Saturday, July 04, 2009

 

download link updated

Filefront has changed the url to the file, here's the new download link
http://files.filefront.com/Conflict+MEPS/;13537306;/fileinfo.html

In any case I did update all the previous posts containing the link.

Saturday, April 18, 2009

 

elections and victory

OFFICIAL DOWNLOAD LINK: http://files.filefront.com/Conflict+MEPS/;13537306;/fileinfo.html


I'm leaving this reply both in a new post and in the comments to the post "the end", and it applies to both Fubb and Skeptikon’s question: in order to win the elections you must look at one and only one parameter: the domestic public opinion. In order to be matematically sure that you'll be elected you must have at least 66% of the domestic public opinion on your side due to the rules explained at page 3 of the manual.
Let’s briefly review these rules: the electoral model represented in the game assumes that 40% of the people will in any case vote for you, 40% always for the opposition, 5% vote randomly because they decide at the last moment; what you have to bring to your side is that remaining 15% of swing voters, the most precious one in every election.
As you can see, you already know that 40% of the votes will be for you, and if you don’t want to count on that 5% of random votes you can only look at the swing voters. Since you win the elections if you have 50% + 1 of ballots it’s clear that you need to convince two thirds of the swing voters because that means adding another 10% of the electorate to you (two thirds of 15% is 10%).
The domestic public opinion value represent exactly how many swing voters have come on your side, or how much of that 15% of undecided electorate you have convinced. If the domestic opinion value is 20% you have added only 3% to the total number of people that will vote for you. Why? Because the calculation is

20% of domestic public opinion --> it means one fifth of 15% --> the result is 3%

Therefore you can be sure that only 43% of the votes will be for you. What happens if ALL the random votes are for you? 43% + 5% --> 48% and you’ll lose the elections anyway.

Another example: if you have conquered 50% of the public opinion you’ll be sure of having only 47,5% of the votes at the elections because

50% of domestic public opinion --> it means one half of 15% --> the result is 7,5% to be added to 40% of votes that you’ll have for sure --> 47,5%

The stakes are the swing voters, the swing voters are 15% of the total, the domestic public opinion represents how many swing voters you have convinced to vote for you.

Now, how can you convince the swing voters? There’s many ways, your foreign policy decisions will greatly affect the domestic public opinion. Some policies are unpopular and they’ll make you lose consensus among the swing voters, other decisions will be appreciated and your support will rise. Take a look at the bar showing the forecast for the domestic public opinion in the next turn, it will show you how your current decision will affect your image among the voters.

To conclude: to fulfill the electoral promises is a very good way to gain support but it’s not sufficient! Fulfilling the electoral promises will only grant you a bonus between 10 and 20% of the swing voters. If you look at the calculations you’ll see that 20% of swing voters means adding 3% to the total. So let’s say the domestic public opinion hates you because of your policy during your mandate, and let’s say you have 0% of domestic public opinion on your side. Even if you fulfilled the electoral promises and even if the maximum bonus is applied you’ll only have 20% of swing voters decided to vote for you, and that means adding only 3% of votes, so the total will be
40% of votes you’ll always have + 3% from the swing voters you convinced + random quantity up to 5%
and you’ll lose the elections.
You always have to nourish the domestic public opinion throughout the game to maximise your chances of victory. Every turn you’ll have to weigh your different options because a certain decision might give you a short term rise in popularity, but maybe it will make you lose U.S. support which grants you money and therefore the possibility to pursue your policy.
I hope to have clarified things a bit.

Saturday, April 11, 2009

 

reply to Pampla

Hi, thanks for your interest in the game.
The source code is available at quest3d knowledgebase
http://knowledgebase.quest3d.com/browse/detail/89
If you want you might describe your idea for an economic element in the game thread on quest3d forums here

Sunday, April 05, 2009

 

new download link

I uploaded the game to filefront.
The new official download link is
http://files.filefront.com/Conflict+MEPS/;13537306;/fileinfo.html
Cheers

 

problem with download link

I noticed that the download link points to a file called "FileDroper File Extractor.exe".
This is the last problem I'll have with Filedropper, it's really a terrible service, and I suggest anyone to avoid it.
Anyway I removed the link, I'll post a new one very soon.

Tuesday, March 31, 2009

 

answer to fubb

I reply here to Fubb as it might be of some interest to others.

He wrote:
"Great game, I only have one problem...I keep losing elections! How can I win one? I thought i was doing great, I enacted a bunch of my funds until the Palestinian crisis required 0 to maintain the current situation, and i was friednly to my neighbours (though if I had won the election, I would have bombed a Lebanese nuclear facility)"

You always have to keep an eye to the domestic public opinion, because it's the parameter that will decide the outcome of the elections. Try to have the domestic public opinion rise by choosing the right diplomatic options. Remember that you'll be able to see the overall effect of your decisions on all the game parameters through the three columns in the foreign policy screen: the right column is the predicted future value for each parameter given the current decisions, so use the right column as a forecast for what will happen in the next turn. Check the picture below to locate the domestic policy counters



Remember also that a good way to win the elections is to have the electoral promises fulfilled: they'll grant you a bonus on the public opinion that will greatly help your party as it's quite unique to see electoral promises fulfilled. Check the manual for details on the elections results.
Another way to win the elections is to win wars, they pay a lot in terms of popularity especially if you are considered as the offended side. Obviously if you've got a weak army it would not be wise to pursue the military option, so be careful to assess your situation and that of your neighbours: remember political realism!

A note on the Palestinian situation: keeping the level of unrest low will not grant you domestic popularity, it will only ensure that in the next turn you'll not have to spend much more to control the situation. Plus, a very bad situation will cause kamikaze attacks in Israel, and that will cause domestic public opinion go down, so definitely you should keep the situation under control from the start.
You might consider granting independence to Palestine, which has a lot of diplomatic advantages, but again will cause domestic public opinion tumble, so it's better to do that in the first turns, when you haven't too much to lose in terms of popularity.

Feel free to ask if you've got further questions.

Thursday, February 12, 2009

 

the end

The moment of truth has arrived, the point three years ago I imagined to be: follow the link and you’ll find the official release of the game!

It’s named version 1.2, I’ve added many tweaks and enhancements since 1.1, and I corrected a lot of bugs. It is the first stable and balanced release, so now I’ll accept comments and reviews; prior to this I never considerated critics as “legitimate” because even versions 1.0 and 1.1 were, in my plans, not definitive (but in any case I respected all the critics and took some design decisions based on them).

I’m sure that there’s some bugs I couldn’t see, and, most important, I’m quite sure I can change the various game items to further tune the balance. However in order to do this I need some people to play, because all the bugs simply can’t be found unless a certain number of games are played. The same applies to game balance: I can play over and over but my vision is biased, I must gather the opinions of many people who have played many times to further change the game settings properly. In spite of this I consider this version stable and balanced as I said, and from now on all future releases are the be considered as patches.

I rewrote a lot of sections of the manual. In any case consider that English is not my mother tongue, so please forgive any mistake I've done, both in the manual and in the game.

At this point I must thank again David Eastman, all the people who patiently read the blog and tried the earlier versions sharing their thoughts. For those interested the complete source code is available also, take a look at quest3d community forum to read comments on the code. I'll post a thread also on www.wargamer.com forums, it will be easier for me to answer questions in the forum than on this blog.


GAME VERSION 1.2
http://files.filefront.com/Conflict+MEPS/;13537306;/fileinfo.html


SOURCE CODE FOR THE QUEST3D COMMUNITY
http://knowledgebase.quest3d.com/browse/detail/89

Note: download links have been updated, the link on filefront is now the official one.

Ciao!

Sunday, December 28, 2008

 

Goofy Foot

I'm currently in the playtesting phase. I received no critics on the new graphics so I think it has been appreciated, and after all I find it quite useful during the game.
I changed some things in the game, trying to achieve a good balance. The most relevant thing I changed is the distribution of proficiency between attack and defence. If someone has read the manual could remember that units received a negative multiplier for proficiency points distributed to defence, justified with arguments that related more to political science than a game. I changed this rule, there's going to be no negative multiplier for defence, this is much simpler for the player to understand.

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