One explanation at least
Incidental Contact Report A-11, Incident 8

During routine exploratory scanning in the Galdr star system, science vessel Bright Watch's sensors picked up faint motion, heat, and radiation abnormalities indicating the presence of life on the third planet, classified oceanic-continental, from the local star. Closer examination and orbital surveillance confirmed the presence of life on the planet, and further examination showed primitive dwellings with organized, sapient-like creatures on the surface. Protocol dictated that we move out of the immediate gravity well to send an FTL-wave transmission back to the sector capital.

Scientist Ugrav, the vessel's de facto lead researcher as his mentor was currently in hibernative rest, declared immediately that Bright Watch's ground team be sent down along with himself, in order to obtain a specimen of the local sapients. Continuing his insubordination, Scientist Ugrav took over the ground team's away vessel and landed dangerously close to one of the planets higher-density settlements (again, breaking both contact and abduction protocols if they were even in place). The away team acquired a single specimen, which preliminary examination determined to be female, before exiting the planet to perform more in-depth testing.

The female proved partially resistant to the primary anesthetic, but before it's full consciousness returned, the backup drug was used, which performed extremely well (See Primitive-8 (Human) Biology, excerpt 7). Minimally invasive examinations B and C were performed, with passive brain and body scans revealing the specimen's biology. Continuing his insubordination, Scientist Ugrav then proceeded to wake the specimen and attempted to initiate communication, which goes against all protocols and executive decision-making capacity that lead scientists may exert. At this time, the ship's crew incapacitated Scientist Ugrav and confined him to the brig, and anesthetized the specimen again to await Scientist Mandal's recommendation.

Scientist Mandal was awakened from hibernation within the hour of Scientist Ugrav's confinement, and her recommendation was to return the specimen as near to it's settlement as possible with all haste. Scientist Ugrav was later diagnosed with Fattan Prion Disease, explaining his sudden behavioral shift. This is the fifth such time that FPD has emerged despite food decontamination in a government setting, and the second request to remove Fattan meat from dietary provisions.

----

Gwygoytha waved the big bird goodbye, that carried it's young in it's chest. Spirits were crazy. Too bad she was stuck in the mortal realm again, she was hoping to get them to teach her a few things, too!
 
If you want a personal incentive to improve the land, vote [] Private ownership, familial inheritance (???).

Private ownership + communal inheritance does the opposite.
Sorry, I should've said "best personal incentive besides familial inheritance". I disagree that it would do the opposite however.

By working harder, the farmer would be able to provide more food/luxuries for his/her family. While it wouldn't drive them to improve like familial inheritance would, it would curtail any long-term damage from poor land management.
 
The votes are decided at this moment but one final point.

The merchants are already hereditary and warriors/governors/chiefs are semi-hereditary.

So attempts to cut their wealth and power will without doubts create reactionary feedback. But this feedback can be migrated if we give them something in exchange, like some measure of land ownership.

The power and wealthy blocks have already formed, betting on them staying silent and dormant is too risky.

Just because an idea is popular and good does not mean it's risk free, it's more often the opposite.
Uh, we aren't cutting their wealth. They don't have wealth.
The merchants are entrusted with the wealth from the communal pool, go to other places, trade, and come back.
The governors in turn claim a larger share of the luxuries for prestige and diplomacy purposes, they don't own it.

Hereditary refers to job transmission, not to personal ownership.
While I wouldn't be opposed to life time assignment, this gives the best personal incentive to improve the land as well as stability (which is nice). I'm aware that some farmers could do damaging practices, but I really doubt they'd do it out of malice (most likely incompetence). If this would happen, then we won't have to worry as it isn't a life time assignment and the land goes back to the state after the own dies or is dismissed.
Generally speaking, if you want the big picture to be considered, the land HAS to be held by the government. Most ways of increasing output in your lifetime tends to damage the land in the long run, or affect neighboring plots negatively, while also removing the skilled farmers from the pool which can be assigned to convert new lands.
 
[X] Quota + Fractional (???)
[X] Scaling labour payment (???)
[X] Communal ownership, leadership assigned (Status quo)

*smells another hero administrator*
So let's go.
"Every land tender will have a minimum quota, if they can't pay the quota they will be warned by the state, another successive infraction in paying the quota will garner a review by the local chief, who can be appealed to the province chief. The quota will be based on the quantity of rainy days, sunny days and deepness of fertile soil, and any production over the quota will be used to finance black soil production, land management projects and infrastructure projects, if there's surplus the King can relocate it into another parts of the administration.

Every manufacturer will be taxed according to their flat production, this value being assessed during the selling of the item, leaving the possibility for the trader to sell the items during the best time for him, generating more tax, but receiving more in accordance.

The land is of the people, and the people are of the land, so no person can, nor will, be it King, Chief or Person claim ownership of a tract of land, but after a land is assigned it can only be taken out if the family gets three warnings of under production, and aren't affected by the force marjeure or fortuity..."

@veekie @zamin @Umi-san @Academia Nut

Thoughts?
I like it. I would maybe nitpick things like "number of rainy days, depth of soil..., quality status of farm in regards to factors such as: averaged historical yields where applicable, proximity to water, ratio of sandy/grainy soil, elevation, types of crop grown,..." but stuff like that doesn't really matter if you're trying to establish a flat, civ/province-wide quota w/o adjustments for microclimate.
The closest you could come to the pump and dump scheme would be wrecking the land over a few years with the plan to sell it off, but land that has been wrecked isn't worth as much and the yields going back centuries are matters of public record. There's at least as much incentive for private individuals to rehabilitate abused land and sell it for a profit.
You could wreck the land over a few years with the plan to sell it off, and not care about the decreased value because the profit made wrecking it is sufficient. There's only as much incentive for private individuals to rehabilitate abused land as there is profit from its sale in comparison to a) cost in labor and time to rehabilitate it, b) initial cost of land, c) opportunity cost to buy an easier plot.
I'm not aware we have teams of "professional farmer" at this point in time. Our shamans aren't involved in farming, nor do we have farming education. Practically majority of our farmers are generation farmers due to time period restrictions.
Veekie speculated, AN confirmed, we shift around teams of people who are semi-specialized in different areas. We obviously have "professional farmer" in the sense that people are farmers as a career. It's simply that within this class of person we have people who are extremely experienced at working new land, improving recently incorporated land, being productive in dry areas, wet areas, hilly areas, flat areas, orchard/farm/orchard setups, pure orchards, pure farms, mixed vine & crop farms, etc. And since some of these different setups will shift as water changes, pests make farming certain crops too difficult, and as land passes through different development s
The problem is local administrators locating well-tended farms due to have a bumper crop, then assigning them to their friends so they could get the bonuses associated with the high yields as they ran it into the ground, then reassigning them to another well-run farm when the yields dropped. This problem isn't solved.
Incorrect, a purge occurred in the post "Of forests and fields." Corruption is not an issue. Protests this turn were as in the following quote: "There were the typical widespread calls for land management to be simplified and made hereditary, rather than assigned by chiefs who might never really interact with the people doing the actual work, and often only occasionally with those doing the assessment of that work." This quote indicates that people are dissatisfied due to the distance, not due to continued corruption. Furthermore, it's not an issue of "high yields" it's an issue of people getting bonuses for turning around farms and then shifting people around so certain members deserved bonuses they did not work to gain. Yields are not an issue, nor is running the farm into the ground.
Lailo, private ownership communal inheritance basically seems to be "Alright you get this *waves arms* chunk of land. It is yours to do with as you see fit. When you eventually die it will go back to the community." This says nothing about buying and selling. The "you" in this statement could be a whole series of owners as it changes hands again and again. The only absolute is that when the current owner of the land dies, it defaults back to the government.
^
The above, and also privately owned land means that the field could just never be returned to the government, ever, because people can just sell it to other people so that the current owner almost never dies. So if there's a mining project that's extremely profitable and it will take 3 generations to run out a vein, well, the government can't do shit if the people are only ruining their own land, now can they?
We were told in the update that the problem still exists, and the situation is actively deteriorating as the bad apples create a vicious cycle.
Bad apples always exist, malice and accidents always exist, people are bad out selfishness and selfishness is an inherent rather than learned trait. See prior response, otherwise.
 
I like it. I would maybe nitpick things like "number of rainy days, depth of soil..., quality status of farm in regards to factors such as: averaged historical yields where applicable, proximity to water, ratio of sandy/grainy soil, elevation, types of crop grown,..." but stuff like that doesn't really matter if you're trying to establish a flat, civ/province-wide quota w/o adjustments for microclimate.

Nitpick more, and about sandy/grainy soil remember black soil.... turns sandy soil into fertile soil.
 
... No. It wouldn't.

It might curtail short-term damage, but a lot of long-term damage comes from shit that boosted production in the short-term. And if the farmers aren't expecting to keep the land past the short-term...
Wouldn't having the land return to the government prevent protracted negative land management? Looking at our traits, I don't believe our people would burn our forests down or something just to get a small boost....it goes against their nature.

Uh, we aren't cutting their wealth. They don't have wealth.
The merchants are entrusted with the wealth from the communal pool, go to other places, trade, and come back.
The governors in turn claim a larger share of the luxuries for prestige and diplomacy purposes, they don't own it.

Hereditary refers to job transmission, not to personal ownership.

Generally speaking, if you want the big picture to be considered, the land HAS to be held by the government. Most ways of increasing output in your lifetime tends to damage the land in the long run, or affect neighboring plots negatively, while also removing the skilled farmers from the pool which can be assigned to convert new lands.

The land is already being managed by the people though, with the leadership only observing the results and giving out bonuses or transferring people around. If we had a farmer that saw personal gain from working the land as best they could, it would drive innovation in agricultural practices.
 
Incidental Contact Report A-11, Incident 8
I saw this as i was getting up to get a drink, and for some reason my brain immediately decided that it would be a tale of an observation post from a zealously capitalist society that hates communism but is forbidden to directly intervene...so they take subtle actions like causing a drought...and when that fails, fuck up the weather entirely for a while, then they fake a comet...and eventually get so frustrated they cause the super comet of DOOM...only for the lead scientist to drink themselves to death after we came out of that fine :p ...I'm not sure why that's what my brain immediately jumped to, but now i want to read it and sad that i dont have the time to write it myself XD
 
Wouldn't having the land return to the government prevent protracted negative land management?
It means there's likely to be unrest and retribution carried out because our people are very unhappy with the immigrant farmers or whoever who end up breaking the unwritten rules, at which point we take stability hits fixing the problem.

And fix the problem may well mean "go back and pick a different land management choice from this list." If it doesn't mean "do a patchjob and take another stability hit the next time it comes up."
 
Chalcolithic Tax Reform
[X] Quota + Fractional (???)
[X] Scaling labour payment (???)
[X] Communal ownership, leadership assigned (Status quo)

The king sat down with the chiefs and shamans and they went over the ideas presented, weighing the pros and cons of the various options that had been chosen. Eventually, they decided that the best way to adjust the system was a series of moderate quotas and fractional payment, with commitments of labour to cover for any cases where there were less tangible things to contribute back to the community. It would be complex, but when everything was laid out it all seemed to make sense and would more strongly reward the most productive members of the People while still ensuring stable granaries and the ability to feed everyone who contributed - one way or another - to the survival and prosperity of the People.

It was a bold move made with all of the best intents, and thus it was all the more tragic when everything began to rapidly fall apart. Actually translating the edicts of the king and highest level chiefs into action on the ground rapidly ran into all of the problems that had prompted the attempts at reform in the first place, only amplified by near universal confusion over how things were supposed to work now. Some communities straight out rejected the reforms, some implemented parts and either ignored or bungled others so badly as to be the same as ignoring them, and some strode off into completely different directions that no one could say was from malice or the orders getting badly bungled. The king immediately attempted to correct course, and while this added to the overall confusion, centuries of good management were hard to undo all at once and the entire economy grinding to a halt because taxes weren't being collected or farms left unnecessarily fallow because people thought they weren't allowed to work them was avoided.

Still, the People as a whole were left shaken and scared and there were many who now no longer trusted the office of the king to actually have their best interests at heart, especially in the north where the chiefs were either always a bit more distant culturally or had only just joined the People recently and did not appreciate chaos when they were trying to deal with nomadic raids.

Crisis Challenge!
Economic Chaos
The new tax system is not working. Either figure out a way to make it work within 3 turns, or it will collapse and hard choices will have to be made to salvage the situation. This crisis can also be ended by a social fracture or civil war caused by low stability.
Requirements to fix: Restore stability?, restore legitimacy?, ???, ???

Art Patronage - Wealth of the first and second kind can be used to create wealth of the third kind to the benefit of all
* S: -1 Econ, +2 Art
* M: -2 Econ, +3 Art, +1 Prestige, potential innovations

Black Soil - Production is now regular and huge amounts of trash are turned to black soil every year, but there's always room for more production [Shapers] [King]
* S: -1 Econ, +1 Econ next turn, additional effects
* M: +1 Econ, additional effects
* used 2 times

Build Chariots - Once the domain of rich nomad chieftains, there is now enough copper to make construction of this new design practical for the People and deployable on a large scale. Used: 0 times
* S: -1 Econ, +1 Martial
*M: -2 Econ, +3 Martial, other effects

Build Wall - Long experience with retaining walls has lead to the idea of a settlement wall for protection (Redshore, Northshore, and Stonepen capitals walled; Northshore and Stonepen partially walled elsewhere)
* S: -1 Econ, minor walls
* M: -1 Econ, major walls

Build Watchtowers - Stone and brick towers for warriors to sit in and scan the horizon for trouble, these towers can help stave off raids and improve response against attacks. (Northshore has some watchtowers)
*S: -1 Econ, some watchtowers
*M: -1 Econ, many watchtowers

Enforce Authority - The power of the king is not to be questioned, and the army can be used to demonstrate that
* S: -1 to 0 Stability, +1-3 Centralization
* M: -1 to 0 Stability, lower odds of Stability loss, +2-3 Centralization
* the more settlements with walls outside of the capital, particularly large walls, the less effective this action is

Establish Annual Festival - A yearly harvest festival and a planting festival brings entertainment and stability by reminding people of the good things in life, and can help teach newcomers the ways of the People, so perhaps another festival might be of use?
* S: -1 Econ, +1 Stability, chance for additional effects
* M: -1 Econ, +1 Stability, +1 Art, chance for additional effects
* Max Stability: Legitimacy - 1

Expand Economy - Encourage the growth of food producing activities such as farming, pastures, or fishing, depending on where focus is placed
* +1 Econ, potential additional effects
* 8 uses remain before requiring new territory

Expand Forests - The People have knowledge of how to regrow and repair forests, which extends to bringing them to places they have never been, with considerable effort
* S: -1 Econ, grows forest, +1 Econ next turn if in settled territory and controlled
* M: -1 Econ, grows forest, +2 Econ next turn if in settled and controlled territory

Expand Holy Sites - The current places dedicated to the spirits and wisdom have accumulated interesting objects and tellers of stories, but they could be made a bit better
* S: -1 Econ, +1 Mysticism
* M: -2 Econ, +2 Mysticism, +1 Art, potential additional effects

Expand Snail Cultivation - While now more reliably grown and harvested, the snail domestication has only managed to hold environmental changes at bay rather than increase production. More investment would increase cultivation
* S: -1 Econ, +1 Diplo
* M: -2 Econ, +2 Diplo, potential additional effects

Expand Warriors - More men can be inducted into the ranks of the warriors every year and not face major food shortfalls
* S: -1 Econ, +1 Martial
* M: -2 Econ, +2 Martial, potential additional effects

Grand Sacrifice - Communal sacrifice is a great way to bring the People together, and to also even out class distinctions. NOTE: Because the People do not use human sacrifice, the Econ costs are especially harsh. Max Stability: Legitimacy
*S: -2 Econ, +1 Stability
*M: -3 Econ, +2 Stability

Improve Kilns - A new kind of kiln that had get hotter has been developed based on experiences by lowlanders who already had this developed. Eventually all kilns will be replaced with this new kind, but benefits could be had sooner by spending some effort to introduce these new kilns
*S: -1 Econ, new tech

More Blackbirds - Elite scouts and woodsmen, the Blackbirds are a potent force, if not exactly mainline fighters. More of them could prove useful
* S: -1 Mysticism, +1 Martial more Blackbirds
* M: -1 Econ, -1 Mysticism, +1 Martial, many more Blackbirds, additional effects

More Carrion Eaters - Keepers of sacred and profane knowledge, the Carrion Eaters thread a dangerous path but bring valuable knowledge for treating wounds and inspiring courage, greatly bolstering the morale of warriors by ensuring them that their companions are not doomed if they fall. More could prove useful.
*S: -1 Mysticism, +1 Martial, more Carrion Eaters
*M: -1 Econ, -1 Mysticism, +1 Martial, many more Carrion Eaters, additional effects

More Boats - The things are expensive but oh so useful, so having more of them will increase your capacity for trade, travel, and fishing
* S: -2 Econ, +1 Econ and +1 Diplo next turn, other potential effects
* M: -2 Econ, +1 Econ end of turn, +1 Econ and Diplo next turn, additional effects, tiny chance of innovation;
* used 3 times

New Settlement - There are a few new sites that could have new settlements placed on them: a new settlement within Redshore (can go further south), within Northshore (further to the west, inland to the north into the plains), badlands, eastern hills, northern pastures within Stonepen
* S: +1 Econ next turn, increases number of times Expand Econ can be taken
* M: +1 Econ and +1 Mysticism end of turn, increases the number of times Expand Econ can be taken
Special: Badlands settlement requires a Main action to work at all and only returns as a Secondary, but increases response time and decreases logistics for movement in and out of the badlands
Special: Main action for Eastern Hills produces a new province

New Trails - The new coastal settlement is supported mostly by boats and the expansion of the limited trails there would be of great utility
* S: -1 Econ, +1 Centralization, other effects
* M: -1 Econ, +1 Centralization, +1 Diplo, other effects

Proclaim Glory - A recent innovation from the south, by using art the King can promote people to trust his decisions
* S: -2 Art, +1 Legitimacy
* M: -3 Art, -1 Econ, +1 Legitimacy, +1 Stability, potential +1 Prestige
* Max 3 Stability; modified by Diplomacy skill

Restoration of Order - The people are uncertain, and into that uncertainty bad behaviour can flow. Send in the warriors to reassure people and root out corruption and dissent, restoring the proper function of the People. Max Stability: 0
* S: Gain -1 to 2 Stability
* M: Roll twice, take best result
* modified by Administrative skill

Sailing Mission - The new boats have proven themselves capable of exploring long distances, so what else might they discover along the shores of the sea?
* S: Potential new discoveries
* M: -1 Econ, improved odds of success

Study Forests - The holy site within the sacred forest is the repository of lore on the forests and the things within them, but could the shamans learn more? 1 Use
* S: Potential new discoveries
* M: -1 Econ, improved odds of success

Study Health - What secrets of nature can be used to improve the health of the People?
* S: Potential new discoveries
* M: -1 Econ, improved odds of success

Study Metal - With intense heat certain rocks can be transformed into metal, but what exactly is going on?
* S: -1 Mysticism, chance of new insights
* M: -1 Econ, greater chance of new insights

Study Stars - What secrets do the heavens hold when you study the stars and their motions carefully? 3 Uses, 0/3 Uses in a Row
*S: +1 Mysticism, tiny chance of new insights
Cannot be used as a Main action

Survey Lands - Foreigners have discovered strange materials within their lands, are these materials perhaps also found within the lands of the People?
* S: Potential new discoveries
* M: -1 Econ, improved odds of success; used 1 time

Trade Mission - Sending a major caravan to another large group can bring new opportunities and find out more about the outside world
* S: -1 Diplo, additional effects depending on target, +1-2 Diplo end of of turn;
* M: -1 Diplo, -1 Econ, additional effects depending on target, +1-2 Diplo end of turn, +1-2 Diplo next turn

War Mission - You can send raiding parties against groups that have declared themselves hostile
* S: Potential loss of Martial, can prevent Econ and Diplo damage when being attacked, can damage enemy Martial and Diplo
* M: Probable loss of Martial, can prevent Econ and Diplo damage when being attacked, can damage enemy Martial, Diplo, and Econ, always has a mid-turn decision point

Reminder: 2 {S} applied to the same project = 1 {M}
Additionally: 2 Mains may have non-linear effects

Mega-Projects - Mega-Projects can require many generations to complete, take an unknown amount of time to do so, and drain Econ while active, but can produce massive benefits once complete. Once chosen, the occupy the Main Focus slot until either completed or stopped early. Early stopping once started does not refund any of the investments and increases social strife. To reduce confusion, mega-projects are not listed as part of the voting project list and must be "written-in".
The Garden - The canal has greatly expanded the People's knowledge of controlling and directing water. A smaller but more personal project has been proposed to improve Valleyhome [Stewards] [King] (3-6? action commitment, -1 Econ per action)
Great Dam - The river can run wild and dangerous when the rains come strong, but could it not be controlled by the same principles by which the water on the hills is channelled and contained, merely on a larger scale? [Stewards][King] (4-7? action commitment, -1 Econ per action)
The Law - The People rely on traditions passed down from elder to child by speech, but the People can write in clay and stone. Perhaps writing can be used to transmit the law? [King] [Justice] [Harmony] (4 action commitment, -1 Art and Mysticism per action)
Place to the Stars - The shamans have noticed deeper patterns among the stars than they ever imagined, and setting up long term memories of where things should be could be intensely useful, if also labour intensive to get sufficiently durable markers in place [King] (7-10? action commitment, -1 Econ per action, some Mysticism commitment)
Saltern - Building in the sea and experience with wall construction and fish traps suggests the possibility of trapping large amounts of water to extract tremendous quantities of salt [Stewards] (4-7? action commitment, -1 Econ per action)

[Stewards] special kicker: Pay 1 Stability to double the effort on a megaproject action, consuming twice the required per turn resources but advancing the job faster. If taking a second main action on a megaproject, requires additional Stability payment to double that as well.
Currently have one [Main] action slot and leaving two [Secondary] actions. Due to being attacked, require a minimum of 1 [Secondary] action as a War Mission against the northern nomads. Since this is a defensive war, may add a -[] Burn stability kicker to double the effectiveness of the war mission by paying 1 Stability. If Diplo or Econ above 6 and there is no megaproject active local chiefs are able to select actions that may consume these resources. Because they are being attacked, Northshore and Stonepen may spend Econ on defensive structures.

[] Art Patronage
[] Black Soil
[] Build Chariots
[] Build Wall
[] Build Watchtowers
[] Enforce Authority
[] Establish Annual Festival
[] Expand Economy
[] Expand Forests
[] Expand Holy Sites
[] Expand Snail Cultivation
[] Expand Warriors
[] Grand Sacrifice
[] Improve Kilns
[] More Blackbirds
[] More Carrion Eaters
[] More Boats
[] New Settlement
[] New Trails
[] Proclaim Glory
[] Restore Order
[] Sailing Mission
[] Study Forests
[] Study Health
[] Study Metal
[] Study Stars
[] Survey Lands
[] Trade Mission
-Target Options: Highland Kingdom, Thunder Horses, Metal Miners, Coastal Minors, Lowland Minors, Into the Wild
[] War Mission
-Target Options: Dead Priests, Northern Nomads

Provinces for Projects: Valleyhome, Redshore, Stonepen, Sacred Forest, Northshore
Major Holy Sites: Rainbow Trail, Sacred Forest, Holy Sea, Horse Valley
 
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It means there's likely to be unrest and retribution carried out because our people are very unhappy with the immigrant farmers or whoever who end up breaking the unwritten rules, at which point we take stability hits fixing the problem.

And fix the problem may well mean "go back and pick a different land management choice from this list." If it doesn't mean "do a patchjob and take another stability hit the next time it comes up."
That's a really good point...the refugees won't really known about our methods, and without administration oversight telling them what not to do, they might fuck stuff up and get switched out. Ouch, I don't wanna know the kind of social pressure that'll come from screwing up farming in our civ.

Crap, too late.
 
...and here i was just about to add to my earlier post and joke that clearly the alien's next trick at stopping us primitives from keeping our communism was via this tax issue :'(
 
...
Crisis Challenge!
Economic Chaos
The new tax system is not working. Either figure out a way to make it work within 3 turns, or it will collapse and hard choices will have to be made to salvage the situation. This crisis can also be ended by a social fracture or civil war caused by low stability.
Requirements to fix: Restore stability?, restore legitimacy?, ???, ???
...
Fucking taxes, (Is still annoyed that they were messed with anyway)
 
Scratches out entire long post about voting options.

*le Sigh*


Right then!


Let's get to work boys and girls!
 
I saw this as i was getting up to get a drink, and for some reason my brain immediately decided that it would be a tale of an observation post from a zealously capitalist society that hates communism but is forbidden to directly intervene...so they take subtle actions like causing a drought...and when that fails, fuck up the weather entirely for a while, then they fake a comet...and eventually get so frustrated they cause the super comet of DOOM...only for the lead scientist to drink themselves to death after we came out of that fine :p ...I'm not sure why that's what my brain immediately jumped to, but now i want to read it and sad that i dont have the time to write it myself XD
Come now, how could I make this anything but another Gwygo (and a Gwygo original!)?
 
Well, that went side ways really quick. It's even worse than what i had thought would be bad.
 
The Law - The People rely on traditions passed down from elder to child by speech, but the People can write in clay and stone. Perhaps writing can be used to transmit the law? [King] [Justice] [Harmony] (4 action commitment, -1 Art and Mysticism per action)
I think this might be the way to solve the current issue but we would need to double down on it to finish in time. Which will be hard when we have the nomads to deal with and having to raise stability as well.
 
The Law - The People rely on traditions passed down from elder to child by speech, but the People can write in clay and stone. Perhaps writing can be used to transmit the law? [King] [Justice] [Harmony] (4 action commitment, -1 Art and Mysticism per action)
Saltern - Building in the sea and experience with wall construction and fish traps suggests the possibility of trapping large amounts of water to extract tremendous quantities of salt [Stewards] (4-7? action commitment, -1 Econ per action)
New megaprojects. The Law might be one method of partially resolving the tax problem.
 
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