Inserted tally
Adhoc vote count started by BungieONI on Apr 30, 2017 at 5:21 PM, finished with 25114 posts and 56 votes.
 
[X] Protective Justice
[X] Spirits
[X] Snub Patryn (Chance for -1 Stability)
[X] Ignore them (Anger the Highlanders)
 
That's how it started but it's not the way it has since grown. Mind you each update is generations long - things do not remain static. I'm paraphrasing AN when I speak about returning to the d ways. The general perception at the moment is that the chiefs/king are greedy and have been hoarding Resources - that's why Grand Sacrifice net us Stability. It was a way to show the People that "look we aren't greedy and honor the spirits!" I'll find the exact quote later.

I think the issue here is with the idea of having a True monarchy - in Centralizing the power in one man/family. But keep in mind that the choice here isn't between democracy and monarchy - voting hasn't even been invented yet. It's the question of doing the will of a few versus the will of the many - I rather get in the habit of listening to the Peoples' voices now.

I do not give a damn about popular representation. I care about the system of checks and balances developed though millennia of institutional trial and error as opposed to the craps-shot that is an emergent monarchy. Also what in the name of the Crow makes you think the Stallions are anything approaching majority among the People? If that was the case we would be facing far graver consequences for repeatedly snubbing them. They are just the loud (and stupid) minority.
 
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That's how it started but it's not the way it has since grown. Mind you each update is generations long - things do not remain static. I'm paraphrasing AN when I speak about returning to the d ways. The general perception at the moment is that the chiefs/king are greedy and have been hoarding Resources - that's why Grand Sacrifice net us Stability. It was a way to show the People that "look we aren't greedy and honor the spirits!" I'll find the exact quote later.

I think the issue here is with the idea of having a True monarchy - in Centralizing the power in one man/family. But keep in mind that the choice here isn't between democracy and monarchy - voting hasn't even been invented yet. It's the question of doing the will of a few versus the will of the many - I rather get in the habit of listening to the Peoples' voices now.

We've never let stuff stay in the same hands for long.
Land is always swapped.
Perhaps titles stay in the same circles, but tends to be swapped around between families at least.

Will of the few vs Will of the One rather. Monarchy can never be about many.
 
That tax law is so god-damned bad, I'd rather eat all the hard choices than swallow that.

Besides, what makes you think the King wouldn't swap out a value of ours for Family First as part of his Kingship? As his father has already done in March?

And 2ndly, what do you rate the chances of this tax reform to remove it, that it will trigger a crisis from revolt?
Well, if you're certain on the first point then I can't really argue against that. We don't know what the "hard choices" are, and if you take it as an axiom that "hereditary land must be avoided" then there's nothing I can argue against.

As to the trait: like 2/3 of the March's people were nomads to start. He's not going to be able to just swap out traits without it being a massive civilization-wide effort.

For a revolt: 0%. Our citizens have no particular attachment to our current system of taxes. We do because we know it's a better system in the long run if we can make it work, but random Joe farmer? He just wants to do his work and get paid.

Making him king won't make us a hereditary monarchy. It won't make us give up our traits. It won't make our people rebel, it outright gives stability. Our people like him.

It will mean we're ~75% likely to be stuck with a worse system. But the alternative is ~75% "hard choices", which probably means we won't have that system anyway.

edit: one of our major goals with the reform was to farm tech advances. We've succeeded. The system has proven to be too advanced for us even with that new tech- now let's grab the free stability and heroic-level administrator and guarantee that our civilization doesn't have to face a civil war or something else similarly bad due to the failure of the tax system.
 
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Well, if you're certain on the first point then I can't really argue against that. We don't know what the "hard choices" are, and if you take it as an axiom that "hereditary land must be avoided" then there's nothing I can argue against.

As to the trait: like 2/3 of the March's people were nomads to start. He's not going to be able to just swap out traits without it being a massive civilization-wide effort.

For a revolt: 0%. Our citizens have no particular attachment to our current system of taxes. We do because we know it's a better system in the long run if we can make it work, but random Joe farmer? He just wants to do his work and get paid.

Making him king won't make us a hereditary monarchy. It won't make us give up our traits. It won't make our people rebel, it outright gives stability. Our people like him.

It will mean we're ~75% likely to be stuck with a worse system. But the alternative is ~75% "hard choices", which probably means we won't have that system anyway.

I agree with neither your numbers nor your analyses. If hard choices were "probably" anything then there would not be choices involved now would they?
 
I agree with neither your numbers nor your analyses. If hard choices were "probably" anything then there would not be choices involved now would they?
I mean, I predict the choices as most likely being along the lines of
1) Try to stick with the system, civil war
2) Change the system plus take a stability and econ hit (and all the different options we had on the reform turn are still available)

It could be plenty of other things, but that's what I personally predict. If the crisis failed as a result of the system not working, our people won't accept keeping the system.
 
Harmony in Law
[x] Harmony
[x] Spirits
[x] Snub Patryn (Chance for -1 Stability)
[x] Ignore them (Anger the Highlanders)

Harmony -> Symphony
All have their part to play in this world, be it their interaction with each other or with the spirits. When all the parts of a group are moving in accord, the result is greater than the sum of the parts.
Pros: Bonus to collective action, spiritually and ecologically harmonious actions, and to concerted efforts
Cons: Disharmony is to be corrected, require casus belli to declare war

What is the purpose of law but to ensure the harmony of all people with each other and with the spirits? This is the principle literally carved into the law and placed on display throughout the Land for all to see. And when the traders who came from the south saw the king go to the stele, read off the wisdom of the ancestors, and then politely tell them that among the most important laws is that all who come to the People are to be welcomed, and to avoid disharmony with those who have not declared violence. Thus the king says, if the Thunder Horse wish to trade with the People the People will welcome them, and if the Highland Kingdom doesn't like that, well, they'll have to take it up more strongly than just making such a demand.

From the way the traders went paler than nomads from distant lands of snow, and retreated with a look that suggested that their testicles were trying to drag their butts into their chest, apparently this was a considerably more terrifying suggestion than the king had initially though. A year later another caravan arrived, this time with lavish goods offered in apology, along with rumours rebounding back to the south of how the People had such terrifying magic that they had woven a geas over their entire population.

Of course, while the quiet decisions of the king intimidated outsiders, the decisions of the king and chiefs as to allowing the Stallion family access to the kingship was less well received by the population, especially as the years went on and despite improvements everyone was agreed that the old system of doing things as told in the tales of their grandparents was superior, and that the kings and chiefs of the past several generations had fundamentally screwed up in both attempting to set up taxes the way they had, and for attempting to actually stick with it rather than revert back to the prior system right as soon as it become obvious that things weren't working.

Economic Chaos
The new tax system is not working. Either figure out a way to make it work within this turn, or it will collapse and hard choices will have to be made to salvage the situation. This crisis can also be ended by a social fracture or civil war caused by low stability. WARNING: Chance to lose Econ during the mid-term due to tax system malfunction
Requirements to fix: Restore stability?, restore legitimacy, the Law?, literacy??

Art Patronage - Wealth of the first and second kind can be used to create wealth of the third kind to the benefit of all
* S: -1 Econ, +2 Art
* M: -2 Econ, +3 Art, +1 Prestige, potential innovations

Black Soil - Production is now regular and huge amounts of trash are turned to black soil every year, but there's always room for more production [Shapers] [King]
* S: -1 Econ, +1 Econ next turn, additional effects
* M: +1 Econ, additional effects
* used 2 times

Build Chariots - Once the domain of rich nomad chieftains, there is now enough copper to make construction of this new design practical for the People and deployable on a large scale. Used: 0 times
* S: -1 Econ, +1 Martial
*M: -2 Econ, +3 Martial, other effects

Build Wall - Long experience with retaining walls has lead to the idea of a settlement wall for protection (Redshore, Northshore, and Stonepen capitals walled; Northshore and Stonepen partially walled elsewhere)
* S: -1 Econ, minor walls
* M: -1 Econ, major walls

Build Watchtowers - Stone and brick towers for warriors to sit in and scan the horizon for trouble, these towers can help stave off raids and improve response against attacks. (Northshore has some watchtowers)
*S: -1 Econ, some watchtowers
*M: -1 Econ, many watchtowers

Change Policy - Adjust the current Policy to one better fitting the situation
*S: Change Policy to one of the available ones listed below
Balanced - Takes whatever actions seem reasonable. Expand Economy is considered a Policy action for interaction with other effects
Defence - Builds walls and watchtowers
Expansion - Builds new settlements, expands economy, expands forests, and can even create new provinces
Megaproject Support - Provinces can spend actions in support of a megaproject
Offence - Can recruit warriors and specialists, can send war actions against declared enemies
Progress - Takes studying actions and art patronage
Restoration - Takes stability improving actions
Spirits - Expands Holy Sites
Trade - Sends out trade missions, produce art and luxuries

Copper Mine - A source of copper is known within the People's territory, and it can be expanded to produce not just small amounts of the ore for art purposes, but into a full fledged mine, but the effects are currently unpleasant. Stability cost can be reduced if a way of mitigating the ecological damage can be developed.
*S: -1 Econ, -2 Stability, +4 Econ next turn, other effects
*M: -2 Stability, +4 Econ, other effects

Enforce Law - The king is a servant of the law, and he can use the army to remind people of that fact
* S: 0 to 1 Stability, +1-3 Centralization
* M: 0 to 1 Stability, greater odds of stability gain, +2-3 Centralization
* the more settlements with walls outside of the capital, particularly large walls, the less effective this action is

Establish Annual Festival - A yearly harvest festival and a planting festival brings entertainment and stability by reminding people of the good things in life, and a winter festival helps give thanks for the goodness that taxes bring, so what might a summer festival bring?
* S: -1 Econ, +1 Stability, chance for additional effects
* M: -1 Econ, +1 Stability, +1 Art, chance for additional effects
* Max Stability: Legitimacy - 1

Expand Economy - Encourage the growth of food producing activities such as farming, pastures, or fishing, depending on where focus is placed
* +1 Econ, potential additional effects
* 7 uses remain before requiring new territory

Expand Forests - The People have knowledge of how to regrow and repair forests, which extends to bringing them to places they have never been, with considerable effort
* S: -1 Econ, grows forest, +1 Econ next turn if in settled territory and controlled
* M: -1 Econ, grows forest, +2 Econ next turn if in settled and controlled territory

Expand Holy Sites - The current places dedicated to the spirits and wisdom have accumulated interesting objects and tellers of stories, but they could be made a bit better
* S: -1 Econ, +1 Mysticism
* M: -2 Econ, +2 Mysticism, +1 Art, potential additional effects

Expand Snail Cultivation - While now more reliably grown and harvested, the snail domestication has only managed to hold environmental changes at bay rather than increase production. More investment would increase cultivation
* S: -1 Econ, +1 Diplo
* M: -2 Econ, +2 Diplo, potential additional effects

Expand Warriors - More men can be inducted into the ranks of the warriors every year and not face major food shortfalls
* S: -1 Econ, +1 Martial
* M: -2 Econ, +2 Martial, potential additional effects

Grand Sacrifice - Communal sacrifice is a great way to bring the People together, and to also even out class distinctions. NOTE: Because the People do not use human sacrifice, the Econ costs are especially harsh. Max Stability: Legitimacy
*S: -2 Econ, +1 Stability
*M: -3 Econ, +2 Stability

More Blackbirds - Elite scouts and woodsmen, the Blackbirds are a potent force, if not exactly mainline fighters. More of them could prove useful
* S: -1 Mysticism, +1 Martial more Blackbirds
* M: -1 Econ, -1 Mysticism, +1 Martial, many more Blackbirds, additional effects

More Carrion Eaters - Keepers of sacred and profane knowledge, the Carrion Eaters thread a dangerous path but bring valuable knowledge for treating wounds and inspiring courage, greatly bolstering the morale of warriors by ensuring them that their companions are not doomed if they fall. More could prove useful.
*S: -1 Mysticism, +1 Martial, more Carrion Eaters
*M: -1 Econ, -1 Mysticism, +1 Martial, many more Carrion Eaters, additional effects

More Boats - The things are expensive but oh so useful, so having more of them will increase your capacity for trade, travel, and fishing
* S: -2 Econ, +1 Econ and +1 Diplo next turn, other potential effects
* M: -2 Econ, +1 Econ end of turn, +1 Econ and Diplo next turn, additional effects, tiny chance of innovation;
* used 3 times

New Settlement - There are a few new sites that could have new settlements placed on them: within Northshore (inland to the north into the plains), badlands, eastern hills, northern pastures within Stonepen, southern shores, west of the Black River (west of Northshore province)
* S: +1 Econ next turn, increases number of times Expand Econ can be taken
* M: +1 Econ and +1 Mysticism end of turn, increases the number of times Expand Econ can be taken
Special: Badlands settlement requires a Main action to work at all and only returns as a Secondary, but increases response time and decreases logistics for movement in and out of the badlands
Special: Main action for Eastern Hills, Southern Shores, Black River produces a new province

New Trails - The new coastal settlement is supported mostly by boats and the expansion of the limited trails there would be of great utility
* S: -1 Econ, +1 Centralization, other effects
* M: -1 Econ, +1 Centralization, +1 Diplo, other effects

Proclaim Glory - A recent innovation from the south, by using art the King can promote people to trust his decisions; modified by Diplomacy skill
* S: -2 Art, +1 Legitimacy
* M: -3 Art, -1 Econ, +1 Legitimacy, +1 Stability, potential +1 Prestige
* Max Stability: Legitimacy

Restoration of Order - The people are uncertain, and into that uncertainty bad behaviour can flow. Send in the warriors to reassure people and root out corruption and dissent, restoring the proper function of the People. Max Stability: 0
* S: Gain -1 to 2 Stability
* M: Roll twice, take best result
* modified by Administrative skill

Sailing Mission - The new boats have proven themselves capable of exploring long distances, so what else might they discover along the shores of the sea?
* S: Potential new discoveries
* M: -1 Econ, improved odds of success

Study Forests - The holy site within the sacred forest is the repository of lore on the forests and the things within them, but could the shamans learn more? 1 Use
* S: Potential new discoveries
* M: -1 Econ, improved odds of success

Study Health - What secrets of nature can be used to improve the health of the People?
* S: Potential new discoveries
* M: -1 Econ, improved odds of success

Study Metal - Metals can be extracted from certain rocks, but there are toxic byproducts. Can anything be done about this, and can other metals be extracted?
* S: -1 Mysticism, chance of new insights
* M: -1 Econ, -2 Mysticism, greater chance of new insights

Study Stars - What secrets do the heavens hold when you study the stars and their motions carefully? 4 Uses, 1/3 Uses in a Row
*S: +1 Mysticism, tiny chance of new insights
Cannot be used as a Main action

Survey Lands - Foreigners have discovered strange materials within their lands, are these materials perhaps also found within the lands of the People?
* S: Potential new discoveries
* M: -1 Econ, improved odds of success; used 1 time

Trade Mission - Sending a major caravan to another large group can bring new opportunities and find out more about the outside world
* S: -1 Diplo, additional effects depending on target, +1-2 Diplo end of of turn;
* M: -1 Diplo, -1 Econ, additional effects depending on target, +1-2 Diplo end of turn, +1-2 Diplo next turn

War Mission - You can send raiding parties against groups that have declared themselves hostile. Can only declare war if you have a valid casus belli (currently only if someone declares war first)
* S: Potential loss of Martial, can prevent Econ and Diplo damage when being attacked, can damage enemy Martial and Diplo
* M: Probable loss of Martial, can prevent Econ and Diplo damage when being attacked, can damage enemy Martial, Diplo, and Econ, always has a mid-turn decision point

Reminder: 2 {S} applied to the same project = 1 {M}
Additionally: 2 Mains may have non-linear effects

Mega-Projects - Mega-Projects can require many generations to complete, take an unknown amount of time to do so, and drain Econ while active, but can produce massive benefits once complete. Once chosen, the occupy the Main Focus slot until either completed or stopped early. Early stopping once started does not refund any of the investments and increases social strife. To reduce confusion, mega-projects are not listed as part of the voting project list and must be "written-in".
The Garden - The canal has greatly expanded the People's knowledge of controlling and directing water. A smaller but more personal project has been proposed to improve Valleyhome [Stewards] [King] (3-6? action commitment, -1 Econ per action)
Great Dam - The river can run wild and dangerous when the rains come strong, but could it not be controlled by the same principles by which the water on the hills is channelled and contained, merely on a larger scale? [Stewards][King] (4-7? action commitment, -1 Econ per action)
Place to the Stars - The shamans have noticed deeper patterns among the stars than they ever imagined, and setting up long term memories of where things should be could be intensely useful, if also labour intensive to get sufficiently durable markers in place [King] (7-10? action commitment, -1 Econ per action, some Mysticism commitment)
Saltern - Building in the sea and experience with wall construction and fish traps suggests the possibility of trapping large amounts of water to extract tremendous quantities of salt [Stewards] (4-7? action commitment, -1 Econ per action)

[Stewards] special kicker: Pay 1 Stability to double the effort on a megaproject action, consuming twice the required per turn resources but advancing the job faster. If taking a second main action on a megaproject, requires additional Stability payment to double that as well.
One [Main] and two [Secondary] actions. The Stallion Tribes March is currently at war with nomadic raiders, assistance would be greatly appreciated.

[] Art Patronage
[] Black Soil
[] Build Chariots
[] Build Wall
[] Build Watchtowers
[] Change Policy
[] Copper Mine
[] Enforce Law
[] Establish Annual Festival
[] Expand Economy
[] Expand Forests
[] Expand Holy Sites
[] Expand Snail Cultivation
[] Expand Warriors
[] Grand Sacrifice
[] More Blackbirds
[] More Carrion Eaters
[] More Boats
[] New Settlement
[] New Trails
[] Proclaim Glory
[] Restore Order
[] Sailing Mission
[] Study Forests
[] Study Health
[] Study Metal
[] Study Stars
[] Survey Lands
[] Trade Mission
-Target Options: Highland Kingdom, Thunder Horses, Metal Miners, Lowland Minors, Southern Hill People, Into the Wild
[] War Mission
-Target Options: Northern Nomads

Provinces for Projects: Valleyhome, Redshore, Stonepen, Sacred Forest, Northshore
Major Holy Sites: Rainbow Trail, Sacred Forest, Holy Sea, Horse Valley, White Circle
 
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I would take the civil war in a heart-beat.
If you seriously think that a scaling labour tax and a quota+proportional system is worth a civil war... then sure. That's a valid choice. If you think you can win when the groups most opposed to it are also the ones with the greatest military experience (the March and the others in that area)

Welp, doesn't matter now.
 
@Academia Nut
Are province actions determined before or after the admin ordering roll? That is, if we take 3/4 econ with our actions, will our provinces be able to take any econ-consuming actions via the gains from other provinces and/or the potential continuation of the Baby Boom?
 
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For a revolt: 0%. Our citizens have no particular attachment to our current system of taxes. We do because we know it's a better system in the long run if we can make it work, but random Joe farmer? He just wants to do his work and get paid.

I actually meant a tax reform to remove hereditary land ownership. They'll have gotten used to it by the time we can try to tax reform it out.
 
Good news! Symphony is going to give us a bonus here!

Bad news! We lost Stability so we have to do a festival. Doing it as a secondary won't get us more expand holy sites, so we might as well make it a main.

[X] [Main] Expand Holy Sites
[X] [Secondary] Establish Annual Festival
[X] [Secondary] Establish Annual Festival x2

Do or die time!
 
[X] [Main] Expand Holy Sites
[X] [Secondary] Establish Annual Festival
[X] [Secondary] Establish Annual Festival x2
 
[X] [Main] Expand Holy Sites
[X] [Secondary] Establish Annual Festival
[X] [Secondary] Establish Annual Festival x2
 
[X] [Main] Expand Holy Sites
[X] [Secondary] Establish Annual Festival
[X] [Secondary] Establish Annual Festival x2
 
Ooh, quick update :)
Enforce Law - The king is a servant of the law, and he can use the army to remind people of that fact
* S: 0 to 1 Stability, +1-3 Centralization
* M: 0 to 1 Stability, greater odds of stability gain, +2-3 Centralization
* the more settlements with walls outside of the capital, particularly large walls, the less effective this action is
We can now majorly increase centralization with a chance to increase stability instead of a chance to lose it; still probably not something we want to do all that often, but definitely a nice boost :)
The Law - The People rely on traditions passed down from elder to child by speech, but the People can write in clay and stone. Perhaps writing can be used to transmit the law? [King] [Justice] [Harmony] (4 action commitment, -1 Art and Mysticism per action)
This is still listed under possible megaprojects, btw

@Academia Nut is the baby boom still happening? Or, assuming we can't just know, do our people expect it to continue?
 
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