Build more roads if you want to handle the Half-Exile situation.

It's not really that bad in the cities where the King has Authority, but in the places without roads, those backwater areas? Ewww.
-fake Russian accent engage-
I build road each road very pave but no else build road my road unlinked my road unwanted it faded into the bush

Join my road build road more please roads.

More seriously, I highly doubt that things are okay in the cities. The status quo is decay of life quality and the very Institute has been one of abusibility for ever. I find your argument to be fallacious as well. Releasing new and more concrete half-exile laws is not lessened just because certain places won't get the message. Merely making these laws and allowing them to become the norm will better let us see and fix abuses. I'd rather not wait for some ephemeral after road state to purge our people of a functional subcitizen caste that every fears being associated with.
 
I still don't understand why we can never win a war battle recently, the last time we won was not really a victory, and the MOST recent was because freehills basically saved us, but that wasn't truly us.
Because we barely invest in our military at all compared to other civs that have traits and legacies boosting their martial traditions. It's been hinted at in every update that mentions how our people do in the Games.
 
What you want to do is:

1) Build Roads
2) Take Black Soil

We're already aware of the problem. We can't actually do anything about the problem without roads.
WE are, the GOVERNMENT is not, the KING is not. If the ruling government was actually aware of the abuse, we'd get a reaction choice and we'd actually get something fucking done about it. This is our chance to ACTUALLY get something done instead of saying 'oh we'll take these actions and fix it' WHICH WE NEVER DO. How manyu times have we said we'll get to something and then didn't? take the bird in the hand, my dude.
 
Can we discuss the half-exile issue? At the very least hammer out the likely consequences.

Possible consequences, not every option are exclusive nor inclusive.
  • Dismantling of half-exile and merge the group and work/responsibility with Urban Poor. Urban Poor bloat in size but are angry due to shit work and associated stigma.
  • Reform of half-exile to require individual sponsor to act as example and guard against more discrimination. Lol-Patricians grabbing as much sponsorship as possible for personal servants/force. Also conflict between Patricians, Guild and Urban Poor due shift in human resources. (Does anyone feel this term negatively?)
  • Complete dismantle of half-exile and place the former half-exile under care of Priests faction, lol split of Priests into new and old factions. Thanks to added power and support.
 
You rolled shitty all around, I lumped several results together into the alembic and gold amalgam, and you only have about a twenty percent chance to get anything on most innovation rolls. It's deliberately a slow process that requires enormous investment to move at any significant pace.
That's what i figured, i just hoped i was wrong :p

Depends on what else is going on and how likely a negative Wealth will be.
Good to know...we'll have to plan around both possibilities, i guess... that's gonna be a pain D=

1. Shit martial
2. Shit rolls
3. You tend to be at the end of your logistical reach
4. Most of your enemies have rough parity in tech now that you have spread iron around the region
Huh...has case hardening and pattern welding spread as well, or is that just less of an advantage than i'd expect? (Or i guess, is "rough parity" a much wider range than i think it is :p)
 
That's exactly the thing, Half exiles were never meant to be a social strata but more a temporary phase in one's life.
and? who's going to replace them?
The poor? currently being impowered.
The Nobles? Have fun with Civil fucking war.
The traders? not enough of them.
Slaves? 'Immoral and wrong'.
Machines? Not advance enough.
Priests? Hello holy war against us.
Doing this reform now will kill us.
 
[X] [Art] The entire half-exile practice should be reviewed (-1 Stability, ???)
[X] [Policy] Infrastructure (+1 Free Progress to an infrastructure project (Aqueduct, governor's palace, saltern, etc.)/turn)
[X] [HK] Offer to let them buy the Banner Company contracts
-[X] [HK] Show goodwill (Pay upkeep costs yourself but gain Diplomacy instead for duration of hire)
 
If we want our government to be aware of half exiles abuse then we need to max out our interconnectivity so the information actually flows to them. So we should still review it but roads will massively help us enforce royal authority just like how Governor Palaces would.
 
and? who's going to replace them?
The poor? currently being impowered.
The Nobles? Have fun with Civil fucking war.
The traders? not enough of them.
Slaves? 'Immoral and wrong'.
Machines? Not advance enough.
Priests? Hello holy war against us.
Doing this reform now will kill us.
The choice isn't 'get rid of the half-exiles,' the choice is 'lets make sure this is working the way it oughta, lets take a closer look at how its functioning.'
Please don't be disingenuous and misrepresent the issue.
 
I am going to put my vote out here before passing out, as always I will go back and edit it later if I need to. A ton of important stuff is happening this turn, I feel like I am going to self destruct trying to complete all our faction quests! On top of all that we need to fix both our military might and our navy, so lets get on to my vote.

[X] [Art] The entire half-exile practice should be reviewed (-1 Stability, ???)
This will probably end horribly, but I am going for it anyway.

[X] [Policy] Special: Vassal Support (+1 Subordinate while active, increases Loyalty while active at less than full subordinates)
[X] [Policy] Diplomacy (+1 Diplo/turn)
[X] [Policy] Skullduggery (+1 Intrigue/turn, -2 Diplo)
[X] [Policy] City Support (2 True Cities have their maintenance paid for each turn)
I think this is a good mix of narrative effects and long term fixes. I will vote on this for now.

[X] [HK] Offer to let them buy the Banner Company contracts
-[X] [HK] Show goodwill (Pay upkeep costs yourself but gain Diplomacy instead for duration of hire)
Honestly, I am half tempted to just ignore them, say it is not our problem and move on with life... though that would almost certainly tank any chance of positive relations we could have with the HK. So until further notice I will go with this option.
 
[X] [Art] The entire half-exile practice should be reviewed (-1 Stability, ???)
[X] [Policy] Infrastructure (+1 Free Progress to an infrastructure project (Aqueduct, governor's palace, saltern, etc.)/turn)
[X] [HK] Offer to let them buy the Banner Company contracts
-[X] [HK] Show goodwill (Pay upkeep costs yourself but gain Diplomacy instead for duration of hire)
We actually get 4 policies instead of 1; might I suggest
[] [Policy] Special: Vassal Support (+1 Subordinate while active, increases Loyalty while active at less than full subordinates)
and/or
[] [Policy] City Support (2 True Cities have their maintenance paid for each turn)
?
 
More minor changes to the civ sheet!
The merc companies paid out one last time for another 2 wealth, so we're doing somewhat better on that front than before =D
Either games or war or both got us 2 prestige!
Periphery States (14/13+4) (Loyalty [L], Dependence [D], Effectiveness [E])
That in turn leads to one extra periphery slot.

Might not get A&D post up tonight, so have some diffs for now:
Diff Checker (Civ Sheet)
Diff Checker (Civ Sheet BBCode)
 
The choice isn't 'get rid of the half-exiles,' the choice is 'lets make sure this is working the way it oughta, lets take a closer look at how its functioning.'
Please don't be disingenuous and misrepresent the issue.
Cute, See that cant work without you know FUCKING ROADS, we lack the interconnectivity to do this and considering this threads lack of will to ever do so we never will.
The only way you could get a change that will last more then a single generation without a road network, is to disband them.
 
[X] [Art] Do charcoalers and the like really need to be experts? (Efficient Charcoal Kilns become cheaper, no longer considered Guild actions, ???)
[X] [Policy] City Support (2 True Cities have their maintenance paid for each turn)
[X] [HK] Offer to send military aid
-[x] [HK] Offensive Policy
Adhoc vote count started by sidestory on Oct 19, 2017 at 11:34 PM, finished with 118306 posts and 31 votes.

Adhoc vote count started by sidestory on Oct 21, 2017 at 5:51 AM, finished with 118939 posts and 70 votes.
 
[X] [Art] The entire half-exile practice should be reviewed (-1 Stability, ???)
[X][Policy] Diplomacy (+1 Diplo/turn)
[X][Policy] Skullduggery (+1 Intrigue/turn, -2 Diplo)
[X][Policy] Special: Vassal Support (+1 Subordinate while active, increases Loyalty while active at less than full subordinates)
[X][Policy] Special: Forestry (+1 Sustainable Forest and -1 Econ Expansion/2 turns)
[X][Policy] City Support (2 True Cities have their maintenance paid for each turn)
[X] [HK] Offer to let them buy the Banner Company contracts
-[X] [HK] Show goodwill (Pay upkeep costs yourself but gain Diplomacy instead for duration of hire)

Well, with the patricians about to pitch a fit it's not likely we can grab a Golden Age next turn anyway. Let's see what the mystery box has!

Approval voting for all the policies I'd like.
 
[X] [Policy] Special: Vassal Support (+1 Subordinate while active, increases Loyalty while active at less than full subordinates)
[X] [Policy] City Support (2 True Cities have their maintenance paid for each turn)
 
The choice isn't 'get rid of the half-exiles,' the choice is 'lets make sure this is working the way it oughta, lets take a closer look at how its functioning.'

That might be not bad actually.

Weakens the Priests faction due to poor oversight and lack of guidance.
Weakens the Guild due to exploiting the half-exiles with their "greed" and industry.
Weakens the Patricians due to government failure of protecting the population and trapping people in half-exile status.
Weakens the Yeomen due to trapping people in half-exile status and exploitation.
Strengthening Urban Poor due to everyone else being dicks and able to sympathize with half-exile's plight.
 
[X] [Art] The entire half-exile practice should be reviewed (-1 Stability, ???)
[X] [Policy] Special: Vassal Support (+1 Subordinate while active, increases Loyalty while active at less than full subordinates)
[X] [Policy] Skullduggery (+1 Intrigue/turn, -2 Diplo)
[X] [Policy] Special: Forestry (+1 Sustainable Forest and -1 Econ Expansion/2 turns)
[X] [Policy] City Support (2 True Cities have their maintenance paid for each turn)
[X] [HK] Offer to let them buy the Banner Company contracts
-[X] [HK] Show goodwill (Pay upkeep costs yourself but gain Diplomacy instead for duration of hire)

I think Skullduggery is more important than Diplomacy at the moment. Our internal issues are far from settled and Skullduggery will help us sort them out.
 
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[X] [Policy] Special: Vassal Support (+1 Subordinate while active, increases Loyalty while active at less than full subordinates)
[X] [Policy] Special: Vassal Support (+1 Subordinate while active, increases Loyalty while active at less than full subordinates) x2
[X] [Policy] Special: Vassal Support (+1 Subordinate while active, increases Loyalty while active at less than full subordinates) x3
[X] [Policy] Special: Vassal Support (+1 Subordinate while active, increases Loyalty while active at less than full subordinates) x4
[X] [Art] The entire half-exile practice should be reviewed (-1 Stability, ???)
[X] [HK] Offer to send military aid
-[X] [HK] Offensive Policy

This is equal to a influence subordinate main to all our vassals every ten turns, so why not vote for it? besides such a commitment should convince our Edges that the Core does in fact care for them. Plus it should help deal with our connectivity issues.

Art is finally get started on fixing the Slavery with Extra Steps that refugees and those with social connections have to deal with.

Highlander kingdom is to correct our borders so we are less exposed down south.
 
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