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Are phases uniform across all government types? As an absolute monarchy, is my process to pass a law still the same as the process for a democratic nation?
Technically yes, although depending on your government type they have different names. For example, in a democratic republic, the phases are called "Sponsorship", "Study", and "Voting". We have aspirations to introduce changes to the process of law enactment under different government types in the future, but not for 1.3.
 
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Will revolutions still only consider one law to pass if they succeed?
Revolutions are still driven by a Political Movement which still focus around a single Law. If the revolution breaks out, the new country will change up to 3 laws (customizable with a define if modders want to tweak it) depending on the ideologies of the Interest Groups supporting it, but this is the same as it's always been, no change in 1.3.

Overall, what happens once a revolution breaks out remains the same in 1.3 as in 1.2, what has changed is the progression to revolution.
 
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Regarding the new Government Petitions, what happens if you do try to pass the IG's desired law, but fail. Do you also get the negative outcome ? Is there a difference of outcome if you try to pass something and fail as opposed to not trying at all and just ignoring the IG ?
You have 5 years to try to get it passed, so if you try and fail, as long as you can weather the 2 year cooldown in between attempts, you can try your best again.
 
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Good evening,a great dd and very interesting internal politics and law enactment changes.However,i have a few questions:
1)Can setbacks be removed by effects through modding or they can only be added?
Setbacks and phase progress is governed by scripted effects, and you can provide negative values to the effect if you like (e.g. add_enactment_setback = -1). Same goes for phase progress, you can do add_enactment_phase = -1 or add_enactment_phase = 3 if you want to backtrack or fast-forward the enactment process in your mod.
2)When you have 3 setbacks,can you enact the law in the future and retry after a few years or is the law permanently locked from enactment for the campaign?
Thanks for any replies about this.
Yes, after the 2 year long cooldown you can try again.
 
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Will interest groups also raise "petitions" during elections in the form of their party platform?

Interest groups and parties IRL don't just win an election and then figure out their policy post hoc. They take that policy into the election and use their electoral victory as an argument that that policy has a mandate.
There are no tie-ins between election events (promising a certain law) and petitions at the moment, but that's a cool idea for the future!
 
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Will petitions make AI governments more inclined to enact specific laws or will they just eat the failure effect?
Yes, the AI will be more prone to pass a Law that's petitioned for.
And if there is an effect, could that effect be used for diplomacy to influence subject governments in the direction of their overlord?
That is something I would really like to spend my Influence on.
Oooh, that's a cool idea. :furious_notebook_scribbling:
 
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I'm sorry, but your "solution" to passing laws doesn't solve the underlying issue. It is still 100% RNG, now just with more RNG on top.
What difference does it make if you have to pass one RNG step or 3?
Recommended reading

Edit to add (from later explanation here):

The different chances for different event outcomes are directly informed by your government. Introducing randomness into a set of weighted outcomes is a pretty decent way of modelling extremely complex things, such as a set of individuals making decisions on a piece of legislation. The problem with the current system is that when we only need a single success, the chance of outlier results are too high, making it exceedingly difficult for the player to make strategic decisions informed by the weights. But just increasing the number of successes required drastically reduces the RNG impact, in effect increasing the impact of the player's government composition and event decision making.
 
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Well done on answering a question without answering it.
I assume you focused on the "What difference does it make if you have to pass one RNG step or 3?" bit, but what about the rest of the argument?
No funny link to just throw at that and call it a day?
Apologies, I thought you were really asking.

The different chances for different event outcomes are directly informed by your government. Introducing randomness into a set of weighted outcomes is a pretty decent way of modelling extremely complex things, such as a set of individuals making decisions on a piece of legislation. The problem with the current system is that when we only need a single success, the chance of outlier results are too high, making it exceedingly difficult for the player to make strategic decisions informed by the weights. But just increasing the number of successes required drastically reduces the RNG impact, in effect increasing the impact of the player's government composition and event decision making.

Hope that explains it better!
 
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