Pretty sure this pops the True City immediately. +1 Econ slots per Megaproject Action, x5 puts us at 11 econ slots, +1 for the per-turn upkeep puts us over the threshold.

If our provinces are already working on a megaproject, do we have to use that in our main actions to get them to continue to work on it? And if they work on it and we don't, does that still trigger the 'concentrated effort' from symphony?

With megaproject support already up, yes, you could pass the megaproject over to the provinces, although you wouldn't get the concentrated effort possibilities.

If we really have to, we can replace our [][Main] Great Temple with something else at the cost of not having a chance of triggering Symphony. Besides, it's not really 5 actions this turn since combining provincial Secondaries into Main counts as one action.
 
[x] [Clan] Roll back, institute occupational administration within Valleyhome (Possibility of stability loss)
[X] [CA] Xohyssiri
[x] [Main] Great Temple
[X][Secondary] Enforce Justice
[X][Secondary] Change Policy - Megaproject Support
 
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.
 
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.
False
We have a trait that specifically nullifies this and have ripped up and relaid infrastructure before.

This would be an extension of that.
 
I do.




No west wall march cause this is kinda old.
Thank you

With our new trait I can't help but feel that the number of half exiles will increase I mean most of our values can be summed up to the needs of the many out weigh the needs of the few and half exiles are needed by the many to do the jobs no one likes it could result in them being treated worse than they already are.
 
False
We have a trait that specifically nullifies this and have ripped up and relaid infrastructure before.

This would be an extension of that.
Wouldn't you have to redraw the districts every time you ripped up and relaid the infrastructure? That vote would seem to make it less likely for us to do that going forward, therefore.
 
Wouldn't you have to redraw the districts every time you ripped up and relaid the infrastructure? That vote would seem to make it less likely for us to do that, therefore.
Ehhhhh... maybe.

With the timing that we did with building walls before possibly going geographical, it is quite likely the borders are going to be partially delineated by those walls. What this means is that things inside the walls and districts can be torn down and rebuilt without redrawing the boundaries.

It's basically a case of what is the boundaries anchored on. Maybe we can ask AN?
 
Ehhhhh... maybe.

With the timing that we did with building walls before possibly going geographical, it is quite likely the borders are going to be partially delineated by those walls. What this means is that things inside the walls and districts can be torn down and rebuilt without redrawing the boundaries.

It's basically a case of what is the boundaries anchored on. Maybe we can ask AN?
The district is a square or rectangle. But then we pull down all the buildings and rebuild them in a circle (or whatever; I'm no city planner). Any way I look at it, the district boundaries would either need to change or accept that they just have fewer people now, and the power structure changes either way.
 
The district is a square or rectangle. But then we pull down all the buildings and rebuild them in a circle (or whatever; I'm no city planner). Any way I look at it, the district boundaries would either need to change or accept that they just have fewer people now.
*wiggles hands*

*shrug* I really don't know. Gonna ask though.

Hey @Academia Nut, if we went with geographical and the buildings inside a district were all torn down and then rebuilt would the borders be redrawn?

How about if it was only a portion of the buildings?
 
You mean stats as in actions, right? It costs 1 econ + 1 secondary action to return 2 diplo, making it on par with, say, expand settlements if one ignores econ slots as a value.
Econ slots I'm now treating as a stat since we need to keep close track of them, and they're a major limitation due to our lack of expansion space and how we now have data on what modifies them. Not how [Secondary] forests are now net negative total econ+expansion slots without a city involved.
 
Then again, AN did say that one of the drawbacks of the form would be that the People DON'T redraw the boundaries as often as they should.

So you could get a district where the people were largely displaced to make way for a public or government building, but the district chief keeps the same level of power he did before, as if he has hundreds more voters than he actually does.
 
Then again, AN did say that one of the drawbacks of the form would be that the People DON'T redraw the boundaries as often as they should.

So you could get a district where the people were largely displaced to make way for a public or government building, but the district chief keeps the same level of power he did before, as if he has hundreds more voters than he actually does.
Quite possible. I'm pretty sure from what AN told me here that the size of the district is irrelevant to it's number of votes.

See... where did I put that... here.



Oh great and mighty @Academia Nut I beg a question from thee.

If we went for geographical would we organize it such that each district has 1 vote, regardless of population inside said district? Or would we organize it such that each district has a X number of votes based on population?

Example for clarity:
under the districts get 1 vote, period, variation > District A and District B are the same geographical size, A has 2000 people and B has 1000 people, but they each have 1 vote.
under the districts get X votes based on population variation > District A and District B are the same geographical size, A has 2000 people and B has 1000 people, so A has 2 votes and B has 1.
Initial organization would be that districts would be mostly squares and rectangles attempting to capture about equal population per district.

So our geographical is purely by population inside district bounds so when those hypothetical folks are moved out by a government building, they will be tracked and the decrease in population should be noted, reducing the district chief's power proportionally.
Adhoc vote count started by BungieONI on May 31, 2017 at 3:39 AM, finished with 43819 posts and 65 votes.
 
Last edited:
So our geographical is purely by population inside district bounds so when those hypothetical folks are moved out by a government building, they will be tracked and the decrease in population should be noted, reducing the district chief's power proportionally.
Not really? No census tech and AN's comment that the districts won't be redrawn as often as they should suggests that there's not going to be much tracking and changing power structures going on.

Maybe once a generation? Or every few generations? Who knows?
 
Not really? No census tech and AN's comment that the districts won't be redrawn as often as they should suggests that there's not going to be much tracking and changing power structures going on.

Maybe once a generation? Or every few generations? Who knows?
To clarify to make it clear just to avoid possible confusion. When AN says that they draw the boundaries to have equal populations in districts that tells me that district shape is less important than the population inside the bounds. This indicates to me that population is the important variable here and not land area when it comes to how many votes a district gets.

Of course you are totally right. Even though it will work by the above system of population number => vote number if they don't keep good track of the people then it of course will fall apart. It's also not that difficult to fix after some thought, once it is spotted.

Once a generation sounds about right, or after a really big event. Another thing to note is that we have something of a primitive proto census. I'll go looking for it but it was a recent offhand comment.
 
Not really? No census tech and AN's comment that the districts won't be redrawn as often as they should suggests that there's not going to be much tracking and changing power structures going on.

Maybe once a generation? Or every few generations? Who knows?
I am not voting for geography but isn't one of the prime kick starters for invention need so if people find a problem it is likely they will develop a solution.
 
Well once again your actively ignoring the question I asked of you. Why quote and respond if what your responding to is irrelevant to your actual response?

This is what inspires the checks and balances reactionary response. The first step to dealing with a problem is knowing its there in the first place. Technically this governmental change is disposable via letting the True city status laps and the populous disperse. Technically.
Which doesn't work when the problem is systematic, it's not a side effect, but the intended outcome.
In addition to realizing that these issues exist... the idea of a census is a major result of this... though it doesn't work without a library to store data in so it can be tabulated.
Banking on a census is a point against, because it'd be 200-300 years before we get it done, by which point we'd either have found other solutions or abandoned it again.
I'm confused by this response. Lower classes... like What? The shamans? The farmers that exist outside the city, so aren't involved? The military? What lower classes are you talking about? Skilled labor is what guilds are for in the first place, that would be the middle class.

The closest thing I can think of that qualifies is your suggesting the half-exiles are what is getting guilds. That or the unassimilated new migrants. Your modeling is divorced from the economy your applying things to.
Occupational does not distinguish between Notable occupations and not.
Remember, this replaces the Clan unit as the organizational unit, you cannot have people left out of the system at all.

As Umi-san already addressed, Upper Class are the current castes with authority:
-Warrior/Chief-Nobles
-Bureaucrat-Nobles
-Shamans

Lower Classes are everyone else, from mason to farmer to carter and trader. Or prostitute and entertainers since populations of those are going to soar from having a city.
Guilds(which as had been stated repeatedly) are for all labor. Everyone gets one.
So lets take it from the top level and spawn a crude non-exhaustive subdivision tree:
-Admin Chief
--Clerks
---Scribes
---Accountants
---Stockpile workers
--Messengers
---Foot couriers
---Chariot couriers
---Boat couriers
--Traders
---Caravaners
----Carters
----Negotiators

-Spirit Chief
--Priests
--Shamans
--Hospices
--Corpse-workers

-Artisan Chief
--Masons
---Brickmasons
---Stonemasons
---Plumbers
--Potters
--Carpenters
--Weavers
--Leatherworkers
--Smiths
---Coppersmiths
---Blacksmiths
----Weaponsmiths
---Silversmiths

-Farmer Chief
--Foresters
--Fishers
--Hunters
--Farmers
--Herders
---Horse-herders
---Cow-herders

-War Chief
--War-shamans
---Blackbirds
---Carrion Eaters
--Charioteers
---Chariot drivers
---Chariot warriors
---Chariot archers
--Archers
--Spears

As you can see, the entertainers are left out entirely unless we create a NEW top tier chief(which is not unknown), or shove them in under one of the existing ones(would be funny if they got flagged under Spirits, but probably not happening).

We'd also see some jurisdiction fun, as you try to classify people straddling divisions.
So your arguing that the best idea is to create monopolies in a communal economy? Your arguing to set things up to utterly shatter the current economy
Your arguing this system will splinter into countless factions by design.

So your agreeing that guilds are a tumor that metastasizes?
Ease off on the hyperbole and strawmen please.
The argument is that each faction will seek to consolidate itself and splinter others at the top level, but that the lower levels of each faction benefits from consolidating others and splintering self to get a greater influence on the top.

All this is in turn counterbalanced against the Chief families and the Shaman representatives, so they need to work together if either the chiefs or the shamans do something stupid.

Counterbalancing forces is how you establish a political system that doesn't skew hard. It has to keep its own elements in check as a natural consequence.

Permanent Unions are in fact employers... of the mediators and the ever growing support staff. The workers they claim to support are the income stream and their customers. Funny thing is the employees of the PU end up with salaries with one to two extra digits tacked on. Even long after they run out of real problems to solve they stick around by making things up and tieing up all resources till the company/industry they get involved in collapses.
Except this is neither a permanent union nor a guild.
They don't need to justify their own existence when their existence is set by law and they derive their profit from the work of their members.

Entertainers were pretty much the single lowest class of people. Until the modern age they were an occupational failure state. People thought Nero was insane for wanting to be a stage performer. That is ignoring the enforced audience thing.
---

Basically, you seem to be arguing that guilds are better because the lower classes (which aren't defined) get involved in politics. District governments are worse because they can't subdivide and splinter.
See above.
Guilds are better because it increases representation from traditionally marginalized elements of society. They ensure that trades which are only required in small quantities per geographical district get their needs addressed by aggregating them into a voting body so that they have a small say instead of no say at all.
Eh? I don't know, my impression was staff may portal near a spaghetti post after the announcement.

It would certainly make more sense.
It's not Spaghetti posting is explicitly against chopping up points into incoherent sections and fragmentary points that cannot be meaningfully replied to(which yes, isn't really spaghetti, because who the heck chops perfectly good pasta into small pieces?).
 
I am not voting for geography but isn't one of the prime kick starters for invention need so if people find a problem it is likely they will develop a solution.
Possibly! Or it'll be too advanced for their primitive brains and they'll just suffer and squabble endlessly (until and unless we repeal the thing and try something different, like we did with the last two).
 
Not really? No census tech and AN's comment that the districts won't be redrawn as often as they should suggests that there's not going to be much tracking and changing power structures going on.

Maybe once a generation? Or every few generations? Who knows?
Found it.

Careful assessment of the records showed that a significant chunk of the population were still farmers of some sort, it was just that the high capacity housing and workshops had run far enough out that pressure from farm land was forcing buildings to rise up and get denser in an attempt to still stay relatively close to the major centres of power within the city.

Not quite a census at all really, but the bolded indicates that we do keep track of people, what their jobs are, where they live in the city. That is a useful resource and means any look into something like what you propose may happen is actually possible.
Adhoc vote count started by BungieONI on May 31, 2017 at 3:54 AM, finished with 43825 posts and 65 votes.
 
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