[X] [Midland] Claim the midlanders as a conquest of the People. (Midlanders become a Vassal of the Arthwyd.)
I was going to let the midlanders fend for themselves, but then some kind soul pointed out that vassalising them might mean we get harpies inside our population,
and there is no way in hell I am passing up the chance at getting flying dinosaur people.
[X] [Merntir] Food & Warriors. Support the Merntir as best you can by sending both warriors and food to aid them. (-1 Temp Martial & -1 Temp Econ)
We can afford to send help, so why wouldn't we?
[X] [Refugee] They can return to the Merntir (Refugees go back to the Merntir, lose status
Merntir Refugees.)
Each new settlement we make needs three infrastructure upgrades before they are up to par: Shrine, Trails and Palisades. Letting them settle with us would take up a total of
nine future actions. When we are already way behind on palisades.
No thanks.
[X] [Evalyn] North. Aid Cerwyn in defeating the Boarfolk and freeing the Merntir.
The Merntir have suffered more than the Arthwyn and therefore should be relieved first.
[X] [Rock] Yes. See if other rocks can produce similar secrets. (-2 Temp Econ, Chance of Innovation)
We got two faction quests that give Temp Econ, and with a bit of luck we can complete one of them this turn. This means we can afford the innovation rolls.
They don't. The Midlanders were a vassal of Urth and therefore count towards fighting him.
You know, maybe we should leave the Midlanders free to attack us on their own terms.
... Wait a second, if we had picked the civil war, would that technically have counted as the third attacker and given us Legendary Defender? Assuming we survived?