ModMod Theoretical Discussion: Governments

For example, switching to Fascism is effectively forcing yourself to play in a conquest-oriented playstyle. This could work with your idea, maybe more governance is gained depending on captured cities? The only issue is, there's only a benefit to be gained, and no detriment.

In my vision, government types would only affect governance gain (This may or may not be a good idea), and any benefits/downsides would come from the civics implemented. Picking a government type fitting your playstyle (fascism for conquest or whatev) would give benefits by giving you more governance, giving you more freedom to implement civics/ordinances. If you pick fascism, the downside would be that any other playstyle is detrimental to your governance gain, so you're stuck with your civics. Okay, I admit that doesn't sound like a big downside.

But what if civics weren't just a one-time cost then? What if they had some upkeep as well? Then a fascist government would force you to play conquest, but if you suddenly didn't play conquest very well, you would be punished by having to switch cheaper civics? That would also be a way of differentiating civics from SPs. This may or may not be a good idea either though - being punished isn't always fun.

Also, it may be tricky to balance government types where you gain Governance "actively" (i.e. capturing cities) vs "passively" (i.e. from happiness). Maybe it's easier if all government types gained governance passively?
 
It becomes immensely harder to code if we decide that doing x will earn governance faster than y in government 1 but not 2. Do we code the ai to change playstyle to match its gov or the other way? Do we make civics cost governance at all?
 
In my vision, government types would only affect governance gain (This may or may not be a good idea), and any benefits/downsides would come from the civics implemented. Picking a government type fitting your playstyle (fascism for conquest or whatev) would give benefits by giving you more governance, giving you more freedom to implement civics/ordinances. If you pick fascism, the downside would be that any other playstyle is detrimental to your governance gain, so you're stuck with your civics. Okay, I admit that doesn't sound like a big downside.

But what if civics weren't just a one-time cost then? What if they had some upkeep as well? Then a fascist government would force you to play conquest, but if you suddenly didn't play conquest very well, you would be punished by having to switch cheaper civics? That would also be a way of differentiating civics from SPs. This may or may not be a good idea either though - being punished isn't always fun.

Also, it may be tricky to balance government types where you gain Governance "actively" (i.e. capturing cities) vs "passively" (i.e. from happiness). Maybe it's easier if all government types gained governance passively?

I think the idea of having government types effect governance gain/loss is excellent! Also, I think civics should have upkeep inherent in their civic, and have a cost of adoption, much like we have now by having them have 'downsides'.

Programming the AI would be difficult though, and I have no help to offer. Albie, if you need help thinking of governance effects I can still help though. I think we should get our ideas out on paper before you start coding too heavily to avoid wasted coding.
 
If you need my attention for anything in this project just send me a message. The thread's starting to move quickly so I'm going to focus on bugfixes + the next GotM (until Txurce has access to a computer again to take over the GotM process). The work here so far is looking promising! I like that style of artwork for the icons - simple and easily understood. :thumbsup:
 
Thanks a lot Thal, will definitely keep it in mind!

Okay, for now guys, I think we've got enough ideas to keep me plenty busy. ;)

I'll start work on this tonight, and we'll see how it comes along!
 
So here's my question. Will you be able to switch out of a civic and then back into it at a later time? If we're making analogies to the current culture system, once you choose one, you're stuck with it for the rest of the game, and especially if you have civics that are incompatable with one and other, such that you cannot have both at the same time, if you end up picking one early in the game, you would be unable to change it 300 turns later when it doesn't make sense to have it anymore.

Basically, my point is you need to be able to swap civics later, even after you've chosen them, I would suggest making the ability to "save" civic or government changes the default as well, because you may well be entirely happy with the current setup and not want to switch anything.
 
If you can switch around, how will the AI know when they should swap?
 
If you can switch around, how will the AI know when they should swap?

if they are neatly tied to different VC (or playstyles) that could be the AI's cue (assuming there is a flavor or variable linked to those, which I think there is...)
 
albie_123, I don't know if the mechanics of each civic and government are already fixed. Just in case they are not, I propose an idea for interesting government mechanics which do not seem to require a hard or revolutionary implementation.

A Democracy is a government type where unhappy people do not blame the government system for their unhappiness, but they blame only a part of the system: The ruling party. So, a Democracy works only as long as two or more parties replace each other in office from time to time.

This could be simulated by the following game mechanics: If your government type is a Democracy and you switch the "ruling party" (e.g. you switch the "Economy" civic in the civics table you presented), you immediately get a +5 happiness bonus, simulating the people's enthusiasm for the change. This bonus decays -0.5 each turn you keep the same party. So, after 11 turns, this happiness bonus will begin to be negative: -0.5, -1, -1.5, etc (people is disenchanted with the government). At some point, this negative happiness will be too much, so the player will eventually have to change the ruling party to get rid of the unhappines and get again a +5 happiness bonus. And so on again.

Thus, you have to suffer one Anarchy turn from time to time (the "ruling party change" turn) if you wish to get the nice bonuses of Democracy (gold, growth, etc). (Obviously, each ruling party would add its specific bonuses/maluses while in office.)

A Dictatorship is a government based on an alleged temporary national emergency such as war, economic crisis, terrorism, etc (even the Roman Republic appointed 6-months-long dictators in emergency times; this idea eventually degenerated into the Empire). In the game, a Dictatorship could begin with a big support (+15 happiness) which dramatically decays (-1 happiness each turn). The dictator is fanatically associated with some ideology, so switching the ruling party should be a bad choice in a Dictatorship (-5 happiness). Eventually, the growing unhappiness will force the player to abandon the Dictatorship as well as its war/garrison bonuses.

A Monarchy is a goverment type based on tradition and stability, so switching the ruling party has no specific bonus/malus (beyond those of each specific party). In the game, a Monarchy could last "forever" with or without ruling party changes. However, Monarchy bonuses should not be as good as in Democracy (for peace) or Dictatorship (for war).

Changing the goverment type (Monarchy, Dictatorship, Democracy) should require more Anarchy turns than changing the ruling party.

What do you think?
 
albie_123, I don't know if the mechanics of each civic and government are already fixed. Just in case they are not, I propose an idea for interesting government mechanics which do not seem to require a hard or revolutionary implementation.

A Democracy is a government type where unhappy people do not blame the government system for their unhappiness, but they blame only a part of the system: The ruling party. So, a Democracy works only as long as two or more parties replace each other in office from time to time.

This could be simulated by the following game mechanics: If your government type is a Democracy and you switch the "ruling party" (e.g. you switch the "Economy" civic in the civics table you presented), you immediately get a +5 happiness bonus, simulating the people's enthusiasm for the change. This bonus decays -0.5 each turn you keep the same party. So, after 11 turns, this happiness bonus will begin to be negative: -0.5, -1, -1.5, etc (people is disenchanted with the government). At some point, this negative happiness will be too much, so the player will eventually have to change the ruling party to get rid of the unhappines and get again a +5 happiness bonus. And so on again.

Thus, you have to suffer one Anarchy turn from time to time (the "ruling party change" turn) if you wish to get the nice bonuses of Democracy (gold, growth, etc). (Obviously, each ruling party would add its specific bonuses/maluses while in office.)

A Dictatorship is a government based on an alleged temporary national emergency such as war, economic crisis, terrorism, etc (even the Roman Republic appointed 6-months-long dictators in emergency times; this idea eventually degenerated into the Empire). In the game, a Dictatorship could begin with a big support (+15 happiness) which dramatically decays (-1 happiness each turn). The dictator is fanatically associated with some ideology, so switching the ruling party should be a bad choice in a Dictatorship (-5 happiness). Eventually, the growing unhappiness will force the player to abandon the Dictatorship as well as its war/garrison bonuses.

A Monarchy is a goverment type based on tradition and stability, so switching the ruling party has no specific bonus/malus (beyond those of each specific party). In the game, a Monarchy could last "forever" with or without ruling party changes. However, Monarchy bonuses should not be as good as in Democracy (for peace) or Dictatorship (for war).

Changing the goverment type (Monarchy, Dictatorship, Democracy) should require more Anarchy turns than changing the ruling party.

What do you think?

Having a ruling party is too complex for now. You could certainly abstract these things as part of the government and civics as is, and that is much more plausible in terms of moddability. I do not think the AI will be able to handle having to deal with ruling parties, and this isn't about being a simulation either, so we don't need such complex mechanics.

On a different note, I completely disagree with your definition of Democracy. You are thinking of Republics. Democracy is what Athens had in Ancient Greece. Republic is what most nations are today.
 
You could certainly abstract these things as part of the government and civics as is, and that is much more plausible in terms of moddability.

Well, that's my point. If we can combine the 'Paganism' religion civic with the 'Slavery' labour civic and the 'Federalism' foreign civic, then we could also combine a 'Democracy' government 'civic' with a "Left-wing" or a "Right-wing" party 'civic'. (Party civics could be just the Economy civics proposed by albie_123.)

So, in conceptual terms, I'm just proposing that some specific combinations (e.g. "Democracy"+any Economy civic) have some specific effects.

I do not think the AI will be able to handle having to deal with ruling parties, and this isn't about being a simulation either, so we don't need such complex mechanics.

I admit that I don't know if the AI would be able to handle it :( It depends on whether the AI preference for each civic could depend on its current happiness rate. For instance: "If the goverment is Democracy, then the Economy civic is changed when the happiness is under -5".

Civilization is not a hardcore simulation game, I certainly agree. However, omnipotent Democracy/Republic presidents are not very realistic, they are just weird (in fact, Civ2 addressed somehow this issue). I think that a government mod can be used not only to add a few interesting choices for the player, but also to improve a little bit the historical flavour of the game.

On a different note, I completely disagree with your definition of Democracy. You are thinking of Republics. Democracy is what Athens had in Ancient Greece. Republic is what most nations are today.

In technical terms you are right, though most of current Republics call themselves "Democracies", so I guess it is not an unusual name anyway. In fact, a 'true Democracy' would not be an useful game choice, because it should work only in a nation consisting of a single tiny-populated city. Even in ancient Athens, only a small proportion of people voted in practice (only rich people were able to waste their time discussing and voting, not to mention slaves). So, this was not a true democracy either. In History, there has never existed a 10,000 people city where everybody voted on every issue (I don't know if e-voting will change this in the (near?) future). Hence, the impact of such concept has been negligible in History, and I guess there is no good reason to include a 'real democracy' in the game.
 
Well, that's my point. If we can combine the 'Paganism' religion civic with the 'Slavery' labour civic and the 'Federalism' foreign civic, then we could also combine a 'Democracy' government 'civic' with a "Left-wing" or a "Right-wing" party 'civic'. (Party civics could be just the Economy civics proposed by albie_123.)

So, in conceptual terms, I'm just proposing that some specific combinations (e.g. "Democracy"+any Economy civic) have some specific effects.



I admit that I don't know if the AI would be able to handle it :( It depends on whether the AI preference for each civic could depend on its current happiness rate. For instance: "If the goverment is Democracy, then the Economy civic is changed when the happiness is under -5".

Civilization is not a hardcore simulation game, I certainly agree. However, omnipotent Democracy/Republic presidents are not very realistic, they are just weird (in fact, Civ2 addressed somehow this issue). I think that a government mod can be used not only to add a few interesting choices for the player, but also to improve a little bit the historical flavour of the game.



In technical terms you are right, though most of current Republics call themselves "Democracies", so I guess it is not an unusual name anyway. In fact, a 'true Democracy' would not be an useful game choice, because it should work only in a nation consisting of a single tiny-populated city. Even in ancient Athens, only a small proportion of people voted in practice (only rich people were able to waste their time discussing and voting, not to mention slaves). So, this was not a true democracy either. In History, there has never existed a 10,000 people city where everybody voted on every issue (I don't know if e-voting will change this in the (near?) future). Hence, the impact of such concept has been negligible in History, and I guess there is no good reason to include a 'real democracy' in the game.

Ah I see what you mean. But we already have that. What do Left-wing people believe in? Whatever it is, you can choose those policies. If that isn't what works for your people, you (as the 'voice' of your people) will install the correct party (by changing civics without changing government).

As to whether the AI can handle it, it doesn't seem that different from other decisions as to what civics to take. The problem is when the civics have their own conditionals. Then you have to program the AI to take the conditionals into account with weight, and then compare that weight to the weight of other civics (which have their own conditionals), and decide if the difference is enough to overcome the weight of 'anarchy'. Not impossible, but a pain to do properly. In a perfect world, the different AIs would use their flavor values to give additional weight to different factors, but that's so much work I don't know if anybody can do it right now. Maybe later. Like with having Republics with Senates (with votes).

Which brings me to the 'awkwardness' of having omni-potent leaders in a Republic or Democracy. A few things on that point:
1.) Leaders are never omni-potent period. Even if they hold absolute power, individuals still make their own decisions to follow instructions, how to do so, and their competence matters in determining the success of the leader's endeavors.
2.) Taking control away from the player could be un-fun. Personally, I don't mind. But others may. If we want to do that, we may need 2 versions of the mod.
3.) Making your own government have some AI is hard work. We can do that later after getting some basics out the door.
4.) Leaders don't live forever either. You aren't playing the leader of your nation, you are playing the 'soul' of your nation. You are playing society (what all the people agree upon) and you develop your nation. If this comes down to having a government in which the people have a say, then you can still have absolute power and continue to represent the people! And if you don't like that idea, you can assume that whatever government is in power (you) was voted there, and as each turn is several years that could work for you too.

Finally, the Democracy issue. Yes, many governments today call themselves Democracies, but this isn't supposed to directly mirror real life. We want gameplay over flavor, but flavor is still important.

Gameplay-wise, Democracy is valuable as a government type for very tall empires. There is nothing else that would fit this gap, as governments are inherently about governing many people. If there were few people, they could live without a government. So any government types you come up with for flavor purposes will be about effectively ruling large, decentralized populations (wide/conquest empires). Democracy is flavorful and fits the gameplay gap.

EDIT: Something interesting about your suggestion, we could use policy changing as a quality of the government type. So Republics can change civics easily (voting in a new party with different ideals), whereas it could cause a civil war in a Monarchy or Dictatorship (violent overthrow to change laws).
 
EDIT: Something interesting about your suggestion, we could use policy changing as a quality of the government type. So Republics can change civics easily (voting in a new party with different ideals), whereas it could cause a civil war in a Monarchy or Dictatorship (violent overthrow to change laws).

Agreed.
 
Ah I see what you mean. But we already have that. What do Left-wing people believe in? Whatever it is, you can choose those policies. If that isn't what works for your people, you (as the 'voice' of your people) will install the correct party (by changing civics without changing government).

Yes, but, in a real-world Republic, the ruling party must change from time to time even if the current ruling party is working well indeed. In Republics, it is the only way to handle the unhappiness. In the long term, people get angry with the ruling party, no matter what it does. This cannot be avoided.

As to whether the AI can handle it, it doesn't seem that different from other decisions as to what civics to take. The problem is when the civics have their own conditionals. Then you have to program the AI to take the conditionals into account with weight, and then compare that weight to the weight of other civics (which have their own conditionals), and decide if the difference is enough to overcome the weight of 'anarchy'. Not impossible, but a pain to do properly. In a perfect world, the different AIs would use their flavor values to give additional weight to different factors, but that's so much work I don't know if anybody can do it right now. Maybe later. Like with having Republics with Senates (with votes).

I admit that I don't know how difficult it would be. A high modding difficulty would be a sufficient condition for forgetting about my proposal - at least by now. This is, certainly, a key point.

Which brings me to the 'awkwardness' of having omni-potent leaders in a Republic or Democracy. A few things on that point:
1.) Leaders are never omni-potent period. Even if they hold absolute power, individuals still make their own decisions to follow instructions, how to do so, and their competence matters in determining the success of the leader's endeavors.
2.) Taking control away from the player could be un-fun. Personally, I don't mind. But others may. If we want to do that, we may need 2 versions of the mod.
3.) Making your own government have some AI is hard work. We can do that later after getting some basics out the door.
4.) Leaders don't live forever either. You aren't playing the leader of your nation, you are playing the 'soul' of your nation. You are playing society (what all the people agree upon) and you develop your nation. If this comes down to having a government in which the people have a say, then you can still have absolute power and continue to represent the people! And if you don't like that idea, you can assume that whatever government is in power (you) was voted there, and as each turn is several years that could work for you too.

I agree with 1 and 3. Essentially, I also agree with 4, but I feel that governments should affect your game strategies. Under each government, you should play in a different manner (that's what bonuses/maluses are for!). Nations do behave in a different way in election years, when they have special necessities which must be covered. Regarding 2, well, I personally don't find some logical banning un-fun either.

A US politics example: Under the Republican party, you could have some bonus to build markets, banks, temples, security buildings, and units, as well as a little bit less unhappiness in case of war occupation. Under the Democratic party, you could have some bonus to build public schools, hospitals, non-religious cultural buildings, libraries, etc. Hence, if you are planning to begin a war, you should synchronize it with a Republican term. I personally think this would be fun (but I understand others would not think so).

Finally, the Democracy issue. Yes, many governments today call themselves Democracies, but this isn't supposed to directly mirror real life. We want gameplay over flavor, but flavor is still important.

Gameplay-wise, Democracy is valuable as a government type for very tall empires. There is nothing else that would fit this gap, as governments are inherently about governing many people. If there were few people, they could live without a government. So any government types you come up with for flavor purposes will be about effectively ruling large, decentralized populations (wide/conquest empires). Democracy is flavorful and fits the gameplay gap.

Ok, there is a place for "Democracy" in the game (whatever it means) ;)

EDIT: Something interesting about your suggestion, we could use policy changing as a quality of the government type. So Republics can change civics easily (voting in a new party with different ideals), whereas it could cause a civil war in a Monarchy or Dictatorship (violent overthrow to change laws).

This would be simpler than the thing I would like, but it is a step :)
 
Yes, but, in a real-world Republic, the ruling party must change from time to time even if the current ruling party is working well indeed. In Republics, it is the only way to handle the unhappiness. In the long term, people get angry with the ruling party, no matter what it does. This cannot be avoided.



I admit that I don't know how difficult it would be. A high modding difficulty would be a sufficient condition for forgetting about my proposal - at least by now. This is, certainly, a key point.



I agree with 1 and 3. Essentially, I also agree with 4, but I feel that governments should affect your game strategies. Under each government, you should play in a different manner (that's what bonuses/maluses are for!). Nations do behave in a different way in election years, when they have special necessities which must be covered. Regarding 2, well, I personally don't find some logical banning un-fun either.

A US politics example: Under the Republican party, you could have some bonus to build markets, banks, temples, security buildings, and units, as well as a little bit less unhappiness in case of war occupation. Under the Democratic party, you could have some bonus to build public schools, hospitals, non-religious cultural buildings, libraries, etc. Hence, if you are planning to begin a war, you should synchronize it with a Republican term. I personally think this would be fun (but I understand others would not think so).



Ok, there is a place for "Democracy" in the game (whatever it means) ;)



This would be simpler than the thing I would like, but it is a step :)

If there is a ruling party (which not all Republics need to have, the party system is not an inherent part of a Republic), then it gets voted out because the people are unhappy. And why would they be unhappy if the party does a good job? Because the people will believe that the other party can do even better. So yes, there will be periodic but inconsistent party changes regardless of the success of the party.

I would be happy taking some control away from the player and forcing them to time their decisions with society's movements (a la voting in a new party). Placing the player in uncomfortable situations where there is tension and decisions are hard to make is a good thing.

I think having a detailed government system would be great, incorporating policies, happiness, foreign relations, GDP, national wonders, and whatnot. You could create a rich, flowing society AI that votes, petitions, riots, etc. But for now, lets go with something simple. We can always change it later, and since we do the simple first Albie doesnt waste so much time and effort if we do change it.
 
Some of the ideas being thrown around here do sound quite complex - I don't know about you guys, but I would prefer to keep this mod, shall we say, consistent with the vanilla game. The vanilla game has a certain spirit of simplicity, especially compared to the earlier Civ games, and these ideas about democracy simulating a two-party system, switching benefits after a certain amount of terms and reducing happiness as people become unhappy with the "ruling party", sounds complicated even if this was a mod for Civ IV. It would feel incongrous with the main game, if the combat, culture and research systems we're all relatively simple, but governments followed arcane rules one has to look up in a readme file. If I have to time certain actions with a change in ruling power for maximum efficiency, I would probably feel that governments were fiddly, introduced micromanaging and got in the way of the rest of the game: a hindrance rather than an improvement.

In short, I don't want one game managing the civilization, and one parallell game managing the government, in order to manage the civilization.

That's partially why I earlier suggested that government types should only affect governance gain - then we can concentrate on playing the game well, using the strategy fitting the government type. Civics would then simply be rewards for playing the game well according to your strategy. It would be simple and still allow strategy in picking civics fitting our playstyle. It would even fit thematically, depending on which ways of gaining governance we end up with.

I realise that a lot of people on these forums are hard-core civ enthusiasts who appreciates heavy realistic simulations, especially many who are disappointed by vanilla Civ V and see Thal's mod and this modmod as an opportunity to bring civ back to its roots, and I respect that - Civ V is a quite different beast from the earlier games. But I'm one of those people who appreciates the simplicity of the vanilla game, who likes the balance/bug fixes from Thal's mod, and who would love if we built upon that simplicity instead of replacing it.

4.) Leaders don't live forever either. You aren't playing the leader of your nation, you are playing the 'soul' of your nation. You are playing society (what all the people agree upon) and you develop your nation. If this comes down to having a government in which the people have a say, then you can still have absolute power and continue to represent the people! And if you don't like that idea, you can assume that whatever government is in power (you) was voted there, and as each turn is several years that could work for you too.

This, I think, is the key - we are not the king of a monarchy, having to appease the feudal lords. We are not the president or ruling-party of a republic, where each decision has to pass through a two-chamber parliament and then be examined by courts to be found consistent with the constitution. Whatever action we, the players, decide to perform, is an action that the nation has decided to perform, one way or another.

If we decide to go to war in a republic, that simply means that the proposal has gone through the appropriate channels and been accepted by the parlamentarians. If we decide to construct a grand cathedral in a monarchy, that means that the king wants it and has found enough support from the local lords to go through with this action. And if the government is a dictatorship, but we switch the government type to democracy, that means that a group of people brave enough to perform a coup or start a revolution has finally managed it, not that we as the great dictator decide that "that's enough autocracy, let's switch government type!". We are not part of the system. We control the decisions of, not the king, president or dictator, but the nation as a whole.

I think that's the role governments should play - not as a filter between our decisions and the nation, but as part of the nation, one more system that affects the game world, but which the player ultimately controls.

It is a simplification, an abstraction, one that (at least I think) is necessery for the game to remain fun. You might think it's too historically inaccurate, but, well, I think it's keeping with the spirit of the game. It could just be that I have different visions for this mod, but hopefully there's no conflict between having a simple system and one allowing reasonably realistic government simulations.
 
It is a simplification, an abstraction, one that (at least I think) is necessery for the game to remain fun. You might think it's too historically inaccurate, but, well, I think it's keeping with the spirit of the game. It could just be that I have different visions for this mod, but hopefully there's no conflict between having a simple system and one allowing reasonably realistic government simulations.

I agree with your assessment and conclusion here. Well said.

Blunt examples of necessary abstraction (in any Civ game) are most evident in combat (the concept of healing, ranges/strengths of archers/artillery, etc.). I see no issue with continuing to have to use my imagination to a certain extent---the fact that such a modmod is even on the table is likely what's bringing so many ideas up. There just has to be a balance, which is, in the end, a primary goal of VEM in the first place.
 
Oh, so much text. So much text.... To keep it short:

gameplay > "realism"

"realism" = Definition of Democracy . Something countless hordes of political scientists, politicians, philosophs, constitutional lawyers, sociologists, "normal people" can't agree on, you can't solve on a gaming forum.

Two-Party System & Opposition-Ruling Party cycle are NOT constitutive features of Democracy: Switzerland (same government since 1958), Japan (~60 years of rule by the Liberal Democratic Party!), as only a few examples. I bet Texas falls into the same category, or any of the staunchly Republican states. If you wan't to go classify, go either the Presidentialism, Parliamentarism, Hybrid/Direct Democracy route or just let the player set the number of veto players.

However, that is too specific! Thus KISS and make governments blue prints that "flow somehow" with the historical current.

Though I'd agree the Modern Era could have two different forms of Democracy, although that is probably achieved by Civics. Just don't try to tie it too much into happines mechanics that try to emulate "the real world". It is a game, not a simulation.
 
Well, there is a big consensus to keep the government mechanics much more simpler than I proposed in my last posts.

As a matter of fact, in one of my first posts in this thread (Sept 17) I proposed to keep things very simple. I did it after I saw many interesting but complex ideas. However, many concepts being equally complex came up later: governance yield, governance buildings, civics a la Civ4, etc. So, I thought that having some special effects in some "gov+civic" combinations (e.g. Democracy+Economy civic) would be a small step forward in terms of added complexity... But it seems that I went too far :(

Well, it's just democratic brainstorming, and my party lost the election! ;) (I'll keep my happiness anyway) :)
 
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