Civilization Stats
General
Diplomacy 6
Economy 1
Martial 4
Stability 0 (neutral)
Organizational
Centralization 5
Hierarchy 4
Cultural
Art 5
Mysticism 5
Social Values (3/3)
Shapers of the Land
This world is good, but through tremendous effort and skill, it can be made better, an act which your people take immense joy and pride in. Tread not lightly upon land defended by its sculptors.
Pros: Bonuses to all actions relating to land management, bonuses when fighting on own terrain, additional Econ and Stability whenever completing a land management type Megaproject
Cons: Additional strife caused by deliberate environmental disruption unless it is for the long term betterment of the land, or loss of territory to others
Eye for an Eye
Justice is to be served, but it must be discriminating and proportional. Retribution must follow, but it must also end once served.
Pros: Greater assurances of fair behaviour, regardless of position within the tribe
Cons: Justice must be served
Love Thy Neighbour
You care deeply about all people, no matter who they are or where they come from. This comes with hardships, but it also allows the best of others to be easily taken up.
Pros: Deep ties of reciprocity, ideas shared more easily, +1 social value taken from a current or historical neighbour
Cons: Strife generated from turning people away, paints a target
Pioneering Spirit (LTN linked)
In times of strife, it is best to set out into new territory rather than draw a line in the sand, which also benefits setting out into new territory when there isn't strife.
Pros: Whenever stability drops, Econ increases as the political losers find something else to do with their time. New ideas introduced by foreigners are also more quickly adopted, and new settlements are established more quickly.
Cons: Whenever stability drops, also lose Centralization as pioneers break away from central authority figures
Spiritual Values
Harmony
To live in harmony with oneself, ones neighbours, and ones environment is to live in harmony with the spirits. To live in disharmony is to invite disaster.
Pros: Bonus to collective action
Cons: Disharmony is to be corrected
Legacies
+1 Centralization Tolerance
Government Type
Early Ancient Kingdom (Elective)
Central power is held by one man who delegates outwards, but there is still only so much authority that can be wielded. This sub-type currently has the position be non-hereditary and selected by other members of the administrative group
Pros: Access to additional infrastructure projects, bonus to collective action
Cons: Certain actions like new settlement development do not happen organically, but require direct intervention
Administration
Memory
Early Writing (Logographic)
Construction
Wood
Masonry
Early City Walls
Energy Production
Muscle Power
Animal Power
Food Production
Fishing
Horse Milling
Mollusc Cultivation
Orchards
Step Farming
Terra Preta
Materials
Stone
Pottery
Science
Ancestral Heroes
Animism
Transportation
Animal Husbandry
Groomed Trails
Solid Wheel Carts
Watercraft
Great Canoes
Early Sailboats
Artistry
Personalized Projects
Specialists
Administrators
Specialist advisors
Entertainers
Amateur group activity
Non-caste semi-specialists
Intellectuals
Elders
Shamans
Leadership
Semi-hereditary specialist
Merchants
Hereditary family
Property
Communal
Warriors
Semi-hereditary specialist
Cavalry
War Wagons
Melee
Ceramic Maces
Spears
Two-Handed Clubs
Ranged
Recurve Bows
Slings
Spear Throwers
Sacred Forest
While the forests stand and the people care for them, the forests shall care for them. As long as the Sacred Forest is intact, all forests under the control of the People are considered managed, and gain the new action Expand Forest.