Cannot Abort/Revert Policy Implementation

When implementing a policy for the first time, one should be able to change their mind.

Currently, after clicking the implement button (i.e., from the policy suggestion section), the capital is already spent on the initial implementation, and one can cannot abort/revert the policy implementation and reset spent capital.


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That change is intentional, and it represents a realistic approach to policy making, would the government really be able to immediately a legislation it just passed, even in an autocracy? There’s always some inertia, more so in democracies.

But the issue is that I haven’t decided on whether to implement said policy. I just want to get a better look at its consequences and play with the slider to see whether indeed I should implement the policy.

So, just like we can revert having moved the slider on an existing policy (because we haven’t made up our minds yet), we should be able to revert/abort implementing a policy.

This is a purely UI/UX issue and has nothing to do with the actual game mechanics. I want to be able to explore implementing a policy before actually implementing it. Does that make sense?

I think that’s intentionally hidden information. Since the Democracy 3 at least, there has been a thing called “Policy Flop-Flip”, which means cancelling a policy right after the implementation. It is there, in my opinion, to make players read the description and take some time to deliberate what kind of consequences might follow.

I see. If it is by design, then it’s by design. It felt more like an UX oversight to me.

I wasn’t asking for the ability to cancel right after implementing. What I wanted was the ability to evaluate potential consequences (by looking at the policy’s details), just like you would in real life, before finally deciding on whether to implement. If we can do so with the intensity of a policy (slider), I don’t see why we couldn’t do the same with whether to implement said policy.

As someone who played the game with this policy UI, I find ‘guessing’ as a part of gameplay. And, speaking of real life, there’s no way you can hold concrete data on policy effects without putting any efforts while making it secret to the people.


One way to do this is to look at the policy page and look at the arrows. A better way for this to happen, would be to have a graph which shows the whole possible range of values, when your cursor hovers over the arrows on the policy page.

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Just going to add my thoughts on this.
Initially I thought this was annoying but as time has gone on I would be opposed to changing it.

There is definitely a benefit to not telling you EXACTLY what the impact would be - which is that you are incentivised to understand and remember how the policies work.
I think that this makes the game more enjoyable personally.

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Hmm…that could be, yes. But Cliff wants a game which appeals to veterans and casuals alike. Trying to remember over 1000 relations in game is taxing and can take away from the fun of governance.

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