![]() ![]() Each one has a Name, which is displayed to the player, and A description which is also displayed. These two sections represent the two options the player must choose from. You can have as many influences to a dilemma as you like. This is to give some random variation to the probability of this dilemma being triggered. What this means is to generate a random number between 0 and 0.3, and add that number to the dilemmas current value. There is also a special class of effect for these influences which is the random influence which is formatted like this: In other words, the higher your health value, the less chance of this dilemma being triggered. Says that the value of this dilemma (Chance of it triggering) has 0.8 added to it, then (0.6*Health) is subtracted from it. The name at the start of the effect here is the 'source' rather than the target (which is clearly this dilemma). #BEST DEMOCRACY 3 MODS HOW TO#For more on how to format an effect see here, although note you cannot use inertia for these effects. ![]() The top dilemma each turn is triggered, unless an event has also triggered that turn. This is a numbered list of input 'effects' which are calculated each turn to give the 'likelihood' of this dilemma being triggered. #BEST DEMOCRACY 3 MODS FREE#I recommend playing around with the free 'graphcalc' program to see the exact effects you can achieve. ^ is 'power', and is used to generate a lot of the fancy curves that make some of the equations so interesting. You don't have to just have + or * as your operators, you can also use - / and ^. To be absolutely clear, I'll add some brackets to show you how this last bit is calculated: This lets you scale the effectiveness of a policy on the level of another value, and it is used in various places especially Taxes, where the income from alcohol tax is dependent upon the current level of alcohol consumption, as well as the slider for alcohol tax itself. like everything in the game, we can assume that the value for Technology is between 0 and 1. In this case, the equation is entirely the same, but we end up multiplying the bracketed result by the current level of technology. ,br> So what happens if we add in those optional extra values? lets look at that, along with another special ability we have, which is to reference another object from the game, for example another statistic entirely of 'Technology'. #BEST DEMOCRACY 3 MODS PLUS#This is not the *whole* story, because as this is a government policy, that final value might be a bit lower if the policy is not fully implemented yet, plus it may be tweaked up or down slightly depending how competent your minister for public services is, but the principle remains the same. In other words, with the slider at 50%, we are saying we want a 6% boost to the value of our countries education, coming from the AdultEducationSubsidies policy. What would the value of the effect be?įinal Effect = 0.04 + (0.04 * 0.5) = 0.06 So let's say that the AdultEducationSubsides policy has been consistently set to 0.5 for 4 turns. ![]() because the effect is an output coming from a policy, the magic value 'x' gets substituted with the current value of the slider for AdultEducationSubsidies.The final value gives us an 'inertia' of 4 for this effect, meaning it averages out over the last 4 values of the slider (in other words it takes up to 4 turns for any slider changes to fully take effect on Education). In this case the target of the effect is Education. which is the very first effect in that spreadsheet, and represents adult education subsidies first effect. Now this may be confusing because is entirely OPTIONAL, and not often included. Some policies have a few effects, some have many, but each effect entry takes up one 'cell' and has the same format which is. For clarity, the effects are denoted as any column to the right of the '#effects' column, and there can be as many there as you like. Looking at the policies file, you will see a whole bunch of columns in there that load in various bits of data, but towards the end of the list of columns you will see the 'effects' for that policy. ![]()
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