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It occurred to me that rather than trying to fix the gerrymandering problem at the map-drawing stage, it might be simpler to solve it at the election stage, where the imbalance is more obvious. My proposal, which I call "merrymandering", involves comparing the number of seats won by each party in a state after an election, with the aggregate percentage of votes won by each party in that election. If there is an imbalance, then the over-represented party has one of their seats assigned to the next-most-over-represented party, and so on until any seat change would result in a more disproportionate result. The choice of which seat gets reassigned could be chosen based on how close the other party came to winning that seat, to make it deterministic, or a random process could be used, to avoid safe seats. In practice, what I think would happen is that with this system in place, there would be no advantage to partisan redistricting, so the merrymandering ruleset would never actually be applied, and no seats would flip. Nevertheless, I have some confidence that the system would survive a legal challenge, since it only changes election results to make them strictly more compliant with the "one person one vote" principle. |
In standard FPTP, all the weights are one. To make the results proportional, just assign weights such that the seat counts match the overall vote shares (rounding in favor of the parties with the most votes).
Edit to add: I would guess there’s probably a single solution for any given election, or rather a contiguous set of solutions, but I haven’t verified that.
It probably wouldn’t survive a legal challenge, as some would complain that votes are being counted unequally. Though in this situation I’d argue that the ends (PR) justify the means (unequal weights).