

So I picked max amount of rituals cause and started. While creating the ideology I found it extremly odd that you could only choose one starting meme but you can freely choose up to 6 rituals and change everything around pretty freely. So I picked a cold biome where farming was not a real choice. If you dont know as vikings you start with 7 people. I picked a viking start and combined it with Freya Fierce as a storyteller. So, I scrambled this plan and went instead with raiders that are forced to raid because of their situation. There is unfortunately no possibilty to get "Rough living", Temperature tolerance etc.

Having a dude naked and alone who simply is alright with what he has. It feels as if the thing is not really thought through enough or maybe I have the wrong expectations.įirstly, I wanted to do a very tough start naked survival somewhere in the cold with the pain is virtue meme. 'After your guys' feedback I gave it a go and must say that I find the experience a bit lacking. The end result is when that annual date came around and my people expected the ritual, I could not actually deliver on it, and everyone got unhappy. If you do a fluid ideology, beware, it lets you make some mistakes without giving any kind of warning.įor example, on my first reformation I added an annual ritual that was a "symbol burning" holiday.but I didn't remember to actually add the "building type" that allowed me to build the effigy/pyre/flag that is needed for such a ritual. The 2nd is going to take 12, so it seems the cost goes up as you do it, though the difference between 10 and 12 is small.and with the additions I made in the first reformation it should actually be accrued more quickly. I am doing a fluid ideology right now, and I got my first reform at 10 points, which didn't take that long, happened before the first game year was over. You earn development points by doing things (rituals, conversions, etc.) and once you have enough, you can 'reform" your ideology by making changes.
