To respond to earlier comments, I had presumed it would be individuals deciding their new orgs, rather than something wholesale, and this could be roleplayed as usual. Whether they take up leadership positions would come about in organic roleplay also. I don't think combining org cultures/aesthetics through an admin-led effort would have a reasonable payoff (to keep or attract players) for the amount of work it'd involve.
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I think I'd like to see investable powers in the ministries similar to guild privs, so that aides may be able to fill in in case of absence. Ex. Librarians and Culture Ministers invest ability to submit for prestige. That is, allow orgs to decide how centralised or decentralised power/privs are.
I agree that it would be detrimental to some players if orgs were deleted. I balance that with the very apparent need for bold steps forward in order to save the game overall. Yes, I would hate to see Mag or Celest deleted after I invested all of my time there. However, I’m also sure every Imperian player hated watching their game get shut down. If we are looking at bolstering our population, we have to view it from a newbie standpoint. And a newbie logging in to see 2-3 players online in their city, 1-2 of whom are probably AFK at this point, doesn’t do the game any justice.Luce said:The biggest counter-argument for this is that for every character willing and able to relocate, there's at least one who isn't. Closing any of the six orgs we have is going to result in a hit to the game's population that the game might not be able to weather.Not lagging far behind is the sheer logistics of who gets cut, and what happens to the characters there. Is the org just temporarily disabled, or exploded? Do the cut orgs need to be paired? Should current alliances be taken into consideration with that?Then there's the fact that you're asking players to either start over fully from scratch by retiring a character and moving their assets to a newbie, or asking the remaining orgs to essentially make a whole slew of exceptions for refugee characters to allow them to settle into the org and take over leadership positions in guilds/orgs that they have no roots in, and hoping that nobody who does so feels less gratitude than spite.My point being, we're feeling the bite of the low population, but I don't know that closing orgs would solve more problems than it introduces.