Skipped over it and deleted that part of my post as soon as I saw it. Sorry about not seeing it the first time around.
 
[X] [Temple] Sacred Forest
[X] [Law] Restrict access points (Main Build Wall)
[X] [Diplo] Send missions to the west (Secondary Trade missions to Hathatyn and Metal Workers)
 
Hmm we are at six Mysticism. Interesting.



[X] [Temple] Sacred Forest
Here are my reasons.

[X] [Diplo] Remind the lowlands of your wealth and power (Main Salt Gift)

I want to attempt @Guile's suggestion. Not sure if it will work but hey worth a shot.

[X] [Law] Restrict access points (Main Build Wall)
This should put us back at 6 Econ slots and high Econ. Not a permanent solution but it will work somewhat and will fortify Valleyhome.

Hmmmmmm.... I need to think about the clan issue some. Going for [] [Clan] Make clan adoption rules better able to handle situations seems acceptable but I would prefer either of geographic or occupation. Really need to think.

We seemed to have cracked the Metal Nomads and the remnants of NomadSon so I think leaving the Metal Workers alone should be fine. We can send a trade to them this coming turn.
Adhoc vote count started by BungieONI on May 27, 2017 at 11:17 PM, finished with 45 posts and 22 votes.
 
[X] [Temple] Sacred Forest
[X] [Clan] Dissolve clans within the city in favour of geographically linked administration
[x] [Law] Recruit more peacekeepers (Main More Blackbirds)
[x] [Diplo] Send missions to the west (Secondary Trade missions to Hathatyn and Metal Workers)
 
[X] [Temple] Sacred Forest
[X] [Clan] Make clan adoption rules better able to handle situations
[x] [Law] Recruit more peacekeepers (Main More Blackbirds)
[x] [Diplo] Send missions to the west (Secondary Trade missions to Hathatyn and Metal Workers)
 
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@Academia Nut

Does points transfer to March count as economy spending for True city to give economy expansion slots?

Do we have a lot of roads leading into True city?

Does our settlements/villages at southern borders have land/water use disagreement with HK or Hathatyn?
 
More police, less crime. Potential to spin off a full police force
Good point, i didn't think of that... Though then as others said it would make us too high on martial, and i'm not sure the thread will vote to establish the third march like i want to :/
Also checking on the West. See what the hell they are up to. It's too quiet.
I wholeheartedly agree with this.
Taking "enforce law" would raise centralization by two to three points, and thus preclude us to taking more new roads action if we do not want to exceed centralization cap.

This would not be good.
I mean...5 and i think 6 are both "yellow", which is approaching the cap, and also where we need to be to get advancements in admin tech for the most part...if nothing else i'd like to go up to yellow during our next golden age if possible, so that our golden age advancement is more likely to be admin-focused
Having multiple layers of walls and a lack of concern for human life may also be a path to attaining True City status.
Makes sense :p
We also got 1 Mysticism from the Study Stars our provinces did, so we should have 7 Mysticism. I think.

For now:
[X] [Temple] Sacred Forest
[X] [Clan] Make clan adoption rules better able to handle situations
[X] [Law] Recruit more peacekeepers (Main More Blackbirds)
[X] [Diplo] Send missions to the west (Secondary Trade missions to Hathatyn and Metal Workers)

With the plan to make the NE march next turn to lower martial, and finish the march wall, since damn if having two marches hasn't been useful =D
 
It's also worth noting that [] [Clan] Dissolve clans within the city in favour of occupationally linked administration will probably lead to guilds, while [] [Clan] Make clan adoption rules better able to handle situations will allow us to get back to something more meritocratic.

[X] [Temple] Sacred Forest
[X] [Clan] Make clan adoption rules better able to handle situations
[X] [Diplo] Send missions to the west (Secondary Trade missions to Hathatyn and Metal Workers)
 
[X] [Temple] Sacred Forest
[X] [Clan] Make clan adoption rules better able to handle situations
[X] [Law] Restrict access points (Main Build Wall)
[X] [Diplo] Look around for more reasonable people (Main Sailing Mission)

Patching it is a good stop gap until we either finish the temple or firgue out a better way to fix it.

The wall will give us even more construction experience and give us 1 mysticism and 1 art (which will overflow into mysticism).

I don't really care about the west right now honestly. The western nomads are broken, so they're unavailable to be recruited for a campaign against us. The Hathatyn are chumps who can't affect us.

I'd much rather sail around and see if we can't find new settlement options, new civs to trade with, and maybe inspire our boat builders even more.
 
[X] [Temple] Sacred Forest
[X] [Clan] Make clan adoption rules better able to handle situations
[X] [Law] Recruit more peacekeepers (Main More Blackbirds)
[X] [Diplo] Send missions to the west (Secondary Trade missions to Hathatyn and Metal Workers)
 
Also:
Smoother and faster traveling also helped the most distant provinces to send further strings of humiliated nomad chiefs before the king to demonstrate the power of the People. From the sounds of things the nomads in the west had completely fractured from the failures and many heading further west and south to escape further reprisals by the People.
HAH! Such sweet revenge. :D
 
[X] [Temple] Sacred Forest
[X] [Clan] Make clan adoption rules better able to handle situations
[X] [Law] Restrict access points (Main Build Wall)
[X] [Diplo] Send missions to the west (Secondary Trade missions to Hathatyn and Metal Workers


We could somehow turn martial points into stability if the Blackbird policing test case went well.
I'm not too worried about martial going over cap as we have option to transfer our points to Marchs.

Transfering points into Marchs is expensive in terms of actions, especially because we are locked into Main -Build Temple for the foreseeable future.
 
All in all, there was in fact a push to just claim more land so that more People could be settled elsewhere and give Valleyhome room to decompress. However, for the king there was considerable benefit to having a large number of administratively important people and the facilities to attend to their needs all in one place, so there was obvious pressure from above to keep the current arrangement and just work on fixing the issues cropping up.

City clan politics
[] [Clan] Rework clan foundation and dissolution laws to be more adaptive
[] [Clan] Make clan adoption rules better able to handle situations
[] [Clan] Dissolve clans within the city in favour of geographically linked administration
[] [Clan] Dissolve clans within the city in favour of occupationally linked administration
[] [Clan] Leave things be

Oh crow, not again! <tax reform flashbacks intensify>
 
[X] [Temple] Redshore
[X] [Clan] Make clan adoption rules better able to handle situations
[X] [Law] Crackdown on all this crime (Main Enforce Law)
[X] [Diplo] Remind the lowlands of your wealth and power (Main Salt Gift)

Ok, post analysis swap. I think adoption fix is better than dissolving them and less prone to vote abuse than formation/dissolution.

I think Salt Gift has a good chance of buying us time.
 
I... really don't have any idea how the clan system should work, or how any of these would change things... D=
[] [Clan] Rework clan foundation and dissolution laws to be more adaptive

This basically goes for a full reform on clan laws.
Noting that the base political unit is the clan head, which votes for chiefs, which vote for higher chiefs.
The ability to create and destroy clans more easily will be more politically adaptable, but also easier to exploit for ill purposes.

[] [Clan] Make clan adoption rules better able to handle situations

This basically is a patch job, deferring the problem for when we are not tied up with a Megaproject.
We allow people to be adopted into clans of the area they move into, which is basically just extending our previous laws on adopting refugees.
It won't fix the problem on it's own, but we may get better options as people get used to cities.

[] [Clan] Dissolve clans within the city in favour of geographically linked administration

This is the good old hereditary land debate returned. In disguise. "Wouldn't it be simpler if people just voted based on the area they were living in?"

This means that district-based class politics become a thing, as well as gerrymandering. Remember, our votes are CURRENTLY based on proportional representation, a chief per every thousand people or so. Making it district based allows you to cram all the half exiles into one district so they only get one vote for instance, or cut the noble clans into one vote per clan because they determined one district to be one household.

[] [Clan] Dissolve clans within the city in favour of occupationally linked administration

This will meanwhile, set up the trend of splitting everything up by occupation. Clerks will be managed as clerks, farmers as farmers artisans as artisans.
This is...actually this is basically the tax complexity trap returned. We don't have the tools to administer things at this resolution without a giant clusterfuck of jurisdiction problems yet.

[] [Clan] Leave things be

Well, people COULD just move to the countryside...
 
For people worried about the martial overload, do keep in mind that we can establish a new march in the NE for 5 martial next turn, so martial overload isn't too much of an issue.
 
Our first Golden value of Centralization is 5. We are currently at 3. All our other stats have 2 golden numbers, so it's reasonably likely that going to 6 still leaves it at golden.
And we still have the incompetent lower-level administrators which we need to resolve, which is dealt with by raising Centralization.
All our other stats that we've overflowed have been unrelated to government power scaling, so you are basing this belief on speculation.

Just to cut this whole argument off, @Academia Nut Does going to 6 centralization put us in the red?
 
[X] [Temple] Sacred Forest
[X] [Clan] Dissolve clans within the city in favour of occupationally linked administration
[X] [Law] Recruit more peacekeepers (Main More Blackbirds)
[X] [Diplo] Send missions to the west (Secondary Trade missions to Hathatyn and Metal Workers)
 
Having multiple layers of walls and a lack of concern for human life may also be a path to attaining True City status.
Yeah, I suspect they didn't have the aqueduct requirement to form True Cities because they don't CARE if they need to haul up and painfully sacrifice criminals as a deterrent, or if plague breaks out in the slums and they all need to be put to the spear.
 
@Academia Nut
To admin chief(s): Do you think that having greater levels of centralization will help the city issues (by making it easier to manage things and address issues, or the like) or hurt them (by bogging everything down, or exceeding the abilities of the king/chiefs/etc to manage stuff, or the like)?
 
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