Seven power, very nice.
Nobility are the delegates of the Sage, so it makes sense that they would rule. Naturally, this is autocratic.
Gerontocracy reinforces stability.
For some nonsensical reason, planned production doesn't get an affinity bonus for autocracy, but it clearly goes with a rule by the most wise.
Although it may not be morally idea, subjugation is economically ideal here.
Imperial colony - for all their strength, we can still throw them into the sea.
Unregulated magic, since it will make us mighty.
A professional army, especially since the wold world is following us here.
Formalizing our earlier purges, Holy Inquisition. No dark gods allowed, only the ancestors.
Since magic is unregulated, an academy is necessary to ensure everyone knows how to use it properly.
Undermining the other colony will help ensure that this new world is ours.
Regional infrastructure to make everything work smoothly, and mines for our mineral wealth, sewers to keep everyone healthy, and an explorer's guild to properly exploit out resources.
The only boons I get this time around are the sculptors and the arsenal of the old world.
As for banes, the only one in effect is factionalism. It's a problem, but we're still strong.>>64057869
A nice dozen resources.
Campaigns for the inlands and vassalage. Citizenship by race and spiritual citizens. Both we and our ancestors deserve respect.
All-present divinity, why settle for less? But maintain neutrality.
A monument to the past, manufactories and an exiled bank. Built up the efficacy and glory of the nation.
Sensorium, divine gate, and flying fortresses.
Psionics, a lost general and a golden age.