bread smith
Chieftain
- Joined
- Sep 3, 2008
- Messages
- 67
I thought about some changes to make the voting system more exiting. IMO, its a bit boring as it is. First of all the council leader has too much power and the proscription of evil mana (death, chaos, etc.) is too easily established and nearly impossible to get rid of.
So here are some suggestions as a basis for discussion:
1. Votes are calculated according to population (e.g., 10 votes per population point) with a factor for alignment (good civs will have a bonus in overcouncil, evil ones in undercouncil). Plus the already existing vote-affecting buildings, traits, etc. which are already in the game should be changed a bit (2x votes is probably too much of a bonus)
2. Every member can call in a council every 20 turns, the council leader every 10 turns. After a decision there's a delay of 5 turns until the next council could take place and a 20 turn delay before the same proposal could be voted on again. (Just to prevent the AI from spamming proposals every turn)
3. Election of the Council leader comes up every 60 turns and needs a 51% majority. Candidates are the 2 members with the most votes.
4. When a council has at least 3 members, new joiners need an approval by them (51% majority). Also a new proposal Exclude xy from the council could be added (75% majority).
5. On a diplomatic way (trade screen), it should be possible to bribe your opponents to vote for you at the next proposal - or to vote for you next time the council leader is elected.
6. If a player defies a proposal, he gets a 25% penalty on his votes (plus unhappiness in his cities) until the next decision he votes with the majority again.
7. Additionally it could be thought about some deeper impact of passed decisions on the players. E.g. if death-mana is banned, every good council member that voted yes could get a little happiness bonus. Or when the global trade contract was established, every member with financial trait would get a bonus, etc
Would be interesting what you guys have to say. I posted these ideas in the main ffh forum already - with quite limited attention.
So here are some suggestions as a basis for discussion:
1. Votes are calculated according to population (e.g., 10 votes per population point) with a factor for alignment (good civs will have a bonus in overcouncil, evil ones in undercouncil). Plus the already existing vote-affecting buildings, traits, etc. which are already in the game should be changed a bit (2x votes is probably too much of a bonus)
2. Every member can call in a council every 20 turns, the council leader every 10 turns. After a decision there's a delay of 5 turns until the next council could take place and a 20 turn delay before the same proposal could be voted on again. (Just to prevent the AI from spamming proposals every turn)
3. Election of the Council leader comes up every 60 turns and needs a 51% majority. Candidates are the 2 members with the most votes.
4. When a council has at least 3 members, new joiners need an approval by them (51% majority). Also a new proposal Exclude xy from the council could be added (75% majority).
5. On a diplomatic way (trade screen), it should be possible to bribe your opponents to vote for you at the next proposal - or to vote for you next time the council leader is elected.
6. If a player defies a proposal, he gets a 25% penalty on his votes (plus unhappiness in his cities) until the next decision he votes with the majority again.
7. Additionally it could be thought about some deeper impact of passed decisions on the players. E.g. if death-mana is banned, every good council member that voted yes could get a little happiness bonus. Or when the global trade contract was established, every member with financial trait would get a bonus, etc
Would be interesting what you guys have to say. I posted these ideas in the main ffh forum already - with quite limited attention.