A Paradox game focused on 20th-century political parties

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Mliz01

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I know that these forums probably get grandiose game ideas all the time (and that these ideas will probably never be realized), but I thought I'd share this just for fun. I think Paradox could create one of the best political sims of all time if they wanted to. (Apologies if someone has already suggested something like this; it just seems like such a great fit.)

Note that even though I envision this as a mainly 20th-century game, it would be very different to HOI, which I'll explain.

Imagine a game where you get to play as a political party starting in 1919, after the Paris Peace Conference (starting here would make more sense than starting in 1900, since the conference shaped much of how the world is today). You can start as the leader of any party in the world, whether it's a lunatic fringe group or a mainstream 'big tent' coalition. Let's say you start as the British Labour Party.

Your goals for the game are determined by your party's goals, as laid out in its constitution. In this case, you would want to win the UK leadership race with enough seats to be able to pass certain pieces of pro-worker legislation. You can view your personal popularity and your party's popularity by electoral district or by administrative region (county, province, state, etc.). You can use propaganda to boost your popularity and you have to decide which regions you strategically sink that promotional investment into, based on each region's demographics. You can also win if the current government happens to be unpopular, which you can hasten (though the current government's unpopularity would not necessarily mean an even more hostile party wouldn't get in instead of you!)

Once in power, you set your government's agenda and try to pass legislation. No legislation = low popularity with everyone. Too extreme too early and you'll face backlash, but over time you can warm the population up to more extreme ideas if you want (through propaganda, the # of years same-ideology legislation has been in effect, etc.) Or you can stick around the political center for a less risky game, but then you need to control entryism and deal with activists further toward the extreme end of your ideology.

Globally, you can share resources with other parties by joining factions like the IST. Other parties might also lend you support if your party is not exactly aligned with theirs, but is the most viable party that shares a number of legislative goals (ie. Labour might choose to support a more radical socialist party in another country if the only other real option is a fascist party.) Meanwhile, you can impose sanctions on leaders of different ideologies in an effort to tank their economy and lower their popularity. Then they get replaced with friendly leaders who will help you out.

And if this happens to you? Elect a new party leader, change your party's constitution if necessary, and start campaigning again.

Unlike HOI, war would not be a focus for this game. In fact, you would usually want wars to be short if they were to happen at all, as a long war could turf you out of power. You might be able to take advantage of such a situation in order to impose emergency powers, and maybe even become a tyrant. But this would not be a take-over-the-world game, save for spreading your ideology. The game ends at the year 2019, or when your party folds (holds no seats and runs out of money.)

I could elaborate, but I think you get the idea. The length of this post might make it seem like I spent a lot of time thinking this up, but it really all came to me in about five minutes. A lot of these mechanics would simply be slight variations on things in other Paradox games, but put together in a unique way.

Would you enjoy playing a game like this?
 
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I would be thrilled to play a game where I control a political party and try to take control of a country; a game where the complexities of a country internal politics would be represented as well as it's internal workings.

That said, as soon as there is a map of the country and of the world, you can't just brush off wars and troops movements. And then by an almost necessary process that game would have to spend ressources into international politics and wars. I know two other games exclusively about internal politics : the Democracy series and a web-game called Particracy (I can't make external links, but I think it's ok to just mention their existence). Both are games which work without maps.

Yet I would like to see a game in which you see the ridings. However one other game I came accross recently, Evil Democracy, came as a incomprehensible mess. The truth is that I don't want to direct an electoral campaign, I want to play a government with its good and bad calls. A game I enjoyed along those lines was... surprise... Victoria II. It's electoral system was simple, and could be improved, but I felt like there was something of the inner workings of the country which was represented.

So how could a modern political game exist without becoming a modern geopolitical game? I don't know, but I hope it exists some day in the future.
 
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Mliz01

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I would be thrilled to play a game where I control a political party and try to take control of a country; a game where the complexities of a country internal politics would be represented as well as it's internal workings.

That said, as soon as there is a map of the country and of the world, you can't just brush off wars and troops movements. And then by an almost necessary process that game would have to spend ressources into international politics and wars. I know two other games exclusively about internal politics : the Democracy series and a web-game called Particracy (I can't make external links, but I think it's ok to just mention their existence). Both are games which work without maps.

Yet I would like to see a game in which you see the ridings. However one other game I came accross recently, Evil Democracy, came as a incomprehensible mess. The truth is that I don't want to direct an electoral campaign, I want to play a government with its good and bad calls. A game I enjoyed along those lines was... surprise... Victoria II. It's electoral system was simple, and could be improved, but I felt like there was something of the inner workings of the country which was represented.

So how could a modern political game exist without becoming a modern geopolitical game? I don't know, but I hope it exists some day in the future.

Those are some good points you raise! The way I imagine it, I imagine that warfare happens, but that it's mostly passive (like it would be for a real politician.) Your success or failure would be based on your technology, population, and certain decisions, like the amount you spend on the military and the heads of your armed forces. You could see the troops and change your game accordingly, but you wouldn't micro the troops yourself.

But even if Paradox decided to implement their usual style of warfare, I think it could still work with this hypothetical game. I would just want warfare made to be very, very risky with large consequences if you lose, or if your offensive war drags on (as has been the case for almost all modern wars in real life.)

I agree that I wouldn't want the electoral campaign to be the main source of fun in the game. Instead, I see it as similar to when your dynasty gets knocked from power in Crusader Kings. You have to dust yourself off, change things up a bit, and go for the title again. I imagine this part of the game being mostly about boosting your popularity in key parts of the country while trying to foil your opponent with whatever votes you have left in Parliament/Congress/the Reichstag, etc.
 
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Some politicians fashioned themselves as "commander in chief", nevertheless I get what you mean. I just wonder how border changes could work in such a game. Like (assuming the game started in 1919), if Britain loses Ireland (or Scotland), is it because the player didn't play right or was it unavoidable? Since the player isn't in charge of the army, the intelligence service or of decisions like Home Rule, he may feel like a part of his country was just robbed. I just wonder where "internal politic" starts and where "international politic" starts.
 
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Some politicians fashioned themselves as "commander in chief", nevertheless I get what you mean. I just wonder how border changes could work in such a game. Like (assuming the game started in 1919), if Britain loses Ireland (or Scotland), is it because the player didn't play right or was it unavoidable? Since the player isn't in charge of the army, the intelligence service or of decisions like Home Rule, he may feel like a part of his country was just robbed. I just wonder where "internal politic" starts and where "international politic" starts.

Haha, the more you make me think about this game the more I want it to be real.

I imagine border changes happening, but I imagine them being significant only insofar as they affect your party's strength (you wouldn't necessarily want to invade another country and occupy it if it will just result in a bunch of angry citizens who want to kill you.)

So I imagine border changes happening in a few ways. One is that your government decides to invade another country based on a claim over a disputed territory (similar to Crusader Kings). I also imagine being able to gain said territory diplomatically, which would take longer but be less risky and costly. If a disputed territory hates its current government but loves you (due to propaganda, the other government's misrule, similar demographics to your country, etc.) they could hold a referendum to join you.

Similarly, certain territories (Scotland in the U.K., Quebec in Canada, or any territory with unique demographics) could demand an independence referendum if, say, over 60% of the population feels unrepresented. You could prevent this as the player by giving that territory some 'special treatment' to make sure it feels heard, like granting semi-autonomy (but watch out, because the rest of the country might grumble about this.) You might also get maybe six months after the referendum is announced to get your popularity up in that territory in a bid to get the vote to fail. If the area does gain independence, you have to decide between invading to try to get it back or letting it go.

But the crucial part of any decision would be that it shouldn't be based on how much territory you want to hold, but on what is more likely to keep you in power.

(I can practically see the gameplay at this point!)
 
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I would love to play a political sim game from Paradox but based on the cold war era. So start in 1946 and end in 1990.

The Cold War would indeed be an interesting time to put in place such a political parties simulation. There were some changes in borders and bloody wars, but most of the world stayed close to what it is now.
 
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@Mliz01 I just realized you are a canadian as well. I see better how you can fashion a game about quiet, closed door party politics. ;) As opposed to bloody civil wars and bitter ideological struggles.
 
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About the game, an issue I find with playing a political party is that once you are defeated, you can pass years without being able to affect what the AI is doing with your country and it’s diplomatic position.

Of course in that time you work on your triumphant return, but being in power and not being so sounds like two very different game mods. That divide makes it so you almost have to design two different games, because if what you are doing in the opposition stays as important when you are in power, the player will be overwhelmed. Whereas if the game revolves mainly on what you do while you are in power, when in the opposition you would be bored to death.

A way to resolve this would be to disable some options when the player is in power and make the party machinery work in background, whereas when the player isn’t in power the part about governing would of course be disabled.

And then one would have to come with a reasonably complex political simulation capable of representing a wide array of political systems. I don’t want to play the federal republic of Germany the same way I would command the USA as the president or Canada as the Prime minister. If sub-entities like Quebec, Bavaria or Catalonia are playable, this would add a ton of « TAGs » , and this isn’t even counting how territorial changes could normally create new entities.

Cramming all this information in a believable game would be an incredible feat, but also a very interesting game.