Isaac The Red
Towns Guard
- Xy$
- -0.10
Ah fun, then I think worrying about how much things interact with each other could to an extent be minimized. As much of political things are story based more than just mechanics based. Pseudo political systems in games for example where there are many political outcomes but it is mainly handled through player interaction and what they do for whom. A more realistic 'political system simulation' would need a lot of variables, as well as pseudo random number generation, and settings for all of these variables.
I'm not too much of a scripter, but I think separate plugins for each different kind of Political system would be best. Ease of use and usability need to be kept high priority. Once the plugin is loaded, interacting with it is mostly event based anyway. Even more so if someone uses it to allow the Player to become a part of the political system as a candidate, rather than just being affected by and having an effect on the outcomes.
Anyway beyond my 4am rambling... Your tax system, does it keep track of how much 'tax' is collected, through the players purchases/psuedo economy?
I'm not too much of a scripter, but I think separate plugins for each different kind of Political system would be best. Ease of use and usability need to be kept high priority. Once the plugin is loaded, interacting with it is mostly event based anyway. Even more so if someone uses it to allow the Player to become a part of the political system as a candidate, rather than just being affected by and having an effect on the outcomes.
Anyway beyond my 4am rambling... Your tax system, does it keep track of how much 'tax' is collected, through the players purchases/psuedo economy?