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PhoenixGreen

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About PhoenixGreen

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    Political Hack

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  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
  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 Austra
  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 'fund
  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 precar
  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.
  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 constitu
  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 alle
  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 st
  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
  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 a
  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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