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
If the industrialists and intelligentsia have 65% of the clout and are also favored by wealth voting (as the Rural Folk are usually not that wealthy), it should be possible to make a cabinet of of industrialists/intelligentsia.
However, keep in mind that a monarchy has a monarch of a certain faction and the monarchy law itself gives +20 legitimacy from including the head of government in office, while giving penalties for ideologies that are different from the monarch's. If you have a voting system it's therefore easier to be a presidential republic, as the president can cycle out with each election, where a monarch would be in office for life.
1) What determines the (starting) strength of the various parties in an election depends on what kind of Suffrage you have. If you look in the tooltips for the different Suffrage types in the "Distribution of Power" law, you will see the criteria for electoral influence for each type of Suffrage. It can depend on things like who's wealthy, who's an academic or engineer etc, all sorts of things. These electoral power factors will determine who can vote and how much influence their vote has, for each IG, and then which IG they are decides who they will vote for. It can be difficult to predict how all this will play out, but overall it pays to try to grow and empower (through Suffrage laws) those IGs that are likely to want the laws you want. You could also see this as the idea that it might pay to try to have laws your Pops actually want, but you can still go against their wishes if you want (see below) to re-shape your society as *you* want rather than as your Pops want.
However:
2) Whether you can at least *try* to pass a law is determined by any of: (1) you have a faction in government that wants the law; (2) you have an agitator that wants the law; (3) there is an active movement that's calling for the law.
3) The (starting) percentage chance of the law passing is based on the %age clout of the IGs that want the law *that are in the government*.
4) You don't have to put into government the parties that won the election. You can instead choose to put into government the parties that will pass the law (i.e. the IGs with clout that want the law). And then, so long as the resulting government has at least 25% Legitimacy, the law will progress through the process, and may or may not pass depending on how that process plays out.
5) Remember that your Legitimacy can be lowered by having high taxes, so you may need to lower taxes temporarily to keep above 25% Legitimacy while an "unpopular" law progresses.
So the way I go about it is something like this: I decide what law I want to pass. Then I try to get an agitator, or a party in government that wants the law. I then look to see which IGs / parties actually want that law and put them into the government, provided their combined legitimacy is likely to be kept above 25% until the law passes. If there's an election mid-way through passing the law, I ignore the result unless it's a helpful one.
If all goes well, fine. If all does not go well I usually get a Revolution. This is useful (the way I play) because until I've got the basic laws I want I keep my army small and only based in my capital, so any revolution can easily be beaten. (Obviously you need to avoid getting into external wars while this is going on, by using your diplomacy skills). Once the revolution is crushed, you almost always end up with the IGs you want in government (i.e. that want the law you want) having much more clout.
Hope that helps. I'm sure there are other, perhaps better, ways to go about it, but that all works for me most of the time,
No elections have taken place it just keeps getting worse and worse giving me a huge amount of radicals. Perma illegitimate government, I think i need to force a revolution but those groups who support a republic like me to much.
In Vicky 3, Votes from an Election add Legitimacy to a party that is brought into government, as well as some Clout to its IGs. This means that there are cases where, for example, a coalition government of the Right and Agrarian party may actually be more legitimate than a government of only the "winning" party, if you're including, say, 100% of cast Votes in government.
As for how those votes are actually tallied, first off, generic rules: Politically Unaligned, Discriminated, and Pops living in Unincorporated States never vote.
Secondly, you have Wealth Voting, meaning only Pops with >25 Wealth (roughly equivalent to 25 Standard of Living) are enfranchised, and each enfranchised Pop has an otherwise equal voting strength. Bear in mind, this does not mean the Rural Folk can't participate just because most have poor Wealth. Clergy and Bureaucrats often join the Rural Folk, and generally meet the wealth threshold, and sometimes poor Shopkeepers make up the majority of the industrialists, despite them having immense Clout from average wealth. Hell, last game I had 9, cursed Capitalists who joined the Rural Folk, for whatever reason.
Thirdly, as far as the actual election goes, enfranchised Pops, by default, vote for their IG's associated party. However, Momentum will make Pops cross party lines when voting and Momentum is heavily influenced by events and IG leader popularity. An unpopular Industrialist leader could singlehandedly throw the election for the Free Trade Party, for example.
Now once the results are tallied, and you're choosing who to include in government, look at your "Legitimacy From Votes" modifier from your voting law. With Wealth Voting, that is 75, meaning you get 75 * percentage of votes included in government Legitimacy. If the Agrarian Party got 10% of the vote, for example, and they were the only group in government, you would get 7.5 legitimacy from votes. So if you included literally every party in government, you would indeed get the full 75 legitimacy. Of course, different ideology penalties would completely negate that, however.
To summarize, Clout is largely unimportant for Elections, whereas Momentum, and consequently IG leader Popularity and events, are very important. Not that Elections are all that important, however. They give extra Legitimacy, thereby allowing more ideologically divergent groups to caucus in the government, but they are by no means binding, unless you're running a Universal Suffrage, Parliamentary Republic. That is to say, the more democratic you become, the more democracy actually matters.
Always consult your voting laws, and determine whether Clout or Voting Strength is more important for your Legitimacy. Under Wealth Voting, Legitimacy from Clout and from Votes are both 75 * % Clout/Votes, although your Monrachy law allows you to squeeze a little extra Legitimacy from including your head of state in government, and increases different ideology penalties by 10%.
Two things:
1) What tax rate are you on (i.e. can you reduce tax rate to become Legitimate again?)
2) Why not just carry on your run? I've had this situation and I just carry on, you can still develop your country, but with you staying on your current laws until it resolves. It will resolve by either you getting a revolution, which you can win and it will change IG clout %ages, or your %ages will change themselves gradually as your Pops change jobs etc. Either way, it will work out in the end.