Introduce parties and factions into ruler and parliament to make parliament and debate more dynamic.

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catfed

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To make parliament and the debate over issues more dynamic, I suggest the introduction of political parties for both the ruler and parliament seats. Fortunately the basis for defining the party affiliations is already in the game. Using the 3 values for ruler ratings and their corresponding values in the provinces you can have 3 parties for rulers and 4 for provinces.

At election, I assign rulers a party affiliation based on which of their 3 attribute rankings is the highest (an administrator type gets a nationalist_flag, a diplomat type gets a liberal_flag, and a military type gets a conservative_flag}. For provinces, they get an event right after I award them a seat in parliament that assigns them a party province modifer based on which of the 3 values is the highest (party names are the same as the ruler's flag options) if all 3 values are equal they get an "independent" party affiliation. The province modifier only lasts 4 years then they have to go through an election again. This gives the ability to make the parliament debates more dynamic through party support or opposition. I also created events where, based on the rulers personalities they are more or less likely to winning over opposition or lose support in the debates

It would also be nice to have a graphic in the parliament screen that keeps track of the breakdown by party of the parliament.
 
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catfed

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This is the event where province party affiliations are first added;

province_event = {
id = palaesian_custevs.60
title = palaesian_custevs.60.t
desc = palaesian_custevs.60.desc
picture = CIVIL_WAR_eventPicture

is_triggered_only = yes

immediate = {
export_to_variable = {
which = btax
value = base_tax
}
export_to_variable = {
which = bprod
value = base_production
}
export_to_variable = {
which = bmp
value = base_manpower
}

}

option = {
name = palaesian_custevs.60.a
if = {
limit = {
check_variable = {
which = btax
which = bprod
}
check_variable = {
which = btax
which = bmp
}
}
add_province_modifier = {
name = "conservative_seat"
duration = 2190
}
}
else_if = {
limit = {
check_variable = {
which = bprod
which = btax
}
check_variable = {
which = bprod
which = bmp
}
}
add_province_modifier = {
name = "liberal_seat"
duration = 2190
}
}
else_if = {
limit = {
check_variable = {
which = bmp
which = bprod
}
check_variable = {
which = bmp
which = btax
}
}
add_province_modifier = {
name = "nationalist_seat"
duration = 2190
}
}
else = {
add_province_modifier = {
name = "independent_seat"
duration = 2190
}

}
set_variable = {
which = btax
value = 0
}
set_variable = {
which = bprod
value = 0
}
set_variable = {
which = bmp
value = 0
}
province_event = { id = palaesian_custevs.62 }
}

}
 
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catfed

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To make parliament and the debate over issues more dynamic, I suggest the introduction of political parties for both the ruler and parliament seats. Fortunately the basis for defining the party affiliations is already in the game. Using the 3 values for ruler ratings and their corresponding values in the provinces you can have 3 parties for rulers and 4 for provinces.

At election, I assign rulers a party affiliation based on which of their 3 attribute rankings is the highest (an administrator type gets a nationalist_flag, a diplomat type gets a liberal_flag, and a military type gets a conservative_flag}. For provinces, they get an event right after I award them a seat in parliament that assigns them a party province modifer based on which of the 3 values is the highest (party names are the same as the ruler's flag options) if all 3 values are equal they get an "independent" party affiliation. The province modifier only lasts 4 years then they have to go through an election again. This gives the ability to make the parliament debates more dynamic through party support or opposition. I also created events where, based on the rulers personalities they are more or less likely to winning over opposition or lose support in the debates

It would also be nice to have a graphic in the parliament screen that keeps track of the breakdown by party of the parliament.
This one is an example of using the rulers personality traits to effect debate

country_event = {
id = palaesian_custevs.14
title = palaesian_custevs.14.t
desc = palaesian_custevs.14.desc
picture = CIVIL_WAR_eventPicture

trigger = {
ai = no
has_parliament = yes
has_active_debate = yes
has_ruler_flag = nationalist
OR = {
ruler_has_personality = just_personality
ruler_has_personality = silver_tongue_personality
ruler_has_personality = tolerant_personality
ruler_has_personality = well_connected_personality
ruler_has_personality = well_advised_personality
ruler_has_personality = benevolent_personality
ruler_has_personality = lawgiver_personality
ruler_has_personality = incorruptible_personality
ruler_has_personality = charismatic_negotiator_personality
ruler_has_personality = inspiring_leader_personality
ruler_has_personality = fierce_negotiator_personality
}

}

mean_time_to_happen = {
months = 1
}

option = {
name = palaesian_custevs.14.a
every_owned_province = {
limit = {
has_seat_in_parliament = yes
is_backing_current_issue = no
}
if = {
limit = {
has_province_modifier = nationalist_seat
}
random = {
chance = 85
back_current_issue = yes
}
}
else_if = {
limit = {
has_province_modifier = liberal_seat
}
random = {
chance = 60
back_current_issue = yes
}
}
else_if = {
limit = {
has_province_modifier = conservative_seat
}
random = {
chance = 60
back_current_issue = yes
}
}
else_if = {
limit = {
has_province_modifier = independent_seat
}
random = {
chance = 70
back_current_issue = yes
}
}
else = {}
}
}
}
 
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catfed

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To make parliament and the debate over issues more dynamic, I suggest the introduction of political parties for both the ruler and parliament seats. Fortunately the basis for defining the party affiliations is already in the game. Using the 3 values for ruler ratings and their corresponding values in the provinces you can have 3 parties for rulers and 4 for provinces.

At election, I assign rulers a party affiliation based on which of their 3 attribute rankings is the highest (an administrator type gets a nationalist_flag, a diplomat type gets a liberal_flag, and a military type gets a conservative_flag}. For provinces, they get an event right after I award them a seat in parliament that assigns them a party province modifer based on which of the 3 values is the highest (party names are the same as the ruler's flag options) if all 3 values are equal they get an "independent" party affiliation. The province modifier only lasts 4 years then they have to go through an election again. This gives the ability to make the parliament debates more dynamic through party support or opposition. I also created events where, based on the rulers personalities they are more or less likely to winning over opposition or lose support in the debates

It would also be nice to have a graphic in the parliament screen that keeps track of the breakdown by party of the parliament.
Another way in which this could have an effect in parliament (especially in republics) is if the majority of the parliament is of a faction/party opposed to the ruler; they might reject his proposed issue and adopt one more to their liking. Even individual parliament issues could be slanted to be more favorable to different parties.
 
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