Pick Your Policy v1.3.1

This forum is for discussion of individual Open Setups, including theoretical balance.
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Pick Your Policy v1.3.1

Post Post #0 (ISO) » Thu Sep 09, 2021 10:24 pm

Post by Cook »

TL;DR
Pick Your Policy is a Mafia variant in which the Town must come together and agree on a system of government with which to defend themselves against a Mafia incursion.

4
Mafia

14
Town

these numbers can change without breaking the setup. a major part of balance will come from balancing these numbers.


A list of all power roles for this setup is below. Some are unique to the setup itself, some are not — a mod should balance PR distribution themselves.




Pick Your Policy is a Mafia variant revolving around using a Council to make sweeping changes to the Town's government in the hopes of installing a leader before the Mafia take over, or to make the Council strong enough to counter the Mafia threat.

We operate on a three-phase day cycle, involving the Day Phase, Council Phase, and Night Phase.

During the
Day
phase we make any necessary public votes.

During the
Council
phase the council members work together to enforce policies or to otherwise perform bureaucratic duties on behalf of the Town.

During the
Night
phase power roles act, and the Mafia kills.




The Council

The Council is a group of
three
players who are appointed daily to enact policies.

During the day HEAL: Council vote someone. Once someone has 50% of the vote on them, they are hammered and put in the Council, and their wagon disbands. This process must be done three times before the end of the Day Phase or plurality will fill the rest of the slots.

Once Order reaches 1, VOTE: Elimination Votes unlock and function normally. When someone is hammered the flip will occur at the end of the Council Phase.

After the Day Phase the Council Phase begins.

All players in the Council will be given access to a Council PT and given the phase to perform a motion.

Council Phase

The motions initially available to the Council are listed below. Vote for a motion with VOTE: Motion Name.
Enact Socialist
— to propose the enaction of a Socialist Policy.
Enact Authoritarian
— to propose the enaction of an Authoritarian Policy.
Enact Progressive
— to propose the enaction of a Progressive Policy.
Enact Libertarian
— to propose the enaction of a Libertarian Policy.
No Motion
— perform no motion.


Motions must be unanimous unless deadline hits, at which point plurality rules and ties default to no motion.

Once Order reaches 2 the following options unlock:
Stay Execution
— the Council blocks the elimination.


If 2 Socialist Policies are enacted then the following options unlock:
Distribute Information Shots
— All players are given a 1-Shot Cop, 1-Shot Tracker, 1-Shot Vanilla Cop, 1-Shot Invention Cop, or 1-Shot Fruit Vendor invention.
Distribute Protection Shots
— All players are given a 1-Shot Unwell Doctor, 1-Shot 50% Doctor, 1-Shot 50% Bulletproof, or 1-Shot Bodyguard invention.


If 1 Authoritarian Policy is enacted the following option unlocks:
Police
— if this motion passes the Council picks a target. That player is roleblocked and their alignment revealed.


If 2 Authoritarian Policies are enacted then the following option unlocks:
Execute
— if this motion passes the Council picks a target. That player is eliminated instead of the populace's selection.


If 2 Libertarian Policies are enacted then the following option unlocks:
Defund Socialist
— if this motion passes then one Socialist Policy is removed.
Defund Authoritarian
— if this motion passes then one Authoritarian Policy is removed.
Defund Progressive
— if this motion passes then one Progressive Policy is removed.
Defund Libertarian
— if this motion passes then one Libertarian Policy is removed.




Our initial gamestate is
0
Order
– measures our development of society, and thus, powers vested in the Town
0
Socialist Policies
– measures our development in the power-sharing Socialist branch
0
Progressive Policies
– measures our development in the populace-empowering Progressive branch
0
Authoritarian Policies
– measures our development in the government-strengthening Authoritarian branch
0
Libertarian Policies
– measures our development in the structure-disassembling Libertarian branch

States of Order
0 Order — Anarchy

Only vote is for council.
1 Order — Mob Rule

Votes to eliminate can now pass.
2 Order — Additional Powers

Council motions expanded.
3 Order — Fledgling Government

Some significant structural change occurs to the Council, transforming it into its respective path's government system.
4 Order — Head of State

Appointment Phase begins, based on which variation.

Order is equal to whatever tree has the most passed policies in it.

Socialist Policies
1 Policy — Taxation

All power roles become Non-Consecutive Night.
2 Policies — Distribution

The Council now possesses the option to give everyone assorted 1-Shot abilities.
3 Policies — Labor Unions

All players are forced to sign up for a labor union, which has a Neighborhood PT. Failure to pick a labor union automatically assigns that player to the least-populated union, deciding randomly among unions if need be.
There are three labor unions to sign up for. They may be flavored however, there is no functional difference between them.
The Council election phase now requires each Labor Union to offer up one representative. That player is automatically on the Council.
All remaining PR abilities become 1-Shot.
4 Policies — Grand General

The Appointment Phase begins.
Each Labor Union selects amongst themselves a worthy candidate of becoming Grand General.
All players then vote on the three candidates.
Once a decision is reached, that player will be elected Leader.



Progressive Policies
1 Policy — No Confidence

Players outside the Council may now vote No Confidence at any time during the Council phase. If a majority of players vote No Confidence the council is abolished and we move straight to night phase.
2 Policies — Public Press

All PTs are locked. The Council must post in the public thread.
3 Policies — Direct Democracy

The Council is dissolved.
In its stead motions are resolved via direct democracy, with majority ruling.
No majority by deadline defaults to no motion.
4 Policies — President

The Appointment Phase begins.
All players privately submit a vote to nominate someone as President.
These votes are anonymously revealed and the player who won the majority of votes will be elected Leader.
In the event of failure to select a candidate all votes on wagons tied for last will be freed and those players may re-ballot on any current wagon. Repeat this process until a winner is declared.


Authoritarian Policies
1 Policy — Policing

The council now may pass a Policing motion to use a Combined Cop/Roleblocker action.
The Council PT is no longer released after the council phase.
2 Policies — Iron Fist

Policing motion becomes Factional, meaning it no longer needs to be passed for it to be an option each Council Phase.
The Council now possesses the power of death and may override the elimination for one of their own.
3 Policies — Kingmaker

The Council is dissolved. Instead, players appoint a Kingmaker, who appoints a King, who decides the policy.
4 Policies — Monarch

The Appointment Phase begins.
All players privately submit a player to "succeed" them if they die.
Whoever succeeds the next person to die will become the Leader.


Libertarian Policies
1 Policy — Defunded Government

Councils cannot enact a policy two sessions in a row. They may perform other motions.
The Council is now capable of
defunding
a policy, removing it from effect.
2 Policies — Freedom of Action

All night actions become Strong-Willed, preventing them from being blocked or redirected.
3 Policies — Oligarchy

The Council is dissolved. Instead an Oligarchy of 5 players will be formed via proposal like The Coalition. This Oligarchy is permanent and its roster cannot change except by people dying.
During the Council Phase while there still exists an Oligarchy the Oligarchy will perform the motions of the Council, but without the defunding or a PT during Council Phase.
If no Town remain in the Oligarchy it is an automatic scum win.
4 Policies — CEO

The Appointment Phase begins.
Every player gets a vote. The candidates are the surviving members of the Oligarchy.
Players outside the Council must donate their vote to a player inside the Oligarchy.
Oligarchy members may cast their vote and all proxy votes for a candidate.
Whoever has a majority of all votes is appointed Leader.


Victory Conditions

The
Town
win if...
  • All Mafia members are eliminated
  • A Town member is appointed Leader
  • There is an Oligarchy and no scum are in it when the Appointment Phase begins.
The
Mafia
win if...
  • Scum control a vote majority
  • A Mafia member is appointed Leader
  • There is an Oligarchy and no Town remain in it



Power Roles

Any role which could come from a Complex Normal game is allowed when designing a Pick Your Policy setup, except where noted as below.
  • No Serial Killers
All roles function as listed on the Complex Normal wiki page, except for the following:
Tracker

May target someone at night to learn who they targeted. Targeting Council members will let you see who they targeted with their resolution.

Invention Cop

Target someone to see what inventions they have.

Spoiler: these roles were formerly part of the explicit whitelist for this setup, which has been abolished in favor of the normal whitelist
Complex Cop

Target someone to see what their alignment is. Only functions on power roles.

Role Cop

Target someone to see what role they have.

Jailkeeper

Target someone to roleblock and heal them.

Roleblocker

Target someone to stop their action from working the night you target them.

Neapolitan

Target someone to see if their role PM states Vanilla Townie.


The following Pick Your Policy-specific roles are also included on the list:
Usurper

Targets someone at night. If that player is put on the Council the next day you will take their place, publicly.

Hero

If you are axed you will kill someone on the Council (of your choosing).

1-Shot Corruption Inspector

At night, you may request a corruption report of the Council. Based on the current Order state of the game, you will learn information:
  • (0) You will learn if there was a Council.
  • (1) You will learn how many councils had Town members on them.
  • (2) You will learn how many councils had Mafia members on them.
  • (3) You will learn how many times Mafia have been appointed to the Council.
  • (4) You will learn how many times you personally have placed a vote on a Mafia member to put them on the Council.
Politician

Pick a motion. If you are put on the council that motion is instantly effected.

Candidate

If you are put on the Council you are automatically on the Council the next round.



Clarifications

- You can be councilled and be axed on the same day. You will be able to carry out your council duties before you get axed.
- If a particular government gets enough policies defunded to prevent it from operating (e.g. direct democracy votes to defund progressive back down to 2 policies), then government returns to the Council system.
- If a Leader is not appointed during the Appointment Phase, a Night phase will follow.
Last edited by Cook on Fri Dec 01, 2023 2:33 am, edited 16 times in total.
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Post Post #1 (ISO) » Fri Sep 10, 2021 11:10 am

Post by Cook »

Thoughts on Strategy


Initially, the Town is going to be pressured to form
any
government since they cannot respond to the Mafia threat in capacity (due to no axe being present to chop Mafia with). However their initial choice is a tough one, as the negatives of all paths are visible from the start:
  • Socialism
    immediately handicaps all Town PRs and essentially mandates you follow through with its path.
  • Authoritarianism
    will polarize the Council makeup as now if scum are in the Council they can use any additional advantage they have to fool other council members into blocking a town PR, and will also mean whatever they are doing will be in the shadows. They could get both scum in and have essentially full control of the Town and no-one could do a thing about it.
  • Progressivism
    is probably the tamest of the options but copping out here will stunt Town later on unless they want to go for democracy – not a wise choice if scum start to control a larger percent of the vote.
  • Libertarianism
    makes little sense initially – you're stunting the Council's growth entirely and guarantee that they have to pass No Motion the next time through. The only reason you'd do this is if you were hoping to speedrun an Oligarchy townblock but even then that's hoping for a Day 5 win.
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Post Post #2 (ISO) » Fri Sep 10, 2021 5:23 pm

Post by Ythan »

This seems interesting and I want to take a closer look at it soon.
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Post Post #3 (ISO) » Sun Sep 12, 2021 9:02 pm

Post by Jake The Wolfie »

Clearly you should instate a Theocracy and make Korina the Leader.
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Post Post #4 (ISO) » Mon Sep 13, 2021 7:14 am

Post by Ythan »

I keep parsing the title as choosing a policy elimination and wondering how that would work.
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Post Post #5 (ISO) » Wed Sep 15, 2021 5:18 am

Post by Cook »

In post 4, Ythan wrote:I keep parsing the title as choosing a policy elimination and wondering how that would work.
Would need to test this setup first but I'd add a theocracy branch that would perform policy lims.

Otherwise I'd suggest a different setup where you can instead policy someone and choose someone to take on their role, lock, stock, and barrel.
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Post Post #6 (ISO) » Wed Sep 15, 2021 5:18 am

Post by Cook »

Power roles are being added.
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Post Post #7 (ISO) » Wed Nov 24, 2021 2:53 pm

Post by Cook »

bump
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Post Post #8 (ISO) » Wed Dec 29, 2021 8:59 pm

Post by Cook »

sleep deprived 2am idea what if i remade this setup but complex in a different way
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Post Post #9 (ISO) » Wed Dec 29, 2021 9:29 pm

Post by RH9 »

In post 8, Cook wrote:sleep deprived 2am idea what if i remade this setup but complex in a different way
Cool.
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Post Post #10 (ISO) » Fri Nov 18, 2022 4:56 pm

Post by Cook »

1.2 update: moved the Defund Government option from requiring two Libertarian policies to just one.
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Post Post #11 (ISO) » Wed Jan 18, 2023 3:07 pm

Post by Cook »

Not an official patch, added an introduction to the setup.
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Post Post #12 (ISO) » Thu Jan 19, 2023 5:23 am

Post by Cook »

v1.2.1 - added some clarifications and rewrote the section on CEO election.
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Post Post #13 (ISO) » Thu Jan 26, 2023 4:01 pm

Post by T-Bone »

Have you run this yet?
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Post Post #14 (ISO) » Sat Jan 28, 2023 7:59 pm

Post by Cook »

I have not, unfortunately. Why do you ask?

Considering this may be better as a larger game, to give more time to let the mech kick in.
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Post Post #15 (ISO) » Sun Jan 29, 2023 10:34 am

Post by T-Bone »

Because it's an interesting concept I think you should run it.
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Post Post #16 (ISO) » Sun Jan 29, 2023 11:24 am

Post by RH9 »

In post 15, T-Bone wrote: Because it's an interesting concept I think you should run it.
I agree.
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Post Post #17 (ISO) » Tue Jan 31, 2023 3:11 am

Post by Cook »

fantastic
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Post Post #18 (ISO) » Fri Dec 01, 2023 2:16 am

Post by Cook »

i crunched some numbers on the size of this game, and came out to 18 players to make mechanics of this setup work. i don't know what the usual ratio for an 18p is, so i'll call it 14:4 for now
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Post Post #19 (ISO) » Fri Dec 01, 2023 2:35 am

Post by Cook »

updated to v1.3.1:
- all Complex Normal roles are now whitelisted for design space, exception of Serial Killer. This is in addition to any roles which are unique to this setup.
- clarified how Kingmaker works.
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