Democracy 3

Democracy 3

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DES Pack - No Terrorism Edition
   
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10 Feb, 2014 @ 12:31pm
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DES Pack - No Terrorism Edition

Description
By popular demand, this is a version of the Disaster and Emergency Situation Pack that has all of the stuff relating to terrorism removed, leaving the 8 types of natural and man-made disasters that can befall your nation! All of these are about what happens to your country when things go horribly wrong on a national scale!

If you were worried about the effects of the terrorism in the original, this is for you!

The original was PCGamer.com's Mod of the Week, 3rd December 2013, and they had this to say about the mod:

Even playing through a few different games, I haven't seen most of [the disasters] yet, and don't want to spoil the additional ones I have seen: some of them are surprising and quite creative, yet they're all completely believable and appropriate. If you're looking to add more crises, more disasters, and more difficult choices to your presidency, this mod is a great way to do it.
- Chris Livingston - PCGamer.com

The mod is intended to both add more variety and more challenge to the game, by adding a number of new national level disasters such as major flooding and wildfires. It acts as a balance mod to stop you getting complacent and stop you ever quite reaching too much of a comfortable plateau.

While I don't want to spoil all of the surprises, the pack now means that almost everything in the UK National Risk Register for Civil Emergencies[www.gov.uk] is implemented in one form or another in the game (minus anything terrorism related). The things that aren't included are things that are less likely to apply to all countries, like severe snowfall.

However, with all of this doom and destruction, there is a little hope. Four new national agencies can be put in place to help mitigate the effects of these disasters and other national level problems. While these will do little to help with your everyday problems like crime or poor health, they help build up resilience to major disasters. And, when things do go wrong, they step in to help coordinate a national response, further reducing effects. However, they take a long time to get established, so you may find yourself spending a lot of money on them for something that may never actually happen.

The pack includes a new kind of event that triggers situations. These events will show up in your quarterly report (such as 'A new disease is spreading!') and may have some initial effect, but will be followed by a situation that appears as a red icon on your main view. This keeps the serious disasters in your vision, and allows for their effects to be mitigated (or worsened...) through policies and other simulation values.

Thanks!

-El
14 Comments
TempleOS 5 Jul, 2015 @ 8:26pm 
(im not a tree hugger by the way)
TempleOS 5 Jul, 2015 @ 8:25pm 
They happen too frequently. Id like it if I didnt have 3 going at once. Of course there are the things that help that, but they take like 10 turns each to get rid of. its really having a bad effect on my poor enviroment :c
Rikai 1 Jan, 2015 @ 1:23pm 
2 Typos in the code!
"Evironmentalist" in Chemical Spill Situation. Produces an error.
"Pandemic" in CPMDC, where it should say "PandemicOutbreak". Produces another error.
See debug.txt in "My Games"-Folder. I've fixed it for myself, but you should fix it for everyone :)
Jimmy Rustles 1 Sep, 2014 @ 3:10pm 
please add policies to prevent these, like flood walls, WHO funding, ect....
borbytar 18 Aug, 2014 @ 8:03pm 
Could you make one that is no Diseases version? Those get me the worst.
Rosie Roselia 15 Feb, 2014 @ 2:26pm 
Fantastic alternative to the original pack. May I suggest that putting more money into the different task forces included should increase the state employee membership?
Proconsul 12 Feb, 2014 @ 10:34am 
Thanks for the info. I still plan to give your mod a try either way, because it sounds like it adds a needed dimension to the game. Really looking forward to it if you can manage to add that other PR stuff. Thanks for the mod!
Elinor  [author] 12 Feb, 2014 @ 10:33am 
Also, sorry for getting your name wrong before; I was answering on my phone and I think autocorrect savaged it. Thanks for your thoughts/suggestions.
Elinor  [author] 12 Feb, 2014 @ 10:30am 
@Proconsul - To answer your question succinctly, disasters in the mod only cause negative emotions, which can be minimised. I agree that what you set out might be better/more realistic, I'm not sure it's possible in Democracy 3. If I think of a way to do it, I'll add it, but I don't know how I would at the moment.
Proconsul 12 Feb, 2014 @ 7:20am 
@Elinor, that seems a little off, at least for a country like USA goes. When a disaster strikes, like a major flood across two or three states, or wildfires, hurricanes, etc. those directly affected tend to be somewhat upset with the government in the short term, sure. But everyone ELSE in the country reacts almost solely on how the government handles it.

In USA, for instance, a well managed response can be a public relations bonanza for a US president, while a bungled one (Hurricane Katrina) can haunt a president for months or even years afterwards with negative public perception.

That is what I was really asking, i.e. if one prepares well beforehand and thus manages to respond effectively and quickly to a disaster, is he going to enjoy the net reward of being seen as a good leader in a crisis? Or are disasters invariably negative when it comes to voter approval, with well managed responses just making them somewhat less negative?