Edited, lol.
By the way, we cannot neglect religion.Focusing solely on what they offer to our colony, I'm not really impressed. Our colony has less than two thousand people, so we really don't need to comb it for magical talents, we can task wizards on that job if we really need to, and I'm not sure what benefit the shrine could give us outside morale, which we aren't hurting for.
Damn, ya beat me to it. On the up side. I agree. Hopefully Verennas can help us 'figure out' the local laws so we do not end up commitinc sacrilige againt the locals. And sometimes nothing beats expirience. hopefully steelbows agree to teach our guards a bit.[X] Plan Green and Blue
-[X] Tilean Steelbows, led by Osto Peronti - 1 month (22 Mo)
-[X] Verenan Justicars, led by Warpriest Kledhof Hildedotr - 1 month (25 Mo)
-[X] Freed from the desert
-[X] Talabheim Devotees
-[X] Rhyan Devoted
Good. let the gods come, they are welcomed so long as their followes do not overstep.All of our colonists are highly superstitious and the existence of gods is an undeniable fact. In time, temples to the Ancestors, Sigmar, Shallya or the Cadai might be even expected by the populus.
Spiritual ministration is already well covered by Manaan, Shallya, and, in my plan, Taal and Rhya. Sigmar's alright to get later on, but we're by no means neglecting faith right now, and Ulric and Ranald are other avenues of faith we can tap in Sigmar's stead.By the way, we cannot neglect religion.
All of our colonists are highly superstitious and the existence of gods is an undeniable fact. In time, temples to the Ancestors, Sigmar, Shallya or the Cadai might be even expected by the populus.
I don't think our colony needs a group of people who consider it a point of pride to be a thief and a cheat.and Ulric and Ranald are other avenues of faith we can tap in Sigmar's stead.
They also consider it a point of pride to support Shallyans, oppose violent crime, and look out for the downtrodden. Ranald's a benevolent trickster god. Ranaldans will be annoying, but not a problem, and they'll keep out the actual problems.I don't think our colony needs a group of people who consider it a point of pride to be a thief and a cheat.
Sounds like Gray college wannbees. Or perhaps kindred spirits. Either way, they will make their way over eventually.Ranald's a benevolent trickster god. Ranaldans will be annoying, but not a problem, and they'll keep out the actual problems.
They also consider it a point of pride to support Shallyans, oppose violent crime, and look out for the downtrodden. Ranald's a benevolent trickster god. Ranaldans will be annoying, but not a problem, and they'll keep out the actual problems.
[X] Plan Large and Small Newcomers
-[X] Ulgag Irongut and his Gourmands - 1 month (40 Mo)
-[X] Bill's Ramriders, led by 'Horn-Helm' Bill - 3 months (50 Mo)
-[X] Freed from the desert
-[X] Mootish Migrants
I think we should build up on the choices we already made. We have an Advisor that helps with Ogre mercenaries, let's take Ogre mercenaries.
They are going to be extremely useful for us, while our Militia can stay back and defend the Colony, they can take the more dangerous job of sallying out.
The Ramriders are also very useful, both as scouts thanks to their special mounts, but also as an anti-cavalry unit. Afterall, most pepole don't bother to armor the belly of they warmounts. They are also pretty cheap compared to their usefulness.
The escaped slaves are a must, both because Coffe is useful and because i like our Colony as a heaven for people seeking a new life.
I think the Mootish Migrants are better than the other options, they bring better farming skills than the humans and unlike them they don't bring religious troubles.
I recommend making it a bonus relating to the omake in question, judged on a case by case basis. For the creatures of Lustria omake, for example, it might improve the next roll to tame a Lustrian animal (ONLY if we have that kind of action already), let us reroll a negative event related to wildlife, or give a small bonus to our Learning advisor's next action.
Ok, this is good, seems she got bett-Imilar leads the introductions without any of the visible tension from her diplomatic visit visible
Imilar was a mistake and I shouldn't have advocated for her. The Glade-Stewards are a prime example of someone she should be good at talking to and yet she immediately, enduringly flounders. And god, the Glade-Stewards are the best case scenario, talking to people she has a bonus with, so imagine what she'd be like talking to humans or lizardmen. On top of that, even the Glade-Stewards are merely Close-Knit with forest spirits, so we don't even benefit from the time reduction that I thought would make up for not having Sasyana's decay reduction.
I guarantee you that she is more than her current stats.Ok, this is good, seems she got bett-
Imilar was a mistake and I shouldn't have advocated for her. There is nothing redeeming about Imilar.
Half my issues with her are with her personality, not her stats. Stats tell us she's good at talking to forest folk, narrative tells us she has a bad attitude regarding them. Stats tell us she's decent at talking to Old Worlders, but they're even more different than forest folk, so we can expect her attitude to be especially unhelpful with them.I guarantee you that she is more than her current stats.
At the moment she is a bit snooty and aloof, but that will get better with time and familiarity.
Lustria is not like Athel Loren, and the Centorea, Anacoa, Amazons and other forest-friendly folk are not like the elves she is so used to.