MALES/FEMALES Gender Equality ONLY. reworked from 2.1 onwards

FEDERATION: LIMITED or ABOVE Civil Rights, MANIPULATED or ABOVE Media Freedom, INTERNAL AFFAIRS or ABOVE Police Power, STATE CONTROLLED or ABOVE Justice System, EQUAL Gender Equality ONLY. reworked from 2.1 onwards

FEDERATION ELECTIVE: LIMITED or BELOW Civil Rights, MANIPULATED or ABOVE Media Freedom, INTERNAL AFFAIRS or ABOVE Police Power, STATE CONTROLLED or ABOVE Justice System, EQUAL Gender Equality ONLY. reworked from 2.1 onwards

OLIGARCHY: FEW or BELOW Civil Rights, CENSORSHIP or BELOW Media Freedom, INTERNAL AFFAIRS or ABOVE Police Power, STATE CONTROLLED or BELOW Justice System, EQUAL Gender Equality ONLY. reworked from 2.1 onwards

OLIGARCHY PATRIARCHAL/MATRIARCHAL: FEW or BELOW Civil Rights, CENSORSHIP or BELOW Media Freedom, INTERNAL AFFAIRS or ABOVE Police Power, STATE CONTROLLED or BELOW Justice System, EMPOWERED MALES/FEMALES Gender Equality ONLY. reworked from 2.1 onwards


Based on the rules (more under the rules section), in the attempt to switch government the player should always change the basic constitution to match the minimum requirements of the preferred form prior to allowing a successful switch.



Development Log
Off-Topic: show
UPDATE 1

I will have to publish the lore of it for those who are really into it. It is still possible to use just as it is but without knowing the mechanics behind people may get frustrated.

Just so you know I am into the final stage as I am right now at the randomization of the standard formulas which are all written and tested already. The randomization will happen with dice rolling through F9 refresh same as my scenario generator. This will be the 1.0 with planning to expand.

The 1.0 will include at least the following:
4 Main forms of government - Democracy, Republic, Federation, and Oligarchy plus 7 sub Government (like a Matriarchal form for instance)
Each Government has its own structure and parameters so the same results could lead to different majorities depending on the Government adopted
Dynamic switch of government through Constitutional reforms: the current ladder is Democracy, Republic, Federation, Oligarchy, and can progress up and down. So Oligarchy could lead to any government, democracy could lead to the Federation or Republic and Federation or Republic could lead back to Oligarchy or Democracy or either Federation or Republic.
Each voter pool is simulated based on the latest real-world parameters in terms of turn out at elections, spoil votes, male and female. Underage (18) cannot vote.
Current voting systems are Universal, Elective, Patriarchal, and Matriarchal.
Polling system so that Parties are getting random votes based on the race parameters at the time of election so that any election will be different and could lead to unexpected results but still in line with what people feel. So, for instance, the Militarists party in my test atm can have anything between 16.89% to 22.85% of the votes while the Pacifists only 11.61% to 13.35% but it turns out the elections were rigged as more people than the actual eligible voted (atm this feature will lead to rerun the election but I am planning to actually make it an event if you roll it for X amount of times in a row added for 1.0 release). Basically greater the number of people voting the higher will be the uncertainty of the election.
Current Parameters are (willing to change in the future as these were the easiest to get all going): Number of Colonies, Number of Naval Shipyards, Number of commercial Shipyards, Total number of Academies, Number of research Facilities, Level of Training, Mineral Shortage, Ruins, At War or Not, Number of Friendly Alien races, Unrest.

UPDATE 2

I have just made a small adjustment on the democracy due to the fact that votation was quite easy to predict considering it was the only one without a random factor, so I have included randomness in the actual Parliament attendance by the parliamentarians so that votation have still a small chance of not going as predicted.

Why it is important? The randomness will impact not on chances which are always generated considering the max amount of seats present, but on the dice roll as that day some people may not making it in time, being elsewhere campaigning or even sick. Meaning you still know how likely is for you to roll a PASS but on 100%-90% you can still not be that confident. On the other hand, you may be able to turn around 10/20% chances just because some folks against the policy proposed may not vote that day.

Based on statistics of years from 2018 to 2020 of the US Senate the average attendance of Senators is around 50%, so a roll between 5 to 10 will e included.

the Randomness factor was already included in the other government but in different factors, I just did not know how to make the democracy not only more interesting but also less predictable yet.

I must say that I am happy so far.

UPDATE 3

Another milestone completed as the randomization factor is now in. I am proceeding in expanding the characterization of the governments and also the race. This will allow for more constitutional reforms. Previously was only possible only to change the kind of government now I have introduced the following:

Civil Rights: Full, Limited, Few, Suppressed with different modifiers applied to the electorate depending on which one is in use.
Media Freedom: Free, Manipulated, Censorship, State Controlled with different modifiers applied to the electorate depending on which one is in use.
Police Power: Unlimited, Internal Affairs, Regulated, Bound by Law with different modifiers applied to the electorate depending on which one is in use.

I have then decided that Race traits are needed to be taken into consideration to have a full spectrum of the population therefore the following modifiers will be introduced and applied:

Determination: Affecting Scientists
Diplomacy: Affecting Pacifists
Expansion: Affecting Militarists
Militancy: Affecting Federalists
Trade: Affecting Industrials
Xenophobia: Affecting Nationalists

The modifiers are yet to be decided as I am in the testing phase currently. Test completed and modifiers set

Attached a screenshot with all modifiers.

UPDATE 4

I have completed the UI and I have finished the constitutional reforms adding

Justice System: Independent, State-Controlled, Court Martial, Suppressed with different modifiers applied to the electorate depending on which one is in use.
Gender Equality: Equal, Empowered Males, Empowered Women, this will be a necessary condition for switching to Patriarchal and Matriarchal governments

The Gender Equality trait leads us to the final part of the project which is minimum conditions for a government to be adopted, "forcing" the player to go through several constitutional changes prior to switching to a new form of government. as constitutional reforms are limited to 1 or 2 attempts per year, this should also simulate the time needed to get from a democracy system to an oligarchic one.

I will release a guideline of settings based on the selected Government at the start and after that will be up to the player sticking to it or change over time.

I have also added the rigged elections feature. The modifiers penalize Nationals and Federalists and favours all other parties.

UPDATE 5

PRESIDENTIALISM DLC - 1

Working on phase one which is the addition of the candidates, this was the easy part as all was already prepared to do now is balancing the numbers and it will require at least a playthrough (so some time). I am also into adding another modifier for those elections ending very close as I think it should carry some penalties due to the virtual unrest such a situation could cause. I am actually deciding if the above should indeed cause unrest or simply some bonus/malus to the factions. Unrest will be interesting as currently, it is the only factor easy to keep under control or even always at 0%.

UPDATE 6

PRESIDENTIALISM DLC - 2

A new modifier has been added and another has been changed. The new modifier Electoral Unrest will now take into consideration both Electoral Fraud and Close Election (more on this later) modifiers. The old Highest Unrest has now become Colony Unrest.

The revised Colony Unrest modifier will apply directly to factions modifiers and will impact our population preferences directly and strongly to favor factions notoriously more extremist such as Nationals, Militarists, and Federalists.

The new Electoral Unrest will take into account the number of colonies and the Militancy of your race to generate a new unrest modifier that applies only to Federalists. This will simulate the sentiment of freedom an electoral fraud and a not firm leadership could cause within the population while also increasing the chances of Rebel and Separatist factions to have more followers during these times. To simulate the firm leadership now candidates will have to win the election with at least a 5% margin on the closest opponents. If that does not happen the player shall flag the modifier and deal with the penalties. It's worth noting that the modifier will be in place for the following election and not the current one.

UPDATE 7

Shaking the Foundations

Massive leap forward after a huge setback. During my testing of the presidential expansion, I noticed one thing also due to another fix I was doing. As I have done many playthroughs with this file and thanks to the semi randomization of the Human race at the beginning of each game from Aurora C#I was able to have a bit different outcomes all times however, the semi randomization was also "hiding" a problem in the formulas. In the beginning, your empire is easy to manage, and many of the bonus/malus kicks in as you build up (this is the way the formula was set), and the few different percentages in the race traits were enough for you to progress in a semi-random way.
The problem was that sooner or later you would have to build a certain amount of research facilities, spaceports, and so on. The difference wasn't in how but only in when and when that happened you would end up with a very similar outcome as you did in the previous run. I then realize the problem also thanks to the post from Rich.h that stimulated me to see the racial traits from a different perspective. While working on implementing his suggestion in my own way and compatible with the formulas I had then decided to have the racial traits as a random element to differentiate every play. The results are very encouraging and this should also help with the optional Dynamic Racial Traits (more on this in a future update). So from now on the following apply:

Unrest N: fixed value if TRUE 5%
Unrest Y: if TRUE racial traits are part of the formula max value 100%
Number Of Military Shipyards: racial traits are part of the formula max value 15% Bonus,10% Malus
Number Of Commercial Shipyards: racial traits are part of the formula max value 15% Bonus, 10% Malus
Number of Academies: Variable value per fixed formula max value 10% Bonus, 15% Malus
Number of Research Facilities: racial traits are part of the formula max value 15% Bonus, 10% Malus
Level of Training: racial traits are part of the formula max value 15% Bonus, 15% Malus
Mineral Shortage N: if TRUE racial traits are part of the formula max value 10%
Mineral Shortage Y: if TRUE racial traits are part of the formula max value 15%
Ruins Available N: if TRUE racial traits are part of the formula max value 10%
Ruins Available Y: if TRUE racial traits are part of the formula max value 15%
At War N: if TRUE racial traits are part of the formula max value 10%
At War Y: if TRUE racial traits are part of the formula max value 15%
Number of Friendly Aliens N: if TRUE racial traits are part of the formula max value 10%
Number of Friendly Aliens Y: if TRUE racial traits are part of the formula max value 15%

Furthermore, I have been revisiting some concepts such as the Mineral Shortage, Ruins, and War. The main concern was that once Spoiler Races is in play we will be effectively always at war, ruins will be available for a while then disappear once exploited leaving the Y and N function usable but still...Eventually, we will live in a Mineral Shortage situation but pushing down production will sort it out. So I am currently testing the below:

Mineral Shortage: This will be in function of the Productions. If the player finds him/herself in the position to compromise production of any kind in the function of his/her mineral output then the mineral flag should be activated.
Example: The player needs to build missiles but it does not have enough Gallicite so he postpones, the flag goes on. However, if the player wants to build construction factories and adjusts the production fitting his current Mineral output situation then the flag stays off. I think the players are able to tell if they are in a Mineral Shortage situation or not regardless of receiving the production delay notice from the Aurora C# event log. I confide in the fairness of each player in using this one.

Ruins Availability: The flag can still be activated considering if Ruis has been discovered and/or exploited yet. However, I think that some "events" deserve recognition as they virtually influence our race future. Imagine if tomorrow we'll discover some constructions under Mars Surface, wouldn't this impact our lives drastically? So I am planning to add some Events Modifiers (more on this in a future post) for such cases.

War: As per the Ruins the need for an extra layer it's now required to handle borderline situations to do not leave at the player interpretations some important decisions that will shape our empire in good or bad ways. So I am planning to add not only events but also more modifiers. These will sort most of the issues highlighted and limit the War status to Player vs true NPRs.

As per the above, the following are now under testing:

EVENT - Discovered Ruins: once active this will provide Malus and Bonus to different factions. These will be till the end of the playthrough
This will apply as soon as the player will discover either Ruins and or Ancient Constructs

EVENT - First Contact: once active this will provide Malus and Bonus to different factions. These will be till the end of the playthrough
This will apply as soon as the player will find any alien race

EVENT - Dangerous Galaxy: once active this will provide Malus and Bonus to different factions. These will be till the end of the playthrough
This will apply as soon as the player will be fired against by any alien race

MODIFIER - Civilian Casualties: once active this will provide Malus and Bonus to different factions. These will be active until a new election is held
This will apply as soon as the player will lose either civilian population or ships in combat

MODIFIER - Military Casualties: once active this will provide Malus and Bonus to different factions. These will be active until a new election is held
This will apply as soon as the player will lose either ground forces or military/commercial ships in combat

UPDATE 8

The dynamic Race Trait system

This is a big one. I liked the idea that popped of government and societies to change over time so I spent some time on it. Unfortunately, I haven't tested it yet so I don't know if the structure in place will be sustainable but I did not care much as it follows the same principles of the other parameters, therefore unless I am going to eradicate all formulas from scratch again, it has to work the way that it's set now. However, I am planning an AAR (will the first for me on this forum) that will go alongside development so other people may use it also as a reference on how to use the sheet in their games and partly showing what can be done with it.

Back to the update; all the new parameters have been coded in and are now accounted for in the voter formulas. Finally, a new layout was needed to regroup new and old information.

The final stage before release was actually 2 parts: Number one, finally deal with Spoil votes, and number 2, complete the Presidential expansion with the new Presidential government form.

Good news first. Number one it's done. Spoil votes will now be accounted into the mood system for voters on the first following election. This should add another large element of randomness to the final calculations.

Unfortunately, I am behind on number 2. All the UI and formulas are there but it's just not functioning atm. I know where the problem is, I just cannot fix it.

UPDATE 9 AND 2.0 RELEASE
So in my last short test game, I had to conquer a world of an undeveloped NPR which left me with 2 main issues that the file did not touch at all:

1 - Alien Population
2 - Slavery

Obviously, I had to tackle that right away or I would miss the opportunity to balance an aspect of the game that does not come around that fast or easily (we all know what pain is the ground combat). The first iteration led me to add the Race Equality Constitutional Reform with the below options:

Equal, humans and aliens are treated equally.
Humans Only, where aliens are excluded from the voting system causing an increase in Nationalism sentiments and Xenophobia.
Alien Slavery Allowed, where the player will be able to build Forced Labor buildings in exchange of higher Xenophobia and, of course, the unrest that is already calculated through Aurora.

The above led me to a complete overhaul of the Race information layout to be firstly usable and mostly easy to find all in one place (Aurora C# Race Information Tab). This also led me to another change which was long overdue that consists of changing the amount of Shipyard with the Amount of Tonnage. This is not only because the info is in the Tab, therefore, easier to find/fill but also because the number of shipyards means nothing. For instance, 1 race could have 10 Naval shipyards and 10 Commercial Shipyards providing the same bonus with the old structure while now the same 10 shipyards might be 1,000,000 naval and only 500,000 commercial (5,000,000 divided by 10) providing then the right bonuses.

UPDATE 10

I have successfully completed the integration of the Patriarchal and Matriarchal systems into the Constitution and while doing it I have also included the Elective system. Basically, all the government forms are now deleted as they are implied to be existent once we switch from an equal to a male/female empowered reform for instance by adding a variable on the voting source directly into the formula. The new mechanic will work with the number of the population left out to generate a small amount of unrest to be added at the current electoral unrest factor already present. Obviously, in large populations, this could lead to serious problems adding another layer to your political decisions.
The testing is going well so I am going to refurbish the Republic and Republic Elective to work as intended and more similar to the democracy (the testing game has already provided same data for balance purpose).

Good news is that working on this has actually simplified the UI considerably and reduced the number of government slides and selection to the base ones.

Overall I am quite happy with the new look and I am sure this will make it easier for people that want to give it a go but were intimidated by a large amount of data on the screen.
UPDATE 11

I have finished reworking the UI and I have used the spare time to introduce a new feature: the Candidate Profile.

There is a new window you can use to put the name of the candidate and this will be then put into the correct window and with the correct color for the election. Furthermore, you could use the new PRESTIGE option. As I am moving in into my campaign I have noticed (and compared to previous campaigns as well) that the candidates do not bring anything to the table. Now (if you want, otherwise you can set to 0) you can select a prestige level for each candidate which will produce a bonus considering the level chosen and a series of factors related to the faction.



Changelog
Off-Topic: show
1.0
4 Main forms of government - Democracy, Republic, Federation, and Oligarchy plus 7 sub Government (like a Matriarchal form for instance)
Each Government has its own structure and parameters so the same results could lead to different majorities depending on the Government adopted
Dynamic switch of government through Constitutional reforms: the current ladder is Democracy, Republic, Federation, Oligarchy, and can progress up and down. So Oligarchy could lead to any government, democracy could lead to the Federation or Republic and Federation or Republic could lead back to Oligarchy or Democracy or either Federation or Republic.
Each voter pool is simulated based on the latest real-world parameters in terms of turn out at elections, spoil votes, male and female. Underage (18) cannot vote.
Current voting systems are Universal, Elective, Patriarchal, and Matriarchal.
Polling system so that Parties are getting random votes based on the race parameters at the time of election so that any election will be different and could lead to unexpected results but still in line with what people feel. Basically greater the number of people voting the higher will be the uncertainty of the election. Current Parameters are Number of Colonies, Number of Naval Shipyards, Number of commercial Shipyards, Total number of Academies, Number of research Facilities, Level of Training, Mineral Shortage, Ruins, At War or Not, Number of Friendly Alien races, Unrest.
Racial values are elements to define voters. For instance, xenophobia impacts the amount of militarists party voters.
5 Different Constitutional reforms to define your government and also mandatory to adopt any preferred form: Civil Rights, Media Freedom, Police Power, Justice System, and Gender Equality
Rigged elections Feature

2.0 PRESIDENTIAL EXPANSION
Reworked formulas to use Race Traits
Reworked UI entirely with more data and fewer entries needed by the player
Reworked main page Graphics
Reworked some entries on Race Information Tab
Reworked War
Reworked Ruins
Added Spoil Votes into voting formulas
Added Dynamic Race Trait System
Added EVENT - Discovered Ruins: once active this will provide Malus and Bonus to different factions. These will be till the end of the playthrough
Added EVENT - First Contact: once active this will provide Malus and Bonus to different factions. These will be till the end of the playthrough
Added EVENT - Dangerous Galaxy: once active this will provide Malus and Bonus to different factions. These will be till the end of the playthrough
Added MODIFIER - Civilian Casualties: once active this will provide Malus and Bonus to different factions. These will be active until a new election is held
Added MODIFIER - Military Casualties: once active this will provide Malus and Bonus to different factions. These will be active until a new election is held
Added CHANCELLOR election
Added PRESIDENT election
Added new government form DEMOCRACY PRESIDENTIAL
Added CLOSE ELECTION modifier to simulate not clear leadership in case of a close victory
Added new rules
Added new race entry percentage of race population to introduce the alien concept
Added new CONSTITUTIONAL REFORM Race Equality to deal with mixed races
Fixed several spelling errors
Fixed different errors in the formulas
Fixed bug that led to having negative numbers of Seats

2.1 IN TESTING not out yet
Balanced DEMOCRACY War Military Ops formula
Balanced DEMOCRACY Industrial Military formula
Balanced DEMOCRACY PRESIDENTIAL War Military Ops formula
Balanced DEMOCRACY PRESIDENTIAL Industrial Military formula
Reworked Production Rules
Reworked Civilian Casualties Rule
Reworked Military Casualties Rule
Reworked ELECTORAL FRAUD Unrest now related to Militancy Value
Reworked UI to account for new Constitutional change and cleaner look with less double data
Reworked MATRIARCHAL system to be integrated within the constitution
Reworked PATRIARCHAL system to be integrated within the constitution
Reworked ELECTIVE system to be integrated within the constitution
Reworked ELECTIVE MATRIARCHAL system to be integrated within the constitution
Reworked ELECTIVE PATRIARCHAL system to be integrated within the constitution
Added Minimum amount of voters when EVENT Dangerous Galaxy Y MILITARY FACTION
Added Minimum amount of voters when EVENT Dangerous Galaxy N PACIFIST FACTION
Added Minimum amount of voters when EVENT First Contact Y MERCANTILE FACTION
Added Minimum amount of voters when EVENT First Contact N FEDERALIST FACTION
Added Minimum amount of voters when EVENT Discovered Ruins Y SCIENTIST FACTION
Added Minimum amount of voters when EVENT Discovered Ruins N NATIONALIST FACTION
Added UNREST modifier to population excluded from eligible pop for vote
Added Auto calculation for the winner of Presidential and Chancellorship Election, no more need to manually switch
Added Auto calculation of the 5% for Close Election, no more need to manually switch
Added Auto Chancellorship YES or NO selection depending on Government selected, no more need to manually switch
Added Auto Presidentialism YES or NO selection depending on Government selected, no more need to manually switch
Added CANDIDATE PROFILE WINDOW to better paste and copy candidates names
Added CANDIDATE PRESTIGE LEVEL
Added formulas for prestige level to increase chances of the population to vote for the party of provenience
Fixed 2 EVENT formulas linked to incorrect references

PLEASE NOTE: The next update will be released only in .ods


Thanks, and Enjoy!

IMPORTANT NOTICE: The Original file is in .ods and it is meant to be used with Libre Office or any .ods Reader. The .xlsx file is a BETA translation that may not contain all functions and it is also not been tested (download and use at your risk). I am not planning to provide any support for the .xlsx file at the moment so please before reporting any bug or malfunction ensure you are working on the .ods file first.ONLY .ODS FILE IS AVAILABLE FROM 2.0
« Last Edit: October 22, 2020, 05:25:43 PM by froggiest1982 »
 
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Offline froggiest1982 (OP)

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Re: Aurora Government Simulator - WORK IN PROGRESS
« Reply #1 on: September 18, 2020, 09:09:24 PM »
Questions:

The current format for OLIGARCHY
Council with few members (Ministries) and a formula to calculate their power.
The current feature the power is used to calculate eventual constitutional reforms.
Do you think this is a valid option? From 2.0 there will be a minimum amount of Seats set for Oligarchy Government Forms

The current format for FEDERATION
After the election, a formula calculates the possible majorities based on presets coalitions. Currently, you will have to role-play the majority used based on the decision you need to take. For instance, if no Military coalitions have enough power you will engage only in defensive wars, however, this is player choice there is no roll of yes and no, you should just follow the narrative.
The current feature of coalitions is used to calculate eventual constitutional reforms.
Do you think there should be something or we can leave it to the player honest reaction to events considering majorities in the parliament? Will be full RP for 1.0 release

The current format for REPUBLIC
The Republic works exactly like the Federation, however, the Republic does have 2 extra elements. First is the Chancellor which limits the coalition choices if it has been elected by a different party. This part as the Federation implies that the player will follow the narrative and will not cheat too much to get what he wants. 2nd is a higher majority for constitutional reforms (2/3 of the Senate).
The current feature of coalitions is used to calculate eventual constitutional reforms.
Do you think there should be something or we can leave it to the player honest reaction to events considering majorities in the senate? Chanchellor elected from 2.0 but management still RP

The current format for DEMOCRACY
All decisions and constitutional reforms are possible only after a vote. No Role Play is involved.
I am willing to change this after release but I would like people to check it out first. The player can always use vote only for constitutional reforms. See the rules attached.
Attached there is an example of a votation. Thanks to the random attendance the Peace Negotiations have been rejected by 1 vote! They had a lead of 242 Votes. The actual possibilities for that to happen were around 5%.
In Capture 2, you have another example of catastrophic failure, we are looking at the 1. percentile to have both Peace Negotiations and Commercial Research to be Rejected.

side note If you are wondering why it's possible to have both Military and Peaceful op to pass please note that the UI it's not finished yet.fixed You will have to select the policy you are thinking to vote to leave the other blanks as decisions are individual. Even if it's true that the Military wants War and Pacifists wants Peace, it may be possible that Scientists favor either war or peace to increase their budget on either military or commercial research while the industrialists want to protect trade routes so they will most likely vote only for Peace resolutions and so on. So if you will decide to vote to get a new Military Academy and you get a rejected motion you will have to build something commercial but if you vote to build some Financial Districts and you get rejected then you may build a Military Academy. Of course, if you are not in need of it then you can always leave your factories inactive till next cycle and try your luck with a new motion...

As you have seen in the first update there are some criteria already presents but I think more is needed.
Do you think using racial value as elements to define voters to be a good idea?
For instance, xenophobia could impact the amount of national party and militarists party voters. implemented for 1.0 release

Thanks to those who will answer.
« Last Edit: October 03, 2020, 03:02:19 AM by froggiest1982 »
 

Offline Gram123

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Re: Aurora Government Simulator - WORK IN PROGRESS
« Reply #2 on: September 21, 2020, 07:41:43 AM »
This looks super interesting.

Looking forward to were you take this to, and also if you will open up for modifications, as just these screenshots spawned quite a few ideas in my mind...
 

Offline rtyler

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Re: Aurora Government Simulator - WORK IN PROGRESS
« Reply #3 on: September 21, 2020, 08:37:20 AM »
OMG This looks amazing.  Exactly something I would use to add an elemental of RP to the game (since lets be honest, that's the best part of Aurora).  Can't wait to see what you put together for a release
 

Offline froggiest1982 (OP)

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Re: Aurora Government Simulator - WORK IN PROGRESS
« Reply #4 on: September 22, 2020, 04:37:11 PM »
This looks super interesting.

Looking forward to were you take this to, and also if you will open up for modifications, as just these screenshots spawned quite a few ideas in my mind...

Well, it is an excel file at the end. Actually ods as I use libre office, not sure it will be translated well onto .xlsx or such. If you manage to get into my head (which is very messy atm) and modify the relative parameters without breaking any formula I don't see why you shouldn't be able to modify the file. All I am keeping for myself it's the full dashboard, but for that, I have a separate code, the government part it's just a port.

OMG This looks amazing.  Exactly something I would use to add an elemental of RP to the game (since lets be honest, that's the best part of Aurora).  Can't wait to see what you put together for a release

Yes RP it's the base because at the end this "simulator" it's just a fancy (not even that fancy) sheet. But I do consider Aurora a very Fancy spreadsheet, so I thought it's in line with the expectations.  ;D
« Last Edit: September 23, 2020, 12:21:44 AM by froggiest1982 »
 

Offline Warer

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Re: Aurora Government Simulator - WORK IN PROGRESS
« Reply #5 on: September 23, 2020, 01:35:02 PM »
This is why modders are great.
 

Offline froggiest1982 (OP)

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Re: Aurora Government Simulator - WORK IN PROGRESS
« Reply #6 on: September 23, 2020, 03:25:42 PM »
This is why modders are great.

It's not a mod but a tool to use with Aurora and very simple. But it may give you that extra challenge or feel that now is only in your mind if you RP this aspect of the game.

There are ways to expand and I am already thinking on where to go from here but I hope the feedback and the ideas of the community will help me in expanding the project.
 
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Offline froggiest1982 (OP)

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Re: Aurora Government Simulator 1.0
« Reply #7 on: September 27, 2020, 11:21:53 PM »
UPDATE 5

PRESIDENTIALISM DLC

Working on phase one which is the addition of the candidates, this was the easy part as all was already prepared to do now is balancing the numbers and it will require at least a playthrough (so some time). I am also into adding another modifier for those elections ending very close (see capture1) as I think it should carry some penalties due to the virtual unrest such situation could cause. I am actually deciding if the above should indeed cause unrest or simply some bonus/malus to the factions. Unrest will be interesting as currently it is the only factor easy to keep under control or even always at 0%.

If you have any feedback/ideas I am all hears.

current version WITHOUT DLC is available here http://aurora2.pentarch.org/index.php?topic=11908.msg140960#msg140960 or by checking the first post on this page.
« Last Edit: September 28, 2020, 12:53:48 AM by froggiest1982 »
 
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Offline Rich.h

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Re: Aurora Government Simulator 1.0
« Reply #8 on: September 28, 2020, 03:39:29 AM »
As a suggestion further updates, instead of us entering racial traits. Could they be determined via the govrnment types and such? It would be great to suddenly see something like a warmongering or ultra capatalist party take power and radically change your entire culture.
 
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Offline froggiest1982 (OP)

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Re: Aurora Government Simulator 1.0
« Reply #9 on: September 28, 2020, 05:00:35 AM »
As a suggestion further updates, instead of us entering racial traits. Could they be determined via the govrnment types and such? It would be great to suddenly see something like a warmongering or ultra capatalist party take power and radically change your entire culture.

Interesting idea. Potentially you can do that changing racial traits by SM through RP however, I guess we could explore a way to add some modifiers considering the government history and such.

I could apply the modifiers to actually change the racial traits dynamically on the file based on events and conditions to meet.

I'll play with it while testing the presidential expansion.

EDIT: I could add some increase or decrease values based on the Policies. This will work the other way round of what currently a player should do; meaning: atm you can SM a change in your culture modifying the values of your race as you wish. Reversing this concept you could actually change the Values of your race based on a calculation of the sheet. As the game progresses each value will slowly increase or decrease election by election with you updating the Race Information every time creating a dynamic situation. Finally, you could then keep updating Aurora C# to ensure the culture does also influence the game values or leave it and just follow the narrative. Updating Aurora should always be preferred as not doing so could create a fracture from what the player does and how the NPRs perceive us. implemented for next version
« Last Edit: October 03, 2020, 02:42:23 AM by froggiest1982 »
 

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Aurora Government Simulator 2.0 Presidential Expansion - RELEASED
« Reply #10 on: October 04, 2020, 07:09:23 PM »
UPDATE 9 PLUS RELEASE

After a deserved break I could finally just enjoy a short game and some family time.

As usual, it's when you play just for fun that the most interesting things happen which lead you back to work, sigh!

So in my short game I had to conquer a world of an undeveloped NPR which left me with 2 main issues that the file did not touch at all:

1 - Alien Population
2 - Slavery

Obviously, I had to tackle that right away or I would miss the opportunity to balance an aspect of the game that does not come around that fast or easily (we all know what a pain is the ground combat). The first iteration led me to add the Race Equality Constitutional Reform with the below options:

Equal, humans and aliens are treated equally.
Humans Only, where aliens are excluded from the voting system causing an increase in Nationalism sentiments and Xenophobia.
Alien Slavery Allowed, where the player will be able to build Forced Labor buildings in exchange of higher Xenophobia and, of course, unrest that is already calculated through Aurora.

The above led me to a complete overhaul of the Race information layout to be firstly usable and mostly easy to find all in one place (Aurora C# Race Information Tab). This also led me to another change which was long overdue that consists in changing the amount of Shipyard with the Amount of Tonnage. This is not only because the info is in the Tab therefore easier to find/fill but also because the number of shipyards means nothing. For instance 1 race could have 10 Naval shipyards and 10 Commercial Shipyards providing the same bonus with the old structure while now the same 10 shipyards might be 1,000,000 naval and only 500,000 commercial (5,000,000 divided by 10) providing then the right bonuses. I have attached a screenshot of the new UI in the main post.

2.0 PRESIDENTIAL EXPANSION CHANGELOG
Reworked formulas to use Race Traits
Reworked UI entirely with more data and fewer entries needed by the player
Reworked main page Graphics
Reworked some entries on Race Information Tab
Reworked War
Reworked Ruins
Added Spoil Votes into voting formulas
Added Dynamic Race Trait System
Added EVENT - Discovered Ruins: once active this will provide Malus and Bonus to different factions. These will be till the end of the playthrough
Added EVENT - First Contact: once active this will provide Malus and Bonus to different factions. These will be till the end of the playthrough
Added EVENT - Dangerous Galaxy: once active this will provide Malus and Bonus to different factions. These will be till the end of the playthrough
Added MODIFIER - Civilian Casualties: once active this will provide Malus and Bonus to different factions. These will be active until a new election is held
Added MODIFIER - Military Casualties: once active this will provide Malus and Bonus to different factions. These will be active until a new election is held
Added CHANCELLOR election
Added PRESIDENT election
Added new government form DEMOCRACY PRESIDENTIAL
Added CLOSE ELECTION modifier to simulate not clear leadership in case of a close victory
Added new rules
Added new race entry percentage of race population to introduce the alien concept
Added new CONSTITUTIONAL REFORM Race Equality to deal with mixed races
Fixed several spelling errors
Fixed different errors in the formulas
Fixed bug that led to having negative numbers of Seats
« Last Edit: October 18, 2020, 04:21:48 PM by froggiest1982 »
 
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Re: Aurora Government Simulator 2.0
« Reply #11 on: October 14, 2020, 09:24:23 PM »
This is obviously a labor of love for you, so thanks for sharing it.

Some questions, please.
First.  do you need a specific version  of the ods reader? When I opened it in what I thought was the latest download of Open Office (4. 1. 7) it said the file had been created in a newer version and may have some missing functionality.

second, I ask above because I can't get the Federation elections to take place with the F9 key.  I believe I have filled in all the Race info properly.  Is there some code that may be failing to run?
 

Offline froggiest1982 (OP)

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Re: Aurora Government Simulator 2.0
« Reply #12 on: October 14, 2020, 10:47:33 PM »
This is obviously a labor of love for you, so thanks for sharing it.

Some questions, please.
First.  do you need a specific version of the ods reader? When I opened it in what I thought was the latest download of Open Office (4. 1. 7) it said the file had been created in a newer version and may have some missing functionality.

second, I ask above because I can't get the Federation elections to take place with the F9 key.  I believe I have filled in all the Race info properly.  Is there some code that may be failing to run?

I use Libre Office because the new version 7 has higher features and specs then open office. It is still free so may be worth trying however, it should any issues and the pop up message should just act as disclaimer to highlight the difference in versions. The spreadsheet does contain only basic formulas as at the beginning was running under Excel but since I am now using Windows 10 I did not want to pay for 365 office licence.

Regarding your specific issue you should firstly select the right form of government (I am using the latest version not uploaded yet so you may notice few different things)







After that you should fill properly the Race Traits against the Race Trait in Aurora C#











You should be able to run the results now. Once having a valid election just paste and copy following the instructions on the sheet and you should be able to have everything under the federation section.



Offline Ostar

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Re: Aurora Government Simulator 2.0
« Reply #13 on: October 15, 2020, 07:25:55 PM »
Got it working now, thanks!
I was confused by the small number of actual seats, since I just started a new game.
 

Offline froggiest1982 (OP)

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Re: Aurora Government Simulator 2.0
« Reply #14 on: October 18, 2020, 04:05:11 PM »
UPDATE 10

I have successfully completed the integration of the Patriarchal and Matriarchal systems into the Constitution and while doing it I have also included the Elective system. Basically, all the government forms are now deleted as they are implied to be existent once we switch from an equal to a male/female empowered reform for instance by adding a variable on the voting source directly into the formula.

Practically, now the Gender Equality has been changed to Voting Rights.

The new mechanic will work with the number of population left out to generate a small amount of unrest to be added at the current electoral unrest factor already present. Obviously, in large populations, this could lead to serious problems adding another layer to your political decisions.
The testing is going well so I am going to refurbish the Republic and Republic Elective to work as intended and more similar to the democracy (the testing game has already provided same data for balance purpose).

Good news is that working on this has actually simplified the UI considerably and reduced the amount of government slides and selection to the base ones.

Overall I am quite happy with the new look and I am sure this will make it easier for people that want to give it a go but were intimidated by the large amount of data on screen.

Below the changelog:

Changed MATRIARCHAL system to be integrated within constitution
Changed PATRIARCHAL system to be integrated within constitution
Changed ELECTIVE system to be integrated within constitution
Changed ELECTIVE MATRIARCHAL system to be integrated within constitution
Changed ELECTIVE PATRIARCHAL system to be integrated within constitution
Reworked UI to account for new Constitutional change
Added UNREST modifier to population excluded from eligible pop for vote.
« Last Edit: October 18, 2020, 07:55:42 PM by froggiest1982 »
 
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