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About PhoenixGreen

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    Political Hack
  1. Fantastic! I look forward to it, thanks for your work.
  2. Good to see some other Australians on here, I'd love to play a Victoria 2018 scenario. The Green insurgency seems to be the most interesting factor there, and whether they can snatch up enough Labor seats around Melbourne to force a balance of power on an otherwise mildly successful first-term government. I expect Daniel Andrews to win a second term, but the Liberals have a massive spending warchest and are deploying sophisticated new voter-tracking software which has been helping Liberals win in Australia lately. Not sure exactly how to implement that into a scenario, I suppose it would be a significant boost in the Liberal leader's "Ground", "Research" and "Fundraising" ratings, and exceptionally high starting funds. We've also seen some interesting results which could inform your vote settings for that Green-leaning cluster of inner-city seats (Melbourne, Northcote, Richmond, Prahran, Brunswick). The 2017 Northcote by-election swung heavily Green, with the party picking up a third lower house seat for the first time. Then we have the 2018 Batman by-election (Just happened this weekend) which ended in a bit of an anticlimactic "standoff", Greens making gains in working class and migrant areas north of the Bell St divide while Labor reclaimed a greater number of voters in Green strongholds at the south end of the seat, resulting in an upset Labor retain. Those five seats, particularly Richmond and Brunswick will be hotly contested and could determine how viable it is for Labor to continue to govern without securing a longer-term alliance with the Greens. Or, to look at it another way, how viable the Greens are as an electoral force in Australia's Houses of Government. I look forward to seeing how you go, and I hope we get preferential voting in the game soon as I'd love to put together a scenario for the 2018 SA election (Just finished), and longer term the 2010, 2014 and 2018 elections in Tasmania, where I live. Best of luck.
  3. Preferential voting (Pleeease). I bought Prime Minister Forever - Australia 2013 back in the day and loved it. I just bought Prime Minister Infinity - UK (Because it came packaged with an Australia 2016 scenario) but without preferential voting it produces some pretty bizarre / unrealistic outcomes, it's more of a thought-experiment than a sim / game right now. I can see how much work has been put into the game engine since I played back in 2013-14, so many areas have seen improvements. I look forward to playing it and poking around in the scenario editor once again (There are some Australian state elections I'd be keen to put together, such as SA 2018), but without preferential voting it all seems a bit pointless. In the longer term, I'd also love to see multi-member electorates with preferential voting (Ireland style). This is pretty much identical to the Hare-Clark system used in the Australian Capital Territory and the Australian state of Tasmania, which are both places I'd love to make scenarios for. In short - Electoral systems!
  4. Seems correct to me, and apparently I've been trending left as I age. Although I have weird / alternative views on specific issues that tend not to fit established parties on my side of the compass. Roughly: fully automated luxury communism. Pretty impressive diversity of views here.
  5. To summarise: the electoral divisions of a scenario are set out in the file called 'political_units.xml', which is in your scenario folder. In this file the states are referred to as 'Abstracts', and the electoral divisions or seats are referred to as 'Fundamentals'. There must always be at least 13 Abstracts (For no apparent reason), and I would presume at least one Fundamental under each Abstract. But you can add or remove those Fundamentals (Seats) or even add totally new Abstracts (States / Regions) with their own brand new seats, simply by copy-pasting stuff around. An example of a 'fundamental' political unit, the seat of Farrer, can be seen below. If you wanted to create a new seat you could simply copy-paste that code into a different spot and change the details. If you want to delete a seat, you can just delete that code and the seat disappears (Just make sure you've always got at least 1 seat in each 'abstract'). Be very careful with the indentations, I suggest you use Notepad ++ to get everything to line up properly.
  6. This functionality has been added to the latest version of the engine for the UK game, but unless I'm missing a patch it doesn't seem to have been added to the Australian game (Which is a pity). That said, I have been able to add and remove constituencies by editing the game files directly. In my Tasmanian State Election scenario, I attempt to explain how I managed to do this. This method would absolutely allow for changing boundaries or vote shares across the Australia map, and even adding or removing entire divisions. The current political circumstances in Australia are unstable and precarious and we may either have a double dissolution election (As soon as a few months from now) or at most the scheduled general election in a bit over a year. So if you're hoping for easy constituency adding/removing in the editor, I imagine that functionality will be rolled into the Australia 2016 game.
  7. I have made significant progress on this project. I will edit this post with updates (And stop spamming my own thread, sorry about that) in the next day or so. ===================================== I have implemented the simple hierarchy of abstracts and fundamentals above. It seems to not crash the game. So that means creating, deleting and moving constituencies and regions is totally possible using text editing of the political_units file. I have successfully implemented a new map. This has been the main thing holding me back in the past, and now I have figured out how to reliably do it. Here's the simple triangular test map of Tasmania, with a few regions added. It's not pretty, but it works perfectly in-game. I will add more detail, create a zoomed-in bit for Hobart and fix the labels as I continue working. Direct Link to image --> http://i.imgur.com/jwOfRVs.png Still to go, the easy bits: Seat votes, Parties, Issues, Leaders and all the other stuff which can be quickly input using the handy editor. ===================================== Righto. Parties and Leaders, plus their surrogates have been implemented, basic issues set up with more work to be done fleshing them out. Incumbency and region political support has been fully set up for each seat. I also edited the files to change the title "Prime Minister" to "Premier" and "Australia" to "Tasmania" and "Parliament" to "House of Assembly", among other things. I just played a full game from start to finish, and it is looking and feeling good and stable. Now to update the map and fix the labels.
  8. Will now continue this work, with some significant adjustments. To keep things simple as I get a scenario up and running, and to provide a single-member constituency analogue of the current 25 seat House of Assembly, I will use the following constituency configuration. As before, there must be at least 13 'Abstracts' (Regions), each with at least one 'Fundamental' (Electoral division or 'seat'). Unlike the seats above which are based on Tasmanian Electoral Commission polling booth data and geographic considerations, the seats below were made simple by roughly dividing each real-life constituency into five geographic regions with roughly equal populations. I then divided the real-life constituency total valid votes by five to get the voting population of each seat. This provides 25 seats, the same as the real-life Tasmanian House of Assembly, distributed roughly in the same way around the state. The Abstracts and Fundamentals are as below: Devonport City Devonport - 12,480 Latrobe - 12,479 The North Coast Burnie - 12,479 Ulverstone - 12,479 West Coast Queenstown - 12,479 Tamar River Tamar - 12,555 George Town - 12,555 Launceston City Invermay - 12,556 Ravenswood - 12,556 Riverside - 12,556 Central Hobart Hobart - 12,791 North Hobart Glenorchy - 12,792 Newtown - 12,791 South Hobart Sandy Bay - 12,791 Kingston - 12,791 Huon Valley Huonville - 12,363 Hobart East Side Otago - 12,363 Clarence - 12,364 Rosny - 12,363 East Coast St Helens - 12,399 Campbell Town - 12,399 Greater Hobart Area New Norfolk - 12,400 Margate - 12,363 Sorell Richmond - 12,400 Sorell - 12,400 If all goes well and this simple scenario ends up working, I will probably proceed with the more complex but more interesting 38 seat House of Assembly I generated in my original post.
  9. Thanks Poliguy, I had a go with Chancellor Forever back in June, when you suggested it. The files are in machine code and it isn't practical to edit new scenarios in, unfortunately, so that rules out proportional representation at least until the dev expands his new engine. I did some preliminary work on a fictional single-member constituency scenario for Tasmania, which I will now continue while I am on holiday. Eager to get a Tasmania scenario up and running, as I continue to find this state's politics absolutely fascinating.
  10. I've decided on proceeding with a Tasmania 2014 election scenario, but using a sortof 'alternate universe' single-member constitency system instead of the real system of proportional representation (Which I don't know how to implement in this engine). To create the electorates I started with the electoral divisions of Tasmania's real upper house (Which uses single-member constituencies) and split it down into electorates of approximately 5000-8000 voters. I attempted to keep electorates within local government areas and draw logical borders based on geography and population, not on party allegiance (No gerrymandering). To create the electorates below I used the Tasmanian Electoral Commission website (for polling booth data). There are currently 38 electorates, I may increase this to 40 to make it a round number. More updates to follow. Here is an early list of 'fundamental' divisions under their 'abstract' regions. I currently have to use at least 13 'abstract' regions as deleting them causes the game to crash. East Coast - St Helens - Ross - Triabunna Derwent Valley - Bridgewater - New Norfolk Northern Suburbs - Moonah - Glenorchy - Claremont - Lenah Valley Hobart City - North Hobart - Central Hobart - Sandy Bay Southern Suburbs - Taroona - Kingston Eastern Suburbs - Bellerive - Howrah - Lindisfarne - Otago South East - Richmond - Sorell Huon Valley - Huonville - Southport Launceston - Newnham - Ravenswood - Riverside - Prospect Tamar Valley - Beaconsfield - George Town Devonport - West Devonport - East Devonport - Latrobe Central Coast - Ulverstone - Penguin - Burnie North West - Queenstown - Wynyard Meander Valley - Deloraine - Railton Total of 14 'abstract' regions and 38 'fundamental' divisions. Here is a complete list of divisions with their vote breakdown and eligible electors: Each scenario constituency is listed below the real-life Legislative Council constituency which contains it. Legend: Real Legislative Council constituency, -Scenario Constituency Apsley -St Helens LAB: 37.9 LIB: 32.3 GRN: 28.8 OTH: 0 Voters: 5,634 -Ross LAB: 43.0 LIB: 39.9 GRN: 17.1 OTH: 0 Voters: 6,766 -Triabunna LAB: 45.7 LIB: 38.5 GRN: 15.7 OTH: 0 Voters: 5,457 Derwent -Bridgewater LAB: 59.1 LIB: 27.3 GRN: 13.6 OTH: 0 Voters: 5,743 -New Norfolk LAB: 54.4 LIB: 25.4 GRN: 20.2 OTH: 0 Voters: 5,040 Elwick -Moonah LAB: 58.0 LIB: 24.7 GRN: 14.0 OTH: 3.3 Voters: 7,438 -Glenorchy LAB: 53.0 LIB: 27.7 GRN: 14.0 OTH: 5.3 Voters: 7,211 -Claremont LAB: 45.0 LIB: 30.7 GRN: 16.0 OTH: 8.3 Voters: 7,539 Hobart -Lenah Valley LAB: 47.3 LIB: 28.6 GRN: 24.1 OTH: 0 Voters: 5,517 -North Hobart LAB: 36.5 LIB: 30.9 GRN: 30.5 OTH: 0 Voters: 5,020 -Central Hobart LAB: 26.4 LIB: 24 GRN: 49.4 OTH: 0 Voters: 5,513 -Sandy Bay LAB: 20.6 LIB: 43.5 GRN: 35.9 OTH: 0 Voters: 5,087 Nelson -Taroona LAB: 21.5 LIB: 41.3 GRN: 37.2 OTH: 0 Voters: 6,127 -Kingston LAB: 29.3 LIB: 45.4 GRN: 28.2 OTH: 0 Voters: 6,146 Huon -Huonville LAB: 27 LIB: 40.1 GRN: 31.8 OTH: 0 Voters: 6,451 -Southport LAB: 30.9 LIB: 38.7 GRN: 29.2 OTH: 0 Voters: 5,566 Launceston -Newnham LAB: 44.1 LIB: 36.5 GRN: 18.9 OTH: 0 Voters: 7,378 -Ravenswood LAB: 41.1 LIB: 39.5 GRN: 18.6 OTH: 0 Voters: 7,681 -Riverside LAB: 27 LIB: 43.4 GRN: 29.4 OTH: 0 Voters: 7,194 -Prospect LAB: 33.5 LIB: 44.9 GRN: 21.4 OTH: 0 Voters: 7,528 Mersey -West Devonport LAB: 36.8 LIB: 48.9 GRN: 11.4 OTH: 0 Voters: 6,830 East Devonport LAB: 37.2 LIB: 50.1 GRN: 12.1 OTH: 0 Voters: 6,413 -Latrobe LAB: 39.0 LIB: 48.7 GRN: 11.8 OTH: 0 Voters: 5,799 Montgomery -Ulverstone LAB: 36.5 LIB: 46.9 GRN: 15.6 OTH: 0 Voters: 7,841 -Penguin LAB: 40.7 LIB: 44.0 GRN: 14.4 OTH: 0 Voters: 7,653 -Burnie LAB: 48.7 LIB: 38.7 GRN: 12 OTH: 0 Voters: 7,543 Murchison -Queenstown LAB: 42.5 LIB: 44.5 GRN: 11.9 OTH: 0 Voters: 6,768 -Wynyard LAB: 42.3 LIB: 39.9 GRN: 16.8 OTH: 0 Voters: 7,777 Pembroke -Bellerive LAB: 27.2 LIB: 42.4 GRN: 27.6 OTH: 0 Voters: 7,589 -Howrah LAB: 47 LIB: 43.1 GRN: 18.8 OTH: 0 Voters: 6,535 -Lindisfarne LAB: 30.4 LIB: 43.9 GRN: 26.7 OTH: 0 Voters: 7,799 -Otago LAB: 38.1 LIB: 38.3 GRN: 23 OTH: 0 Voters: 7,233 Rosevears -Beaconsfield LAB: 26.0 LIB: 49.6 GRN: 22.9 OTH: 0 Voters: 4,185 Rumney -Richmond LAB: 35.7 LIB: 44.2 GRN: 27.0 OTH: 0 Voters: 7,383 -Sorell LAB: 44.1 LIB: 32.8 GRN: 23.1 OTH: 0 Voters: 8,168 Western Tiers -Deloraine LAB: 30.8 LIB: 46.4 GRN: 22.8 OTH: 0 Voters: 5,497 -Railton LAB: 35.1 LIB: 45.2 GRN: 19.8 OTH: 0 Voters: 5,497 Windermere -George Town LAB: 49.3 LIB: 29.9 GRN: 17.2 OTH: 0 Voters: 5,849
  11. === UPDATE === After a few days playing around with the files in my free time I've found two workarounds which should, in theory, allow me to create proper state election scenarios for those states with single-member electorates. 1: I can delete the 'fundamentals' (regions/electorates/divisions) until only one remains, but I can't completely remove an 'abstract' (state). This means that unless I can find a way to delete an entire abstract, there must always be at least 13 regions with one electorate each in any scenario. This may mean I have to draw arbitrary lines in the sand to divide a state into 13 or more multi-electorate regions (For example a South Australia scenario might end up with multi-electorate regions like: Central Adelaide, Adelaide Hills, Flinders Rangers, South East, Barossa, Southern Subrubs, Northern Suburbs, North West, Adelaide Ports, South Coast, Kangaroo Island, Yorke Peninsula and Whyalla, each of which would be effectively the same as one of those states or sub-state regions in the vanilla game and would be considered separate regions for advertising purposes) 2: I can rename existing 'fundamentals', so although the excessive number of sub-state regions may seem contrived, the electorates within those regions will be accurate and there shouldn't be any awkward empty federal divisions cluttering up the GUI or wasting the AI's time. These workarounds, I believe, remove the major obstacles from creating state-election scenarios for all Australian sub-national lower houses except the Australian Capitol Territory and Tasmania which use the proportional Hare-Clark system, which the engine doesn't seem to support. Now, to decide what scenario to make!
  12. In any case it seems unlikely that proportional representation is built into the engine in its current form. Seems to be a very different system to the Chancellor Forever 2009 game which does use a kind of proportional representation. Will have to wait for dev advice before I can proceed. I'd be very happy to work on a different state scenario - such as the upcoming 2014 Victorian election. Most other states have an easily adaptable lower-house electoral system, the only issue is region deletion. I've been able to create new regions perfectly well, so it is completely feasible to create, for instance, the 88ish seats in the Victorian Legislative Assembly and set them up with the relevant data to simulate the real seats. The issue is deleting already existing federal divisions or 'fundamentals' as they're called in the files. I can't seem to make this work without crashing the game. Leaving divisions in which aren't involved in the election clutters the GUI with useless information and confuses the computer-controlled parties who run off to campaign in other states - so I'd really like to find a way to resolve that. Parties, leaders, issues, endorsers etc etc should all work perfectly in state-election scenarios, it's just this region issue. I might be missing something. Patine, do you know of a way to delete regions? Edit: Sorry, just realised I never really responded to your comment Patine. I can probably do a basic map for a state like the Australia one in-game.. we'll see. It'd be great fun to include the upper house, but I don't think it's strictly necessary since government is strictly formed in the lower house. Vanilla PM4E doesn't include the Senate, after all, and if it did it would probably confuse election night to include seats which shouldn't be counted for or against a government-forming majority. New Zealand, with their Mixed-Member Proportional system would use Proportional Representation to distribute many of the seats in their house of government, but most of our Australian states fit nicely with the current PM4E Preferential FPP regime. With the very unfortunate exception of Tasmania, of course. Would love to work on pretty much any recent or upcoming Australian State election scenario, but some are more familiar than others and I'm afraid I wouldn't know the first thing about the 2011 NSW one.
  13. Libs: 47.3% Seats predicted: 13 (mere 1 seat majority) http://kevinbonham.blogspot.com.au/2014/02/reachtel-pup-surge-has-landed.html "My own current view is that 13 seats is the mainline estimate, 14 for the slightly confident, 12 for those who are bearish about the Liberals' majority prospects, and anything else is adventurous to say the least." - Kevin Bonham, Tasmanian psephologist http://kevinbonham.blogspot.com.au/2014/03/not-poll-how-many-seats-will-liberals.html "What you're seeing the Liberal Party do is try to ensure what for them looked like a pretty easy victory a few months ago remains a Liberal victory and that voters aren't tempted to go off somewhere else." - Antony Green, renowned Australian psephologist + 7:30 Report on PUP's prospects in Tasmania titled "Minority Government" http://www.abc.net.au/news/2014-02-28/minority-government/5292332 "A large undecided vote and the Hare Clark voting system make it risky to predict just what will happen." - ABC News http://www.abc.net.au/news/2014-03-13/tasmania-election3a-what-to-look-out-for-on-election-night/5315406?section=tas _____________ Liberal majority looked a sure thing for all of the year before the campaign and it's easy to call the election in retrospect, but that majority was in doubt for at least the first half of the campaign month. The Libs were sitting on poll predictions of a wafer-thin majority for most of the campaign, and even those predictions were subject to the distribution of the vote and the vagaries of the count which can see votes leak between party tickets in unexpected ways - all the while the PUP 'dark horse' was ominously looming. The prospect of a four-party hung parliament was all the buzz in my academic and party circles at the time, we had people dissecting the electorate breakdowns and finding the slightest disturbances in local votes could lead to radically different parliaments. It may have turned out to be a mirage, but prospects like those were what made this election so fun - and so ripe for a PM4E scenario where some precisely targeted campaigning can flip the whole election.
  14. Been poking around and I found this in the 'political units' file: This is somewhat promising! Good to see there is already an 'electoral system' field for each region. Now I wonder if there are any options besides FPP..
  15. Top of my wishlist would be a drop down list so we can choose a region's electoral system. We can already set the number of seats per electorate so it seems a logical extension. So we could have: Denison Eligible voters: 71349 Seats: 5 Electoral System: Proportional Representation Combined with the ability to create and delete regions, this would allow for some pretty wicked Australian state election mods.
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