Awesome reply!
I would like to start by saying that I am not ranting ““because “I” feel like the game is not treating the name of the group “I” identify with correctly””, instead because I obviously misunderstood the mechanics behind the scenes that direct voter responsiveness to policy.
Why I am upset is obvious, and it seems like you can understand why so we are on the same side here. I was absolutely NOT trying to make this political, I was simply making an observation of the game that we can both agree is a ridiculous representation of the voter, without understanding why the developer was somewhat forced to make this so.
That being said, I do have an idea on how we can address this that ties into what you mentioned; “Every voter has a percentage of how much they are into a specific group. Someone 5% Religious is technically religious, but will almost not be affected by banning women from driving, but if they are 80% Liberal at the same time, they will be absolutely horrified and will definitely not vote for you.”
With that logic in mind, why can we not have a set threshold of alignment, or better yet, a scaling alignment threshold that triggers reaction to policies logarithmically?
For example, banning women from driving. We all know who would support this. Radical religious groups, specifically Muslims as evident by Saudi Arabia and 2018, and radical authoritarian regimes. So yes, the religious group, albeit, the most extremely religious should be supportive of it. Extreme right wing conservative chauvinists (think the women should make me a sandwich and keep her ass in the kitchen type) would be supportive.
We both agree that the vast majority of conservatives and religious groups would not be regardless of religious affiliation or on differing traditional conservative view points. SOOOOOOO.
In the name of simplicity, keep the groups the same. Yes the extreme right wing should be part of the conservative group. Yes the extreme left should be grouped with the liberals. But, why not add a multiplier into the mix. It would be relatively simple, easy to retro into the game, and allow for better representation of voters. I will list some rough numbers below to better explain this.
Let’s say we have four voters, we will call them voters, A1, A2, B1, B2.
A1: Religious 50% Conservative 50%
A2: Religious 80% Conservative 20%
Banning women from driving will affect this voter (for the sake of simplicity I will make some shit up here)
Policy: Ban Women From Driving (100%)
Effects:
Religious Opinion +50%
Conservative Opinion +50%
If voters A1 and A2 had a base opinion of the government of 1.0 their new opinion would be 1.5 because —Voter A1 — 1/2=0.5 — 0.51.5+0.51.5=1.5. OR Voter A2 — 1/5=0.2 — 0.241.5+0.211.5=1.5
If we add a multiplier to the mix though we can take into consideration that voter A1 is not an extremely religious or extremely conservative. He is split and for the sake of simplicity be represented as a moderate citizen. If we had a a third metric to the mix that applies to all voters (which I am sure is simple enough to add because it is only one metric instead of splitting up liberals, conservatives, socialists and capitalists into multiple groups) called extremism to the mix we can better represent the aforementioned policies impact on voter approval/disapproval.
Let’s apply a scalable value to extremism from 1-3 (for the sake of easy numbers). That value will scale (again for simplicities sake here, this is up for balance changes) by 0 at <50%, +1 at 51%-75% of voter alignment to a specific group, +2 at 76%-99% and +3 at 100%.
By applying this to voters A1 and A2 we will revaluate and call the new voters B1 and B2. The policy in question will be flagged as an “extremist” policy. Because the policy is flagged as extremist the voters will revaluate their response to the policy.
Policy: Ban Women From Driving (100%)
Effects:
Religious Opinion +50%
Conservative Opinion +50%
Voter B1
B1: Religious 50% Conservative 50%
Voter B2
B2: Religious 80% Conservative 20%
Voter B1 would recalculate as
1/2
0.51.50=0
0.51.50=0
So voter B1 would have no change in approval of the government as there is a net value of 0 applied to the voter after extremism is taken into account. The policy would not lower their opinion (because I get that would add to much complexity to account for.)
Voter B2 would recalculate as
1/2
0.81.52=2.4
0.21.50=0
So voter B2 would approve of the policy because they are categorized as extreme since they are greater than 50% affiliated with one particular group. In this case it is the religious group.
Yes the numbers suck, but the value can be adjusted as well as how it scales. The idea behind it though is clear. By adding one metric to the voter you are totally able to play around with how a voter will respond to a policy without changing how they already align to groups in the game