ANNOUNCING: General Pants' Political Party Proliferation

Going overboard all over again

This mod includes 32 additional political parties, for a total of 40... try building a consensus now! These parties have been carefully balanced using a detailed comparison of abilities costs and AI preference. Many have asymmetric "penalties" to balance out their bonuses; you lose more if you lose power than you got for being in power. Among the parties you will find some "singleton" (one-bonus), and some "dilettante" (three- or four-bonus) parties, as well as more conventional ones. All have original logos and almost-clever flavor text. A bonus table comparing all parties, and the bonuses for all races, is included!

Mod includes the following parties:

Agrarians
Anarchists
Artificial Socialists
Authoritarian Party
Bayesians
Big Party
Collectivists
Conservationists
Expansionists
Foundationists
Frequentists
Fundamentalists
Intellectuals
Isolationists
Labor Party
Law and Order Party
Legitimate Businessmen
Libertine Party
Longshoremen's Union
Moralists
Nationalists
Pragmatists
Psychohistorians
Radical Centrists
Rogues Alliance
Royalist Party
Security Party
Separatists
Skeptics
Social Darwinists
Traditionalists
Unity Party

For anyone who is wondering, all 40 parties appear in the game, and participate in elections! A slider appears in the relevant dialogues, so you can scroll through them.


NOTES:
- I do not recommend mixing these parties with parties by other authors. These parties have been carefully balanced to work together, and with the original 8 parties. Further, they partly overlap with parties released by other authors. Mix at your own risk;

- none of these parties use the "lost" abilities (Interest Rates, Home Planet Quality, Miniaturization, Logistics, or the Colonize Exotic Worlds abilities). I don't like mixing different "modding vectors" or making mods interdependent, and I'm sure some players would like to keep these abilities "lost." The "Implement All Racial Abilities" mod will give you access to these as racial bonuses, although not as political party bonuses. SCPX has a mod with some parties that do, but I haven't tried it (and see previous warning);

- this mod resolves two longstanding annoyances by changing the "Mercantile" to the "Mercantilists," and the "Industrialist" to the "Industrialists."


DESIGN NOTES:
These parties were generated according to the following "rules." I think I violated all but the first two at least once:

- new parties should not provide benefits greater than those provided by the original eight parties;

- as a corollary to the above, new parties should be balanced, so that no one party provides too great an advantage over any other;

- opposition parties were chosen both on the basis of party name/ flavor text context, and for the penalties they provide;

- opposition parties were not constrained to come in pairs (e.g., Capitalists vs. Communists, Losers vs. Winners, etc.), although some do;

- new parties should, whenever possible, provide new options that cannot currently be achieved with customization points (even if that new option is simply to have a lot higher ability value than you can get with just points);

- "lost" abilities would not be used as bonuses (see above);

- party bonuses should make sense with respect to the name (or flavor text) of the party, even if only in an oblique manner;

- flavor text should be tasteful, and should not make overt value judgments with respect to any particular political ideology;

- ideologies should be taken (as much as possible) at face value (i.e., uncynically) when associating bonuses with parties;

- parties should (as much as is possible) not make direct or indirect reference to humans or Earth history/ culture;

- flavor text should explain the bonuses of the party only when they don't make sense from context, and then they should not specify values;

- party logos should use all of the three shades of blue used in the original logos, and only those plus white, and optionally black. They should be surrounded by a thick white border.


BALANCE NOTES:
I spent a LONG time balancing these parties, so there shouldn't be any game breakers. They were balanced in part using bonus-point equivalency (as per the Wiki site), modified by comparison to the original eight parties. I also tested their AI-desirability using the race-selection screen, which I assume suggests parties using the same engine the AI uses to select them for itself. The AI seems to like the Social Darwinists, the Moralists, the Labor Party, the Longshoreman's Union, the Nationalists, the Frequentists, the Foundationists, the Intellectuals, the Security Party, and the Big Party. It still, however, happily chooses all of the original parties except the Populists (not a great party anyway). I assume the AI picks the parties it did because they are focused on weapons/ defense/ influence/ diplomacy bonuses. The other parties may actually be more powerful, but the AI probably won't ever pick them because they give bonuses like loyalty, luck, and creativity, for which the AI does not seem to care.

In bonus-point terms, Most of these parties give you about 4 bonus points worth of benefit, and take about 9 away if they lose power. However, economics, diplomacy, weapons, defense, hit points, and possibly morale are all more valuable to the AI than point values would indicate. Because of this, some parties that have these bonuses have fewer "bonus-point equivalents" than the rest. Some singleton parties were given more point-equivalents, especially in the case of the "undervalued" abilities. I also chose to avoid making parties that specialize in diplomacy, because very high diplomacy can already be achieved with the Super Diplomat ability, and high diplomacy bonuses seem to be especially powerful.

Some of the parties here seem especially powerful, like the Legitimate Businessmen who get more trade routes, or the Longshoremen with their big trade bonus. However, I picked the penalties and opposition parties to even out the value of each party... if the Longshoremen fall out of power, they lose more trade than they got from themselves, and they take a big hit in trade from their opposition party (the Mercantilists). Basically, the longshoremen go on strike and stop unloading freighters! Also, some of the powerful parties have bonuses in abilities like sensors and trade routes that aren't always as useful later in the game because the ability is capped.

As a bonus, this mod includes a tab-delimited text table of racial bonuses, ability costs, and party bonuses and penalties for DA. The raw data on the parties, races, and abilities were drawn directly from the .xml files (note, the wiki has some incorrect values!).


HISTORY:
This mod was originally finished in late April, 2007, back when I knew nothing about modding etiquette. It had a number of other people's parties in it, and none of the logos were original. It was immediately pulled (unpublished) for reworking. The new version has all original material, although a few of the parties have the same names as, or have bonuses similar to, other people's mods. The number of parties went up too, although I think I may have just about hit the limit of what you can do within the mandate I set for myself (see "rules" above).

Since this mod is no longer a re-hash of theirs, I encourage you to try the original inspiration for this mod, the parties offered in mods by Narakir, TheShadowHawk, and Tremo. Also, since this mod was initiated, SCPX has put out a small collection of political parties. I cannot speak to the balance of these other parties, but the authors' approaches were a little different than mine, and you might find you like theirs better.


ACKNOWLEDGEMENTS:
Many thanks to Kryo for his guidance on this mod, as well as Lukas Dettlinger and geminisama for encouraging me to get off my butt and finish it. Thanks are also due to Narakir, TheShadowHawk, and Tremo for showing the way. Finally, a friendly howdy to SCPX... nice "anarchist" logo, buddy; great minds really do think alike!


WWW Link to Mod
19,861 views 34 replies
Reply #1 Top
Wow, you must have put a lot of work into that, it looks good! 40 parties .

Reply #2 Top
40 parties! Wow, I've got to try this!

Great job on selecting the parties! You're very creative!
Reply #4 Top
Thanks all. I hope you like it. Let me know if there are any issues!

It was a lot of work, but if you want to try to make some parties yourself, it isn't that hard. SCPX put a little blurb in his (her?) mod about how to do it. What took the longest for me was balancing, especially writing the PERL script to read the parties file and calculate the stats, and making the logos. If you just want to make new parties, it only takes a few minutes!


Great job on selecting the parties!


Thanks... any sound familiar?
Honestly, I came up with "expansionists" independently... it was inspired by someone else's "imperialists." I just couldn't buy anyone seriously presenting themselves as the "Imperialist Party."


You're very creative!


Thanks for the complement, but I hope you aren't too disappointed when you use it... they aren't really all that exciting or original, I just extended the tongue-in-cheek approach that prevades the rest of GC2. About a third of the parties are ideas that were probably pretty obvious, and/ or have been used in other mods. Another third are just plain silly, or would have been abandoned if I hadn't already made a logo for them. The other third... well, I'm kind of proud of the Artificial Socialists (which, for some reason, sounds like a play on "National Socialists" to me).
Reply #5 Top
40 parties! Wow, I've got to try this!


Just to be clear for those who might be joining this thread late, the mod only adds 32 parties. The 40 that everyone is talking about includes the original 8 parties.
Reply #6 Top
40 is still a lot .

Reply #7 Top
40 is still a lot.


Don't I know it!    (closest I could find to an exhausted smiley face)
Reply #8 Top
Yaaay! It's out! I love your work, general pants!! You make really good mods, you do!
Reply #9 Top

SCPX put a little blurb in his (her?) mod about how to do it.
Yeah, I'm hoping to get other people to do that too. All future mods I release should have a do-it-yourself guide. I just haven't released anymore mods yet.

I just couldn't buy anyone seriously presenting themselves as the "Imperialist Party."
Then again, who calls themselves the "War Party"?

Thanks for the complement, but I hope you aren't too disappointed when you use it... they aren't really all that exciting or original, I just extended the tongue-in-cheek approach that prevades the rest of GC2. About a third of the parties are ideas that were probably pretty obvious, and/ or have been used in other mods. Another third are just plain silly, or would have been abandoned if I hadn't already made a logo for them. The other third... well, I'm kind of proud of the Artificial Socialists (which, for some reason, sounds like a play on "National Socialists" to me).
I haven't tested them yet, but they look really good. I have a strong feeling that I won't be disappointed. Most of the time, it's the tongue and cheek part that counts. Personally, the hard part is figuring out what bonuses they get...

Reply #10 Top
There are a surprising number of bugs in this, though nothing that can't be fixed easily.


1. Ecologists don't exist, and appear as Isolationists.
2. Social Darwinism it says "Social Darwinists believe that a sosiety(a with a thing on top)(Euro sign)(tm)s..."
3. Same as 1. but with Totalarians as Expansionists.

I can post screen shots if requested.
Reply #11 Top
There are a surprising number of bugs in this, though nothing that can't be fixed easily.


Not too surprising to me... it has been through a LOT of changes.

2. Social Darwinism it says "Social Darwinists believe that a sosiety(a with a thing on top)(Euro sign)(tm)s..."


Good catch! This is what happens when you spell-check with MS-Word. It converts the straight single-quote to a slanted single-quote, which GC2 then reads as other symbols. Until I post a correction, you might wish to edit the .xml yourself. I will probably wait to correct it, since other problems will surely turn up soon!

1. Ecologists don't exist, and appear as Isolationists. [...]
3. Same as 1. but with Totalarians as Expansionists.


There are no Ecologists or Totalitarians... are you mixing parties? I warned you not to do that... Each party has a unique ID number. If you mix my parties with someone else's, you'll have to renumber some of the parties. It will be easier to do it with the other people's mods. Just go in and change the "" to a number higher than 39.


Reply #12 Top
Agh. Sorry about that I thought you were going to use some of that other guy's political parties?
Reply #13 Top
Agh. Sorry about that I thought you were going to use some of that other guy's political parties?


Didn't get permission. There are some similar ones in there, but they aren't the same (Ecologists is similar to Conservationists, Totalitarians similar to Authoritarians, etc.).

Thanks for the feedback, you have sharp eyes!
Reply #14 Top
Yeah, you have to watch out with those numbers. That's why my pack was programmed near the 20s, so it could work with the other mods at the time.

Of course, now you're mod outdoes mine, making all my work go to waste...
Reply #15 Top
Maybe GP could make an update, with your political parties involved. If not...

And, thanks GP.
Reply #16 Top
Incredible!!! I love this.
Thank you GP
Reply #17 Top
Of course, now you're mod outdoes mine, making all my work go to waste...


Sorry about that. Like it says, though, I don't recommend mixing, so they'll stand apart just fine...

I tried at one point (before your mod) to get permission to incorporate all the parties into one mod, but none of the original authors replied to any attempts to contact them (over several media). Failing that, I added parties that are similar to the other authors', without ripping them off. If I were to pool them all, there would be a bunch of redundant parties. So it doesn't really make much sense to reintegrate them as Lukas suggests(especially since I don't recommend mixing).

Maybe GP could make an update, with your political parties involved. If not...


I have some parties that are similar, and some of SCPX's go outside the bounds I set for my mod (e.g., using "lost" abilities). So I think it would be best to keep them separate.

Reply #19 Top
Yeah, I was just kidding. There aren't very many political party mods, and your mod is better. I'm willing to admit that. I built my mod for myself and just made it available for everyone else. The real goal of my mod was to get others modding...
Reply #20 Top
Hey GP,
when I started a new game for some reason only the original 8 parties were displayed.

I tried adding it to a copy of my default mod which I named Default2, but I may have done something to screw it up.

I unzip it in C:\Program Files\Stardock\TotalGaming\GalCiv2\DarkAvatar\Mods\Default2

Even tried restarting my computer, but the only mods shown are Default and example.

What happen to Default2?
Reply #21 Top
Well, it works fine for me.

Anyways, GP, there's another typo. Instead of "Intellectuals" it's "In?ellectuals"

Very minor, but I'd thought I'd point it out anyways.
Reply #22 Top
Never Mind!!! Some how after I cleaned up my computer by running the following program Spybot-Search & Destory and Ad-Ware by Lavasoft. I restarted game and they were there.
Not sure what I did or did wrong or if I am just loosing my mind!  
Reply #23 Top
Anyways, GP, there's another typo. Instead of "Intellectuals" it's "In?ellectuals"


In the list, or in the flavor text?
Reply #25 Top
Anyways, GP, there's another typo. Instead of "Intellectuals" it's "In?ellectuals"


In the list, or in the flavor text?


When you start a new game, the list of parties shown are all OK, but one or two details explain show typo this a small detail that is easy to correct with this type of modding file created by General Pants.
I like this mod and the simple typo is no problem.