So, we got a water focus. The island, the rivers and the coastline should provide enough territory for a good sized kingdom or an empire, so no worries there. Naval might enables raiding, trading, and controlling a large territory, but is probably weaker in buildings or metals or farming. We should probably try to avoid competing too much on areas where our competitors excel. Mobility is the best bonus of navy, so going wide instead of tall is probably in order. Let's battle quality with quantity, and fix our deficits with trading and raiding? That's my tentative plan.
All that is for the future though. Currently my proposed plan is:
1. Develop a cultural unity and religion that can hold a big territory together even with long distances.
2. Fix the Birth/Death Rate problem.
3. Expand like crazy.
Oh, and don't die while doing this
Here's a take on the current vote:
[] [Spirits] Force Hortho and Glort to move.
Should work? Neutral, with some enforcement for religious leadership (which can't really be avoided anyway in this quest).
[] [Spirits] Sacrifice Hortho and Glort to the river spirits.
Heavy commitment to the river spirits, with potentially great rewards. Human sacrifice might need slavery later on, or at the very least religious fanaticism. We don't have the pop to do this often right now.
[] [Spirits] Pray to the gods that they calm the Spirits.
I think we should save praying power for harder problems.
[] [Spirits] Do nothing.
Get angry spirits near our first settlement. Negative.
[] [Spirits] Experiment with how to appease the spirits
This would probably work much better a bit later, with shrines and prophets and experience in dealing with the spiritual world.
[X] [Spirits] Force Hortho and Glort to move.
I'll go with this for now, though I'm not against human sacrifice either.
[X] [Path] Epic Shaman
(This or Shaman. Leader bonus probably won't stack with Vshera well, and she's only ~15 years old herself. Hero is the more conservative choice and good for defense or raiding, while Shaman is more experimental and will go for the religious influence route. I'm okay with either.)
Edit: Changed from Hero to Shaman. The culture argument was good.
[X] [Units] Build nothing
Hmm. No galley yet I say. The area can support more people still, and we have no pop growth. Defend the city until it's time to strike out.
All that is for the future though. Currently my proposed plan is:
1. Develop a cultural unity and religion that can hold a big territory together even with long distances.
2. Fix the Birth/Death Rate problem.
3. Expand like crazy.
Oh, and don't die while doing this
Here's a take on the current vote:
[] [Spirits] Force Hortho and Glort to move.
Should work? Neutral, with some enforcement for religious leadership (which can't really be avoided anyway in this quest).
[] [Spirits] Sacrifice Hortho and Glort to the river spirits.
Heavy commitment to the river spirits, with potentially great rewards. Human sacrifice might need slavery later on, or at the very least religious fanaticism. We don't have the pop to do this often right now.
[] [Spirits] Pray to the gods that they calm the Spirits.
I think we should save praying power for harder problems.
[] [Spirits] Do nothing.
Get angry spirits near our first settlement. Negative.
[] [Spirits] Experiment with how to appease the spirits
This would probably work much better a bit later, with shrines and prophets and experience in dealing with the spiritual world.
[X] [Spirits] Force Hortho and Glort to move.
I'll go with this for now, though I'm not against human sacrifice either.
[X] [Path] Epic Shaman
(This or Shaman. Leader bonus probably won't stack with Vshera well, and she's only ~15 years old herself. Hero is the more conservative choice and good for defense or raiding, while Shaman is more experimental and will go for the religious influence route. I'm okay with either.)
Edit: Changed from Hero to Shaman. The culture argument was good.
[X] [Units] Build nothing
Hmm. No galley yet I say. The area can support more people still, and we have no pop growth. Defend the city until it's time to strike out.
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