Okay, in time to do a partial analysis, which is nice. Going to do the options first to get a word in sidewise.
First, Shaman riots:
Which aspect of Crow?
[] [Crow] Teacher
Emphasis on passing down wisdom and traditions.
Risks of weakening the discovery element.
[] [Crow] Trickster
Challenging assumptions and preconceptions.
Emphasis on the discovery elements, but also inherently makes challenging social norms acceptable.
[] [Crow] Devourer
Destroyer and devourer. The one who deals with the unclean things. This is the aspect most likely to be demonized over time.
[] [Crow] Spider-Eyed
All of the Above. Focus on Crow as a mystery.
Which aspect of Fythhagyna?
[] [Fyth] Mother
Focus on the role of the mother and childbirth.
The "Be fruitful and multiply" option, which simultaneously enshrines a holy role for women...and also blocks them most heavily from social advancement by focusing on giving birth as the most important thing.
Personally dislike this.
[] [Fyth] Matron
Focus on the role of the Elder, the family head and source of wisdom. Promotes womens' role as Clan leaders, which, if you may recall, we got by matronymics.
Also has some conservativism baked in. Matrons are not known for being openminded and flexible.
[] [Fyth] Harvest
Focus on her role as the Farmer's god and enshrines their cultural importance. This will have some conflicts with cities and their growing non-agricultural importance, while in the iron age, most of the power still stems from the land's productivity.
I personally dislike this as it focuses on "what does nature give you" rather than "what can you do for nature"
[] [Fyth] Fertility
Focus on her role as nature goddess, which has some strong affinity with being in Sacred Forest, where the vitality of nature is strongly evident. This reinforces the Environmentalism aspect of Divine Stewards.
Oh and she's very often naked here, so if that's what you want...
Notable options:
Build Docks - With large numbers of ships being built, a new place to store them all, the goods they bring in, and a place to build them might be a good idea
*S: -1 Econ, +2 Diplo, potential for new innovations
*M: -1 Econ, +3 Diplo, increased potential for new innovations, increased trade power
Main Docks increases our trade power, as we can get goods to the trade partners in greater bulk.
It's a VERY efficient way to generate Diplomacy.
Expand Vineyard - There is a location in Blackriver that is judged an ideal place to grow the small fruits that are favoured for making a particularly potent drink
*S: -1 Econ, -1 Econ Expansion, +2 Diplo next turn
*M: -1 Econ, -1 Econ Expansion, +2 Diplo
We can build even more vineyards, so it might be desirable to max this out before we plant over the rest of the location.
Improve Annual Festival - A festival for every season, but their expansion can help put the People at ease and teach good practices.
* M: -2 Econ, +1 Stability, +1 Art chance for additional effects
* 2M: -3 Econ, +1 Stability, +3 Art, chance for additional effects
* Max Stability: Legitimacy - 1
Special: Due to acquiring a new luxury, the Improve Festival action is currently twice as action efficient (1S = 1M, 1M = 2M)
Festival is twice as efficient. This might be a VERY good time to Main Festival while we have the multiplier. We have the Econ for it.
New Trails - There are many settlements with only marginal trails, so more could be useful
* S: -1 Econ, +1 Centralization, other effects
* M: -1 Econ, +1 Centralization, +1 Diplo, other effects
Still marginal, which is needed for connectivity.
SO my vote for now:
[X] [Crow] Spider-Eyed
[X] [Fyth] Fertility
[X] [Main] Great Temple
[X] [Secondary] Improve Annual Festival
[] [Secondary] Improve Annual Festival x2
[X][Secondary] Study Forests
We should take advantage of the wine bonus while it's a novel idea, and get double benefit from Festivals. Once people get used to it, it'd decline in power no doubt.
This leaves us 1 Proclaim Glory away from Golden Age trigger.
E: Tactical Foresting.