democracy-4 game sourced
Democracy 4
A turn-based government sim in which the player, as leader of a democracy, adjusts policy sliders whose weighted effects move statistics and overlapping voter groups, resolves dilemmas, and tries to balance the budget and win the next election.
core loop
spend political capital to adjust policy sliders -> effects propagate through the weighted policy network -> statistics, situations, and voter group happiness shift -> resolve dilemmas and events -> make election promises -> win or lose the election
design notes
Democracy 4 models a country as one visible causal graph: policies, statistics, situations, and voter groups are nodes, and the interface shows the weighted links in and out of each. The player is constrained by political capital, earned through loyal ministers and spent on policy changes, and by voters who belong to several groups at once. Political capital as a regenerating action currency is not yet a mechanic in the taxonomy (proposal political-capital).
relations
11 stored edgesElections
Before each general election the player makes two promises to the electorate; broken promises raise voter cynicism, and losing the election ends the game.
Interest groups
Voter groups such as the religious, patriotic, parents, capitalists, socialists, liberals, and conservatives overlap, since each voter belongs to several, so pleasing every group is nearly impossible.
Policy influence network
Policies in seven areas (tax, economy, welfare, foreign policy, transport, law and order, public services) are sliders; the engine treats voters, groups, policies, ministers, and events as neurons in a homebrew network with bounded values, so weighted effects move statistics such as crime and air quality and the happiness of voter groups.
Dilemma cards
Dilemmas, such as appointing a senior judge, must be resolved before the turn can end.
Political capital
Political capital, earned through loyal ministers, is spent each turn to introduce, cancel, or adjust policies, so it caps how fast the government can change.
Triggered event chains
Situations such as pollution or homelessness persist while conditions hold, and events arrive outside player control.