[X] [CA] Attempt to take control of adjacent villages (-2 Stability, chance of further loss, -2 Diplomacy, unknowable chance of war with the Hathatyn, +8-10 Econ, +4 Econ Expansion)
[X] [Law] Leave things be
[X] [Boats] Portability
[X] [Infra] Main Saltern Construction

Really worried about the law vote since I think letting it go for a turn will allow our hero to have an easier time dealing with it since the issues with both sides will become more apparent.
 
That is my hope. I honestly think most people are blowing both the advantages of their side out of proportion and the drawbacks of the other side out of proportion though. Gets annoying.

Edit: What I want to do is go for something like Size and Portability, then do Size and Portability again. I honestly would prefer to wait on speed until we have relatively large ships, and to get portability to help those ships get to places.

Given the current vote, my preferred path would be Size>Portability>Portability>Size and then maybe speed. Reverse if we did portability first, this way we can help offset the advantage of the starting shape.


Ehh...honestly, in such a case I would just prefer multiple ship types for different purposes, because trying to make the same ship to be a freighter and portable riverboat which you can carry around on hands if need be is somewhat...hopeless afair. There is room for some success there, sure, but I, if at all possible, would jam the 'specialisation' button quite hard.


Are...are we really going to go full goldfish again? Why are people voting for the most complex possible option?

Because Heroic Admin+Diplo is one rare case where it's doable?
I mean, I can be convinced to switch, but I do not think it's the same degree of complexity as other cases.
On the other hand, smaller ones will make inroads towards glorious worker democracy with worker-owned means of production, while lumping is filthy capitalistic megacorps path, I think, so....
Hm.
 
[X] [CA] Attempt to take control of adjacent villages (-2 Stability, chance of further loss, -2 Diplomacy, unknowable chance of war with the Hathatyn, +8-10 Econ, +4 Econ Expansion)
[X] [Law] Attempt to close off both practices
[X] [Boats] Size
[X] [Infra] Main Saltern Construction
 
Ehh...honestly, in such a case I would just prefer multiple ship types for different purposes, because trying to make the same ship to be a freighter and portable riverboat which you can carry around on hands if need be is somewhat...hopeless afair. There is room for some success there, sure, but I, if at all possible, would jam the 'specialisation' button quite hard.
It is hitting the specialization button heavily. I'm mostly ignoring open ocean travel as this would create large, flat barges. It would make long distance travel not so great, but it would allow for an incredibly strong internal infrastructure.
 
It is hitting the specialization button heavily. I'm mostly ignoring open ocean travel as this would create large, flat barges. It would make long distance travel not so great, but it would allow for an incredibly strong internal infrastructure.

Ah. You mean that those upgrades would apply to separate ships and not try to apply everything to one universal type? Well, then yes.
 
Because Heroic Admin+Diplo is one rare case where it's doable?
I mean, I can be convinced to switch, but I do not think it's the same degree of complexity as other cases.
On the other hand, smaller ones will make inroads towards glorious worker democracy with worker-owned means of production, while lumping is filthy capitalistic megacorps path, I think, so....
Hm.
No, you want to leave it alone. That way any given guild has to choose between political power or economic power-and the more inefficient a guild is, the more likely it is to start falling behind on economy, which is more likely to cause them to fracture. Basically you want to set up a cycle of economic expansion-fragment-innovate-pool resources-economic expansion.
 
[X] [CA] Attempt to take control of adjacent villages (-2 Stability, chance of further loss, -2 Diplomacy, unknowable chance of war with the Hathatyn, +8-10 Econ, +4 Econ Expansion)
[X] [Law] Have the law favour splitting
[X] [Boats] Size
[X] [Infra] Main Snail Cultivation
 
No, you want to leave it alone. That way any given guild has to choose between political power or economic power-and the more inefficient a guild is, the more likely it is to start falling behind on economy, which is more likely to cause them to fracture. Basically you want to set up a cycle of economic expansion-fragment-innovate-pool resources-economic expansion.
Guilds are monopolies - they don't care about inefficiencies or "falling behind in economy" because there's no one to fall behind.
 
Guilds are monopolies - they don't care about inefficiencies or "falling behind in economy" because there's no one to fall behind.
Say it with me: We don't have guilds in the European sense. They aren't automatic monopolies, at least not yet. And the inefficiencies do matter, because people will notice that their leaders are corrupt or that they could make just as much money (luxuries?) by going independent. That's why European guilds had to outlaw journeyman associations-they would out compete the guilds when they sprang up and ruin the monopoly. If we just ignore the entire argument, we end up with a situation where the only way to try to pass monopoly enforcing laws is for the guilds to break up into smaller factions. The problem there is that that promptly disincentivizes the smaller factions from wanting monopoly laws, since that would break their power.

Checks and balances are the lifesblood of politics, and if we can formalize this system, we'll have a natural check for the lumpers in the splitters, and for the splitters in the lumpers.
 
Say it with me: We don't have guilds in the European sense. They aren't automatic monopolies, at least not yet. And the inefficiencies do matter, because people will notice that their leaders are corrupt or that they could make just as much money (luxuries?) by going independent. That's why European guilds had to outlaw journeyman associations-they would out compete the guilds when they sprang up and ruin the monopoly. If we just ignore the entire argument, we end up with a situation where the only way to try to pass monopoly enforcing laws is for the guilds to break up into smaller factions. The problem there is that that promptly disincentivizes the smaller factions from wanting monopoly laws, since that would break their power.

Checks and balances are the lifesblood of politics, and if we can formalize this system, we'll have a natural check for the lumpers in the splitters, and for the splitters in the lumpers.
Except that our system of government means that these industries are state-controlled, meaning that there aren't and will never be any "journeyman associations". They can't form competing groups because these departments contain every single member of that group by default - the splitters aren't splitting into "metalworkers 1" and "metalworkers 2", they're splitting into "copper" and "iron". They're always monopolies, it's just the size of the monopoly that's in question.

So yes, these aren't guilds in the European sense, they're even worse.

EDIT: I just had an alarming thought - wouldn't every group qualify as either a lumper or a splitter? how do you define what's "too big" or "too small"?
 
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Not really.
These guilds are more like unions, the guilds electing their superiors from amongst others of their profession to represent them before the king and to ensure that all internal guild issues are sorted out, so those two competitors in business don't kill each other or that the corrupt guild member is brought to justice.

It's not economic management, its legislative, basically creating a 'mayor' of a guild instead of the head of a city district, also note that this is utilised only by the city of Valleyhome.
 
Ah. You mean that those upgrades would apply to separate ships and not try to apply everything to one universal type? Well, then yes.
Hmm, sort of. We'll have to see exactly how the upgrades work out, to be fair. Shouldn't blindly create a plan and stick to it.
EDIT: I just had an alarming thought - wouldn't every group qualify as either a lumper or a splitter? how do you define what's "too big" or "too small"?
By looking at the needs and actually forming departments instead of letting them hash departments out themselves.
Both were asking if the king might adjust the laws for occupational administration slightly to disfavour their opposition, usually by demanding either higher minimum occupation sizes or lower maximum administrative sizes, so as to make the behaviours harder.
In order to petition to become a new department you have to reach 'x' size in people working in the same profession. If your department is beyond 'x' size, you need to either split or put people into other departments.

Which is what we have to keep in mind. These are less business ventures and more government funded worker groups. There's a few ways to handle this. Creating more formal and set departments, just setting a min and max and telling people to fit in between, I had a few more ideas a second ago, but lost them suddenly...

Personally I'd argue with the setting a min and max idea for now. Not the best, but the safest to implement. It will require a good admin check to see what is and is not needed, and probably a good diplo check to get people to play along, but hey! That's what heroic admin/diplo leader is for!

Edit: This would be immensely easier with a palace in Valleyhome, btw.
 
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[X] [CA] Attempt to take control of adjacent villages (-2 Stability, chance of further loss, -2 Diplomacy, unknowable chance of war with the Hathatyn, +8-10 Econ, +4 Econ Expansion)
[X] [Law] Attempt to close off both practices
[X] [Boats] Speed
[X] [Infra] Main Saltern Construction

Speed, cause we don't really transport bulk stuff.
And Speed = Volume as much as Size = Volume.
Half the size, but double the speed has the same volumetric transfer rate.
But speed has other advantages.

No comments on the Law...
 
[X] [CA] Attempt to take control of adjacent villages (-2 Stability, chance of further loss, -2 Diplomacy, unknowable chance of war with the Hathatyn, +8-10 Econ, +4 Econ Expansion)
[X] [Law] Attempt to close off both practices
[X] [Boats] Portability
[X] [Infra] Main Saltern Construction

I've been generally convinced by various arguments that this is the optimal course of action. We can do Size after the next harbor.
 
Everyone and their dog is gonna have tiny ass canoes to carry around. We could just steal the tech from someone.

This is the best time to go for size since we have already invented docks.
Doesn't work like that. The current small boats are single piece log or leather canoes and barely riverworthy, much less seaworthy.

The philosophy of construction of each line will be distinct, and not really copiable without retooling the docks.
To the common people we are going to be the best thing that ever happened to them.

The new middle classes we'll create will also adore us for making them in the first place.

High level nobles will probably have to be put down via Blackbird
Maybe not even so. We've gladly absorbed local chiefs into our system before.
Southshore is our province, they don't have any settlements inside of it, the update says that settlements close to us wanted be annexed, well if you look at the map it's their coasts and the mouth of the river that would fall into that area and have had the most contact with us.

AN hasn't confirmed this, though it makes the most sense due to how hard it would hit their econ, but you could ask if you want
If we take the river mouth they're going to be QUITE annoyed to be sure...the question is whether they can do anything about it.
1. Galleys and longboats say that portable inland-first ships do not scale up well. If you have a reason to think that they are inherently scalable designs, please provide some evidence or examples, because I currently do not see it at all.
2. No, they do not scale down; shipbuilding is hard and every scale requires its own engineering, no one design can be just 'scaled' bigger or smaller to the best of my knowledge.
3. Not sure what are examples of such vessels, so I don't even know about speedy ones.
Not scalable designs, scalable build philosophies.

Portable construction aims primarily to minimize the weight without compromising seaworthiness. Thus, the innovations are focused along:
-Jointing techniques
-Waterproofing
-Wood seasoning and selection for strength and density.
-Rower-banks/oxen draw teams(to cope with not always having wind on tap and room to navigate on rivers like you would have at sea) in combination with sails

Size construction on the other hand, is going to focus primarily on the integrity of the keel, which was essential for the construction of large ships in early eras. Thus the innovations are focused along:
-Measurement techniques
-Timber consistency
-Use of structural supports in ships as well as heavier timbers.
-Drydock techniques, as servicing a large ship is very difficult unless you can beach a ship on demand and still have it fit to sail afterwards.

Speed construction focuses on the streamlining. How slim can a ship be made and still function? Thus the innovations are focused along:
-Streamlining
-Steering techniques
-Mast layout and construction

Essentially, under Portable, you focus on construction technique. You scale the techniques up because it doesn't matter what size ship is in use, if you use wood, the construction method still works works.

Under Size, you could scale down to an extent, but most of the innovations are counterproductive, because of substantial overengineering and weight.

Every civilization goes for size eventually, and building bigger becomes important later. But early in a civilization, size is relatively useless.
You build large ships when you have good docks in 3-4 ports, not when there's no port capable of servicing them and then spend the next 100 years making them useful after the fact.

By contrast, a portable boat is immediately practical for boosting connectivity across our whole polity. Shallow draft, but larger than single person boats would change the cost of moving grain from Valleyhome to Sacred Forest to a few days work along the canal, instead of a journey where 3/4 of the cargo goes to feed the animals hauling it.
Then we have bad road network. :V
But honestly, yes, rivers are better than roads for transportation, yes; I meant it as 'despite rivers being better, we can use roads to kinda fill the role, if more expensively, while we have no other option in seafaring'; sorry if it came out as 'we totes can do roads as good as rivers in transporting bulk goods' - they aren't and will never really be.

The problem being that there is a substantial force against maintaining even an adequate road network, so expanding the use of riverboats would be a far more significant change

Not really?
I mean, Wiki is not the best of sources, but it is still quite trustworthy in matters not politically charged, so I am going to quote relevant passages:
The Wiki is correct about oceanic history. Chinese shipbuilding(as in plank ships, not rafts and canoes) history predated the cited examples because well...riverine ships isn't listed with oceangoing ships.
Look to the Yue for examples of earlier naval warfare in china, which was focused on the rivers, not oceanic travel.

Sea battles weren't nearly as important as river battles for China, which a simple examination of the geography would identify why. The rivers, and later the canals were the primary means of transporting men and grain and controlling them determined the course of battles.

Which translates to another element:
Portable ships would be a devastating advantage if unleashed upon the lowlands. They're almost as nasty as chariots strategically.
Again: why are you, too, making a mistake of equating not Portability with no more riverboats forever and ever?
No?

Portability is useful right now, in the near future and in the distant future.

Size is useless right now, okay in the near future when we actually have the docks for them, and then great in the distant future when we set out across the sea.

Since we can, and will get both unless for some reason we didn't want to build any docks or boats at all despite being one of the better actions, the immediate term is what matters. By the time we get the next ship innovation we'd have at least two docks for the large ships to ply, and smaller boats to bring goods to the ports from the rivers.
 
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If we take the river mouth they're going to be QUITE annoyed to be sure...the question is whether they can do anything about it.
If we take the River Mouth villages there is a high chance that they would outright collapse into anarchy and successor states from the sudden loss of major population and economic centres. The econ drop alone should be enough to kill them off, especially as they are already literally on fire
 
If we take the River Mouth villages there is a high chance that they would outright collapse into anarchy and successor states from the sudden loss of major population and economic centres. The econ drop alone should be enough to kill them off, especially as they are already literally on fire
I've learned not to proclaim it after the last three times the Xohyssiri were pronounced dead.
 
I wonder if we could somehow fuse Lord's Loyalty an Honor of Elites into a broader Noblesse Oblige trait.
 
[X] [CA] Attempt to take control of adjacent villages (-2 Stability, chance of further loss, -2 Diplomacy, unknowable chance of war with the Hathatyn, +8-10 Econ, +4 Econ Expansion)
[X] [Law] Attempt to close off both practices
[X] [Boats] Portability
[X] [Infra] Main Salt Gift

The arguments for portability have persuaded me.
 
Personally I'd prefer turning honour of the elites into something that finds the honour in excellence of any kind and not just martial.
 
I've learned not to proclaim it after the last three times the Xohyssiri were pronounced dead.
Oh look the Lowlanders are dead-
Wait no! They just turned into two different factions.

Oh look the Western Confederacy is dea-
Wait no! They survived as a unified successor kingdom

Oh look the Dead Priests are de-
Wait no! They just became a trade based city state.

What is dead can never die apparently
 
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Oh look the Lowlanders are dead-
Wait no! They just turned into two different factions.

Oh look the Western Confederacy is dea-
Wait no! They survived as a unified successor kingdom

Oh look the Dead Priets are de-
Wait no! They just became a trade based city state.

What is dead can never die apparently
Killing things require genocidal actions, and as certain people can you in real life even this doesn't ensure their 'death'.
 
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