Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
I think it would be really cool if the opposition parties got only 0-3 political capital per turn depending on how close the election was. You have limited power, but as opposition you don't lose any points when carrying over between turns. So the strategy would largely be to save them for big things that demonstrate your policy interest to gain or lessen sentiment from different voting blocks. As opposition, you can put your capital toward vetoes or lessening the strength of the initial policy proposal by the majority party. You can only do this on new policies that the majority party proposed. Your quarterly report will just have the information about statistics, you won't get any options to vote on emergency policies.
My idea would require the game to be able to play the opposition and majority party so it probably isn't practical, might be worth a thought for Democracy 5 if a new one is added to the series. But anything that adds an opposition angle so the game doesn't just end and undoes some of your policies would add a really realism to the game and make it more engaging.