[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] Change Policy - Megaproject Support
 
Not quite a census at all really, but the bolded indicates that we do keep track of people, what their jobs are, where they live in the city. That is a useful resource and means any look into something like what you propose may happen is actually possible.
^ Adding to this:

The idea kept turning over in her head for months. If you wanted to keep track of everyone, even on a generational basis, you would generate more records than would be useful. It would all be a bunch of useless junk kicking around because you would have no idea where everything was. No one could keep track of that many records... not unless you had a record of records.

So with the invention of primitive indexing, we also gained a primitive census.

Having a great palace to store the records of an organized census will likely make it a lot simpler....either that, or the library will do (though that isn't connected to the government).
 
^ Adding to this:



So with the invention of primitive indexing, we also gained a primitive census.

Having a great palace to store the records of an organized census will likely make it a lot simpler....either that, or the library will do (though that isn't connected to the government).
Both buildings will be useful for it. The primitive census will, as an administrative thing, likely end up being stored in the Palace if the place develops any archives.
Adhoc vote count started by BungieONI on May 31, 2017 at 4:06 AM, finished with 43828 posts and 66 votes.
 
[X][Clan] Roll back, institute geographic administration within Valleyhome (Possibility of stability loss)
[X][Main] Great Temple
[X][Secondary] Enforce Justice
[X][Secondary] Build Vineyard
[X][CA] Xohyssiri
 
False
We have a trait that specifically nullifies this and have ripped up and relaid infrastructure before.

This would be an extension of that.
Previously. The argument being made is that geographical districting would create a coherent political voice for "not in MY backyard" for the district controllers.
To clarify to make it clear just to avoid possible confusion. When AN says that they draw the boundaries to have equal populations in districts that tells me that district shape is less important than the population inside the bounds. This indicates to me that population is the important variable here and not land area when it comes to how many votes a district gets.

Of course you are totally right. Even though it will work by the above system of population number => vote number if they don't keep good track of the people then it of course will fall apart. It's also not that difficult to fix after some thought, once it is spotted.

Once a generation sounds about right, or after a really big event. Another thing to note is that we have something of a primitive proto census. I'll go looking for it but it was a recent offhand comment.
Specifically, they will try to cut the initial districts based on populations and existing barriers.

However, take a district which is 50% over it's designated population. Do you cut it into two districts with 75% of the correct population, or do you cut chunks off the next four districts so that you now have five districts at 85% of the correct population?

Or do you burn the old map and draw a new 100% alignment for all?

What do you do when you need to increase the city's water supply, and one district loses 20% of it's living space to allow for the cisterns and channels of an sewerage extension, causing it's population permanently to drop below the minimum of a district as people avoid the now stinky district?

Basically that's the challenge of reassessment.
-It has to reflect the population present in an up to date manner. Without making it easy for assessors to favor their own factions
-It has to avoid unfair but equal divisions(i.e. we want to marginalize smiths for some reason, so we cut the districts up so that the smith families are 30% of 10 districts, and have 0 votes, versus having 3 100% smith districts and 3 votes). Taking this example from RL shenanigans in my current voting district. This probably won't happen on purpose until we have a census
-It has to avoid creating ghettos which are culturally isolated from the rest of the city. See above point, but flip it around.
-It has to reflect practical administration zones. Walls and other infrastructure being torn down and built will be disincentivized as it makes administering the districts much harder when the border is moved.
I am not voting for geography but isn't one of the prime kick starters for invention need so if people find a problem it is likely they will develop a solution.
Well yes, our setting ourselves on fire over tax reform generated The Law for instance.

Which of course, still hurts like hell, and the tools gained still has to be used properly.
 
Last edited:
INCOMING!!!!
Adhoc vote count started by BungieONI on May 31, 2017 at 4:13 AM, finished with 43830 posts and 67 votes.
 
Oh hey you are gonna have to change your vote up a bit. We no longer have Grand Sac as a project option because of TGG fusing, and Enforce Law is that Enforce Justice thing now.
E: @maximillian it's the same for you too, we have Enforce Justice now instead of Enforce Law.

Fix those and make Tally-san happier? Pwease *puppy dog eyes* *snicker* :p
Adhoc vote count started by BungieONI on May 31, 2017 at 4:26 AM, finished with 43832 posts and 67 votes.
 
Last edited:
Vote for Occupational Administration! For a Syndicalist future!
Definition of syndicalism
  1. 1: a revolutionary doctrine by which workers seize control of the economy and the government by direct means (such as a general strike)
  2. 2: a system of economic organization in which industries are owned and managed by the workers
  3. 3: a theory of government based on functional rather than territorial representation
syndicalist

play\-list\ adjective or noun

Syndicalism
Adhoc vote count started by BungieONI on May 31, 2017 at 4:38 AM, finished with 454 posts and 68 votes.
 
Wait, at least one of those votes for occupational is miscounted. The whole clan approach is already going completely according to plan and there is no reason to change it at all, remember?
 
Wait, at least one of those votes for occupational is miscounted. The whole clan approach is already going completely according to plan and there is no reason to change it at all, remember?
I'm just assuming the people voting to keep the Clans hasn't read any updates since the vote to use them

[x] [Main] Great Temple
[x] [Secondary] Enforce Justice
[X] [Secondary] Build Vineyard

[x] [CA] Xohyssiri

[x] [Clan] Roll back, institute occupational administration within Valleyhome (Possibility of stability loss)
 
I'm just assuming the people voting to keep the Clans hasn't read any updates since the vote to use them

[x] [Main] Great Temple
[x] [Secondary] Enforce Justice
[X] [Secondary] Build Vineyard

[x] [CA] Xohyssiri

[x] [Clan] Roll back, institute occupational administration within Valleyhome (Possibility of stability loss)

Oh, they have. They've been arguing for an occupational approach for pages. Of course, before the last update they were arguing with exactly as much certainty that the clans were working exactly as expected and that all the apparent problems were just minor, expected hiccups which had already been solved without any player intervention at all.
 
Last edited:
Definition of syndicalism
  1. 1: a revolutionary doctrine by which workers seize control of the economy and the government by direct means (such as a general strike)
  2. 2: a system of economic organization in which industries are owned and managed by the workers
  3. 3: a theory of government based on functional rather than territorial representation
syndicalist

play\-list\ adjective or noun

Syndicalism
Can't tell if you agree or disagree with what i said.
 
Can't tell if you agree or disagree with what i said.


You are completely correct as near as I can tell in saying that Occupational Administration can lead to Syndicalism. My comment was for my own amusement and as an informative post to anyone wondering what you meant. :p

Interestingly Syndicalism shares some features with Technocracy.
 
[X][Clan] Roll back, institute geographic administration within Valleyhome (Possibility of stability loss)
[X][Main] Great Temple
[X][Secondary] Enforce Justice
[X][Secondary] Expand Forest
[X][CA] Xohyssiri
 
Oh, they have. They've been arguing for an occupational approach for pages. Of course, before the last update they were arguing with exactly as much certainty that the clans were working exactly as expected and that all the apparent problems were just minor, expected hiccups which had already been solved without any player intervention at all.
Please stop being salty, the argument is over so there's no need to start it again.

Edit: for clarification, I was talking about your "discussion" with veekie.
 
[X][Clan] Roll back, institute geographic administration within Valleyhome (Possibility of stability loss)
[X][Main] Great Temple
[X][Secondary] Enforce Justice
[X][Secondary] Build Vineyard
[X][CA] Xohyssiri
 
I think I have determined the Salt Function for this thread.

Behold.
Boredom +
Spite +
Fear of being wrong +
Misinformation +
Self-worth ÷
Mockery ÷
Condemnation ÷
Misunderstanding ×
Guilt ×
Talking past each other ×
Failure ×
Judgment
n=y
where y=correctness
and n=folly,
Harmony=lies,
life=pain,
self= Salt
 
Last edited:
[X][Clan] Roll back, institute geographic administration within Valleyhome (Possibility of stability loss)
[X][Main] Great Temple
[X][Secondary] Enforce Justice
[X][Secondary] Build Vineyard
[X][CA] Xohyssiri
 
So on to other topics does anyone worry about the whole "the needs of the many out weigh the needs of the few" thing we have going on we have three traits that support this and one is the very basis of our laws so what do you guys think are the effects of this I am thinking that half exiles will be treated more poorly.
 
Last edited:
So on to ther topics does anyobe have a worry about the whole "tje needs of the many out weigh the needs if the few" thing we have going on we have three traits that support this and one is the very basis of our laws so what do you guys think are the effects of this I am thinking that half exiles will be treated more poorly.
It probably ends up balancing out because in this age you need a lot of half exiles. So they form their own many. *shrug* Dunno beyond that.
 
Oh, they have. They've been arguing for an occupational approach for pages. Of course, before the last update they were arguing with exactly as much certainty that the clans were working exactly as expected and that all the apparent problems were just minor, expected hiccups which had already been solved without any player intervention at all.
As a specific intermediate step to an occupational or geographical final form.

We got an admin tech out of the effort.
 
A lullaby

Ymaryn Lullaby
The crops are tended, the salt are collected, and trees are planted
Drink, eat, work,
And dreaming of crow's in thy sleep!
And dreaming of crow's in thy sleep!
And dreaming of crow's in thy sleep!

Riding through the winds, stalking your prey, and saving a life by spells
Ride, stalk, heal
And dreaming of crow's in thy sleep!
And dreaming of crow's in thy sleep!
And dreaming of crow's in thy sleep!

 
Back
Top