![]() ![]() In this case the target of the effect is Education. which is the very first effect in that spreadsheet, and represents adult education subsidies first effect. ![]() Now this may be confusing because is entirely OPTIONAL, and not often included. Some policies have a few effects, some have many, but each effect entry takes up one 'cell' and has the same format which is. For clarity, the effects are denoted as any column to the right of the '#effects' column, and there can be as many there as you like. Looking at the policies file, you will see a whole bunch of columns in there that load in various bits of data, but towards the end of the list of columns you will see the 'effects' for that policy. Any line without a starting '#' is effectively ignored, so can be used as a comment, to help you organize things. For this reason, always back up any files before you edit them! The CSV files for the game all have the same format with a line that starts with '#'indicating that this is an object that should be loaded into the game. If you edit and then save this file be SURE that it gets saved out as a CSV file, if you let the file format change in any way, it will be unusable by the game, and you will need to start again. You should be able to open this up directly using Microsoft Excel. The most interesting one is probably 'policies.csv'. the names should be pretty self-explanatory. You will find the majority of the CSV files for the game inside the games \program files\democracy 3 \data\simulation folder. You can edit these files, and save them, then start a new game and immediately play with the changed simulation. The objects and effects in the game are not hard coded, they are all loaded in from 'csv' files, which can be opened in a text editor, or more conveniently by a spreadsheet program such as Microsoft Excel. So an object might be 'IncomeTax' and an effect might be the link between IncomeTax and the happiness of the middle class voter group. All of these 'objects' are connected to each other by 'effects'. Pretty much everything in the game is simulated in the same way, such as a voter, a group of voters, a policy or an event. This is a computer simulation designed to work in a similar way to the human brain. The basic modding principlesÄemocracy 3's simulation engine is based on a neural network. You may need a graphics program to create any new icons for your policies though. You can add new countries, situations, dilemmas, policies and more, using nothing more than a copy of windows notepad (or similar). Anyone can mod Democracy 3, even if you've never done any modding or scripting of a game before. You don't need to download any SDK, learn any languages or install any software. Almost all of the simulation elements within the game are loaded from simple text or csv files, which can be edited using any (free) text editor or spreadsheet program. Democracy 3 is certainly a complex game, and coding and designing it was no easy task, but actually, modding the game is surprisingly easy.
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