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Showing results for tags 'voting'.
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800+ hours played over last 6 months and I do not understand the Politics function and effects of voting for War/Enemy/Alliance. Could someone walk me through how it works or provide a link to an explanation, please. For example: Couple days ago, US allied with GB and Netherlands. Saw hundreds of votes for continued Alliance with GB. Heard unofficial chatter that US/GB Alliance about to go down. This morning, woke up, Discovered GB and US now Enemies. Questions: Is this overnight flip triggered by anti-Alliance Player votes, or lack of Player votes to overcome some time limit on existing Alliances? Would some one explain how an Alliance can flip so quickly? What is the weight of each Player's 7 votes up or down? What percentage of total Players actually votes each round? You do know that many Players are completely unaware of the Politics button, and report never having looked at the Forums? And why there is no transition period of "Declining Relations" or "Repairing Relations" before the flip? Please help me understand this puzzle. ~ HK ~
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How to vote on edicts and how do votes on edicts count? For actual edicts, I posted: http://forum.game-labs.net/index.php?/topic/15655-national-and-clan-edicts/ Here is my view on voting power / politics. First of all, Clan edicts are to be done slightly differently, which I have outlined in: http://forum.game-labs.net/index.php?/topic/16097-clan-edicts-and-voting-where-did-my-leader-go/?hl=edict This is voting mechanism is meant for National and Town edicts. The principal is: The voice of each captain counts. Just as we have it now in the Alliance mechanic. (Plus timeliness, see below.) I have used this phrase before in http://forum.game-labs.net/index.php?/topic/15577-alliances-final-design/?p=296037 But a lot of folks misinterpreted is as: Power to the Clans. It is not! Every Captain has equal voting power for his level and activity. (Diplomats structure and channel this power, but I'll leave that for another topic.) I hope that actually seeing the Alliance mechanic in action has made that more clear. As per Alliance mechanic, the basics of voting: I want to add to that a component of activity level. So with each week of inactivity your voting power decreases by 25%. Thus voting power is counted up as: 1. Exist in the Nation for at least 2 weeks 100% else 0%. 2. Activity level (as per Clan voting) 100% (active) / 75% (1 week gone) / 50% (2 weeks gone) / 25% (3 weeks gone) / 0% (buggered off). 3. First Lieutenant or higher, 1 point per level. Now we can add the next principal: Timeliness. An edict has to pass in the shortest time possible. (To enable Nations and Towns to remain in an acceptable OODA loop timeframe.) Every edict has a timeout of 1 week. 1 week being a magical choice that for some reason makes sense in this universe. (Just keep on pressing Pray.) As an applicable edict comes up you have 3 choices: 1. Vote Aye 2. Vote Nah 3. Abstain As soon as one side can no longer outvote the other, the ballot is tallied. So for example, out of 10 votes, 2 Yes, 4 No and 3 Abstain, the edict is rejected. Please let me know if you see issues or exploits.
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http://forum.game-labs.net/index.php?/topic/15655-national-and-clan-edicts/ http://forum.game-labs.net/index.php?/topic/15431-how-to-transfer-clan-leadership-to-a-teammate/ http://forum.game-labs.net/index.php?/topic/15989-clan-leader-gone/ To let the game deal with certain situations in a Clan, I suggest we introduce Clan edicts. For replacing a Clan Leader, an officer could file an edict. To kick a Member of a Clan, an officer could file an edict. For changing the RoE stance against another Clan, an officer could file an edict. Other potential edicts might follow. As to ensure a quick round of voting can be done among the active officers, the following voting could be used: A Clan Leader always has the option to veto an edict via "Accept" or "Deny". Any voting is then disregarded. Each officer (including the Leader) has a voting power of up to 5. Each week the voting power goes down by one. As soon as a single XP is scored that week, the officer gains one point. At most 4 voting power can be used on every edict, regardless of the number of edicts. Each officer (including the Leader) can "Vote Yes", "Vote No" or "Abstain". As soon as the opposing side can no longer reach higher, the ballot is tallied. So for example, out of 10 votes, 4 Yes, 2 No and 3 Abstain, the edict is accepted. Any voting lasts 1 week, after which the ballot is tallied. Optionally an edict can be extended to include all Clan Members using the same rules. Please let me know of any questions or concerns.