Back like a bad penny.

Quick comments on a few issues:
(1) Rejoining the game
unclebryan said:
I understand that they are not ready to do so at this time, but perhaps it could be arranged or coordinated as, say, the day after (US) Labor Day, September 6th.
I can't speak for anyone else, but September isn't really in the cards for me. I don't know when my current RL workload will subside, but I do know that it won't let up before October.
(2) Parties and elections
jacob-Lundgren said:
Perhaps the tightning of party election abilities didnt help?
The purpose behind imposing steeper hurdles on parties before they can run for office in E3 was to curtail some of the (sometimes rather extreme) flux in Eutopia's party system, and specifically to prevent single-member-ego-booster-parties from popping up one day and folding the next on a regular basis. I think some measure of stability in the party system is good for the game, so it's a feature that I'd like to see retained (just speaking for myself here).
That said, I agree that the party system may actually be too tightly controlled at the moment, and that the more-or-less-three-parties-system that has developed since the restart misses some of the colour of the older party systems (it certainly misses much of the fun of wheeling and dea... err, coaliton-building). At the same time, a return to a party system that is in constant flux may not be the best thing either.
All of which is to say, to the extent that we can control the contours of the party system via registration and election rules, how about returning to a (modified) version of the older system:
(a) do away with the current party foundation process (which requires a minimum level of player interest before the party can even get founded, let alone run in elections);
(b) require parties to have at least two bona fide (and active) members to be allowed to run in elections;
(c) modify the current mathematical procedure for translating actual (player) votes into fictional votes, so it doesn't disadvantage the smaller parties quite as much;
(d) impose a 5%-7% threshold in parliamentary elections (parties need to get at least 5%-7% of votes in order to get any seats).
(3) Ministerial elections
Personally, I quite like the idea of electing Ministers directly (i.e., by popular vote), but let me throw out a few points for consideration.
(a) In-game considerations
One of the reasons I like the idea of directly elected Ministries is the possibility of heightened conflict (and hence entertainment value) within the government. However, this could also be a downside: more conflict could lead to stagnation, as Cabinet could get bogged down in in-fighting.
On the other hand, directly elected Ministries could lead to more consensus and compromise, as Cabinet members who are from different parties will need to find some sort of modus vivendi. Positive, in the sense that Cabinet policy isn't monopolized by one party. Negative, in the sense that Cabinet policy isn't monopolized by one party

- i.e., there could be a greater risk of stagnation, not only from too much in-fighting (see above), but also from too much compromise.
(b) Game mechanical considerations
On the plus-side, having Ministers elected by direct popular vote would have two consequences: one, Party A doesn't get locked out of government completely if they just lose a single election (the presidential one); after all, they could still win a Ministerial election. In other words, all those players who happened to support the "wrong" presidential candidate may still end up having a hand in government, which may maintain their interest in the game for the two RL months or so they are in opposition. Two, Ministerial candidates have already shown an interest in the job (else, why run?), so we'd end up with individuals who are dedicated to the position (see below, though).
On the downside, having directly elected Ministries could reduce the fun factor involved in elections by reducing the stakes involved. At the moment, governmental elections are winner-takes-all - if Party A loses the presidential race, they are out for good (at least in theory

). Having five separate popular Ministerial elections is a dramatic move away from that model - which may be good in terms of maintaining player interest (see above), but may also have the effect of diminishing the thrill of an election.
Also, having meaningful Ministerial elections may require a more substantial active player-base; e.g., with the current set-up of five Cabinet positions, we'd really need at least ten players running for Ministries in order to have reasonably competitive elections. That's one problem. A second is that some Ministries, for whatever reason, don't attract a whole lot of player interest (see Amric's observations on MESA). Having to find at least two credibly dedicated candidates for those positions could exacerbate the problem. Thirdly, if a player elected to a Ministry can no longer play that role, they would have to be replaced in a process that's likely a good deal more complicated than the current one.
Where am I going with this? I have no idea.

Like I said, only something to consider.
To complicate things further (just because I can

), how about this set-up (again, not endorsing it, just throwing it out): Ministers are elected by Parliament; however, Ministries are distributed proportionally - i.e., if Party A gets 40% of seats in Parliament, it is entitled to 40% of the Ministries. To add a bit of spice, parties would be able to pick which Ministry they want, following a picking order based on their percentage of seats. E.g., Party A, being the largest party at 40%, gets to pick one Minister first; Party B, at 38%, goes second; Party C, at 12% goes third. Lather, rinse, repeat, until all Ministries are filled.
(4) Ministers generally
jacob-Lundgren said:
how about just for check/balance and fun political tastes they propose it to the speaker who *can* refuse it to be heard by the assembly? :ROFL:
I actually like that.
I also like the idea of increasing the number of Ministries (I believe someone mentioned that). One idea the GM bandied about during the redesign for E3 was actually to increase the number of Ministries to ten or so, but reserve about half of them (or fewer, depending on the gameplay situation) for (mostly inactive) NPCs. This would reduce the workload associated with being a Minister, and it would perhaps allow for a better fit between the interests of individual players and individual Ministries.
(5) Parliament
The_Hawk said:
Without stifling other conversation, let me throw out a question. How would you folks feel if we abolished, or substantially reduced, the role of the legislature in the game?
I'll echo the feeling of most people here: I wouldn't be a huge fan of that. Granted, the legislature hasn't been what it's supposed to be for a long time, but I think we should try a couple more reforms before throwing it out. Baby, bathwater and all that.
The_Hawk said:
All that said, my personal ideal solution [...] would not be to abolish the legislature entirely, or turn it into the province of the mods. Rather, it would be to, much like UB suggested, expand it. Each party would then have a 'bloc leader' [...] that spoke for a large number of NPC legislators. This would not be an absolute ability, and the mods could have legislators break from the bloc if the bloc leader's intended vote seemed to stray from party principles, or would prove harmful to the legislators' constituents.
In other words, players who enjoy legislating would still have the opportunity to do so, but it would not be incumbent on the parties to constantly keep seats filled with a particular number of active legislators. It might also be helpful to allow members of the executive to propose legislation themselves (presumably through NPC legislators.)
I like.
Just on a semantic note, though, I'd feel distinctly uncomfortable with the term "bloc leader." I know it's just meant as a descriptive placeholder term, and it may be my German sensibilities speaking, but to me, the term has distinctive concentration camp associations. "Senior legislator" sounds like a good alternative.
Voshkod said:
A unicameral legislature still needs some sort of mod veto to keep things from going too far off base. What should that be? We have a few ideas at mod central, but we're not ready to reveal them yet. What are your ideas?
Backbenchers defecting from their faction?
(6) Game focus
Voshkod said:
In the "retracted" version of Eutopia, where we focus on politics almost solely, it is likely that there will be a basic rule that all characters must be politicians first. No crime lords, probably no military officers (except for those that are grandfathered in), etc. What do people think of that? We'd probably create an "inscriptions" concept, like in the EU:M and 1558 games, where you apply for a character and must be approved by the mods first.
Sounds good to me.
