Thats because we got one innovation, which was digested over the course of a generation with no individual conflict rising to the civ level.
This is different if you dump 5-6 innovations in rapid succession and things never stabilize out because they never got to equilibrium before the next mess rolled in.
Doesnt mean we cant grab one or two from mil tech and gen tech respectively.
I am sure the martial aspects of society can assimilate two techs over time, and society can assimilate two general techs over time.
4 techs total seem like a fine profit.
[X][SEC] Create New Trails.
[X][SEC] Settle Land = Greenbay
Merntir = [SEC] Settle Land (North Coast Fields), [SEC] Build New Shrine,
"And no actual fighting broke out?" double checks Seryn, wrinkly and silver haired with each., letting out a weary sigh at the news brought to her.
"No Athvyr Seryn," answers the girl through Seryn supposes that she is more of a young woman, "Despite the tensions, no violence began."
"Good," says Seryn, "That would require me to personal intervene and I am not up for a trip across the Great Bay like I used to be when I was younger. Is there anything else? Has the issue been resolved or does it still require intervention?"
"No Athvyr Seryn," the woman, "The rest of the Merntir Arthvyrs were able to let sense prevail when they insisted on the shrine between devoted to all four goddesses rather than just the mother or one of her daughters."
"Thank Arthryn at least some people over there had some common sense," says Seryn to herself before the priestess of Arthryn turns her attention back to the messenger, "You may go now."
The woman does just that, letting Seryn return to her thoughts.
Apparently some of her Merntir brethren decided to let a bout of idiocy overcome them. While their northern kin were setting up a new shrine in one of their larger new settlements, the local priests felt the need to advocate for the shrine to be devoted to only one of the goddesses rather than to all four of them.
If that wasn't enough, they proved unable to come up with which goddess the shrine was to be dedicated to. Arguments broke out and tensions build up amongst the priests and that unrest and disagreement spread to the normal villagers.
While no fighting actually broke out, it was a close thing by all accounts. Fortunately, the Merntir were able to resolve the issue on their own before the Arthwyd priests had to step or worse, one of the goddesses.
Seryn would not want to find out what would happen if the issue had escalated to the point of acquiring divine attention.
Still, the rest of the seasons have gone peaceful. Both the Arthwyd and the Merntir had been settling their core territories with new villages being settled, shrines being set up and trails being created and marked.
Pick 1 Golden Age Bonus
[] Unlock Temple Megaproject. (-2 Temp Econ, -1 Temp Culture, -1 Temp Mystic)
[] Gain a Hero. (-2 Temp Econ AND -1 Temp Diplo or -1 Temp Mystic or -1 Temp Culture)
[] Gain a Baby Boom. (-2 Temp Diplo, -1 Temp Martial)
[] Upgrade a random Value. (-2 Temp Diplo, -1 Temp Culture, -1 Temp Mystic)
[] Gain a random Value. (-2 Temp Diplo, -1 Temp Culture, -1 Temp mystic)
[] Gain random general technology advancement. (-1 Temp Diplo, -1 Temp Econ, -1 Temp Mystic)
[] Gain random social concept advancement. (-1 Temp Diplo, -1 Temp Mystic, -1 Temp Culture)
[] Gain random military technology advancement. (-1 Temp Econ, -2 Temp Martial,)
[] Gain random magical knowledge advancement. (-1 Temp Econ, -1 Temp Mystic, -1 Temp Culture)
[] Gain random agricultural technology advancement. (-2 Temp Econ, -1 Temp Mystic)
[] Gain random nautical technology advancement. (-1 Temp Diplo, -1 Temp Econ, -1 Temp Mystic)
[] Gain random administration technology advancement. (-1 Temp Diplo, -1 Temp Mystic, -1 Temp Culture)
***
This was something of a filler turn. You got more land settled and some trails done, but nothing particularly good or bad happened so I came up with a random background event to take up the fluff of the update.
Don't worry too much about what happened in Merntir. It won't be relevant in the long run and the incident has already been resolved by the time that Seryn heard of it, who is seventy one if anyone if wondering how old she is at this point.
The Arthwyd Early Ancient Theocracy Upper Centralization Limit: 6 Lower Centralization Limit: -2 Admin Strain Free Provinces: 4 Penalty Accumulation: Additional +1 Lower Centralisation required per 2 Provinces Player Actions: 2 Secondary Actions +1 Secondary Action per 2 Provinces Province Actions: 1 Secondary Action per 2 Provinces Subordinates: 1 Special: +1 Mystic per a Province Special: Free Subordinate Slot for Subordinates that share the same religion per a point of Legitimacy.
Early Ancient Palace Economy Temp Econ Damage: Event, -1 per 1 Centralisation, Wealth Generation: 1 per Dominant, Passive Policies: N/A Additional Actions: None Special: Negative Centralisation or lower than Minimum Centralisation will lead to collapse. Special: Increased polity size will raise the level of Minimum Centralisation required.
Statuses Golden Age: +1 Temp Econ at the start of each turn,
Diplomatic Relations Your opinion/Their opinion/Frequency of Contact
Forest Folk = Faded Revulsion/Hostile/None
Freak Folk = None/None/None
Lowlander Zealots = None/None/None
Boarfolk Nomads = Intrigued/Unknown/None
Subordinates Type/Loyalty/Dependence
Merntir = Religious Vassal/Very High/Low
Values & Legacies Chosen of Arthryn: Gain +1 to all Innovation Rolls,
Communal Mandate As per the words of the goddess, loyalty and kindness to one's people is of the highest importance and even when times are tough or when it is not personally beneficial, one should stick by their community.
Pros: Reduced Internal Discontent, Increased Resistance to Foreign Intrigue,
Cons: Increase stability loss from taking actions which harm the People,
Born Equal While the choices of a person and the world around them can make a person greater or lesser, everyone is born equal to each other.
Pros: Decreased social stratification,
Cons: Decreased social stratification,
Loyal Neighbours The People do not abandon their own. They stand by their neighbours and community through thick and thin and do not yield when it comes to protecting their fellows.
Pros: Increased Unity during times of crisis,
Cons: Legitimacy loss when abandoning members of the People to harm and danger,
So that's the problem with a polytheistic religion- friction between cults.
At least we have a wider net of gods, allowing for more diverse magics later on.
In fact, we already have access to All-Seers magic, don't we?
So, to narrow down the available options- let's take out choices that drain any of our resources to 0 (aside from Econ, which always gets a +1 temp). [] Unlock Temple Megaproject. (-2 Temp Econ, -1 Temp Culture, -1 Temp Mystic)
[] Gain a Baby Boom. (-2 Temp Diplo, -1 Temp Martial)
[] Upgrade a random Value. (-2 Temp Diplo, -1 Temp Culture, -1 Temp Mystic)
[] Gain a random Value. (-2 Temp Diplo, -1 Temp Culture, -1 Temp mystic)
[] Gain random social concept advancement. (-1 Temp Diplo, -1 Temp Mystic, -1 Temp Culture)
[] Gain random military technology advancement. (-1 Temp Econ, -2 Temp Martial,)
[] Gain random magical knowledge advancement. (-1 Temp Econ, -1 Temp Mystic, -1 Temp Culture)
[] Gain random administration technology advancement. (-1 Temp Diplo, -1 Temp Mystic, -1 Temp Culture)
That leaves us with:
[] Gain a Hero. (-2 Temp Econ AND -1 Temp Diplo or -1 Temp Mystic or -1 Temp Culture)
[] Gain random general technology advancement. (-1 Temp Diplo, -1 Temp Econ, -1 Temp Mystic)
[] Gain random agricultural technology advancement. (-2 Temp Econ, -1 Temp Mystic)
[] Gain random nautical technology advancement. (-1 Temp Diplo, -1 Temp Econ, -1 Temp Mystic)
I'd say a Hero is worth it.
An unbroken string of heroic leadership could very well end up in a legacy. [X] Gain a Hero. (-2 Temp Econ AND -1 Temp Diplo)
Not spending Culture, because we have only 1. Also not spending Mystic, because frankly it's more useful than Diplo.
[X] Gain random general technology advancement. (-1 Temp Diplo, -1 Temp Econ, -1 Temp Mystic)
[X] Gain random military technology advancement. (-1 Temp Econ, -2 Temp Martial,)
[X] Gain random agricultural technology advancement. (-2 Temp Econ, -1 Temp Mystic)
[X] Gain random nautical technology advancement. (-1 Temp Diplo, -1 Temp Econ, -1 Temp Mystic)
ALL THE TECHS
EDIT: that's actualyl a good combo for the hero, didn't think of that, I'll second it along with the techs. [X] Gain a Hero. (-2 Temp Econ AND -1 Temp Diplo)
We don't get to choose.
So that's the problem with a polytheistic religion- friction between cults.
At least we have a wider net of gods, allowing for more diverse magics later on.
In fact, we already have access to All-Seers magic, don't we?
So, to narrow down the available options- let's take out choices that drain any of our resources to 0 (aside from Econ, which always gets a +1 temp). [] Unlock Temple Megaproject. (-2 Temp Econ, -1 Temp Culture, -1 Temp Mystic)
[] Gain a Baby Boom. (-2 Temp Diplo, -1 Temp Martial)
[] Upgrade a random Value. (-2 Temp Diplo, -1 Temp Culture, -1 Temp Mystic)
[] Gain a random Value. (-2 Temp Diplo, -1 Temp Culture, -1 Temp mystic)
[] Gain random social concept advancement. (-1 Temp Diplo, -1 Temp Mystic, -1 Temp Culture)
[] Gain random military technology advancement. (-1 Temp Econ, -2 Temp Martial,)
[] Gain random magical knowledge advancement. (-1 Temp Econ, -1 Temp Mystic, -1 Temp Culture)
[] Gain random administration technology advancement. (-1 Temp Diplo, -1 Temp Mystic, -1 Temp Culture)
That leaves us with:
[] Gain a Hero. (-2 Temp Econ AND -1 Temp Diplo or -1 Temp Mystic or -1 Temp Culture)
[] Gain random general technology advancement. (-1 Temp Diplo, -1 Temp Econ, -1 Temp Mystic)
[] Gain random agricultural technology advancement. (-2 Temp Econ, -1 Temp Mystic)
[] Gain random nautical technology advancement. (-1 Temp Diplo, -1 Temp Econ, -1 Temp Mystic)
I'd say a Hero is worth it.
An unbroken string of heroic leadership could very well end up in a legacy.
[X] Gain a Hero. (-2 Temp Econ AND -1 Temp Diplo)
Not spending Culture, because we have only 1. Also not spending Mystic, because frankly it's more useful than Diplo.
An unbroken string of heroic leadership could very well end up in a legacy.
[X] Gain a Hero. (-2 Temp Econ AND -1 Temp Diplo)
Not spending Culture, because we have only 1. Also not spending Mystic, because frankly it's more useful than Diplo.
Good to know.
Safe choices it is then:
[X] Gain random general technology advancement. (-1 Temp Diplo, -1 Temp Econ, -1 Temp Mystic)
[X] Gain random agricultural technology advancement. (-2 Temp Econ, -1 Temp Mystic)
[X] Gain random nautical technology advancement. (-1 Temp Diplo, -1 Temp Econ, -1 Temp Mystic)
By itself 0 in a stat is harmless.
However, random events could easily bring those numbers into negative.
And that's representative of us having a shortage of something. Like lacking food with Econ, or warriors with Martial.
And that means there's a big chance of us losing a tech or value, because there are too few experts to pass on the knowledge.
Good to know.
Safe choices it is then:
[X] Gain random general technology advancement. (-1 Temp Diplo, -1 Temp Econ, -1 Temp Mystic)
[X] Gain random agricultural technology advancement. (-2 Temp Econ, -1 Temp Mystic)
[X] Gain random nautical technology advancement. (-1 Temp Diplo, -1 Temp Econ, -1 Temp Mystic)
By itself 0 in a stat is harmless.
However, random events could easily bring those numbers into negative.
And that's representative of us having a shortage of something. Like lacking food with Econ, or warriors with Martial.
And that means there's a big chance of us losing a tech or value, because there are too few experts to pass on the knowledge.
It costs 2 Temp Martial. We have exactly 2 Temp Martial right now (and 3 perm, but it doesn't matter currently).
Basically same problem as all the -1 Temp Culture options.
some people are thinking that hitting temp 0 won't hurt out without a random event causing it to drop below that. Some people think dropping to 0 will end the golden age. We don't actually know though, so its a bit of risk management.