Inserted tally
Adhoc vote count started by Umi-san on May 30, 2017 at 7:21 PM, finished with 91 posts and 19 votes.
 
Simple: You can change guilds. Castes are forever. Saying that Occupational is a Caste system is like saying that Geographical is a Serfdom system; entirely over-dramatic.

Edit: It also means a lessening of the warrior stratification that's already started to creep into our system, since no other guilds are going to just let the warriors gain full power-and with our Yeomanry system, they have the ability to push back if the warriors try to push the (spear)point.



Historically changing guilds was rare and open only to those who can afford buying into guilds.
Hell European guilds were more protective of thier status than even the landed nobility.
As for quality and meritocracy, the guilds didn't give a damn, they existed to maintain monopoly and status. The venetians guilds where so fixed on status quo that they bankrupted themselves duo to not adopting new manufacturing techniques of Dutch guilds. The French guilds where so restrictive that people flocked to aristocratic cities (Lords had thier own laws and thus could establish industries without guilds, the fact that people preferred French Lords to guildsmen should show how bad things were)
Thier inherit inability to innovate and thier inflexibility (and the utter public loathing of them) is what caused thier collapse (they got the guillotine along with the Lords, or where dismantled by Lords to appease the people or to advance the state).
 
[x] [Main] Great Temple
[x] [Secondary] Enforce Justice
[x] [Secondary] Enforce Justicex2

[x] [CA] Xohyssiri

[x] [Clan] Roll back, institute occupational administration within Valleyhome (Possibility of stability loss)
 
You said that guilds were oligarchical representing the powerful few when the QM stated that they would, in this incarnation, be the most democratic of the two.

Direct contradiction.
Both options are oligarchical. Trades are already explicitly established to be oligarchical and de facto hereditary. Oligarchy isn't really on the table here.
 
Build Wall - The practice of building city walls has reached new heights with access to superior tools making the cutting of stone simpler (50% light walls, 25% significant walls, 10% massive walls)
*S: -1 Econ, +5% light walls
*M: -2 Econ, +5% significant walls
*2M: -4 Econ, +5% massive walls
Hey @Academia Nut , if we hit 100% of light walls, can we use Secondary actions to build on them as a foundation for significant walls? And again, from significant to massive?
 
Diff Checker (Civ Sheet)
Diff Checker (Actions)
General
Diplomacy 9 (+3) [+1]
Economy 8 [-1]
Econ Expansion 6
Martial 10 {13}
Diplo 14 [+1] -> 9
5 Spent on tribute, 2 spent on diplo missions, and then each diplo mission again only rolled 1 instead of 2, so we broke even on them
Edit: AN has updated, we actually got +3 out of those missions =D
Econ 10 [-1] -> 8 [-1]
As expected, spent to build more walls
Econ Expansion 6 -> 6
6 - 4 (expand econ) + 4 (1 each for temple/trails/walls/mine)
Martial 11 {14} -> 10 {13}
Lost 1 martial in the fighting, so under limit now
Stability
Stability -1 (anxious)
Legitimacy 3 (max)
No longer at martial cap, so negative stab isn't as terrible
Greater Justice
Justice exists for the good of all, protecting the community from the depravity of those who would do it damage.
Pros: Justice is a community objective that can be served through the careful application of punishment
Cons: The needs of the many can outweigh the needs of the few
Oooh, very nice! Also, i'll note that we've now merged GG with all of our social traits...maybe we can get a bonus slot out of "literally all social traits are GG based, grab GG again from CA"? Quick, everyone butter up AN to convince him to do so :p
Authority

Non-familial Patronage
New social concept...don't know enough about sociology or government or history to know if thats good or bad...
Build Vineyard - There is a location in Blackriver that is judged an ideal place to grow the small fruits that are favoured for making a particularly potent drink
*S: -1 Econ, -1 Econ Expansion, +2 Diplo next turn
*M: -1 Econ, -1 Econ Expansion, +2 Diplo
Vineyard eats an econ expansion slot
Build Wall - The practice of building city walls has reached new heights with access to superior tools making the cutting of stone simpler (50% light walls, 25% significant walls, 10% massive walls)
*S: -1 Econ, +5% light walls
*M: -2 Econ, +5% significant walls
*2M: -4 Econ, +5% massive 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. (40% coverage)
*S: -1 Econ, +5% coverage
*M: -1 Econ, +10% coverage
Walls and watchtowers are completely changed; 85% total wall coverage, 40% watchtower...could od with some more watchtowers i think
Enforce Justice - The king is a servant of the law, and he can use the army to remind people of that fact [GJ]
* S: 1 Stability, +1-3 Centralization
* M: 1 to 2 Stability, +2-3 Centralization
* the more settlements with walls outside of the capital, particularly large walls, the less effective this action is
*Max Stability: Legitimacy
Very nice! Mind, given the 85% coverage of walls, i dont expect super good results :/
Expand Economy - Encourage the growth of food producing activities such as farming, pastures, or fishing, depending on where focus is placed
*S: +2 Econ, -2 Econ Expansion potential additional effects
* 6 Econ Expansion available (max 11 to keep Valleyhome True City status)
We can have 11 instead of 10 now...i guess from the wall maybe?
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. With charcoal now in higher demand, can also provide a sustainable supply (3/4 currently locked up)
* S: -1 Econ, -1 Econ Expansion, grows forest, +1 Econ next turn if in settled territory and controlled
* M: -1 Econ, -1 Econ Expansion, grows forest, +2 Econ next turn if in settled and controlled territory
Forests eat econ expansions, contrary to previous thoughts
Found Colony - When a province gets too distant, sometimes it is best to grant it additional autonomy so that they can get down to the business of working the land and gathering resources without needing to talk to the king about every little thing. Current Target: None
*M: -4 Econ, -2 Martial, +4 Econ Expansion, founds colony to produce raw resources


Found March - Sometimes you need an extra buffer between you and hostile powers, or a place to stash excess warriors. Current Target: North-East
*M: -5 Martial, -2 Econ, +2 Econ Expansion, founds march to take independent martial actions

Found Trading Post - When doing long distance trading, sometimes having your own infrastructure in place at the other end can be quite useful. Current Target: Greenshore River Mouth
*M: -5 Diplo, -2 Econ, -2 Martial, +2 Econ Expansion, founds trading post to generate Diplomacy
these all return econ expansion slots, and we've reunlocked the trading post for the MW
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, +1 Econ Expansion, and +1 Diplo next turn, other potential effects
* M: -2 Econ; +1 Econ end of turn, +1 Econ, +1 Econ Expansion and Diplo next turn, additional effects, verge of innovation
* used 5 times
Boats give us econ expansion slots, good to know
New Settlement - There are a few new sites that could have new settlements placed on them: northern Blackriver, south-eastern Redhills
* S: +1 Econ next turn, increases number Econ Expansion depending on environment
* M: +1 Econ and +1 Mysticism end of turn, increases Econ Expansion
Change in wording
Support Subordinate - Send resources over to a subordinate state to help prop them up.
*S: Transfer 1 Econ and Martial, +1 Econ Expansion
*M: Transfer 2 Econ and Martial, +1 Econ Expansion
Clarification that this returns econ slots...but unless thats a typo, the main doesn't break even on that? @Academia Nut ?

Voting this for now:
[X] [Clan] Roll back, institute geographic administration within Valleyhome (Possibility of stability loss)

[x] [Main] Great Temple
[x] [Secondary] Enforce Justice
[x] [Secondary] Enforce Justicex2

[x] [CA] Xohyssiri

Edit: Switching to occupational thanks to people pointing out that it will likely be (at least initially) less nepotistic than geographical, per AN's post

Edit 2: AN fixed the diplo score

Edit 3: Switching back
 
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Both options are oligarchical. Trades are already explicitly established to be oligarchical and de facto hereditary. Oligarchy isn't really on the table here.
The info post says that occupational would include voting and low forms of democracy, not be a straight up nepotistic oligarchical exercise like the geographical option
 
You said that guilds were oligarchical representing the powerful few when the QM stated that they would, in this incarnation, be the most democratic of the two.

Direct contradiction.
AN's direct statement was that geographic would be most NOTICEABLY unfair, not that it would be most unfair. people are more likely to notice things going wrong in their district as opposed to their shadowy guild leadership.
E: But this is also true....
hmmm
The info post says that occupational would include voting and low forms of democracy, not be a straight up nepotistic oligarchical exercise like the geographical option
 
AN's direct statement was that geographic would be most NOTICEABLY unfair, not that it would be most unfair. people are more likely to notice things going wrong in their district as opposed to their shadowy guild leadership.
Noticeably unfair nepotism compared to the choice that utilises a more democratic format?

Yeah, not making your case here mate.
 
[X] [Clan] Roll back, institute geographic administration within Valleyhome (Possibility of stability loss)

[x] [Main] Great Temple
[x] [Secondary] Enforce Justice
[x] [Secondary] Enforce Justicex2

[x] [CA] Xohyssiri

Must... Steal.. The Greater Good... for Communism

Although I wonder if we can start stealing upgraded traits now.
 
Seriously, this GM has thought about these sorts of politics. Guilds will happily screw over everybody, including their own underclasses, to help the the few deeply entrenched interests at their own tops, and there's pretty much no recourse for anybody to do anything about it.



You said that guilds were oligarchical representing the powerful few when the QM stated that they would, in this incarnation, be the most democratic of the two.

Direct contradiction.

The GM, in fact, did not say any such thing. That Geographic is mentioned to be quite clearly not meritocratic does not imply that occupational would be any moreso, and certainly not that any corruption would be nearly as obvious. That occupational management means that the occupations are managing their practitioners is practically tautological.
 
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The info post says that occupational would include voting and low forms of democracy, not be a straight up nepotistic oligarchical exercise like the geographical option
I feel that geographical will be, too, once we get a chance to change. And unlike the occupational option, this will actually allow us a chance to reform our entire political structure rather than build a theoretically democratic form on top of it. I say theoretical because power will inevitably corrupt people's views, as it did in the IRL theoretically largely meritocratic guild system. Even though it's people lower in the hierarchy who vote others into higher positions - a system identical to our current political apparatus - it is likely that those higher up would be able to affect the votes of those lower than them.

And yeah, AN straight up said that the geographical system would be noticeably unfair, i.e. it would draw peoples attention to nepotism giving us chance to fight it.
 
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The info post says that occupational would include voting and low forms of democracy, not be a straight up nepotistic oligarchical exercise like the geographical option

Actually, it's stated the geographical would (at least initially) include the current low-level meritocratic system but would make the nepotistic unfairness more obvious.
 
-if the guild you want to join feels like letting you. If you move to a new area and the local subchapter is ruled by an old codger and his childhood friends who don't want to have enough competition around to force them to work hard to make bank, well, your choices are to move away, get good at digging ditches, or have a couple of blacksmiths play chopsticks across your fingers with mallets for stepping on their turf without a license. All perfectly legal.

Why? The whole point of a guild is to consolidate, concentrate, and limit access as much as possible to the information you are trying to ensure survives the collapse of centralized structures and institutions. Worse, guilds do it in concert with all the other guilds in the ecosystem. They depend on each other, so even if one does happen to have an offshoot survive, it's going to collapse into disuse when its institutional supplier and customer bases do.

Like, this is just outright bizarre. How do guilds in any way improve the technological robustness of a society? They are specifically engineered for the sole purpose of doing the exact opposite.
No, because unlike a true guild in the medieval sense they will have no secrets to keep, and be closer to the local chiefs of the district. If anything, I would expect the leaders to be trying to increase their trade's population since that directly increases their power. Again, think union bosses, not guild leaders. And assuming that the options work like they did before, the change will only affect the City, not our entire polity.

No, the point of a guild is to teach a complex skill in a society where things like reading aren't all that common. They became issues over time, but especially in the time after the fall of Rome, they were the only reason certain specialized knowledge survived.
Oh right, I forgot how shamans invented glaze, the wheel, and compound bows, and are the ones who are responsible for mining, refining, and working metal, and thus are the people most likely to develop new techniques.
Glaze: Another society
Wheel: Invented before our society began, improved by the Nomads
Compound bows: No idea
Metal: Yup. A priest. Very good!
Salt: Priest.
Disease cure: Priest.
 
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does not imply that occupational would be any moreso
"And yes, those lower down in the hierarchy would vote on who to move higher up the hierarchy,"

Direct voting giving legitimacy. Compared to a clearly corrupt, nepotistic oligarchical system.
I feel that geographical will be, too, once we get a chance to change
We didn't get a chance to change after Honour of Elites created an Oligarchy, how is this different?
 
I feel that geographical will be, too, once we get a chance to change. And unlike the occupational option, this will actually allow us a chance to reform our entire political structure rather than build a theoretically democratic form on top of it. I say theoretical because power will inevitably corrupt people's views, as it did in the IRL theoretically largely meritocratic guild system.

And yeah, AN straight up said that the geographical system would be noticeably unfair, i.e. it would draw peoples attention to nepotism giving us chance to fight it.

Don't forget that even just implementing it within the city limits would improve the chances of fighting injustice everywhere. The city subchiefs were described as using the same cyptynepotistic approaches as everywhere else, but their being far more obviously unmeritocratic in these circumstances. Once somebody's had the curtain pulled away in the city it'll be a lot easier for them to see it elsewhere.
 
No, because unlike a true guild in the medieval sense they will have no secrets to keep other than the ones they invent after their founding, and be closer to the local chiefs of the district due to bribery and etc., unless the local chief wants to diminish their power at which point they will be quite opposed. If anything, I would expect the leaders to be trying to increase their trade's population since that directly increases their power, i.e. increasing a specific guild's power at the cost of civilizational benefit. Again, think guild leaders.

No, the point of a guild is to teach a complex skill in a society where things like reading aren't all that common, for the purpose of making money. They became issues over time, but were good at retaining the knowledge that allowed them to make money. And by retaining I mean that they kept it to themselves, so they could make money, even if it would enhance society overall were it to be better known.

yo, can you actually reply to my replies rather than editing in your own shit? Thx

Edited my reply below:
Oh right, I forgot how shamans invented glaze, the wheel, and compound bows, and are the ones who are responsible for mining, refining, and working metal, and thus are the people most likely to develop new techniques.
Glaze: Another society (which was carried into our land by artisans)
Wheel: Invented before our society began, improved by the Nomads (by a shaman? no. Before our society began? Explicitly no.)
Compound bows: No idea (warriors)
Metal: Yup. A priest. Very good! (Iron, you mean? It was actually stolen from another society by non-shamans. The iron itself was... was it done by a shaman? Idr. Regardless, it's currently mined by specialist workers, smelted by artisans, and worked by artisans. So any *future* developments are most likely to passively occur within the guilds of metal-working artisans.)
Salt: Priest. (Sauce? 90-100% feeling that this is incorrect.)
Disease cure: Priest. (A disease cure by a shaman... whose job is specifically healing people... wow. Much shock. It's not like they've spread the secret to it around and are basically already a guild.)

Kindly clarify.

Edited reply.
 
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Better to have the (potentially) higher but more visible corruption, than lower but invisible corruption. Vote for geographic distribution.
 
[x] [Clan] Roll back, institute occupational administration within Valleyhome (Possibility of stability loss)
[X] [CA] Xohyssiri
[x] [Main] Great Temple
[x] [Secondary] Restore Order
[x] [Secondary] Restore Order x2

Centralization is still too high to use Enforce Justice without driving Centralization overcap when we fill out the still marginal roads, so Main Restore Order done at Stability -1, is as usual, one of the better choices(pointing to Stability -2 misses that we've been there and it still worked), especially given this:
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 or Legitimacy, whichever is lower
* S: Gain -1 to 2 Stability
* M: Roll twice, take best result
* modified by Administrative skill
Since we have a clear corruption problem, not just a crime problem
Well, for geographical vs occupational, AN already explicitly said it's problems here:

Geographical would have started off with the district chiefs (similar to clan heads and village chiefs) being selected via the pseudo-meritocratic but mostly nepotistic methods already in play, but the process would be much more noticeably unfair to the population. District leaders would be equivalent to clan leaders or village chiefs.

Occupational would sort out the number of layers based on population, meaning that it would also partially be a geographic division. And yes, those lower down in the hierarchy would vote on who to move higher up the hierarchy, until eventually you would have a Valleyhome Mason Chief, who might be second only to the overall Mason Chief in terms of representing masons in the kingdom.
So if that isn't convincing, nothing much will.
Noticably Unfair doesn't mean things get done about it. It just means that we stop pretending.

And for the trait, Xohyssiri gives us continuance towards the quest of "Fuse Greater Good into everything we can". We still have Honorable Death and Honor of Elites to combine with it!
 
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