[X] A significant number (-1 Stability, +2 Econ)
[X] Share with even those who don't want to listen (-1 Diplomacy, +1 immediate Stability, chance for additional stability, other effects)
[X] Megaproject Support

To clarify, I was totally against sharing the cowpox vaccine because of the way it's distributed- the only way for most people to even theoretically get it would be by stealing our sacred cows. (Sounds silly to say, but there it is). This is quite a bit different- honey isn't easy to find, but it's hypothetically available to all, and there's a great benefit in getting people to come to us to buy salt.

'Share with even those who don't want to listen' is, as I said it, the missionary option. Basically our people will ignore the wishes of the local tribal leaders and teach the people that this is how you do things to survive the attacks of an evil spirit. Anyone with a brain will be wanting further life-saving information from the miracle workers when it shows results- and the information the shamans share will necessarily be their understanding of the universe as created by Crow. It would not be at all surprising for people to think that a crow mask helps healers avoid sickness, (kind of true to an extent), and for a lot of locals to start worshiping the powerful Crow god who is stronger than the plague spirits holy shit!

That's not to say any such religious dissemination will be wholly beneficial- it could easily lead to war with groups like the Dead Priests- but it sets us up to be basically 'The Spirit Talkers, on Red Bull, Steroids, and 100 pushups, 100 situps, 100 squats, and a 10 km run EVERY SINGLE DAY!' Not at all a bad position to be in given our ability to simply conquer is limited.
 
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Nah, but doing things like deliberately dumping waste into drinking water supplies based off of explicit knowledge given to you by the People as to how to avoid that, i.e. taking knowledge intended to help and using it maliciously to harm, would drive them absolutely berserk. Just kicking people out, well, even the People do quarantine. Also, it would pretty specifically have to be using the knowledge of cholera prevention within the next generation to truly produce ire, in that it would be obvious that someone was taking the knowledge freely given and abusing it.
Would that promote an immediate LoO or Symphony evolution?

Also, I'm kind of impressed at the Darwinian idiocy of the nomads, if a hextuple fuck-you war on the Western TH would only guarantee one turn of not bugging us.
 
Would that promote an immediate LoO or Symphony evolution?

Also, I'm kind of impressed at the Darwinian idiocy of the nomads, if a hextuple fuck-you war on the Western TH would only guarantee one turn of not bugging us.

Well, all of your immediate neighbours would just sort of back away slowly and go "Can you tell us what they did so we can never repeat that?" The problem with the nomads is that inevitably some new tribe would wander into the area, ask "So who are those farmers?" and when someone else tells them not to touch, they'll squint their eyes and go, "They don't look so tough, I think I can give 'em a go."
 
Well, all of your immediate neighbours would just sort of back away slowly and go "Can you tell us what they did so we can never repeat that?" The problem with the nomads is that inevitably some new tribe would wander into the area, ask "So who are those farmers?" and when someone else tells them not to touch, they'll squint their eyes and go, "They don't look so tough, I think I can give 'em a go."
"I heard of this ritual you can use to give people cholera. I say we should take some pots of shit filled with the demonic curse and throw them in that there river."
 
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[x] Share with even those who don't want to listen (-1 Diplomacy, +1 immediate Stability, chance for additional stability, other effects)
[X] Megaproject Support



I have been convinced, hopefully the filthy lowlanders will be stupid enough to use biological warfare.
 
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We are slowly chipping away at our Diplomacy. We should get around to increasing it soon. Maybe a Trade Mission or an Into the Wild ? I am curious about the Viking dudes...
 
We are slowly chipping away at our Diplomacy. We should get around to increasing it soon. Maybe a Trade Mission or an Into the Wild ? I am curious about the Viking dudes...
We alrdy know who they are, the Southern Hill People, but I am rather interested in the exploratory interlude a trade mission would provide to us. I want to know if they're Greek or something else. They sound Greek - squabbling cities, boats, raiding people.

Southshore sets up for a trade mission to them somewhat nicely, due to the closer distance involved.
 
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*shrug* As someone else said, if we say salt is a magical cure and aren't able to provide it for a price people will want salt, so an enterprising family member of the HK will be like "why not leave this chaos and settle near the seaside?" And bam, we've lost our monopoly on beach-front property.
Of course, if we build the saltern, there will be no real way that anyone can compete with us in salt. Yeah, they can get some salt from the ocean manually, but compared to a megaproject?

And of course, we are also the only civ that went full on 'ALL THE FORESTS!!!'. If they want a lot of honey, they pretty much have to turn to us.
 
Of course, if we build the saltern, there will be no real way that anyone can compete with us in salt. Yeah, they can get some salt from the ocean manually, but compared to a megaproject?

And of course, we are also the only civ that went full on 'ALL THE FORESTS!!!'. If they want a lot of honey, they pretty much have to turn to us.
So basically, we go full, single-kick megaproject and hope that 5 actions is enough?
 
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So basically, we go full megaproject and hope that 5 turns is enough?
Well, I'm pretty sure nobody except us is going to be expanding for a few generations. Even if we go all out in distributing the cure, between the massive war and plague wiping out a significant chunk of their population, expansion is going to be pretty low on everyone's priority list.
 
I can't wait for the interlude wherein a dead priest with cholera dreams of a birdman coming and saving them- and waking to the masked hill shaman pressing a cup to their lips. "Drink. It will strengthen you."
Like, how fun is it gonna be to see people get Fucking Wowed by us?

Also, we have shaman assistants now, which I'm given to believe is the first doctors. You're sick? See an assistant. You've got hardcore spirit trouble? See a full shaman
 
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Only doable at Stability 2 or 3, but you are now imagining the hypothetical quintuple kick war mission against someone using biological warfare derived from the teachings of the People.

Unless you rolled incredibly poorly, you would probably get at least one full generation before anyone even considered poking you again, allowing for some recovery. We'd be talking archaeologists would be wondering what sort of ecological disaster caused the cessation of whatever civilization was involved, given that the layers would just stop at one point. Like, detritus layers from long term occupation, then a destruction layer, obvious burial and compaction, and only significantly later would the signs of human activity return.

Oh wait, it would only be quadruple kick. But it would be [Main] War Mission x2 + Offence Policy producing two Main War Missions, giving four war mission actions that could each be kicked to double their effectiveness.

Although I suppose that yeah, depending on location the March could contribute too, and they sort of share your stability and could contribute two main missions...

Okay, if say the Western Thunder Horse decided to try biological warfare you theoretically have the resources to hextuple kick if you were at Stability 3.

It should be pretty obvious what happened when they find the layer of salted earth the Ymmiri call "white soil".

We probably should have asked this sooner, but does this game have a "everybody, everybody, even hated enemies, team up to destroy you simply on principle" mechanic like what Harzey sprinted into?
 
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Is Study Stars specific to the Spirits and Progress policies or will it continue to be taken even with other policies due to the sheer power of it and continuing its streak?
It's an ideal "filler" action, so on turns where there is nothing better to do it will go in, but otherwise much of the time it won't be taken.
Would it be possible to set things up so that at least one action somewhere is always Study Stars? If we take Megaproject Support, it would probably be better for that to be "All but one actions used on Megaproject Support, one Study Stars" and not lose our streak, unless that one action is literally the difference between finishing this turn or not.
 
Negaverse Dead Priests: Total War
Negaverse: Dead Priests
Possible Future: Total War

It had all seemed so easy at first. When the Hill People had given your priests the miracle potion to cure the plague, they had also delivered several warnings about how to avoid being infected again. Though initially dubious, you found that keeping the ill away from the water sources and disposing of their wastes well away from any rivers or streams did indeed reduce the number of infected. Combined with the potion, the sickness soon went from a major threat to a minor nuisance for the warriors and priests.

The slaves, of course, had to fend for themselves. With so little salt and honey to go around, it was deemed wasteful to give them any of the potion. There were always more slaves to be found, after all.

Unfortunately, your priests' efforts to recover the land that had been stolen from you had made little progress. Though the Highlanders and Thunder Horses were both caught up in their own struggles, they were willing to put aside their own conflicts whenever your own warriors showed up. These alliances never lasted for long, but by the time they ended your warriors were inevitably trudging their way back home. After months of conflict, you'd barely gained any land at all.

Which was when a particularly cunning priest came up with a plan. The next time your warriors went to raid a village, they carried jars containing the sickness. Instead of fighting directly, they simply poured the poison upstream and allowed the disease to do their work for them. By the time your warriors returned again, the village would be filled with the sick and dying, making them easy prey.

Using this new strategy, you forged your way back up north, once again bringing the lowlands under your control. Though the Highlanders and Thunder Horses attempted to halt your advance, they too were no match for the demons of disease. Their warriors were forced to pull back to their homes, guarding them fiercely so that none of your scouts could get close enough to spread the poison.

Your priests were delirious with joy. Once again, the Dead Priests ruled over the lowlands. Tributes were delivered from all across the plains, terrified looking slaves brought in to wet the altars with fresh blood. It seemed that nothing could stand in your way.

Then, the Hill People arrived.

It started out slowly at first - a few distant patrols failing to report back, a raiding party being beaten back before they could defile a river. But as the new season arrived, the Hill People poured out from their forest enclaves in an endless tide of death.

Their chariots were nothing too impressive compared to your own designs. Their warriors weren't as well trained compared to your own, lacking the amount of experience your men had in the art of warfare.

Yet they fought like demons, with no regard for their own safety as long as they could take your own warriors down with them. It was almost like fighting the Spirit Talkers again, but instead of a few scattered bands they came down in force - thousands of Hill People streaming into the lowlands, their numbers seemingly endless.

To your horror, the Hill People didn't care for glory or honor or even conquest. The villages that welcomed them as liberators and helped to fight against your warriors were treated well. Those that resisted were razed to the ground, the very land salted so that nothing could grow there again.

Your warriors fought bravely, your warriors fought well. Your warriors died. To sheer numbers, to vicious barbed arrows fired further and faster then any had believed possible, to poisoned food and purging fire and knives flashing in the dark. By the end of the season, you had been pushed all the way back to the capital, your army barely more then a few ragged bands. They called the enemy the "Crow People" now, and the very sight of their signature crow masks could cause your warriors to flee in fear.

Still, your priests rallied the warriors, doing their best to raise their spirits. After all, the Bone Wall had never been breached before. Even if the foe was fierce, they had nothing that could break your gates or punch a hole in your defenses. Eventually, they would get tired of fighting and go home.

Instead, they kept coming. More and more and more of the Crow People arrived, the terrifying crow masks settling down just out of arrow range. They surrounded the city, an endless sea of black. Even then, your priests laughed, calling for more slaves to be dragged into the Holy Site. After all, the fewer mouths they had to feed, the longer they would last. The food reserves had been carefully stored and stockpiled for years now, and the Dead Priests had more then enough to last out the season.

The next morning, they awoke to find their water fetid and foul smelling. A particularly sharp eyed warrior on the wall spotted the cause - they had turned your own tactics against you. Some of the Hill People had begun pouring pots of foulness into the river upstream, defiling your drinking water. By the end of the day, panic had set in. By the end of the week, some your remaining warriors attempted opened the gates and charged out, intending to fight their way free.

Instead, they found themselves caught in traps. Pit traps with sharpened wooden stakes, fragile pots which released a noxious, deadly odor when shattered, and countless other horrors brought into being by the madness of the Crow People. Of the fifty men who left, not one of them returned.

By the end of the month, the capital was a city of death. The sickly sweet scent of rotting meat hung thick in the air, swarms of flies buzzing around the corpses piled up in the street. The remaining priests attempted to surrender, begging the Crow People for the chance to leave their fortress. They were answered by deadly arrows fired with inhuman accuracy.

A few days later, the Crow People sent scouts scampering up the walls. They climbed up unopposed and did a quick sweep of the city. After confirming that there was nobody left alive, they promptly set the place on fire. As the conflagration consumed the remains of your civilization, the Crow People returned home, leaving behind a poisoned wasteland where nothing would grow for years.

Bad End!
Your Civilization has been destroyed!

PowerofBody said:
vaakia said:
What was that? Seriously, WHAT THE HELL HAPPENED?
Scholarly Seed said:
I did warn you that there would be consequences for choosing to use biological warfare. The Crow People were very upset that someone decided to abuse their gifts of knowledge in such a way.
Citina said:
See! I TOLD you all that it was a bad idea!
Umi-sama said:
But how did we lose so fast? We had like 6 Martial this turn!
Scholarly Seed said:
You know how you can combine two secondary actions into one main action? The Crow People have a trait that let's them "kick" a main action, which basically doubles its effects. They've also got a few provinces which can also take actions of their own. Actions which can also be kicked.
Carnage said:
So we just got hit by a quadruple Main War Mission?
Scholarly Seed said:
Actually, they have more then one province. What you just saw was the result of a sextruple (6) Main War Mission. They basically bankrupted their entire economy just to kill you off.
Yogshoggoth said:
So... is this the part where I can say "I told you so?" and be all smug? Or are you all still going to insist that I was wrong?
 
It should be pretty obvious what happened when they find the layer of salted earth the Ymmiri call "white soil".

We should have probably already this sooner, but does this game have a "everybody, everybody, even hated enemies, team up to destroy you simply on principle" mechanic like what Harzey sprinted into?
Realm Divide Pls Go
 
Well, I'm pretty sure nobody except us is going to be expanding for a few generations. Even if we go all out in distributing the cure, between the massive war and plague wiping out a significant chunk of their population, expansion is going to be pretty low on everyone's priority list.
To be paranoid: We thought that way about the lowland settlement and then the DP died.
I can't wait for the interlude wherein a dead priest with cholera dreams of a birdman coming and saving them- and waking to the masked hill shaman pressing a cup to their lips. "Drink. It will strengthen you."
Like, how fun is it gonna be to see people get Fucking Wowed by us?

Also, we have shaman assistants now, which I'm given to believe is the first doctors. You're sick? See an assistant. You've got hardcore spirit trouble? See a full shaman
Agreed tho assistants more like nurses or residents, full shamans likely to be both doctors and psychologists/psychiatrists (more or less the same thing in this era, as far as I know).

@zamin .... okay the amount of effort you put into it

but expecting the DP to go upriver of the HK and TH means that they need to go all the way through their territories to hit everyone.
Also, atm, I hate the HK more because I want their land...
 
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Negaverse: Dead Priests
Possible Future: Total War

It had all seemed so easy at first. When the Hill People had given your priests the miracle potion to cure the plague, they had also delivered several warnings about how to avoid being infected again. Though initially dubious, you found that keeping the ill away from the water sources and disposing of their wastes well away from any rivers or streams did indeed reduce the number of infected. Combined with the potion, the sickness soon went from a major threat to a minor nuisance for the warriors and priests.

The slaves, of course, had to fend for themselves. With so little salt and honey to go around, it was deemed wasteful to give them any of the potion. There were always more slaves to be found, after all.

Unfortunately, your priests' efforts to recover the land that had been stolen from you had made little progress. Though the Highlanders and Thunder Horses were both caught up in their own struggles, they were willing to put aside their own conflicts whenever your own warriors showed up. These alliances never lasted for long, but by the time they ended your warriors were inevitably trudging their way back home. After months of conflict, you'd barely gained any land at all.

Which was when a particularly cunning priest came up with a plan. The next time your warriors went to raid a village, they carried jars containing the sickness. Instead of fighting directly, they simply poured the poison upstream and allowed the disease to do their work for them. By the time your warriors returned again, the village would be filled with the sick and dying, making them easy prey.

Using this new strategy, you forged your way back up north, once again bringing the lowlands under your control. Though the Highlanders and Thunder Horses attempted to halt your advance, they too were no match for the demons of disease. Their warriors were forced to pull back to their homes, guarding them fiercely so that none of your scouts could get close enough to spread the poison.

Your priests were delirious with joy. Once again, the Dead Priests ruled over the lowlands. Tributes were delivered from all across the plains, terrified looking slaves brought in to wet the altars with fresh blood. It seemed that nothing could stand in your way.

Then, the Hill People arrived.

It started out slowly at first - a few distant patrols failing to report back, a raiding party being beaten back before they could defile a river. But as the new season arrived, the Hill People poured out from their forest enclaves in an endless tide of death.

Their chariots were nothing too impressive compared to your own designs. Their warriors weren't as well trained compared to your own, lacking the amount of experience your men had in the art of warfare.

Yet they fought like demons, with no regard for their own safety as long as they could take your own warriors down with them. It was almost like fighting the Spirit Talkers again, but instead of a few scattered bands they came down in force - thousands of Hill People streaming into the lowlands, their numbers seemingly endless.

To your horror, the Hill People didn't care for glory or honor or even conquest. The villages that welcomed them as liberators and helped to fight against your warriors were treated well. Those that resisted were razed to the ground, the very land salted so that nothing could grow there again.

Your warriors fought bravely, your warriors fought well. Your warriors died. To sheer numbers, to vicious barbed arrows fired further and faster then any had believed possible, to poisoned food and purging fire and knives flashing in the dark. By the end of the season, you had been pushed all the way back to the capital, your army barely more then a few ragged bands. They called the enemy the "Crow People" now, and the very sight of their signature crow masks could cause your warriors to flee in fear.

Still, your priests rallied the warriors, doing their best to raise their spirits. After all, the Bone Wall had never been breached before. Even if the foe was fierce, they had nothing that could break your gates or punch a hole in your defenses. Eventually, they would get tired of fighting and go home.

Instead, they kept coming. More and more and more of the Crow People arrived, the terrifying crow masks settling down just out of arrow range. They surrounded the city, an endless sea of black. Even then, your priests laughed, calling for more slaves to be dragged into the Holy Site. After all, the fewer mouths they had to feed, the longer they would last. The food reserves had been carefully stored and stockpiled for years now, and the Dead Priests had more then enough to last out the season.

The next morning, they awoke to find their water fetid and foul smelling. A particularly sharp eyed warrior on the wall spotted the cause - they had turned your own tactics against you. Some of the Hill People had begun pouring pots of foulness into the river upstream, defiling your drinking water. By the end of the day, panic had set in. By the end of the week, some your remaining warriors attempted opened the gates and charged out, intending to fight their way free.

Instead, they found themselves caught in traps. Pit traps with sharpened wooden stakes, fragile pots which released a noxious, deadly odor when shattered, and countless other horrors brought into being by the madness of the Crow People. Of the fifty men who left, not one of them returned.

By the end of the month, the capital was a city of death. The sickly sweet scent of rotting meat hung thick in the air, swarms of flies buzzing around the corpses piled up in the street. The remaining priests attempted to surrender, begging the Crow People for the chance to leave their fortress. They were answered by deadly arrows fired with inhuman accuracy.

A few days later, the Crow People sent scouts scampering up the walls. They climbed up unopposed and did a quick sweep of the city. After confirming that there was nobody left alive, they promptly set the place on fire. As the conflagration consumed the remains of your civilization, the Crow People returned home, leaving behind a poisoned wasteland where nothing would grow for years.

Bad End!
Your Civilization has been destroyed!
Holy fuckles
 
Not sure what the draw for salted earth is but we're not doing it. Full stop.
Pfft, whimp.

But nah, I'd totally vote for it. We can rebuild from the damage we'd take, but everyone else would be spreading legends along the lines of 'Do not fuck with the Ymmir. No, not even then.' Which should keep others off our back long enough to somewhat recover.
 
It should be pretty obvious what happened when they find the layer of salted earth the Ymmiri call "white soil".

We probably should have asked this sooner, but does this game have a "everybody, everybody, even hated enemies, team up to destroy you simply on principle" mechanic like what Harzey sprinted into?
What are you referring to as Harzey? google gives nothing.

Negaverse: Dead Priests
Possible Future: Total War

It had all seemed so easy at first. When the Hill People had given your priests the miracle potion to cure the plague, they had also delivered several warnings about how to avoid being infected again. Though initially dubious, you found that keeping the ill away from the water sources and disposing of their wastes well away from any rivers or streams did indeed reduce the number of infected. Combined with the potion, the sickness soon went from a major threat to a minor nuisance for the warriors and priests.

The slaves, of course, had to fend for themselves. With so little salt and honey to go around, it was deemed wasteful to give them any of the potion. There were always more slaves to be found, after all.

Unfortunately, your priests' efforts to recover the land that had been stolen from you had made little progress. Though the Highlanders and Thunder Horses were both caught up in their own struggles, they were willing to put aside their own conflicts whenever your own warriors showed up. These alliances never lasted for long, but by the time they ended your warriors were inevitably trudging their way back home. After months of conflict, you'd barely gained any land at all.

Which was when a particularly cunning priest came up with a plan. The next time your warriors went to raid a village, they carried jars containing the sickness. Instead of fighting directly, they simply poured the poison upstream and allowed the disease to do their work for them. By the time your warriors returned again, the village would be filled with the sick and dying, making them easy prey.

Using this new strategy, you forged your way back up north, once again bringing the lowlands under your control. Though the Highlanders and Thunder Horses attempted to halt your advance, they too were no match for the demons of disease. Their warriors were forced to pull back to their homes, guarding them fiercely so that none of your scouts could get close enough to spread the poison.

Your priests were delirious with joy. Once again, the Dead Priests ruled over the lowlands. Tributes were delivered from all across the plains, terrified looking slaves brought in to wet the altars with fresh blood. It seemed that nothing could stand in your way.

Then, the Hill People arrived.

It started out slowly at first - a few distant patrols failing to report back, a raiding party being beaten back before they could defile a river. But as the new season arrived, the Hill People poured out from their forest enclaves in an endless tide of death.

Their chariots were nothing too impressive compared to your own designs. Their warriors weren't as well trained compared to your own, lacking the amount of experience your men had in the art of warfare.

Yet they fought like demons, with no regard for their own safety as long as they could take your own warriors down with them. It was almost like fighting the Spirit Talkers again, but instead of a few scattered bands they came down in force - thousands of Hill People streaming into the lowlands, their numbers seemingly endless.

To your horror, the Hill People didn't care for glory or honor or even conquest. The villages that welcomed them as liberators and helped to fight against your warriors were treated well. Those that resisted were razed to the ground, the very land salted so that nothing could grow there again.

Your warriors fought bravely, your warriors fought well. Your warriors died. To sheer numbers, to vicious barbed arrows fired further and faster then any had believed possible, to poisoned food and purging fire and knives flashing in the dark. By the end of the season, you had been pushed all the way back to the capital, your army barely more then a few ragged bands. They called the enemy the "Crow People" now, and the very sight of their signature crow masks could cause your warriors to flee in fear.

Still, your priests rallied the warriors, doing their best to raise their spirits. After all, the Bone Wall had never been breached before. Even if the foe was fierce, they had nothing that could break your gates or punch a hole in your defenses. Eventually, they would get tired of fighting and go home.

Instead, they kept coming. More and more and more of the Crow People arrived, the terrifying crow masks settling down just out of arrow range. They surrounded the city, an endless sea of black. Even then, your priests laughed, calling for more slaves to be dragged into the Holy Site. After all, the fewer mouths they had to feed, the longer they would last. The food reserves had been carefully stored and stockpiled for years now, and the Dead Priests had more then enough to last out the season.

The next morning, they awoke to find their water fetid and foul smelling. A particularly sharp eyed warrior on the wall spotted the cause - they had turned your own tactics against you. Some of the Hill People had begun pouring pots of foulness into the river upstream, defiling your drinking water. By the end of the day, panic had set in. By the end of the week, some your remaining warriors attempted opened the gates and charged out, intending to fight their way free.

Instead, they found themselves caught in traps. Pit traps with sharpened wooden stakes, fragile pots which released a noxious, deadly odor when shattered, and countless other horrors brought into being by the madness of the Crow People. Of the fifty men who left, not one of them returned.

By the end of the month, the capital was a city of death. The sickly sweet scent of rotting meat hung thick in the air, swarms of flies buzzing around the corpses piled up in the street. The remaining priests attempted to surrender, begging the Crow People for the chance to leave their fortress. They were answered by deadly arrows fired with inhuman accuracy.

A few days later, the Crow People sent scouts scampering up the walls. They climbed up unopposed and did a quick sweep of the city. After confirming that there was nobody left alive, they promptly set the place on fire. As the conflagration consumed the remains of your civilization, the Crow People returned home, leaving behind a poisoned wasteland where nothing would grow for years.

Bad End!
Your Civilization has been destroyed!

Well-written and amusing, but though an ironic punishment is always tempting I'm pretty sure Academia Nut will rule a meteorite hits the Earth and the game ends due to a mass extinction event before the People use biological and ecological warfare, even if the DP used it first.
 
Pfft, whimp.

But nah, I'd totally vote for it. We can rebuild from the damage we'd take, but everyone else would be spreading legends along the lines of 'Do not fuck with the Ymmir. No, not even then.' Which should keep others off our back long enough to somewhat recover.
And then we wind up stuck with a trait that makes us assholes, no thanks
 
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