You replied to one word of my post.
False representation:
A. Neither Geographical nor Organizational are "naive"; both are extensions of our already existing geographical + organizational chieftain system.
B. Geographical:
1) Geographical is unlikely to get worse over time: it's already about as bad as it can get. It will in fact get better as it starts out with intense nepotism, which then gets combated as people grow outraged.
a) Yes, obviously nepotism/corruption is not "fixable" in the limited sense of "stopped by a single action, forever."
b) However, it *can be combated.*
c) This is literally just you bringing up all of the arguments we've had about corruption and handwaving it as "unfixable, and therefore unfightable."
d) I'm still disgusted by this.
2) Geographical doesn't require independent oversight, it requires citizen outrage.
3) We already have a census system, how the hell do you think people get food? luxuries? etc.??
4) Regular reassessment happens with every new person who enters at the lowest level or moves upwards.
C. Organizational
1) Occupational is likely to get worse over time: it's might not be as bad as it can get because the corrupt chieftains are likely to be using their power to ensure more efficient leaders win. It is unlikely to be combated by outrage because everyone in it is complicit in the system rather than outside. It is, however, likely to be far more heterogenous among guilds than the geographical system.
2) District segmentation of guilds is somewhat implied by WoG.
3) Any guild growing too large will possess the power to fight other guilds seeking to reduce their monopoly. Furthermore, declaring new trades is inherently not fighting a monopoly, as the new guild will have a monopoly over the trade it was founded upon. What is likely to instead happen is that superguilds and subguilds will be created to focus on trades within a greater occupation.
4) An arbitration court for dispute already exists in the form of the King.
5) Anti-trust/monopoly laws are unlikely to occur due to the definition of guilds as being divided by trades, with competing guilds for the same trade impossible, excepting the case that guilds from different districts somehow compete, which geographical distance makes unlikely.
Okay, long one:
A) Explicitly naive. Currently they assume "just divide it up into rectangles along the current borders and it'd all be fine" and "we probably won't need to recut the districts so often, I mean how much can population move in a hundred years?"
B1) Multiple ways of getting worse have been elaborated. Gerrymandering is one, resistance to redrawing the districts is another, social stratification as people get more picky about having people live in their neighborhoods who don't share their political views, district rivalries and conflicts.
-It can be fought, but it requires the ones abusing the system to fix the system. Which is going to be difficult, because it'd always be the individually suboptimal solution to reduce your personal ability to gain power.
B2) Citizen outrage does not enact social change until revolution happens, unless citizen outrage can change the people in charge. As the Geographical system allocates political power by the people put into power by the Geographical system, it will be highly resilient to outrage as a mode of change. Historically public outrage has changed geographical systems about...never, at least until people are outraged enough to start a civil war. And said people usually don't WIN a civil war, because the warriors are loyal to the ones in charge.
B3) We explicitly do not have a census system, if we did the tax reform would have been far easier. Currently we have people cashing in their work allocation for their ration allocation. Semi-informal, which works mostly due to being rural, and a clerk can feasibly personally know everyone who's claiming from them.
B4) Explicitly does not reassess at all near regularly enough. Cities are new. You have people working based on the reassessment schedules of small villages, where the population might fluctate by 10% over three generations, rather than the city, where the majority of the population had moved, expanded, declined or otherwise changed every generation.
C1) Outrage is not a viable means of combating inequalities, because you are relying on those without power to act at great personal risks against those with power. A self balancing system is one where everyone acting in their own best interest leads to a situation where they curb each other. Organization does it better.
C2) District segmentation of guilds also means that no one guild/subguild has actual monopoly, only local monopoly, which is capable of competing against other subguilds for status in the superguild.
C3) Any guild growing too large would require the ability to accrue massive amounts of individual power in a very short time to fight other guilds seeking to reduce their power. Any one guild growing stronger is a political threat to every other guild, so it's a matter of personal self interest to pull them down or split their power.
C4) This refers to low level disputes. There will be enough emergent disputes that a new subclass of administrators would be needed to arbitrate, unless the King does nothing but royal audiences.
C5) The guilds are not the sole power in play as the chiefs and noble classes would not appreciate having to negotiate with strong guilds for services, and different districts can be easily a few hundred meters away from each other. While certain services such as masonry cannot be feasibly in competition, smiths, carpenters, bowyers and other such artisans can have customers favor someone in another district for better services.
Frankly, what we are currently facing is an issue of how our support networks (i.e. resource supplies, infrastructure, conflict management, crime fighting) will be set up. Will they be based on geography (i.e. a mayoral system, essentially a further subdivision of our geographical chieftainship) or on occupation (i.e. a guild system, essentially a unification among people of the same jobs; a refinement of our occupational chieftainships)?
In regards to infrastructure, inter-occupational conflict management, and crime fighting Geographical is the best choice. Infrastructure (housing, roads, aqueducts, wells, etc.) is inherently geographical. Crime fighting usually has a geographic basis. Interpersonal conflict between people of different occupations will be limited to those individuals, rather than expanding to an issue significant to two different ovarching entities. Finally, geographical will emphasize neighborhoods and communities, increasing the level of individual interpersonal support that occurs. This choice essentially brings us back to our roots.
In regards to support that is not based in social issues or infrastructure, Occupational is likely the best choice. Members of the same occupation will best know what resources someone of their profession needs. It is probable that - regardless of actual interpersonal familiarity - members of the same occupation will be interested in protecting other members of their profession, in helping them further develop their skills, and, finally, in lobbying for changes important to the guild as a whole. This choice essentially brings us to something of the modern setting, an era where actual emphasis on the community has ended, and what is left is a bunch of organizations struggling for power, with the upside that usually highly developed social ties are unnecessary. I.e., it's largely location independent.
Infrastructure is a point against geographical. Certain districts will be more disrupted by infrastructure or benefits less from infrastructure, and it will be thus in their best interests to move to bar infrastructure development.
Everyone benefits from having a highway nearby, but nobody wants to be the district who has to devote a large amount of empty space to moving the stuff of other districts.
You can see this IRL with pipelines, roads and power lines being forced into inefficient routes because everyone is playing the Not Me game.
Furthermore, by reinforcing local communities, it isolates them into microstates within the city over time. This is a minus point, close knit local communities work in pastoral small groups, but is a toxic phenomenon witin a city.
In a geographic system, power is gained by having more voters. How do you get more voters? You a) force people to move into your district against their will or w/o it, which requires pulling on a higher power or b) make your district more appealing.
In an occupational system, power is gained by having people regard you with favor. How do you get favor? You a) suck up to people, or b) do something of actual merit.
False here again.
Occupational system power is derived by the number and influence of the people you represent on top of your personal favor and importance.
Geographical system power is derived by the number of districts you represent, on top of your personal favor and importance.
They use the same election system.
But currently they're chosen from chief families because those kids spend their formative years learning chiefdom, right?
That feels totally fixable eventually, with public education systems.
Its theoretically fixable, but has become traditional. Only a chief's child has the connections and education to be a skilled chief, but intent will mutate over generations, so it's now Traditional that a chief's child becomes a chief.
The big fight we're having here is to prevent it from being both Traditionally AND Legally set to that.
Generally right now the higher ups hold the cards to choose their replacements, but the clan system tended have enough simple seniority having you rise through the ranks that a lot of people could just go along with it because they were assured to eventually get a seat at the table. This will continue over no matter what options are chosen this turn, but the mechanisms for rising up will change.
Hmm, so in a occupational system, overall as you gain seniority you'd at least get to the bottom rung manager at some point in your life unless obviously unfit?
Emperor Wudi established a university to train his potential bureaucrats in Confucian... stuff, around 100 BCE.
I'm sure it wasn't a public school system and required you to pay, but it would teach you your future job and make it easier to pass the merit exams.
Yeah. It lasted about 2 generations before becoming de facto hereditary because nobody could afford to do it.
Also point of note for the half-exile thing:
-Tanners and other leatherworkers are half-exile only trades because of their work with decay and human waste.
-Smelters and miners are demi-exile(i.e. not actually half exile by deed, but they do a dangerous job) only trades because of the earlier associations with metal extraction being poisonous. It's unknown if this has been revoked with newer discoveries or if it's Traditional now.
-Hospice workers are a mix of shamans and half exiles as they work with the diseased and possessed.
-Asheries(Black Soil manufactories and charcoal production) are a mix of half-exiles and artisans.
-Funeral workers are a mix of shamans and half exiles as they work with the dead.
-Plumbers will have a significant portion of half-exiles in the city to work on the sewer outflows.
As such, while
a singular half-exile guild is not a thing, there
will be guilds which contain a large proportion of half exiles and thus must champion their positions to do their jobs.
Many of these are professional guilds as well, the work must be done with institutional knowledge.