I vote for a Supreme Chancellor. That worked out great in Star Wars.
The Kingdom must be reorganized into the First Republic, not the other way around.

We must strengthen the Merchants by performing multiple Trade Missions (and other Wealth-increasing actions) in rapid succession. That way we might slowly turn into a Merchant Republic.
 
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[X][Gov] Tribal Democratic Petty Republics. (Negative Centralisation, Less Player Actions, Significantly More Province Actions)
 
Vote is still open.
Vote Tally : Chronicles of History - Civ Quest - Original | Page 10 | Sufficient Velocity [Posts: 232-279]
##### NetTally 1.9.7
Task: Gov
[X][Gov] Tribal Democratic Federation. (Positive Centralisation, More Province Actions)
No. of Votes: 16
[X][Gov] Tribal Democratic Petty Republics. (Negative Centralisation, Less Player Actions, Significantly More Province Actions)
No. of Votes: 14
[X][Gov] Tribal Democratic Republic. (Positive Centralisation, More Player Actions, Less Province Actions)
No. of Votes: 2
[X][Gov] Tribal Oligarchic Kingdom. (Positive Centralisation, More Player Actions, Less Province Actions)
No. of Votes: 1
[X][Gov] Tribal Democratic Kingdom. (Positive Centralisation, More Player Actions, Less Province Actions)
No. of Votes: 1
[X][Gov] Tribal Oligarchic Petty Republics. (Negative Centralisation, Less Player Actions, Significantly More Province Actions)
No. of Votes: 1
[X][Gov] Tribal Oligarchic Republic. (Positive Centralisation, More Player Actions, Less Province Actions)
No. of Votes: 1
[X][Gov] Tribal Oligarchic Confederation. (Negative Centralisation, Less Player Actions, More Province Actions)
No. of Votes: 1
Total No. of Voters: 29
 
[X][Gov] Tribal Democratic Petty Republics. (Negative Centralisation, Less Player Actions, Significantly More Province Actions)
 
In all honesty, I think I'd prefer not winning all the time, something that the centralized build pretty much has to do.

Like, the good part about a decentralized civ is that we don't have to win all the time. Even if an enemy lands on our shores, a decentralized civ will adapt and take pieces of the invader into themselves. Its far more flexible than a centralized civ is, and can bounce back from pretty much everything.

It just sounds more interesting to play with as compared to yet another 'get moar centralization, build a palace, get admin up, etc...' that centralized builds inevitably fall into.

We might not 'win' the era, but decentralized areas have the best growth potential for a reason. And that growth means we get a large base to play with, in a way that we haven't been able to do before, and which SV would usually avoid.
Winning all the time is not required by a centralized build, nor is a decentralized civ necessarily more flexible. It is how much power the central government has vs the provinces.
If an enemy lands on our shores, a decentralized civ could take pieces of the invader into themselves, but is far more likely for parts to defect to the invader.
A centralised civ (in many quests) tends to "bounce back from" droughts, floods, etc. A decentralised civ (in many quests) tends to "bounce back from" civil wars, invasions, but suffers a great deal more from environmental issues.

Six of the twelve choices are not going to inevitability fall into "get moar centralization, build a palace, get admin up, etc..." . It is choices made now and throughout the quest that will decide what happens.

I'm unsure what a "large base to play with" refers to, could you expand on that?



Our situation (an island entirely controlled by us, it is six provinces in size, good trade location) creates a few potentially interesting paths, which is why several of us are voting for Federation.
In many quests, settlement locations matter. One location is bad for trade, another is too close to the enemy. But in this quest, it is perfect for letting the provinces control settlement-building. Wherever they build the settlements, it will be low-risk and beneficial. We have a geographically limited (the ocean) size, and no need to have any provinces not located on our island (until the Industrial Revolution).

Federations have a special subordinate:
Member State: Member state of a federation that is autonomous enough to be a subordinate of the federal government.
We can retain our island's 6 provinces as our core, and have all of our territory outside that be Member States. We can only have one per 10 Prestige, and we will want to keep a safety margin to avoid the risk of breakaway Member States. When we achieve the Industrial Revolution, then we can start absorbing the Member States.

We will want high levels of control over our navy, our economy, Mega-projects, and our laws (and therefore positive {but not very high}centralisation). But we can also leave many things under provincial control, and the Tribal Democratic Federation ( More Province Actions) will be useful for that.


Decentralised civs do far better with vast grasslands or the like. They can spread out instead of wasting effort fighting each other, and any disaster will have surviving Petty states to recover from.
 
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Federations have a special subordinate:
Member State: Member state of a federation that is autonomous enough to be a subordinate of the federal government.

Note that is for the federal government of a federation that is large enough that the member states count as civs in their own right. Regular federations and confederations, such as the Urthdysh Federation, the Coltyre Confederation and the Colryd Confederation from Chronciles of Nations don't have member states as subordinate civs, but have them as part of their civ. The Caermyr Union was just like that due to the sheer size and power of their member states. Had the Arthwyd Empire, Forluc Kingdom and Urthdysh Federation all had only one or two provinces, then the Caermyr Union would have been a single civ with no member states as subordinate civs.
 
Winning all the time is not required by a centralized build
It is for the kind of Centralized Builds SV plays. Take a look at the combination of Arthwyd Values. Losing any war where we would have failed to protect our own people would've resulted in our Stability and Legitimacy tanking, likely leading to atleast a regime change, if not an outright collapse.
 
*sigh*

Would it seriously kill SV to try out something new instead of picking the same few options over and over again?
 
*sigh*

Would it seriously kill SV to try out something new instead of picking the same few options over and over again?

I like the idea of being a foil to the Arthwyd. I will push for doing more seafaring, exploration and trade.

But with that said, unity is necessary when it comes to outside threats.

The old motto of "united we stand; divided we fall" applies in this case.
 
[X][Gov] Tribal Democratic Petty Republics. (Negative Centralisation, Less Player Actions, Significantly More Province Actions)
This is going to be a beautiful train wreck. Let's go!
 
[X][Gov] Tribal Democratic Petty Republics. (Negative Centralisation, Less Player Actions, Significantly More Province Actions)

*Le poke. :V Going against my nature but here we are.
 
*sigh*

Even in a reset world, they keep ruining things....

...I said I like the idea of being their foil - their opposite. So, picking a decentralized government type as opposed to their centralized monarchy would be right up my alley. If that was the only consideration I'd also want to vote for the Petty Republics.

But safety overrides that concern for me.

If Petty Republics wins my very first action would be to create a dedicated navy to defend our shores.
 
...I said I like the idea of being their foil - their opposite. So, picking a decentralized government type as opposed to their centralized monarchy would be right up my alley. If that was the only consideration I'd also want to vote for the Petty Republics.

But safety overrides that concern for me.

If Petty Republics wins my very first action would be to create a dedicated navy to defend our shores.
Our pops would pretty much be building up that navy by themselves. What do you think the Merchants will do with all that money? They need to reach their foreign markets, after all.
 
It wouldn't be a coordinated, concentrated effort though. Each Petty Republic would have their own navy.
Even so, why would it matter?
If your concern is safety and the prevention of our shores being raided, why does it matter how that safety is acquired?

Be it through a strong concerted navy, a bunch of smaller navies on patrol, or even bribing off would be raiders on the way to profit, the end results are still the same.
 
Well look at the bright side. Each petty republic would have potential to practice slavery.
We may become opposite of the Arthwyd after all!
 
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They would be doing that with either gov type.
Not with the central government gobbling up all the resources for themselves. We are quite limited in how much we can do in a turn, even a few turns.

That's what makes the free market and decentralization so glorious, our pops do most things themselves without having to nag to us about doing it for them.
Well look at the bright side. Each petty republic would have potential to practice slavery.
Oh, we already practice slavery. Comes with picking Traders as dominant faction. It's just too profitable not to do it!
 
Even so, why would it matter?
If your concern is safety and the prevention of our shores being raided, why does it matter how that safety is acquired?

Be it through a strong concerted navy, a bunch of smaller navies on patrol, or even bribing off would be raiders on the way to profit, the end results are still the same.
Except our problem with the petty republics is exactly that, them having their own military's and deciding to break away from the whole, siding with other polities in an effort to try and jockey for position.
 
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