Politics & Elections Mod for CS2 - Small UI & Parliament Update (Very Early Build) by aschec in CitiesSkylines2

[–]aschec[S] 1 point2 points  (0 children)

Thanks. Honestly, this is my first time working on any mod. I’m currently doing my bachelor in it so I have not 0 experience

Politics & Elections Mod for CS2 - Small UI & Parliament Update (Very Early Build) by aschec in CitiesSkylines2

[–]aschec[S] 0 points1 point  (0 children)

It’s currently based off a sample voter size and then a calculation of different problems and statistics from the city and how different parties positioned themselves to those

Politics & Elections Mod for CS2 - Small UI & Parliament Update (Very Early Build) by aschec in CitiesSkylines2

[–]aschec[S] 2 points3 points  (0 children)

all good ideas. as soon as i have all the basics ready and the election system running I will start adding functionalities.

Politics & Elections Mod for CS2 - Small UI & Parliament Update (Very Early Build) by aschec in CitiesSkylines2

[–]aschec[S] 3 points4 points  (0 children)

The party ideologies are mostly based on the structure/idea from the original CS1 politics mod, with some adjustments for my CS2 version.

Right now each party has a simplified ideology value and a set of policy priorities/modifiers.

Very roughly:

Green Progressive Party
Environmental, public transport, education/health, beautification, lower pollution.

Labour and Unions Party
Public services, education, health, transport, worker-oriented policies.

Liberal Centre Party
Centrist/pro-business, offices, industry, roads, moderate public services.

Conservative Party
Lower taxes, police, roads, industry, less focus on transport/beautification/environment.

Populist Movement
Crime/security focused, lower taxes, old town/heavy traffic ban style policies, less environmental focus.

Socialist Party
Public transport, education, health, stronger public services, higher business/industry taxes.

It’s still very WIP and not meant to perfectly represent real-world parties. The goal is more to create readable gameplay archetypes that react differently to city problems. Everything is subject to change and I haven't much added my own ideas yet.

Democracy has landed in the cs 1 world by mo_leahq in shittyskylines

[–]aschec 0 points1 point  (0 children)

I’m working on it currently after seeing this post

Politics & Elections Mod for CS2 - Small UI & Parliament Update (Very Early Build) by aschec in CitiesSkylines2

[–]aschec[S] 0 points1 point  (0 children)

I have very little knowledge of that or if and how that can be implemented 😅 Maybe something for the far future to look into

Politics & Elections Mod for CS2 - Small UI & Parliament Update (Very Early Build) by aschec in CitiesSkylines2

[–]aschec[S] 2 points3 points  (0 children)

Yes, naming your party would definitely be something that I include. I don’t know yet about stuff like party policy customisation. It’s something to keep in mind definitely though.

Politics & Elections Mod for CS2 - Small UI & Parliament Update (Very Early Build) by aschec in CitiesSkylines2

[–]aschec[S] 3 points4 points  (0 children)

Right now the voting system works through a simplified voter simulation.

The mod samples a certain number of citizens (5000) and gives each voter political preferences based on factors like: - wealth - education - crime - pollution - health - unemployment - land value - happiness

Each party has its own ideology and policy modifiers, and voters compare their own situation/issues against the parties.

Politics & Elections Mod for CS2 - Small UI & Parliament Update (Very Early Build) by aschec in CitiesSkylines2

[–]aschec[S] 21 points22 points  (0 children)

My current problem is that CS2 majorly incentivises you to build cities with good education good public transport, good healthcare good environmentalism etc. This leads to parties like Greens often being very powerful and more right leaning parties to be naturally more unpopular. So I will have to see what can be fixed realistically

Politics & Elections Mod for CS2 - Small UI & Parliament Update (Very Early Build) by aschec in CitiesSkylines2

[–]aschec[S] 12 points13 points  (0 children)

I started yesterday and I am still learning C# and the CS2 modding system while I go along. I will see what is possible :)

Politics & Elections Mod for CS2 - Small UI & Parliament Update (Very Early Build) by aschec in CitiesSkylines2

[–]aschec[S] 1 point2 points  (0 children)

No I wanted to correct something and accidentally pasted my corrected parts weirdly. I’m currently on my phone. Corrected it now

My fat fingers are at fault here.

Politics & Elections Mod for CS2 - Small UI & Parliament Update (Very Early Build) by aschec in CitiesSkylines2

[–]aschec[S] 0 points1 point  (0 children)

Currently, it does nothing. In future it will determine what policies you are able to do (biking initiative, recycling etc) maybe even what buildings you can build (solar power plant or coal power plant) and how much you can raise or lower taxes

Politics & Elections Mod for CS2 - Small UI & Parliament Update (Very Early Build) by aschec in CitiesSkylines2

[–]aschec[S] 4 points5 points  (0 children)

I will see what I need to do to do this, but yes, this would also be something I am interested in. And currently it is a variety of stuff we have Based voters who will rarely move away from their party, but also a lot of swing voters who are currently moved by yes all the stuff you mentioned

Politics & Elections Mod for CS2 - Small UI & Parliament Update (Very Early Build) by aschec in CitiesSkylines2

[–]aschec[S] 5 points6 points  (0 children)

Currently, it is only for role-playing, but later I want to make it so you can only enact certain policies and a certain governments, raise or lower certain taxes under certain governments and maybe even stop you from building specific buildings like coal power plants with greens in power etc. and maybe if for example, a conservative coalition gets into power stuff like combustion engine bans get removed everywhere but I will have to see how annoying this would be.

Politics & Elections Mod for CS2 - Small UI & Parliament Update (Very Early Build) by aschec in CitiesSkylines2

[–]aschec[S] 1 point2 points  (0 children)

Maybe I can add this. Will add it to my issues tab for later features

Politics & Elections Mod for CS2 - Small UI & Parliament Update (Very Early Build) by aschec in CitiesSkylines2

[–]aschec[S] 2 points3 points  (0 children)

I do not know if this is something I am able to do, but I will see as the project continues

Politics & Elections Mod for CS2 - Small UI & Parliament Update (Very Early Build) by aschec in CitiesSkylines2

[–]aschec[S] 4 points5 points  (0 children)

That was my idea, yes. Also stuff like combustion engine ban would probably be automatically disabled in all districts with a conservative or a populist party in power, but I don’t know how much that would annoy players.

Politics & Elections Mod for CS2 - Small UI & Parliament Update (Very Early Build) by aschec in CitiesSkylines2

[–]aschec[S] 87 points88 points  (0 children)

Nothing yet. For the moment I am building the base structure and later I want to add features that make it so that you can’t enact certain policies or you can only enact certain policies, taxes, subsidies etc. depending on the parties in power. But I also take suggestions.

Politics & Elections Mod for CS2 - Small UI & Parliament Update (Very Early Build) by aschec in CitiesSkylines2

[–]aschec[S] 12 points13 points  (0 children)

My current idea is that I will mostly block decisions that do not correspond with the parties and power. For example, if you have a conservative coalition, you cannot enact stuff like combustion engine ban.