Democracy 4

Democracy 4

The Think Tank
Have a bright new policy idea? or want to add your country? or include new political/economic events into the game? Welcome to the politics think tank
Rakeela 9 Dec, 2020 @ 1:17am
An appeal for better mod tools
I think this game could host a great deal more gameplay and player engagement if its gameplay were integrated with a toolkit for inventing and adjusting the effects of policies. I think that could be a very distinctive mode of gameplay offering unusually heavy mod-tool integration, and it would be like another layer of player-directed input on the neural network. People could be encouraged to tune their own neural network in the causal representation space presented by the game.

I know a lot of people would "just cheat" if given that tool, so clearly marking it as "mod tools mode" (and disabling achievements while its in use) might be best for user-experience reasons. If people still do it and are less happy for "cheating", that's a self-inflicted crime and only so much should be done to save people from it.

I think many players given that tool (a mod tools gameplay mode) would invent and publish very different assertions about the relative impacts of policies. They would also fill in the blanks between policies with the that they long to see. The game's potential to promote crowdsourced insight would increase with the proliferation of its workshop, and that would happen with great transparency with the affection of a player-base enjoying the process.

Gamification of the game's modding process is a potential for this game. Integrating the mod tools with the gameplay would really distinguish Democracy 4 from the previous incarnations in the series! It would be a new gameplay feature built naturally upon the strengths of the brand, and it would populate the workshop with a lot of... really bad mods, admittedly! Yet there'd be more of the really good ones, too. Imagine if someone used the mod tools to steadily rework every policy in the game, until they'd converted the entire setting of the game; want to see a political simulator in an urban fantasy setting? That's a mod more likely to happen if the mod creation process is made into its own kind of fun.
< >
Showing 1-7 of 7 comments
spathianon 11 Dec, 2020 @ 1:11am 
I considered modding too, but the clunkiness of it was too much of a barrier.
jacobhogsqueal 19 Feb, 2021 @ 3:56pm 
I'd love this. Please, Cliffski
cliffski  [developer] 2 3 Apr, 2021 @ 3:21pm 
Don't worry... its something I am very keen to support. I've just been in full-on adding content and balancing mode, but I do intend to give the modding community some help soon!
cliffski  [developer] 2 28 Sep, 2021 @ 3:06pm 
Update... amazingly I am now eventually working on this... Mod tools are already better, and the next update will be a vast improvement for this sort of stuff.
cliffski  [developer] 2 1 Oct, 2021 @ 4:58am 
Mod tools work in progress image: Dilemmas will be the first thing I make trivial to mod. Probably making it into next weeks update, with other modding areas coming soon afterwards.

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2616034370

Paradox Song 2 Jan, 2022 @ 7:41am 
To add on to this, currently i'd like to see the ability to copy a policy (or any other effect) and edit from there, as at least 80% of effects I'm spending time implementing are ones that literally already exist, with maybe a minor tweak to an equation. If they were all preloaded, I could simply trim and modify rather than opening the CSV and laboriously re-entering the data.

Speaking of, clipboard support in the equation area would make that easier!

Finally, there seems to be no way to add a policy as an evolution of another, even though I swear the vanilla game has a few "Mandatory X" that requires "Voluntary X" first. Likewise, there's no way I can see to have policies from your mod effect situations in your mod since... they don't show up in the Situations screen.
Last edited by Paradox Song; 2 Jan, 2022 @ 8:17am
cliffski  [developer] 2 17 Jan, 2022 @ 3:08am 
I agree that the mod tools need to be able to self-reference, so you can see any items in the current mod in those drop down lists. This could either be trivial or a nightmare, but I shall add it to my todo list!
< >
Showing 1-7 of 7 comments
Per page: 1530 50