Definition of offices in Alternative government structure

Well, I thought you went for the compromise, now you run a campaign to destroy both the Alternate Proposal and the Compromise.

For example. Long term strategy means that you sort out the long term visions and major orientations in the game, where short term is finding the best route to follow these goals between turnchats, it is a pretty straight forward and inteligent principle which won the majority.
 
Provolution said:
Well, I thought you went for the compromise, now you run a campaign to destroy both the Alternate Proposal and the Compromise.

For example. Long term strategy means that you sort out the long term visions and major orientations in the game, where short term is finding the best route to follow these goals between turnchats, it is a pretty straight forward and inteligent principle which won the majority.

The compromise does not split things straight into long-term and short-term visions, and if I may point out. Every single constitutional proposal places someone incharge of long-term planning of an aspect of the game. It won the majority 3 years ago. While we need to put some action into our long-term planning, our officials shouldn't be charged with carrying out long-term planning. They should just encourage it to happen among the citizens.

This is badly written, it repeats the same thing several times, it's missing several keys parts, and overall does not even come close to meeting constitutional standards.
 
Well then strider, I thought we agreed on a Compromise, but now you turn to only go full traditional. Did you redecide, or call for a compromise just to win time and supporters ?
 
Provolution said:
Well then strider, I thought we agreed on a Compromise, but now you turn to onløy go full traditional. Did you redecide, or call for a compromise just to win time and supporters ?

Throughout my life-time I have been more iron-will and stubborn on my choices than anyone else, and I'm sure many of the DG veterns know this all to well. I did not change my view, you just changed the way you look at it. I supported the compromise as a compromise, and I still do.
 
Well, maybe the Compromise will improve the end result and bring peace to the nation, and I believe that the people will see that you made concessions from your initial stance.
If Black Hole would be more flexible on balancing out the positions powers and mandates, we would probably get better elections too.
 
Strider said:
Well, from what I've read... the there is no "short term strategy discussion and polling." Also, what is the differance between long-term and short-term? Where is the line? I will continue to shoot down this principle as long as it continues to be unclear, worthless, and inefficient.

That is indeed the idea -- we should poll the long-term stuff (more than 1 play session in the future) and the short term stuff (the next play session) is under direct control of the tactical layer. The people may request a poll on tactical issues, but if no poll is requested then none is required.
 
I agree with DS here, on the very principle. For us with some organizational level work experience, we know that one needs to define long term and short term in all walks of life, and not boil it into some relativist soup of anarchy and structural discord.

It is plain and simple, long term planning sets the limits and scope for tactical planning to operate under. Strategy would go two turnchats and longer to the end of the term, where tactical goes through 1-2 turnchats, adapting to the long term designations set by the strategic level. In fact, a complex war may extend tactical military operations to last for a full 3 turnchat length of planning.

On the other hand, I do not want to see some Mickey Mouse, happy-go-lucky cowboy hat, gamey, haphazard, random, vague WOTP jingoist , over-politicized, structure free chaos of a bureucratic morass of makeshift last minute fire extinguishing solutions.
I have seen pretty poor and work intensive emergency solutions require more effort than some proper organization, simple predefined procedures and sound routine.
Again, people may or may not have various organizational experiences, but I do know that we got both the writing skills, expertise and brainpower in this forum to make this work. If people brag about taking on Sid, Demi-god and what have you, they should be more than capable to handle Strategy-tactical level, balance positions as well as introducing a much better economic planning model.
 
Provolution said:
I agree with DS here, on the very principle. For us with some organizational level work experience, we know that one needs to define long term and short term in all walks of life, and not boil it into some relativist soup of anarchy and structural discord.

It is plain and simple, long term planning sets the limits and scope for tactical planning to operate under. Strategy would go two turnchats and longer to the end of the term, where tactical goes through 1-2 turnchats, adapting to the long term designations set by the strategic level. In fact, a complex war may extend tactical military operations to last for a full 3 turnchat length of planning.

Then, how long is two turnchats? 20 turns? 30 turns? How much is less than two turnchats? What if for some strange reason, we cut two turnchats short at less than 5 turns each? Your defination is unclear and simply not enough. It doesn't do anything to say where the line is placed, except give you a general spectrum that 50 differant circumstances can screw up. Also, what if a DP only decides to have one or two turnchats in an entire term?

All I'm seeing is lack of forethought and detailed planning, not what I asked for.

Provolution said:
On the other hand, I do not want to see some Mickey Mouse, happy-go-lucky cowboy hat, gamey, haphazard, random, vague WOTP jingoist , over-politicized, structure free chaos of a bureucratic morass of makeshift last minute fire extinguishing solutions.
I have seen pretty poor and work intensive emergency solutions require more effort than some proper organization, simple predefined procedures and sound routine.
Again, people may or may not have various organizational experiences, but I do know that we got both the writing skills, expertise and brainpower in this forum to make this work. If people brag about taking on Sid, Demi-god and what have you, they should be more than capable to handle Strategy-tactical level, balance positions as well as introducing a much better economic planning model.

Which does very little to explain while were not doing much better at handling an Strategic-tatic level system. Currently, this strategic/tatical level system is not detailed, it's unclear on several points, several non-important powers are completely left out, and for some strange reason I've yet to figure out, the citizens lost there place in the government.
 
next version:
Article X. The government will consist of four branches: the Strategic Branch, Tactical Branch, Judicial Branch, and the General Assembly,


Article X. The Strategic branch consists of the President, the Vice President,
and the Consuls. The Consuls, as listed below, are in tasked with
deciding on the broader picture of how $COUNTRY_NAME will operate. The majority of the Strategic layer's policy is based on discussions and polls.

1. President - Leads discussions crossing over multiple areas of different
Consuls. He/she will also decide on any strategic tasks not designated to
another consul in this constitution. The President is the primary designated player. He/she has the following responsibilities, and may appoint a citizen to oversee a responsibility: Naming of Cities and Units, Elections, and Polling Standards. These appointed officials remain in office until removed by a President.

2. Vice President - Assistant to the President. He/she may take over the
President's tasks when the President is absent. If the President should be
removed from office for any reason the Vice President will then take the position of President and appoint a Vice President. The Vice President must be approved by a majority of the consuls, if the Vice President is appointed mid-term.

3. Consul for Domestic Policy - Oversees long term settlement, long term worker plans, and long term build queues goals(not specific goals). Also in charge of government switches.

4. Consul for External Policy - Oversees long term planning of policy regarding other nations. This includes military plans, long term foreign affairs, and long term trading goals. Pushes for military improvements.

5. Consul for Cultural Policy - Monitors culture. Pushes for culture improvements. Fits science and religous improvements into the big picture. Develops wonder strategy.

6. Consul for Resources and Technology Policy - Decides on long term tech queues, long term resource policies, long term rushing(in governments where gold is used to rush) policies, and long term slider plans.


Article X. The Tactical branch consists of the the officials in charge of micromanagement of the game, within the boundaries of the Strategic layer's policy. The Tactical layer is not required to receive instructions from the people as long as their policy is within that of the Strategic layer's. However any citizen my start a discussion about the decision of a Tactical Leader. The Tactical layer is consisted of the officials below.

1. Commander of Armed Forces - Micromanages the military operations against foreign countries and unit (excluding worker, settler, and non-military transport) movements.

2. Director of Commerce - Decides on foreign affairs and trading. Sets exact tech queue. Adjusts slider and approves/denies requests from governors regarding rushes(in a government requiring gold to rush). Also decides on espionage missions.

3. Director of Infrastructure - Controls the worker actions. Reviews requests from governors about worker requests and accepts/denies these.

4. Director of Expansion - Decides on where to settle with settlers.

5. Governors - Manages citizens in cities under his/her control and the build queues. May request rushes from the Director of Commerce, and request worker actions from the Director of Infrastrucute.


Article X. The Judiciary or Judicial branch is tasked with upholding, defending, and intereperting the laws of $COUNTRY_NAME. The Judiciary also upholds the rights of all citizens. The Judiciary may create Judicial Procedures which define how the Judiciary will opearte. It must be approved by 2/3 of the justices. This set of laws is lower than the Constitution and Code of Laws, meaning it must be within the boundaries of the constitution.
The Chief Justice, Judge Advocate, and Public defender make up the court.

1. Chief Justice - Organizes and heads the affairs and discussions of the court. May take place of other Justices if there is no pro-term justice.

2. Judge Advocate - Prosecutes Citizen Complaints if the Citizen Complaint is filed anonymously
or the accuser wishes to have the Judge Advocate prosecute. He/she ensures CCs are following
constitution, code of laws, and court procedures guidelines.

3. Public Defender - Acts as Chief Attorney for the accused, unless the accused wishes otherwise.
Ensures the accused understands his/her rights and the accusation.


Article X. The Citizens
The Citizens make up the General Assembly. The General Assembly is tasked with the creation of laws and leading the elected officials. After a law is created or changed by the citizenry, it is presented to the Judiciary to ensure it is following the correct format and is within the constitution.
 
I observe several problems in our constitution, I will post a separate thread with my analysis on what had to be fixed and why. However, the platform is good. I have given up making a compromise with Strider who oppose any merger/split of tratitional positions. At least this is a complete and comprehensive solution that balances out strong and weak Consuls and Directors based on the DS-Black Hole Proposal.

What is the major differences are the following

1. Consul for Culture is abolished and wonder powers transferred to Consul for Domestic and Culture, as well as cultural wars. City planning and culture wars go hand in hand. Consul for Domestic and Culture is now in charge for culture victories.

2. Consul for State is reestablished (Combined FA and Trade minister) with new powers such as Government change, Mobilization and War Economy, as well as Embassy and Espionage Policies. Trade is taken from the Technology and Trade Consul and FA taken from the External Consul. In charge of Diplomatic Victories

3. Consul for Finance and Trade (Former Technology and Trade) is now in charge of monitoring corruption as well, and leading discussions on Capital and Forbidden Palace placement and other ways to curb corruption, as well as developing some budgetary discipline and coordinating major upgrades with the military. In charge of Space Victory.

4. Consul for External Affairs is renamed Consul for National Security, and is a pure long term military planning consul, adding military land improvements as part of the scope. In charge of Conquest and Domination Victories.

5. Commander of Armed Forces renamed to Director. More so, wording is more detailed and legally explicit, as well as adding military upgrades.

7 Director of Commerce has been trimmed down to only handle the control of the slider and running the national and provincial budgets. This is still one of the most powerful positions in the DG due to our nations commercial-seafaring traits.

8. Director of Infrastructure have added technology queue adjustments, science leaders, land development and pollution monitoring, making this a more attractive office for running for elections.

9. Director of Expansion have added all foreign treaties and trades negotiations, all settler movements, settler escorts, Navy in peacetime and ordering espionage missions. This will balance out the late game where DOE has almost no cities to build.

10. Governors are now in charge of securing their borders in culture wars. and finally, this proposal balances out activities of offices over all terms, as well as balancing out power deficiencies to make all offices somewhat attractive to run for in elections.
The goal would be to motivate more to participate in the elections.



Article D. The Strategic Council comprise of the President, the Vice President,
and the four Consuls. The Consuls, as listed below, are tasked with
the responsibility on drafting the long term goals of Fanatannia.
The President leads the Strategic Council and controls/leads discussions
involving more than one Consul. The majority of the Strategic
Councils policy is based on discussions and polls.

1. President - Leads discussions crossing the various departments covered by the Consuls. He/she will also decide on any strategic tasks not designated to another consul in this constitution. The President is the primary designated player. He/she has the following responsibilities, and may appoint any non-elected citizen to oversee a responsibility: Naming of Cities and Units, Elections, and Polling Standards. These appointed officials remain in office until removed by a President. The President is also in charge of monitoring the strategic leadership of each Consul responsible for a specific Victory Condition.

2. Vice President - Assistant to the President. He/she may take over the
President's tasks when the President is absent. If the President should be
removed from office for any reason the Vice President will then take the position of President and appoint a Vice President. The Vice President must be approved by a majority of the consuls, if the Vice President is appointed mid-term, with the President deciding in a tie.

3. Consul for Domestic Policy –
Consul of Domestic and Cultural Policy (CDC) is developing long term placement of new cities, long term cultural integrity plans of said cities, long term worker plans, and general long term build policies, and is finally responsible for leading wonder discussions.
CDC monitors national agriculture, industry and culture.
Victory condition leadership: Culture through build policies

4. Consul for National Security –
Consul for National Security develops long term military plans and promotes for military improvements and military land improvements. CNS is also responsible for the preplanning of major military upgrades in coordination with CNS. CNS also promotes culture wars.
CNS monitors unhappiness, military police levels, military security and culture levels.
Victory condition leadership: Conquest and Domination through military operations

5. Consul for State Policy.
Consul for State Policy (CSP) develops long term foreign affairs and long term trading goals and resource policies. CSP also promotes the establishment of embassies and is in charge of all Espionage activities. CSP is also in charge of Government switches, Mobilization and War Economy. Victory Condition leadership: Diplomatic through diplomatic and trade actions.

6. Consul for Finance and Technology (CFT) –
Consul for Finance and Technology is planning long term technology queues and long term slider plans as well as long term national budgets.. CFT promotes scientific, commercial and anti-corruption city improvements and monitors the slider, gold levels and corruption levels.
CFT is also responsible for the location of the Capital and Forbidden Palace location debates
Victory Condition leadership: Space Race through science race and rushes of space parts.




Article E. The Directorate comprise of the Directors implementing the long term policies of the game, within the mandate given by the Strategic Council. The Directorate is not required to receive instructions from the people as long as their policy is within that of the Strategic Council. However any citizen may start a discussion about the decision of a Director. The Directorate comprise of the listed Directors

1. Director of Armed Forces – Controls the military operations against foreign countries and all military land movements (excluding workers, settlers and settler escorts) and all naval units in wartime. Director of Armed Forces is also in charge of handling military upgrades, as well as leading discussions on what to do with military leaders.

2. Director of Commerce - Controls financial slider and approves/denies requests from governors and other directors regarding rushes based on budgetary guidelines made by consuls (in a government requiring gold to rush).

3. Director of Infrastructure - Controls the worker actions. Reviews requests from governors and directors about worker requests and accepts/denies these. Director of Infrastructure is also in charge of setting the exact technology queue as well as leading discussions on Science Leaders. Director of Infrastructure should also monitor pollution as well as land development.

4. Director of Expansion - Decides on where to establish new cities, settler movements and settler military escorts and is in charge of the Navy in peace time. Director of Expansion also decides on separate foreign affairs and trade agreements as well as ordering espionage missions as well as counter-espionage missions.

5. Governors - Manages citizens in cities under his/her control and the build queues and may request rushes from the Director of Commerce, and request infrastructure from the Director of Infrastrucute. Governors are responsible for Provincial budgets and for running Provincial culture wars.
 
I have spent quite a lot of time trying to figure out why the controversy over the External Consul. I must have allowed a translation mistake and not realized it. Looking back at private notes we have:

Old <-> New
Domestic <-> Domestic
FA <-> External
Mil <-> Not a consul any more, tactical
Sci + Trace <-> Resources & Tech
Culture <-> Culture
 
DS - doesn't look like a problem to me. With the External consul handling the small amount of military strategy out there, we're in good shape.

Black Hole - looks good for the most part.

Tweaks:
Consuls
Domestic: Plans for Government switches - only Directors should be posting instructions. Instead of queues, I would mention that they monitor long-term city development objectives.

External: Scratch the Military improvements? Not sure, it just doesn't seem right that an external consul would be pushing city improvements. I think it belongs in Domestic, and it's covered by the city development stuff.

Culture: Looks good.

Resources & Tech: I'd drop the rushing, and call it long-term fiscal policy. Example: keep cash above 1000 gold unless there is an emergency. Remember, there are more uses to cash that just rushing improvements.

Directors
Commander of Armed Forces: Looks good.

Commerce: Approves all uses of cash - again more uses than just rushing. There needs to be one person approving all uses so that we balance all needs equally.

Infrastructure: Good.

Expansion: Good. Add province boundaries here.

Governors: Good. Might grab the clause from DG V - that one just seemed to be nicely written.

Judiciary: Looks okay.

-- Ravensfire
 
finally some constructive comments!
Thanks RF :goodjob:
I will update the constitution later this evening...
 
I'd drop one phrase in particular, Black Hole, from the External Consul: ' Pushes for military improvements.' An External Consul might recognize that we can't support, say, a large number of barracks. Otherwise, with raven's suggestions, it looks good. :)

And, you'll have to excuse my idle musing, now, but, how if the Consuls simply chose, from amongst their own number, the President? The President really doesn't have that many powers, so it wouldn't be a burden on another Consul. The Directors on the tacital level, too, could do the same and chose the Vice President from amongst themselves, so as to gain a positions (without electing anyone new) that coordinates that layer.
 
2. Vice President - Assistant to the President. He/she may take over the
President's tasks when the President is absent. If the President should be
removed from office for any reason the Vice President will then take the position of President and appoint a Vice President. The Vice President must be approved by a majority of the consuls, if the Vice President is appointed mid-term.

As I said before, this is repetive. If you plan on using the same article about deputies from DG5 (or if you plan on using mine), this will have to be removed.

3. Consul for Domestic Policy - Oversees long term settlement, long term worker plans, and long term build queues goals(not specific goals). Also in charge of government switches.

4. Consul for External Policy - Oversees long term planning of policy regarding other nations. This includes military plans, long term foreign affairs, and long term trading goals. Pushes for military improvements.

5. Consul for Cultural Policy - Monitors culture. Pushes for culture improvements. Fits science and religous improvements into the big picture. Develops wonder strategy.

6. Consul for Resources and Technology Policy - Decides on long term tech queues, long term resource policies, long term rushing(in governments where gold is used to rush) policies, and long term slider plans.

Once again, not detailed enough. What the hell is long-term? The Domestic Consul will become un-needed by about the midevil ages, so there is atleast one wall in the way of efficiency. The External Counsul is useless also, the tatical people will most likely plan most of the wars and "long-term" foreign affairs is crap. If the counsul even bothers with it, it'll likely just be blown away by a declaration of war.

1. Commander of Armed Forces - Micromanages the military operations against foreign countries and unit (excluding worker, settler, and non-military transport) movements.

2. Director of Commerce - Decides on foreign affairs and trading. Sets exact tech queue. Adjusts slider and approves/denies requests from governors regarding rushes(in a government requiring gold to rush). Also decides on espionage missions.

3. Director of Infrastructure - Controls the worker actions. Reviews requests from governors about worker requests and accepts/denies these.

4. Director of Expansion - Decides on where to settle with settlers.

5. Governors - Manages citizens in cities under his/her control and the build queues. May request rushes from the Director of Commerce, and request worker actions from the Director of Infrastrucute.

Mainly just the tradational poistions with acouple merged, not much to screw up on here. Although I can find a hell of alot of mistakes. The Director of Commerce poistion is far to powerful, you mainly took four poistions (foreign affiars, science, trade, and domestic) and merged them together. Trade later on inside of the game is hard enough to do, but having one person handle trade, science, domestic, and foreign affair duties is unrealistic. Meanwhile, you have Infrastructure and expansion, quite possibly the weakest poistion in the entire game, ever if they were put together. Infrastructure is useless, it should be the governors/DP choice as to what we do with our workers. We've tried micromanaging it before, and well... it was obviously removed. Now just one person controlling settlers, might be okay at the start of the game, but by the end it's going to be another useless poistion.

Other than that, you have no one charged with the formation of provinces, you have no single person charged with managing our budget, and you've also left out the spaceship parts. So.... while our Director of Commerce is managing the entire game, Expansion is twiddling his thumbs, and Infrastructure is jumping onto every single pollution spot that appears.

Congratulations, not only have you turned this game from a direct democracy to a represenative democracy, you've also placed all of the power under one person (who doesn't answer to the citizens), and somehow managed to forget why we made provinces in the first place.
 
I agree, the presented draft is not a good constitution covering all terms. Some super consuls and super directors are made, and others left with virtually no authority.
However, the principle of strategy vs tactical holds merit, and we saw that in various departments in DG5. However, the founding fathers have forgotten to cover what could be good processes linking the strategic to the tactical level, so there is a processual chain fulfilling the needs for good planning and the Right to Information in the forums. The generic consitution has not been abke to describe the processual relationships defining why we need strategic and tactical. This really worked well for MSAV Term IV last DG.

For example.

What if we say there are 4 four main pillars of the game, that can be named to be equally powerful, using the 4 main groups of victory conditions as a legend. In this post I focus on the military position alone on both levels.

Domination and Conquest Victory, Former Military Minister

Military Consul

Target number of maximum military units to be built for the term - upkeep
Force composition of the combined military forces - unit builds
Military Improvements and infrastructure planned - city builds
Organization of the military formations of the nation - organization
Predefining potential war-goals for every single nation - Decree
Lobbying for military technologies long term - tech - plan
Planning for major upgrade series and setting upgrade criteria - Reforms
Defining Criteria for Obsoletion of military units - Disbands

Military Director

Decree - Developing operational plans based on strategic objectives
Upkeep - Making sure the military does not pass the preset maximum upkeep
Unit builds - Lobbying governors to meet the needed military quota
City builds - Lobbying governors to meet the needed military improvements
Organization - Setting up battle groups and task forces based on formations
Tech Plan - Lobbying for emergency adjustments to the tech plan
Reforms - Seeing reforms through by setting upgrade priority order
Disbands - Allocating disbands to provinces by priority

All these interlocked actions produce needed forum information, organization, structure and clarity, so every official know what to send to who, when and why for what purpose, and what information to post in the forums.
This discussion has been heavily neglected.
 
Here follows something we could do with Domestic Consul and Commercial Drector

Victory Condition Culture, former Domestic Minister and Culture Minister

Domestic and Culture Consul

Target number of maximum buildings built to targeted budget - upkeep
Cultural, Commercial and science Improvements planned - city builds
Planning of main strategic roads and defensive complexes - workers
Organization of the setting up of provinces and borders - organization
Predefining potential settlement goals for every single land area - Decree
Lobbying for domestic and cultural technologies long term - tech - plan
Planning for Wonder construction, discussions and polls - Reforms
Defining Criteria for city subsidies - Disbands
War Economy special action
Revolution special action

Director for Labor, Research and Culture

Upkeep - Monitoring efficiency of all provinces, making recommendations
city builds - Monitoring each cities culture levels,making recommendations
Workers - allocating all workers and deciding on agriculture, mining, roads...
Orgnization - Mediating between governors on provincial border disputes
Decree - setting up city settlement plans based on Consul Decreet
tech plan - Adjusting technology line on request for altering plans
Reforms - Overseeing optional locations for wonder builds
Disbands - Distribyting military shield disbands to governors
 
Victory Condition Dipomatic, former foreign Minister and trade Minister

State Consul

Planning on the grand picture of int. relations and world order - Organization
Deciding on which nations should have embassies - Embassies
Deciding on policies for trading techs, strategy and luxury resources - Trade
Deciding on policies for Peace, Military alliances, MPPs and Embargoes -Treaty
Deciding on policies for handling demands and forwarding Demands - Demands
Deciding on policies for espionage targeted on each nation - Espionage
Deciding on the nature of relationships and territorial interests - Decree
Deciding on Wonder builds - Reforms
Mobilization

Director for Expansion and Colonial Affairs

Organization - organizing borders and city settlement, and foreign relations
Organization - organizing Navy in Peacetime and overseas transport system
Embassies - Deciding on the timing and cost requisition for Embassies
Trade, Treaties and Demands - Full negotiation autority on Diplo Screen
Espionage - Callling all espionage missions based on foreign policy
Decree - Acting on the basis of official foreign policy and territorial interests
Reforms - Advocating Naval Upgrades and promoting wonder build locations
 
I am reviewing these proposals. Thank you for posting constructive and focused input. :D I have several questions.

General questions

What does "Decreet" mean?

Also it looked like you were going to post 4 proposals but there only seem to be 3. Am I misreading it?

In defining a constitution, we don't want to be too detailed. Can the details of interactions go in a lower form of law, or in a "guide to playing the positions" type document?

For several games we have toyed with the idea of adjusting responsibilities based on what age of the game we're in. You seem to be suggesting adjustments based on victory condition? If so, how do we write generic job descriptions to result in a constitution which is valid for every victory condition?

Separate Military Consul

We just disagree on the need for long-term military strategy. My opinion is that either we're warlike and we produce as many units as we can, or we're not and we focus on diplomacy. Beyond that, what possible debate is there on long-term military? Who to attack is a function of analyzing the strengths and weaknesses of our opponents, and by definition whomever we're not attacking are the ones we need treaties with. The same person can deal with all our opponents.

I can be convinced however. Can you describe a situation where there is long-term military planning required, which is non-trivial, not tactical in nature, and does not overlap the function of classifying opponents and deciding which ones to make the victims and which are friends?

Culture

Culture is weak, and we all know it. The underlying reason is that every time we mention an overriding authority which can make governors build the improvements we need for culture in the correct order, it gets shouted down as handcuffing the governors and demeaning their office. At least as a separate planner, the Culture Consul can force the WOTP to be recognized, if culture is what the majority wants. We tried combining culture with domestic once before, and the result was the governors did whatever they pleased.
 
Daveshack, on Decree. 1.

\De*cree"\, n. [OE. decre, F. d['e]cret, fr. L. decretum,
neut. decretus, p. p. of decernere to decide; de- + cernere
to decide. See {Certain}, and cf. {Decreet}, {Decretal}.]
1. An order from one having authority, deciding what is to be
done by a subordinate; also, a determination by one having
power, deciding what is to be done or to take place;
edict, law; authoritative ru?? decision. ``The decrees of
Venice.'' --Sh???.

There went out a decree from C[ae]sar Augustus that
all the world should be taxed. --Luke ii. 1.

Poor hand, why quiverest thou at this decree?
--Shak.

2. (Law)
(a) A decision, order, or sentence, given in a cause by a
court of equity or admiralty.
(b) A determination or judgment of an umpire on a case
submitted to him. --Brande.

3. (Eccl.) An edict or law made by a council for regulating
any business within their jurisdiction; as, the decrees of
ecclesiastical councils.

Syn: Law; regulation; edict; ordinance. See {Law}.


2.

\De*cree"\, v. t. [imp. & p. p. {Decreed}; p. pr. & vb.
n. {Decreeing}.]
1. To determine judicially by authority, or by decree; to
constitute by edict; to appoint by decree or law; to
determine; to order; to ordain; as, a court decrees a
restoration of property.

Thou shalt also decree a thing, and it shall be
established unto thee. --Job xxii.
28.

2. To ordain by fate.


3.

\De*cree"\, v. i.
To make decrees; -- used absolutely.

Father eternal! thine is to decree; Mine, both in
heaven and earth to do thy will. --Milton.
 
Back
Top Bottom