Not sure, however, that TOAW allows a designer to do that with precision.
I recall one instance in which a percentage value was dialed down to zero, but had little noticeable effect. The setting should have forced almost constant reorganizations, but didn't. This was part of a scenario made by someone with a LOT of scenario design experience, so it wasn't just my ignorance of the game's mechanics causing this behavior.
Bottom line is designing for effect is feasible when the effects can actually be triggered in the manner desired.

