[] Maintain status quo
[] Small increase to local power (Various effects, alters action spread)
[] Large increase to local power (Changes government type to Early Ancient Provincial Kingdom, alters action spread, completes prereqs for Scourge Warding early, miscellaneous effects)

Super conflicted with this choice.

Status quo is no longer sufficient to manage and respond to the current size of the civilization.

Small increase might not make much difference.

But large increase to local power may result in the formation of large local power block. Too powerful for central government to direct process, but this is not ideal as the population and distance grew.
 
Would it be an Early Ancient Provincial Kingdom (Elective)? How would the government work? Would the High Chief still make major decisions? Would the local chiefs have individual councils? Would the council members of each of the local chiefs answer to the corresponding member of the central council? In what manner does this alter action spread?

Pretty much the same as now, but the local chiefs have more authority to do things like settle new territory, raise troops, promote the arts, those sorts of things. The alteration of the action spread would remove the Double Main + 1 Secondary option for actions, as that extra secondary represented enough bureaucratic flexibility to have the underlings do something else while the High Chief is entirely focused on something, as they are now always doing that in the background.
 
Will the current heir take issue if he's passed over for a young upstart?
If so, this will not be harmonious.
 
A republic is a government without a king. Considering that the proposal would use the title "King" for a Chief of High Chiefs...
 
Will the current heir take issue if he's passed over for a young upstart?

He's old enough that they were already quiet talks about a fresh election anyway, even if it was just in the context of "Bynwyn could die any day, and the next guy in line shortly after, may as well look ahead at things"

From the description, I'd guess it's a proto-republic?

No, more an elective monarchy where the nobility is theoretically also elected, but really not.
 
Pretty much the same as now, but the local chiefs have more authority to do things like settle new territory, raise troops, promote the arts, those sorts of things. The alteration of the action spread would remove the Double Main + 1 Secondary option for actions, as that extra secondary represented enough bureaucratic flexibility to have the underlings do something else while the High Chief is entirely focused on something, as they are now always doing that in the background.

Is there way for us to ensure the troops are controlled by the central government only? Letting the local control local troops are quite risky.
 
Is there way for us to ensure the troops are controlled by the central government only? Letting the local control local troops are quite risky.
Expand Blackbirds and use them to watch over the local governments would be my guess.

Frankly we need to have the Local Chiefs start doing expansion actions for us, otherwise we won't be expand our territory or power fast enough with the local situation changing.
 
[X] Twythulmyn (Mediocre Martial, Average Econ, Heroic Diplomacy, probable two turn lifespan)
[X] Yes (Consumes Econ, establishes permanent oversea trade route with Metal Workers)
[X] Large increase to local power (Changes government type to Early Ancient Provincial Kingdom, alters action spread, completes prereqs for Scourge Warding early, miscellaneous effects)
 
[X] Twythulmyn (Mediocre Martial, Average Econ, Heroic Diplomacy, probable two turn lifespan)
[X] Yes (Consumes Econ, establishes permanent oversea trade route with Metal Workers)

[] Large increase to local power (Changes government type to Early Ancient Provincial Kingdom, alters action spread, completes prereqs for Scourge Warding early, miscellaneous effects)
 
From the description, I'd guess it's a proto-republic?
No, it's like the roman empire or european nobility. You set up "chiefs" aka governors, who manage local affairs but ultimately respond in a hierarchy to the King. Since it's elected it is somewhat more of a republic, but at each level there's a clear head. And since each head of the lower levels will probably be making up part of the council of the higher level and voting for the head of that level, like a thorn-style iteration. The inter-level connectivity means that things overall, especially information flow, are tied together rather fluidly, and it's unlikely that a leader at one level will be biased toward a particular region, at least any more than already.
 
[X] Twythulmyn (Mediocre Martial, Average Econ, Heroic Diplomacy, probable two turn lifespan)
[X] Yes (Consumes Econ, establishes permanent oversea trade route with Metal Workers)
[X] Small increase to local power (Various effects, alters action spread)
@Academia Nut with a permanent trade route will they count as neighbours?
 
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Yay! Free action! And copper tools! Sweet!

No megaproject for a while, though. We need to bring up our military and stuff.

[X] Twythulmyn (Mediocre Martial, Average Econ, Heroic Diplomacy, probable two turn lifespan)
[X] Yes (Consumes Econ, establishes permanent oversea trade route with Metal Workers)
[X] Large increase to local power (Changes government type to Early Ancient Provincial Kingdom, alters action spread, completes prereqs for Scourge Warding early, miscellaneous effects)
 
[X] Twythulmyn (Mediocre Martial, Average Econ, Heroic Diplomacy, probable two turn lifespan)
[X] Yes (Consumes Econ, establishes permanent oversea trade route with Metal Workers)
[X] Large increase to local power (Changes government type to Early Ancient Provincial Kingdom, alters action spread, completes prereqs for Scourge Warding early, miscellaneous effects)
 
Pretty much the same as now, but the local chiefs have more authority to do things like settle new territory, raise troops, promote the arts, those sorts of things. The alteration of the action spread would remove the Double Main + 1 Secondary option for actions, as that extra secondary represented enough bureaucratic flexibility to have the underlings do something else while the High Chief is entirely focused on something, as they are now always doing that in the background.

How would they decide what land to settle?
 
If we build more boats, we'll have to take an econ action next turn.

Another hero unit! :)

This time diplomacy, which is awesome. Trade missions will likely be super useful now.
 
[X] Twythulmyn (Mediocre Martial, Average Econ, Heroic Diplomacy, probable two turn lifespan)
[X] Yes (Consumes Econ, establishes permanent oversea trade route with Metal Workers)
[X] Large increase to local power (Changes government type to Early Ancient Provincial Kingdom, alters action spread, completes prereqs for Scourge Warding early, miscellaneous effects)

Okay, after this, we need to boos the our Mysticism and Martial. The former because it's sitting at one and like hell I want the DP to have religious influence over us, the latter because we need to keep our lands defended from our enemies.
 
[X] Twythulmyn (Mediocre Martial, Average Econ, Heroic Diplomacy, probable two turn lifespan)
[X] Yes (Consumes Econ, establishes permanent oversea trade route with Metal Workers)
[X] Large increase to local power (Changes government type to Early Ancient Provincial Kingdom, alters action spread, completes prereqs for Scourge Warding early, miscellaneous effects)
We here in Canada have provinces, so I guess it's a super-duper prototype of this?
 
So if the diplo hero is chosen what should we do with him? Try and get stronger bounds with the Thunder Horses or try and get on the good side of the Western Kingdom an maybe strengthen them enough to stalemate the Dead Priests?
 
[X] Twythulmyn (Mediocre Martial, Average Econ, Heroic Diplomacy, probable two turn lifespan)
[X] Yes (Consumes Econ, establishes permanent oversea trade route with Metal Workers)

@Academia Nut, what would picking Small increase to local power do? How does it differ from a Large increase?
 
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