- Aug 25, 2011
Except real-world voting is kept to the simplest precisely because politics are complicated. The last thing you want is a convoluted voting system with loopholes to add to the mess.
The voting system is simple, but the consequences are not straightforward. How to manipulate that system so you get the results you want is not straightforward.
This is a game, politics is just a theme. The mechanic is interesting, and evokes the theme. If it exactly matched real-world UN that would not be a very good game mechanic. Since there is no reasonable way to make voting coalitions with the AI, having a simple Yes/No/Abstain vote would give the player no agency.
Also, even if we assume that the current system is fine and adds "a layer of complexity"...we're talking about the Civ 6 AI. Are we really expecting them to be capable of figuring these things out and min-maxing? For now, their votes seem very straightforward: always for their own benefit, and bandwagon against the DipV runaway. Outside of that, they are voting without any strategy other than "My CIV-ica first".
No, I'm not expecting the AI to do it. Does that mean we should have boring game mechanics? If all we have are math puzzles for game mechanics (which a strategy game mostly is), then they'd better be damn-complicated ones or the player is going to be very bored very quickly. The few game mechanics we have in the game that are not just math problems are predicting strategies of other players, which includes this version of the World Congress. I don't see a problem with it being convoluted (not that I think it is, either).