Official United States – 1972 – Fear and Loathing Sneak Peek

President Infinity will soon have United States – 1972 – Fear and Loathing added officially.

united_states_1972

If you want to get a sneak peek of the campaign, and give us feedback if you’d like, you can download it here:

United States – 1972

Campaign installation instructions are here.

All feedback welcome, including comments on attributes, issues, positions, %s, and so on.

Good gaming!

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Official United States – 1980 – Reagan Revolution Sneak Peek

President Infinity will soon have United States – 1980 – Reagan Revolution added officially.

united_states_1980

If you want to get a sneak peek of the campaign, and give us feedback if you’d like, you can download it here:

United States – 1980 – Reagan Revolution

Campaign installation instructions are here.

All feedback welcome, including comments on attributes, issues, positions, %s, and so on.

Good gaming!

35

New Spin Screen

Spinning news stories in the game has been significantly modified.

Here’s a screen shot.

spin_screen

The player and issue the story is about look similar. The first number in a circle is the ‘Coverage extent’ (it used to be called ‘Profile’). The second number is ‘Coverage slant’ (used to be called ‘Spin’), and the third number is the news story’s Power (extent x slant).

Players now have 3 different options, Spin, Neutralize, or Flip.

Spin has the greatest chance of succeeding, and changes extent and slant by 1 (up or down depending on whether the story is about you or another player).

Neutralize has less chance of succeeding, and sends the story to 0 slant and ends the story.

Flip has the least chance of succeeding, and send the story to +1 slant.

Players now allocate Spin Points (SPs) to increase the chance of their action succeeding. The number of SPs a player has per day are based on their Spin Strength.

Feedback welcome!

18

Modifying how Spin works

Right now, a player can allocate CPs to spin a news story. The chance the spinning is effective is relative to the player’s Spin Strength.

A problem is that spinning must be done manually on a day-by-day basis. So, if you’re playing in 7 days per turn mode, you only have the opportunity to spin once a week.

This is going to change. Instead, each campaign gets spin points per day equal to their Spin Strength. So, if your Spin Strength is 3, you get 3 spin points to be used per day. If you don’t specify where they go, they are automatically allocated to news stories based on profile and subject.

The rest of the system stays the same (you can still use CPs for extra spinning).

Feedback welcome!

5

Upcoming President Infinity – Version Ericson – 2.2.7

Hi everyone,

This post will keep track of changes to the upcoming version of President Infinity v. Ericson – 2.2.7.

Changes so far (this list will be updated as changes are implemented on this side, these changes will not be available until the version is released):

  • New spin system
  • Ground Ops > if more than 3 months before an election, the Power is multiplied by 0 (so, it’s 0 regardless of Org. Strength and Footsoldiers), if 3 months before, it’s multiplied by 1/3, if 2 months before, it’s 2/3, if 1 month before, it’s full power
  • % research scandal increases half as quickly, starts at 0.5% instead of 1%
  • Relations now have greater impact on chance NA pact
  • Relations improve automatically by 1 per week (used to be approx. 1 every day and half), and only if relations < 50
  • added United States – 1980
  • added United States – 1972
  • 2016 > Primaries > Reps > MA > FPP -> PR
  • 2016 > Sanders > Command 1 -> 2
  • 2016 > Sanders > Spin 1 -> 2
  • 2016 > new Trump image
  • 2016 > Carson > Stamina 3 -> 2
  • 2016 > Jeb Bush > Charisma 3 -> 2
  • 2016 > Cruz > Stamina 3 -> 4
  • 2016 > Cruz > Strategic 1 -> 2
  • 2016 > Clinton > Stamina 4 -> 3
  • 2016 > Warren > Leadership 3 -> 4
  • 2016 > Sanders > Strategic 1 -> 2
  • 2016 > Huckabee > Debating 3 -> 4
  • 2016 > Relations > Trump-Christie > Normal -> Good
  • 2016 > Veeps > Republicans > added Sen. Jeff Sessions, Spkr. Newt Gingrich, Sen. Scott Brown, Sen. Bob Corker
  • 2016 > Trump > Research 1 -> 3
  • 2016 > Trump > Ads 1 -> 2
  • 2016 > Trump > Command 2 -> 3
  • 2016 > updated Huckabee image
  • 2016 > updated Jeb Bush image
  • 2016 > updated Christie image
  • 2016 > Events > March 14, 2016 > added “Russians Begin Withdrawal from Syria”
  • 2016 > Events > March 22, 2016 > added “Brussels Terrorist Attacks”
  • fixed bug where message on election night occurred calling election for player who didn’t actually win
  • Editor > fixed bug where deleting leader would cause error due to not being on all ballots (ex., official 1968 campaign)
  • Editor > fixed bug where error if no debates for a party or in general election
  • Editor > Regions > general election > no longer have PR option
  • 1968 > Endorsers > fixed bug that would occur when viewing all endorsers
  • Select Campaign Screen > fixed bug where blurb didn’t update when switched between primaries and general election
205

Modifying how Ground Ops work

Right now, Ground strength is modeled by Org. Strength and Footsoldiers. The levels for each of these is multiplied to generate a Power rating, which is then a Power activity each turn on an issue in that player’s theme.

This is going to change. Instead, if more than 3 months before an election, the Power is multiplied by 0 (so, it’s 0 regardless of Org. Strength and Footsoldiers). If 3 months before, it’s multiplied by 1/3. If 2 months before, it’s 2/3. If 1 month before, it’s full power.

After a primary election, the Ground Ops go dormant. Their costs are cut significantly, but (per above) they don’t have any Power affect.

This a) makes it more realistic – ground strength doesn’t do much when the election is really far away, and b) solves a problem with runaway Ground Ops causing states to swing far from a realistic outcome.

Feedback welcome!

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