I've only really skimmed here, so forgive me if I've repeated brought up ideas.
Okay, first thing's first.
@Academia Nut I think I've found why our study actions tend to be too good (other than criting constantly). You tend to act like they're all
empirical research rather than, say, just observing specific things around the world. The sanitation bonus came from us doing a large number of well thought out tests and interpreting the results. We specifically took parts of the meteorite and did experiments with them to see what would happen. It's slightly more permissible now that we have philosophy, but I still think it's a bit much to do that on a national level until we get something like academies. Instead, they should probably be treated as a sort of upgrade on Study Stars. Not very likely to generate actual tech, but possible, and give us mysticism as we consider the mysteries of the world. For extra fun you can keep track of how much we do it and have it effect our myths. May remain as is do to game balance or the fact we're at philosophy now, but I think it is what you should have done in the first place.
In addition, on the walls. River Confluence, Rainbow Trail, Lower Valleyhome, Bleeding Cliffs. These are all settlement locations I'm almost positive don't have walls on them, which would imply either some of the walls on the percentage covered are either redundant, a mistake was made, or I am very confused. It would be nice if you could, say, provide a percentage for how much area has no walls either way. Another thing you might consider is to create a province list in the front page that lists things like their settlements and what the status of their walls is. Not sure if that's getting too specific and away from the general catch all gameplay you've been trying to go for though. Perhaps it could be unlocked with further admin tech.
Now, to the thread in general. Man, you guys played a dangerous game, but you got philosophy out of it, so hard to argue with the results.
On the Mysticism tax. A Place to the Stars is definitely what should have been done. It's much more likely to give a place that just produces a study stars action every turn, where as the temple is more likely to, well I'd say it's more likely to give us a better stability boost option. Hard to complain about getting that, mind, but it probably isn't going to deal with the tax Philosophy is giving us. You also should have waited for a few turns while on the balance policy and then switched to super building megaprojects on the megaproject policy. Remember, Symphony effectively creates actions when both the nation and the provinces work towards a common goal. What is being pursued now is immensely inefficient. That said, balance policy really does need to cook for awhile, so it's probably a good idea to sit on it for one more turn regardless.
As for the tax Philosophy is giving us. Again, short term, A Place to the Stars is probably best. Long term, we want to see about founding academies.
As for the True City, I'm not sure it's actually a good thing, but I think we need to poke it a bit and see if we can get something out of it for now. Which segues nicely into what I want to talk about for this turn.
First, I think you're all being too concerned with the potential pitfalls of what the various clan votes could give us. Government always needs to be adjusted to meet the growing needs of the people, and corruption will always find a way and need to be stamped down. Our concern should not be corruption (unless it is stupidly obvious), but to how this advances our people and if it threatens other advancements. By focusing our government within the city itself, we will control how the city grows. That's what this vote should be considered to do.
So what's the difference between the two major ideas?
Clan Reform
[] [Clan] Keep things the way they are (Cements Hereditary Nobility)
[] [Clan] Roll back, institute geographic administration within Valleyhome (Possibility of stability loss)
[] [Clan] Roll back, institute occupational administration within Valleyhome (Possibility of stability loss)
[] [Clan] Roll everything back (Chance of stability loss)
The first is hereditary nobility. We're already in an oligarchy, so this honestly doesn't do too much to hurt us, just ticks that little box of annoyance people have with inherited titles. It should be noted, however, that this will greatly improve our education in general. We don't have the necessary resources to educate everyone, but this will allow for education to be focused, especially in difficult jobs. Yes, this will harm social mobility, but most of that damage has already been done.
The next two should be discussed together. While they undoubtedly each have problems in the future for us to fix, they are roughly equal in those regards while offering similar, but different, advantages that are very important to how our city will grow. The geographic governing will likely focus on areas that, to put it in modern terms, would increase land value. This means parks and marketplaces are the most likely of things to come into existence under them. In terms of stats, this means we will be much more likely to see people favor city living and start increasing the tolerance of how many econ expansion slots can exist before a city deflates into a non true city as people move away. Meanwhile, occupational government is more likely to favor advancing trades. This means things like developing better techniques for making pots, to having groups of shamans debate how to tackle a problem. Stat wise, this will be more likely to create new technologies that can exist and benefit the whole nation. There will likely be some overlap here. Theaters for example, are realistically possible for either government form to push for.
The last one is a bad idea and should be ignored since it advances nothing when we have good options on the table.
That said, my vote is:
[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] Build Vineyard
While I think the temple was started improperly, I still want the balance policy to cook for one more turn before switching. As for the clan vote, I'm specifically aiming to try and create the basis for places to debate philosophy with the vote as we group up all of the educated together. I don't know how likely it really is, but I feel it's more likely under an occupational administration than it is under a geographical administration. We also need to continue trying to get greater good until we gain a better means of gaining stability.
Oh, and since our discussion can sort of determine what our provinces will do. I do hope they'll main more boats! It sort of makes sense to get it due to our renewed sea connections even! Also the tech advance should be very nice for them. They may get more walls in response to enforcing justice, though, or decide to take actions to favor keeping econ high and slots relatively low.