Now, look. I know that people are wary of the idea of guilds, since they do tend to stifle innovation. HOWEVER! We are get automatic innovation bonuses from our Mysticism anyway. More, the guilds can act as back ups for the practical knowledge of our civilization; letting it survive even if our current People don't. So vote Occupational today!
May I convince you to change one of your enforce justice to a grand sacrifice for a guaranteed +2 Stab? You as well @Candesce?[x] [Main] Great Temple
[x] [Secondary] Enforce Justice
[x] [Secondary] Enforce Justicex2
[x] [CA] Xohyssiri
[x] [Clan] Roll back, institute occupational administration within Valleyhome (Possibility of stability loss)
I'm sure we wouldn't step into caste system. (Even if some of our people are trapped in half-exile duties for generations.)
Hereditary nobility is ok too. <-- might flip to other side.
Also, HK being greedy stealing our ironweaponstools of peace.
Here's the QM's info on Occupational vs Geographical @No7sHereGeographical would have started off with the district chiefs (similar to clan heads and village chiefs) being selected via the pseudo-meritocratic but mostly nepotistic methods already in play, but the process would be much more noticeably unfair to the population. District leaders would be equivalent to clan leaders or village chiefs.
Occupational would sort out the number of layers based on population, meaning that it would also partially be a geographic division. And yes, those lower down in the hierarchy would vote on who to move higher up the hierarchy, until eventually you would have a Valleyhome Mason Chief, who might be second only to the overall Mason Chief in terms of representing masons in the kingdom.
Individual guilds won't, but the knowledge will.Individual guilds aren't going to survive a civilization collapse any better than the individual operators. If you're really concerned about that, geographic removes the incentives to hoard important knowledge and experience among a deliberately scare few and instead encourages spreading it to everyone who can make any use of it.
So since we are campaigning for our preffered vote may I convince you guys to vite Xoh to get back GG? Also how about
[] [Secondary] Grand Sacrifice
[] [Secondary] Enforce Justice
May I convince you to change one of your enforce justice to a grand sacrifice for a guaranteed +2 Stab? You as well @Candesce?
I don't agree on either point: 1) you can change caste systems by marriage, it's just difficult, 2) you can't change guilds because a) you'd likely have to go through the entire journeyman process once again, b) the guild you left would hate you and probably have the power to pursue that hate, and c) for any job where you don't have to relearn everything would be so close to your old job that you'd be suspected of giving away guild secrets. People under guild systems did not change guilds, at best their children did.Simple: You can change guilds. Castes are forever. Saying that Occupational is a Caste system is like saying that Geographical is a Serfdom system; entirely over-dramatic.
Why would we care about it being meritocratic? We're trying to make each area as organized and effective as possible. This is resource administration more than it is a power hierarchy. In regards to administration geography is the best choice.QM's already told us what the results of each option would be and what they would turn out to be, Guilds are the least corrupt, most meritocratic and most effective of all the options,
But the Xoh have become a fairly peaceful trading society, meaning that we won't hate anything we get from them. Besides, we might be able to merge what we get with cosmopolitan acceptance since their traits probably facilitate trade.GG is gone at end of prior turn, so it's not on the table sadly.
Why would we care about it being meritocratic? We're trying to make each area as organized and effective as possible. This is resource administration more than it is a power hierarchy. In regards to administration geography is the best choice.
Meritocracy helps with that....
it took us a nat 100 innovate roll- they're not gonna pick it up that quick. more likely they'll think that the secret magic weapons are breaking down outside of the hands of their rightful owners.I wonder how long it is going to take them to figure out iron now that they have samples that can rust.
If you're in a geographical system people are more likely to be united by location across class and occupational bounds.
Read this post. We'd be increasing nepotism and stratification.Here's the QM's info on Occupational vs Geographical @No7sHere
1) What? No, with most caste systems, you really couldn't. At least not upwards.I don't agree on either point: 1) you can change caste systems by marriage, it's just difficult, 2) you can't change guilds because a) you'd likely have to go through the entire journeyman process once again, b) the guild you left would hate you and probably have the power to pursue that hate, and c) for any job where you don't have to relearn everything would be so close to your old job that you'd be suspected of giving away guild secrets. People under guild systems did not change guilds, at best their children did.
I wonder how long it is going to take them to figure out iron now that they have samples that can rust.
Actually they currently have a Nomad king, it is the reason they don't like us, but are willing to trade. They know they cannot win, so they make due.MW kick out the nomad king! BOOYA!
Only two generation of asshole rules!
Aside from the still constant humans sacrifice and slavery, both of which the Ymaryn find distasteful so to speak