Also, Demons are an obvious outgrowth of our Harmony Trait. "These beings don't fit inside the order of the world, and therefore they must be evil."

I don't think you can turn a Demon into a Spirit by just by giving it a role. If you could, the Demons used by Greater Spirits would have an established place in the system (as attack dogs) and thus start counting as Lesser Spirits. Although this is probably similar to actual theological debates our shamans are having...

I think if the role of demons can be brought in by having them grind the truly evil people into dust. Then sieve out the bad parts and reform a person. Thus making everything part the unending wheel.

Sort of like the black soil production. Gather the garbage and shit together, water it then turn every so often. After a good amount of time, bad are now good.
 
Last edited:
I think if the role of demons can be brought in by having them grind the truly evil people into dust. Then shift out the bad parts and reform a person. Thus making everything part the unending wheel.
Also, Demons are an obvious outgrowth of our Harmony Trait. "These beings don't fit inside the order of the world, and therefore they must be evil."

I don't think you can turn a Demon into a Spirit by just by giving it a role. If you could, the Demons used by Greater Spirits would have an established place in the system (as attack dogs) and thus start counting as Lesser Spirits. Although this is probably similar to actual theological debates our shamans are having...

Basically shift them from being a Malicious Chaos imagery to a Punisher imagery? That's kinda cool and I do believe such ideas were created in a lot of religions actually.
 
What do you think of the idea I bring up in occupational, where there is an X number of whatever profession per sub chief, and then the sub chiefs vote on their representative and then these representatives vote on their own etc until that Valleyhome Farmer Chief? It sounds rather similar to what we already do, and I remember somewhere that AN said we have a Valleyhome specific Admin advisor.

What sorts of exploits are there and how do we fix them?
As mentioned earlier, it's basically the Guild system.

The big challenges are:
-Occupational
--What consistutes a trade? An Artisan chief is not going to be simultaneously able to address the concerns of Masons, Potters, Weavers, Carpenters, Smiths and Cartmakers.
---So you split it up fine by each trade, and then somebody realizes they can get a extra vote just by creating a new sub-trade, resulting in the proliferation of oddly specific careers such as Underwater Basketweavers, Tall Narrow Glazed Vasemakers and Parkour Prostitutes.
----So you have to establish certain minimum numbers for a trade to be counted, and then you realize theres like three masons for every weaver, which means the masons are underrepresented, but you can't split them up because they really are doing the same thing. Maybe you can give the Masons more votes?
-----Which means the Trade Chiefs will as a whole, resist adding more divisions. Even if another branch of authority has to decide the divisions, they can lean on thins
------So we wind up with a pretty functional city, unless the trades come into direct conflict. The carpenters want more wood, but the carters are using their position to make things difficult unless the carpenters make more carts cheaply. At lower Stability, you'd see things like strikes and murder happen to leverage each other.
--Guild jurisdiction, we only have one city at present, so it's easy, one guild can manage one city. When we have two cities, then we'd need two Guilds. And so forth. Relatively simple...at least until they start colluding or competing anyways.

The big long term issue of Guilds is that they will find disproportionate influence over their city quite easily, the nature of the economy is that all the essential guilds like carters, millers, smiths, etc, can all force the city to a halt to force a demand, as they will have the loyalties of their members and our Honor of Elites will back them up.
They will also be able to keep their own trade's secrets, which weakens the shaman influence over society as lorekeepers.

However, none of them are self contained, they can't really threaten a splintering or rebellion on their own, just stop things from functioning(which means everyone else will probably beat their ass in if they take it too far for being Disharmonious).
Particular hazards might be that warriors and shamans may get roped in as well, while every guild will need clerks and administrators to function anyways.

-Geographical
--What constitutes a region? Do you try to slice the districts by physical landmarks, or by raw population distribution.
---If by landmarks, then you have to set population quotas for each district and adjust it as things change and population capacity rises to ensure fairness. Boosting the vote for those areas with high populations?
---If by population, then you have to reslice the administrative districts over time, which I refer to the recent abuse trick of pump and dump, flooding a district with extra people during the assessment period so it gets sliced up into smaller chunks.
--How do you prevent someone from voting multiple times by wandering between districts?
---By instituting population mobility controls between districts. You will of course run into problems with trades which span districts or need to move, so you will develop administrative lodging addresses.
----Which requires a census or limiting people's ability to travel to prevent cheating.
-----Which in turn produces odd cases like traders not fitting in anywhere in the system.

The chief advantage of geographical sectioning is the simplicity. It's very hard to truly fuck it up completely.

Drawbacks are that it makes usage of space in the city difficult. Construction and particularly tearing down and rebuilding stuff will be harder, as districts will not be very happy about having to rebuild to house new facilities and services that primarily benefit other districts. Nobody wants the slaughterhouse or the sewerage piping in their area after all.
It's also easy to abuse for those in power(as opposed to the Occupations being abusable by those not currently in power and the Clans equal opportunity fuckery)

-Clan
--What constitutes a clan? We've seen it right here. Maximum clan sizes, minimum clan composition. These are all things that can be exploited.
--Clan loyalties and integrity with adoption. How do clan members ensure that their family head are taking care of their issues? How do you ensure you don't get forced to adopt a jackass?
--Clan administration. How does a clan spread out across a wider area function? How do you encourage an outstretched clan to split up to better service it's members when the Trader clans do not split up when they're spread over a huge area.

What this ultimately leads to is the Great Families.

Micronations inside a nation, they have plenty of influence and power, being self contained in structure, but that leads to further rivalries between the families, and entrenching power.

On the other hand, this is a very stable power structure, clan ties are easy to maintain without an external force enforcing it, and both growth and splintering are difficult once checks and balances are put in. But the benefit is also the catch, they have a lot of diversity, so there is a greater risk to the state , as they are functional on their own, which is good for surviving social collapse intact and colonizing new areas...but also makes them less invested overall without checks from central authority.

*looks up*

Oh dear. *Backing away slowly*
Being Excellent to one another is mandatory citizen!
Harmony!
 
Also, Demons are an obvious outgrowth of our Harmony Trait. "These beings don't fit inside the order of the world, and therefore they must be evil."

I don't think you can turn a Demon into a Spirit by just by giving it a role. If you could, the Demons used by Greater Spirits would have an established place in the system (as attack dogs) and thus start counting as Lesser Spirits. Although this is probably similar to actual theological debates our shamans are having...

Well...theres Crow right there. And as knowledge improves, we can also distinguish that certain poisons are healthy in their proper place and quantity. Its only a demon when out of place.
 
Well...theres Crow right there. And as knowledge improves, we can also distinguish that certain poisons are healthy in their proper place and quantity. Its only a demon when out of place.
I think it'd be interesting if our shamans came to a realization that perhaps what they call demons who have no place, are simply spirits whose positions they do not understand. This would create a drive to understand which I find appealing, but it comes with dangers of screwing with things that may be harmful before they are fully ready.


The big challenges are:
-Occupational
--What consistutes a trade? An Artisan chief is not going to be simultaneously able to address the concerns of Masons, Potters, Weavers, Carpenters, Smiths and Cartmakers.
---So you split it up fine by each trade, and then somebody realizes they can get a extra vote just by creating a new sub-trade, resulting in the proliferation of oddly specific careers such as Underwater Basketweavers, Tall Narrow Glazed Vasemakers and Parkour Prostitutes.
----So you have to establish certain minimum numbers for a trade to be counted, and then you realize theres like three masons for every weaver, which means the masons are underrepresented, but you can't split them up because they really are doing the same thing. Maybe you can give the Masons more votes?
-----Which means the Trade Chiefs will as a whole, resist adding more divisions. Even if another branch of authority has to decide the divisions, they can lean on thins
------So we wind up with a pretty functional city, unless the trades come into direct conflict. The carpenters want more wood, but the carters are using their position to make things difficult unless the carpenters make more carts cheaply. At lower Stability, you'd see things like strikes and murder happen to leverage each other.
--Guild jurisdiction, we only have one city at present, so it's easy, one guild can manage one city. When we have two cities, then we'd need two Guilds. And so forth. Relatively simple...at least until they start colluding or competing anyways.

The big long term issue of Guilds is that they will find disproportionate influence over their city quite easily, the nature of the economy is that all the essential guilds like carters, millers, smiths, etc, can all force the city to a halt to force a demand, as they will have the loyalties of their members and our Honor of Elites will back them up.
They will also be able to keep their own trade's secrets, which weakens the shaman influence over society as lorekeepers.

However, none of them are self contained, they can't really threaten a splintering or rebellion on their own, just stop things from functioning(which means everyone else will probably beat their ass in if they take it too far for being Disharmonious).
Particular hazards might be that warriors and shamans may get roped in as well, while every guild will need clerks and administrators to function anyways.
That's not too bad. It gives the already hereditary mercantile and trade families a bigger means to push what they want, creating a separate faction of Trade Oligarchs to compete with our Mostly Hereditary Leadership and the Primarily Hereditary Administrator Oligarchs. There would be some tasks taken up by the Trade Oligarchs that used to be done by the Clerks and other Admin Oligarchs, but like you said they will require the services of those clerks so those two factions will be close but competing for similar resources i.e smart children.
On the flipside of all this high flying power shuffling however the lower class people of various occupations will get rights and means to advance. Hmmmmm...
This option I see is pushing us more towards Ancient China in how our bureaucracy works. Especially with how we are setting up an institution for our shamans, which will give them a greater means to push for what they want as another piece in the system. It's also not to far gone from our current chief hierarchy, except those chiefs are more general and apply to everyone instead of specific trades.
Hmm. Strikes are far better than martial fuck ups like this debacle. We would be on the path to developing peaceful protest, which is something I consider to be a great civilization self check and critique. Military excursions could still happen, but my thinking on how the authority and social dynamics would shift with all of the large and imposing institutions (Guild, Shamans, Oligarchs, Kings) would catch this before it becomes a big issue. It would basically take the direct authorization of a high placed trader official to pull off something like what just happened, and the other groups would be watching them for any power grabs to ward off their competing agendas.

That census need to solve Geographical's big issues is a pretty big turn off for me. I don't think we have the breathing space or time to really develop the admin tech for it. Hmm. It seems logical that this would give the most power to the King and their advisors, especially while it is limited to Valleyhome. It makes the most sense as a top down authority structure for the King and his council to apply it.
It also gives more power to the Kingship, limiting the power of the Oligarchs in two ways. One is that he can designate the bounds of their districts and thus their votes, and two the Oligarchs will compete more fiercely against each other for the Kingship, limiting the power they can actively push because the rest is tied up fighting off their peers. The geographical restriction on travel also makes me concerned for our refugees. It would seem very easy for the system to slip into pushing them off to one district and marginalizing them, when it doesn't want to spread them out to get more votes in one or another particular district.
I think that at low stability we'd see things like a riot of peoples and classes who feel marginalized. The possibility of martial excursions like the last are also still possible but somewhat reduced.

Clan structure seems to entrench and empower our Oligarchs in a deep general sense. The laws and patches to fix the various issues during initial issues are not simple. The stability is a good point but the lack of a self check like what is inside the occupational option of King/Admin/Trades concerns me. It also I figure requires a lot of admin tech to work at full efficacy to make sure people are not floating around like we have seen already. The lowlevel fractiousness it puts in with creating micronations also decentralizes us. This is helpful for stability like you said and somewhat in expanding, we don't quite have the right traits to get that part fully. It leads to bad things in my mind though as well, because with this set up shit like what just happened is still likely to happen as family heads or even more likely family heirs take their dudes to go punch something when we are at high martial and low stability and centralization.
 
Last edited:
You can be justifiably smug --I regularly am-- but that doesn't mean you have to include it as an element in your posting. You should neither accuse everyone else of being "complainers" or "whining". I'm going to give you a warning for marginal behaviour and then I'm going to ask you to not repeat this behaviour again.

Have a good day.
I wasn't being smug (at this time), nor was I accusing everybody of being complainers... Or at least those were not my intentions.

I apparently upset a few people with that post, so I'll take your warning to heart and be more careful in the future. Thanks, and may you also have a good day! :)
 
^^
It was deliberate and got the predicted results of stirring the pile before settling on a permanent solution.
The only surprise was overmartial amplifying.

I think it'd be interesting if our shamans came to a realization that perhaps what they call demons who have no place, are simply spirits whose positions they do not understand. This would create a drive to understand which I find appealing, but it comes with dangers of screwing with things that may be harmful before they are fully ready.
Well, based on how we handled Metal I think we've set the tradition that we should poke at things, but make sure the thing being poked is not going to harm the People first.

I mean hell, look at how we handled copperworking:
-Stole the knowledge of what rock makes copper.
-Found out that cooking the rock produces copper and poisons. Proceed to limit it to shaman studies only.
-Studied how to seal away the poisons. Got lucky and picked up glazed tailing pits.

We took 100 years of effort(discounting the gaps between where we did other stuff) to make sure it's safe before rolling it out, then we very carefully opened the first mine.

For Cholera, we tested various means of transmitting the disease on volunteers to find out how it's spread, and how to control the damage, until we got the solution, and then rolled it out.

We did it again to prove the veracity of the Sacred Warding.

While we'd no doubt be poking at things that are dangerous, I think we've made it a practice to be paranoid as fuck about such things.

That's not too bad. It gives the already hereditary mercantile and trade families a bigger means to push what they want, creating a separate faction of Trade Oligarchs to compete with our Mostly Hereditary Leadership and the Primarily Hereditary Administrator Oligarchs. There would be some tasks taken up by the Trade Oligarchs that used to be done by the Clerks and other Admin Oligarchs, but like you said they will require the services of those clerks so those two factions will be close but competing for similar resources i.e smart children.
Kind of. It fits in with our history of achieving checks and balances by adding even more factions.

If we go for Occupational now, we'd wind up with:
-Political Oligraches - The Old Nobility Families and their linked Warrior Families. They are so entrenched in the system that they will wind up involved regardless, and occupy most of the upper Chief positions.

-Administrator Oligraches - The Clerk and bureaucrat families. They are prominent everywhere, as nothing gets done without them, but they don't make the decisions. Just distribute resources. They're so deeply embedded in the system that taking them out will collapse the system.

-Trade Oligraches - The Guilds. The same things done in the other systems will manifest, people will try to keep stuff within the guilds, and eventually turn into big open access families.
On the flipside of all this high flying power shuffling however the lower class people of various occupations will get rights and means to advance. Hmmmmm...
Briefly anyways. Give it another 3 generations and it'd have cemented into hereditary guilds where new guild members will need to social climb to get access to the inner guild and then lose to the inner guild whose parents were high in the guild and taught them all the secret techniques.
This option I see is pushing us more towards Ancient China in how our bureaucracy works. Especially with how we are setting up an institution for our shamans, which will give them a greater means to push for what they want as another piece in the system. It's also not to far gone from our current chief hierarchy, except those chiefs are more general and apply to everyone instead of specific trades.
Sort of. Ancient China actually used the Clan model, with the 100 clans spanning all of China. Many clans wound up being specialized for one trade or another, though this changed with the times.
Hmm. Strikes are far better than martial fuck ups like this debacle. We would be on the path to developing peaceful protest, which is something I consider to be a great civilization self check and critique. Military excursions could still happen, but my thinking on how the authority and social dynamics would shift with all of the large and imposing institutions (Guild, Shamans, Oligarchs, Kings) would catch this before it becomes a big issue. It would basically take the direct authorization of a high placed trader official to pull off something like what just happened, and the other groups would be watching them for any power grabs to ward off their competing agendas.
Keep in mind the possibility of a Warriors Guild forming when you allocate power by occupations. The Shamans are clanless and stand apart, but the warriors are not.

That census need to solve Geographical's big issues is a pretty big turn off for me. I don't think we have the breathing space or time to really develop the admin tech for it. Hmm. It seems logical that this would give the most power to the King and their advisors, especially while it is limited to Valleyhome. It makes the most sense as a top down authority structure for the King and his council to apply it.
It also gives more power to the Kingship, limiting the power of the Oligarchs in two ways. One is that he can designate the bounds of their districts and thus their votes, and two the Oligarchs will compete more fiercely against each other for the Kingship, limiting the power they can actively push because the rest is tied up fighting off their peers. The geographical restriction on travel also makes me concerned for our refugees. It would seem very easy for the system to slip into pushing them off to one district and marginalizing them, when it doesn't want to spread them out to get more votes in one or another particular district.
I think that at low stability we'd see things like a riot of peoples and classes who feel marginalized. The possibility of martial excursions like the last are also still possible but somewhat reduced.
Largely yes, it's stable via top down power, as the existing chiefs have a lot of power under this model, and will find it easy to cement their power.
Clan structure seems to entrench and empower our Oligarchs in a deep general sense. The laws and patches to fix the various issues during initial issues are not simple. The stability is a good point but the lack of a self check like what is inside the occupational option of King/Admin/Trades concerns me. It also I figure requires a lot of admin tech to work at full efficacy to make sure people are not floating around like we have seen already. The lowlevel fractiousness it puts in with creating micronations also decentralizes us. This is helpful for stability like you said and somewhat in expanding, we don't quite have the right traits to get that part fully. It leads to bad things in my mind though as well, because with this set up shit like what just happened is still likely to happen as family heads or even more likely family heirs take their dudes to go punch something when we are at high martial and low stability and centralization.
It has it's uses and it worked for both Ancient Rome and Ancient China for the most part. The big deal with the expanded Clan model is that it's adaptable to further changes, since it doesn't cement power as quickly as the other two, as the clans mainly spend their effort pushing against each other than gaining control.

I would not personally recommend it as a permanent solution, but it's good for exposing the common problems and abuses of all three routes that we can legislate against before we move to Occupational(which is my actual permanent preference, since it finishes the tripod of Warrior Chiefs-Industry Guilds-Spiritual Shamans resting on a base of Bureaucrats).
 
Last edited:
I would not personally recommend it as a permanent solution, but it's good for exposing the common problems and abuses of all three routes that we can legislate against before we move to Occupational(which is my actual permanent preference, since it finishes the tripod of Warrior Chiefs-Industry Guilds-Spiritual Shamans resting on a base of Bureaucrats).
Interesting. I thought your preference was actually Geographical.

In your Four Phase Formation of Governance, where does the King fall? The supreme warrior chief?

Given the past turn I think we have pretty clearly seen the germination in our lawmakers minds that abuses in systems like this where we make changes can happen. If we can make it work, yay? Maybe? I'm having doubts that Clan is the best way to go any further.
I'd personally much rather switch to Occupational too on the soonish, not necessarily next turn though, since it creates a lot of self checking in the system and that appeals. Competing agendas are some of the best ways to handle political issues in my opinion, being raised the way I was and my personal observations.

Ya know considering all of our admin issues, which I take as an indication of some pretty high advancement for the times, our people are probably going to develop some kind of cultural caution about big overarching social change. They'll acknowledge it's very rare necessity, but would much rather tech up in the sciences and the like. This amuses me. Admin as the most dangerous but useful thing they need to poke.
 
Interesting. I thought your preference was actually Geographical.
Its always the simplest fallback, so its common in regime changes where the new ruling caste has neither history nor staff to carry out any other structure, while also the easiest to impose on an uncooperative population.

Very military. Not really good at most things, but hard for anyone to fuck up creating it.
In your Four Phase Formation of Governance, where does the King fall? The supreme warrior chief?
Currently yes, mostly by weight of history, but we've had more Admin, Spiritual or Trade kings of note than politicians or warriors
Ya know considering all of our admin issues, which I take as an indication of some pretty high advancement for the times, our people are probably going to develop some kind of cultural caution about big overarching social change. They'll acknowledge it's very rare necessity, but would much rather tech up in the sciences and the like. This amuses me. Admin as the most dangerous but useful thing they need to poke.

War we can stab.
Disease we can cure.

People being disharmonious people is beyond help.
 
Last edited:
^^
It was deliberate and got the predicted results of stirring the pile before settling on a permanent solution.
The only surprise was overmartial amplifying
First, if you are going to respond to me, quote me or tag me.

Second, you never predicted this. Quit lying, quit trying to spin things to salve your ego, and admit that you are wrong.
 
So....if we discover a hero behind this, will we have an option of electing them if they aren't malicious (just ambitious and maybe thinks the administration is stupid for the implemented changes to adoption)?

It'll probably be an admin and diplo hero if there is a hero behind it....

Killing them might cause a stability drop if they turn out to be influential enough (it's a diplo hero...so they might've had the time to garner the support).

Electing them might drop our legitimacy, but that's easily fixed anyways.

Letting them go might cause a faction to develop...

The question is, do we even want a diplo/admin hero right now? They might take up a few turns doing their own thing, but it might not be what we want. It'll be bad if they're poor at martial and we have a war with the HK still, but not that bad since we have Iron weapons and spoke-wheeled chariots.
 
So....if we discover a hero behind this, will we have an option of electing them if they aren't malicious (just ambitious and maybe thinks the administration is stupid for the implemented changes to adoption)?

It'll probably be an admin and diplo hero if there is a hero behind it....

Killing them might cause a stability drop if they turn out to be influential enough (it's a diplo hero...so they might've had the time to garner the support).

Electing them might drop our legitimacy, but that's easily fixed anyways.

Letting them go might cause a faction to develop...

The question is, do we even want a diplo/admin hero right now? They might take up a few turns doing their own thing, but it might not be what we want. It'll be bad if they're poor at martial and we have a war with the HK still, but not that bad since we have Iron weapons and spoke-wheeled chariots.

You want to elect someone who caused a war for their own self-aggrandizement? I would sooner send him to the Dead Priests with a note attached to be as creative as possible in executing him (half joking he deserves nothing less than execution for his many and far-reaching crimes).
 
So....if we discover a hero behind this, will we have an option of electing them if they aren't malicious (just ambitious and maybe thinks the administration is stupid for the implemented changes to adoption)?

It'll probably be an admin and diplo hero if there is a hero behind it....

Killing them might cause a stability drop if they turn out to be influential enough (it's a diplo hero...so they might've had the time to garner the support).

Electing them might drop our legitimacy, but that's easily fixed anyways.

Letting them go might cause a faction to develop...

The question is, do we even want a diplo/admin hero right now? They might take up a few turns doing their own thing, but it might not be what we want. It'll be bad if they're poor at martial and we have a war with the HK still, but not that bad since we have Iron weapons and spoke-wheeled chariots.
They may well have simply done it out of ambition and/or a misplaced desire to fix things. My problem with that path is that I consider, unlike Crwiid, they went out and caused the attack. Crwiid just defended us and himself so well that the land grab sort of happened by accident. I am fine with what Crwiid did, not what this nebulous hero who might not even exist has done. Even more important than that however I consider them malicious because they attacked innocent people who had not attacked us. That spits in the face of Cosmopolitan Acceptance, and even worse than that is a horrifically stupid move since getting us into a war with the HK will not help us, and it craps on my own personal morality.
 
They may well have simply done it out of ambition and/or a misplaced desire to fix things. My problem with that path is that I consider, unlike Crwiid, they went out and caused the attack. Crwiid just defended us and himself so well that the land grab sort of happened by accident. I am fine with what Crwiid did, not what this nebulous hero who might not even exist has done. Even more important than that however I consider them malicious because they attacked innocent people who had not attacked us. That spits in the face of Cosmopolitan Acceptance, and even worse than that is a horrifically stupid move since getting us into a war with the HK will not help us, and it craps on my own personal morality.

Precisely. If this is planed it is nothing short of murder on a grand scale to further ambition.
 
You want to elect someone who caused a war for their own self-aggrandizement? I would sooner send him to the Dead Priests with a note attached to be as creative as possible in executing him (half joking he deserves nothing less than execution for his many and far-reaching crimes).
1. I said "if they're not malicious".
2. There's a not insignificant possibility that the hero (if they exist) is a nomad refugee that we experimented on during the Observance evolution event.
3. Our government had adoption policies that were difficult to use, so it put the clan-less at a distinct disadvantage if they wanted to get into politics.
4. Our government replaced these difficult policies with ones that were shit.

If our diplo/admin hero saw these new policies, it's safe to say they would exploit the shit out them out of hate for these terrible policies. They might've also seen it as proof that they could do way better as king...getting a power base with the clan-less is just icing on the cake.
 
They may well have simply done it out of ambition and/or a misplaced desire to fix things. My problem with that path is that I consider, unlike Crwiid, they went out and caused the attack. Crwiid just defended us and himself so well that the land grab sort of happened by accident. I am fine with what Crwiid did, not what this nebulous hero who might not even exist has done. Even more important than that however I consider them malicious because they attacked innocent people who had not attacked us. That spits in the face of Cosmopolitan Acceptance, and even worse than that is a horrifically stupid move since getting us into a war with the HK will not help us, and it craps on my own personal morality.
If it turns out that the hero is an asshole then we won't elect them.

However, if we don't elect him we might have to take the stability hit from executing them...having the hero storm off and drag the clan-less with them is bad. We don't need another damn faction.

Edit: Apologies for the double post.
 
1. I said "if they're not malicious".
2. There's a not insignificant possibility that the hero (if they exist) is a nomad refugee that we experimented on during the Observance evolution event.
3. Our government had adoption policies that were difficult to use, so it put the clan-less at a distinct disadvantage if they wanted to get into politics.
4. Our government replaced these difficult policies with ones that were shit.

If our diplo/admin hero saw these new policies, it's safe to say they would exploit the shit out them out of hate for these terrible policies. They might've also seen it as proof that they could do way better as king...getting a power base with the clan-less is just icing on the cake.

*cries single tear for poor wee nomad*

None of these problems were the fault of the people (on both sides) that this plan (if indeed it was a plan) murdered in cold blood.

Do you want to set up a precedent where arranging mass murder is a valid way to become king?
 
Last edited:
*cries single tear for poor wee nomad*

None of these problems were the fault of the people (on both sides) that this plan (if indeed it was a plan) murdered in cold blood.

Do you want to set up a precedent where arranging mass murder is a valid way to become king?
Don't believe he does but he is concerned about a possible stability hit.

I am willing to take that hit, if it even eventuates, which I doubt.
Adhoc vote count started by BungieONI on May 30, 2017 at 7:45 AM, finished with 903 posts and 120 votes.
 
Last edited:
Actually no. He said one of the worse(i.e. below 50%), the actual worst is "change all the rules at one go", which everyone managed to identify as a trap.

I mean, we already know what happens when you change all the rules at one go.


You realize moving districts within a city is basically trivial right? Our previous arrangement was stable because moving from one settlement to another was not trivial, involving moving weeks to months of travel.

In a city, you could walk over to your new district in a day. Except whoever realizes it to exploit the shit out of wandering around the districts and shifting vote counts until people realize they're being scammed and choose to limit mobility.

That'd be the primary exploit. The secondary exploit is more difficult, since you need to travel long distances to unclan and then reclan if you wanted, so we'd probably see it in a few generations instead of instantly, but having the city organized by district and all clans abolished would have the same legal repercussions as expanding clan adoption laws across the country.

The changes:
-Revising adoption laws pushes towards the Patronage system of Rome - large spanning families, adopting smaller families to combine influence towards the large family, limiting social mobility through accumulation of power in larger families, forming mini nationstates within the city itself.

-Geographical division pushes towards Serfdom - prevention of abuse to the system leads to tying people to the areas they live and work in, removing travel rights because that's what it takes to prevent abuse until you have a central updated census and communications.

-Occupational division pushes towards Guilds - isolation and factionalizing of trades, leading to suppression/absorption of newer trades and creeping guild rights. Begun the patent wars have.

All have issues. Some now, some later.



District:
-How are districts going to be divided? Strict geography benefits Nobles and Farmers(once the system propagates), as they both have high land area to population ratios, whereas artisans are packed in much closer together for work efficacy.

-Under what conditions should a district have it's lines redrawn? District populations will change over time much like clan populations do. When do we determine that a district has too many, or too few people to properly serve?

Occupational:
-How are the occupations divided? Are Masons counted with Potters, and are the luxury versions of either counted together with the practical?

We're not a democracy we don't have a voting public, we have Lords whose power is based on Clan size. The voting issues you mention are irrelevant.

As for movement. If we went with geography, Lords outside the city would be Clan based while inside it would be tied to district. Make the district geography fixed and count only households, and the issue of constant mobility is gone.
Individuals may move around. But households tend to be extremely sedentary.
Thus the districts become plausible country wide
 
Last edited:
Back
Top