In Democracy 3 the political capital can be disabled in Options menu.
Please provide this setting also for Democracy 4.
Thanks in advance.
I do intend to make this possible at some point. The reason it was removed was because we have two mechanics in the game that reply on political capital being limited, neither of which existed in democracy 3:
One is the emergency powers situation, which kicks in during bad situations and lets you have much more capital
The other is coalitions, where political capital is offered to you by coalition partners in exchange for carrying out specific actions.
It would kind of âbreakâ the games balance to allow infinite capital, but I will enable it as a cheat at some stage.
Iâd not think of it as a cheat so much as sandbox mode!
Could be useful for making new countries
Does the game not feel way too easy without a limit on political capital?
Game without political capital can be won in one turn (or at least how long it takes to overcome inertia), its more about just messing around.
I guess pissed ministers may make it impossible to implement policies with >40 political cost.
I suggested scaling introduction costs depending on policy popularity - sum of happiness changes by policy multiplied by voter group amount.
By the way uncancellable policies shouldnât have introduce/cancel costs (maybe set those to 0).
Here is list of policies with >30 implement cost
Policy | Introduction Cost |
---|---|
AlcoholTax | 30 |
Banforeignchurchservice | 30 |
CorporationTax | 30 |
ForeignInvestmentRestrictions | 30 |
MarsProgram | 30 |
RoadBuilding | 30 |
StateSchools | 30 |
UniversalBasicIncome | 30 |
MortgageTaxRelief | 31 |
Bandivorce | 32 |
Banprivateeducation | 32 |
Banprivatehealthcare | 32 |
GayMarriage | 32 |
RacialProfiling | 32 |
RareEarthRefinement | 32 |
Tradeunionbansatcompanies | 32 |
DroneStrikeAct | 34 |
Mandatorymicrogeneration | 34 |
GeneralMediaCensorship | 35 |
SolidarityTax | 35 |
BanSundayShopping | 36 |
Compulsorychurchattendance | 36 |
OilDrillingSubsidy | 36 |
Narcotics | 37 |
PropertyTax | 37 |
SalesTax | 37 |
ArmedPolice | 38 |
CarTax | 38 |
SecretCourts | 38 |
StateHealthService | 38 |
CarbonTax | 39 |
SpeedCameras | 39 |
TobaccoTax | 39 |
BorderWall | 40 |
Closeairportscompletely | 40 |
Creationism | 40 |
Limitorbancarsincities | 40 |
OneChildPolicy | 40 |
TortureUsageBySecretServices | 40 |
FlatTax | 43 |
IncomeTax | 43 |
Curfews | 45 |
DetentionWithoutTrial | 45 |
FaithSchoolSubsidies | 45 |
LabourLaws | 45 |
SateliteRoadPricing | 45 |
StemCells | 45 |
InheritanceTax | 46 |
Banhomosexuality | 48 |
IDCards | 48 |
PetrolTax | 49 |
CapitalControls | 50 |
DeathPenalty | 50 |
HandgunLaws | 50 |
MandatoryMicrochipImplant | 50 |
NationalService | 50 |
As said. Sandbox mode. - Sandbox mode doesnât typically try to challenge you. Itâs there for your entirely free reign. Entirely about exploration, not actual challenge. You can deactivate achievements for it if thatâs a concern to you but otherwise I see no reason why you shouldnât offer it as an option.
As others have said, the option to remove political capital is there to create a sandbox experience, not necessarily to alter the difficulty of a regular game.
I like to play this game in two ways. The first is as an actual game with a challenge and an âendingâ - in this case fixing a country while adhering to varying ideological stances, as the game was intended.
The second is simply to mess around and see what happens when I muck around with various policies, or just to min-max my âidealâ country. Iâm not looking for a challenge here, I challenge myself enough playing the game as it is intended. Here, I just want to have fun and not have to worry about my political capital.
I think people asking for the option to turn political capital off, myself included, are simply looking for a âsandboxâ mode to be able to mess around in, just like how games come with cheat codes or âgod modeâ included - all in the name of fun.
I think games generally shouldnât officially support modes that break their design in half.
call it âsandbox modeâ maybe not even enable it until played thought normally? If it is enabled now it would help playtest the game. For instance i am trying to examine how all the different policies affect environment, its hard to try everything out if you have to play the game normally.
Sometimes I want to set really ambitious personal targets, like with the deficit or climate, so removing the political capital but pushing myself is just a fun option.
Hiding such a feature behind a playthrough seems silly to me. As said, make achievements contingent on regular mode. That should be enough. If you want a challenge you can have a challenge.
For anybody really determined to do this right now, before I get time to have a proper think about how to implement itâŚ
if you open up simconfig.txt you can probably work out how to make it practically infinite quite easily