[X] Getting back in the tracks
-[X] Send the hunters on a raid.
--[X] Scout the East where the High Herdsmen once lived for easy targets. Only scouting unless the Warleader is absolutly certain they can make easy loot without drawing a strong reaction on our home.
--[X] 1 Regular, 1 Light, 1 Archer
-[X] Reassign some of the workers to different tasks.
--[X] Tell the artisans to focus on something else.
---[X] One Culture to Production
-[X] Improve the village by construction sturdy longhouses for the people. (Cost: 3 Production)
--[X] Start for 2 Production
-[X] Attempt to change a Pops culture to Valley People.
--[X] Sowing People Serfs
--[X] 1 Culture
-[X] High Council:
--[X] Gain +1 Production to spend this turn.
-[X] Send your Great Prophet Speaker somewhere:
--[X] To the River People
---[X] Proselytize

Total Production: 0 Total Culture: +1

So, we are making enough culture that we can afford to put the Obsidian Artists on production.
Our Longhouses will be finished next turn, unless something goes wrong. If thee hunters get loot it might be done this turn, not sure?
We are looking for easy targets in the east, if we don't find anything a concentrated scouting with 3 pops should get us a good picture anyway
Getting our Serfs assimilated is important, similarly it might be useful if we have potential followers among the Makarites. When we are eventually rivals for the local hegemony we can use any cultural advantage.

@Azel Is that order to the hunters valid?
I think the Scout option dissapeared.
 
Last edited:
I don't think going off on a wild goose chase is a good idea atm, especially given that Brushcrest menaces our rear.
 
I don't think going off on a wild goose chase is a good idea atm, especially given that Brushcrest menaces our rear.
Mostly our front, our rear only has Clans.

But my problem is that Bushcrest is right now a rather hard target, with lots of war experience.

We can't afford to send enough to destroy it and there are not really easy pinatas nearby.
 
We really should focus on the Sowing People. Conflict with Makar will considerably weaken them and give us a perfect oppurtunity to strangle their growing power. IIRC their land is more fertile than ours so unless we take steps to stop them they wikl eventually surpass us in prosperity.
 
We really should focus on the Sowing People. Conflict with Makar will considerably weaken them and give us a perfect oppurtunity to strangle their growing power. IIRC their land is more fertile than ours so unless we take steps to stop them they wikl eventually surpass us in prosperity.
I want to attack them in force next turn.

But even if we don't do that, I'm betting on the Makarites in this little war.
The advantage of fanatic-mobs for every home defence is pretty big.
 
Let the Makarites and the Sowing People grind each other down for this turn. Our biggest disadvantage is numbers: we simply cannot field armies as big as our foes, and we can't easily absorb losses. Our biggest advantage is our defensible terrain, favorable geopolitical position, and penchant for craftsmanship. Ideally then, this turn we should focus on getting longhouses, expanding food production, and converting the Clans. The last thing we need is a military adventure.
 
[X] Artemis1992

I like the fundamentation. We also might spend the spare culture into converting the Sowing People too
 
We need at least a little one.

Our military experience is right now just into Elite and can easily degrade to Veteran if we don't fight at all this turn.
That's a rather big difference.

You have a point there, but the worst case scenario, if we poke the Herdsmen bear, is that they find and form a coalition with Brushcrest. I'd much rather send troops and White Clan auxiliaries into the mountains on a scouting expedition. That way we have a much richer idea of who rules what in the mountains, and also where metal or other resource deposits are located. Ideally we should be able to negotiate a deal with certain White Clans to establish little satellite villages in the mountains with temples, farmers, workers, and artisans. I want active trade networks where the temples are the anchors, and large quantities of worked copper, gold, and silver flows back to Greenvalley or out into the mountains, culturally influencing even further clans and tribes.

I see raiding the herdsmen as doubling down on our military stat, and a vision of ourselves as reclusive raiders and builders. I think, however, that the raid-and-build paradigm that we've been playing as is already showing its seams. If we were more adept at diplomacy, or had better knowledge of our neighbors, there's no way that this debacle would ever have occurred. We won two great victories-- one where we were outnumbered 2 to 1 against a foe that had never been beaten in the field, and won, and got very little for it. That to me is a glaring neon sign that we need to get better at diplomacy and subterfuge. If you think about historic empires that lasted through the ages, they were good at diplomacy. The Romans were good at diplomacy. The various Chinese dynasties dealt successfully with nomadic horsemen and the vast steppe frontier. Even the Spartans had a League! An empire is not a two-legged stool!

We have a great opportunity to begin training that diplomacy by taming the mountain tribes. Ideally, in three turns, we should establish a norms-based trading network in the mountains, convert the last holdouts to our faith, anchor our faith's presence by temples and a large priesthood, and destroy any malcontents and troublemakers with our armies. That is a mission that will maintain our military edge, but also force us to grow in a direction that we have hereto neglected.
 
Last edited:
Good ideas, but I believe neglectimg Bushcrest for 3 turns minimum against the will of our most influential faction has its own risks.
 
Good ideas, but I believe neglectimg Bushcrest for 3 turns minimum against the will of our most influential faction has its own risks.

That's also true. Unfortunately, focusing on trade, diplomacy, and crafting is implicitly favoring the craftsmen over the hunters, and the hunters will react correspondingly. Thus, we do need to go attack Brushcrest two or three turns from now. I think making contact with more Clans will facilitate this goal by giving us a deeper mercenary pool, however. Assuming we train up at least one additional hunter between now and the attack, I would be comfortable fielding a five-hunter core army (2 x heavies, 1 x archer, 1 x light, 1 x regular) + three or four White Clan auxiliaries.

I think we need at least a seven pop army total to even think of an attack.
 
[X] Plan Longhouses, Mountain Men, and Goats
-[X] Send the hunters on a raid.
--[X]Scout east where the High Herdsmen once lived for easy targets. Only scouting unless the Warleader is absolutely certain they can make easy loot without drawing a strong reaction on our home. If no such targets are found, explore the mountains east of Greenvalley and north of the Goat River. Bring clansmen scouts.
--[X] 1 Regular, 1 Light, 1 Archer
-[X] Reassign some of the workers to different tasks.
--[X] Tell the artisans to focus on something else.
---[X] One Culture to Production
-[X] Improve the village by construction sturdy longhouses for the people. (Cost: 3 Production)
--[X] Start for 2 Production
-[X] Attempt to change a Pops culture to Valley People.
--[X] Sowing People Serfs
--[X] 1 Culture
-[X] High Council:
--[X] Gain +1 Production to spend this turn.
-[X] Send your Great Prophet Speaker somewhere:
--[X] To the White Clans
---[X] Establish local shrines.
-[X] (Optional) Change the focus of the Pilgrim Village.
--[X] Bring Valley People Culture to the White Clans. (+1 Valley People Culture in the White Clans)

@Artemis1992 thoughts?
 
Last edited:
That's also true. Unfortunately, focusing on trade, diplomacy, and crafting is implicitly favoring the craftsmen over the hunters, and the hunters will react correspondingly. Thus, we do need to go attack Brushcrest two or three turns from now. I think making contact with more Clans will facilitate this goal by giving us a deeper mercenary pool, however. Assuming we train up at least one additional hunter between now and the attack, I would be comfortable fielding a five-hunter core army (2 x heavies, 1 x archer, 1 x light, 1 x regular) + three or four White Clan auxiliaries.

I think we need at least a seven pop army total to even think of an attack.

Given our advantages I would say it would be ideal if we could bait them into attacking us somehow, break them in open battle or ambush on our terms then march on their village.
 
So is that negaverse going to be made by anyone? It would be very interesting to read.

The players thinking their clever and twirling their mustaches like villains only to have everything catch on fire.
 
[X] Plan Longhouses, Mountain Men, and Goats

and I would love for them to think that the mountain folks are idoits...only for their plan to back-fire as the mountain men figure out the plot and then go on a war-path...of course them getting a elite commander who keeps on leveling harder then normal would be hilarious to read about as they try to figure out what the marker did...only for them to realize we took out one of the largest villages and are pissed at them for fucking us over.

The fact were letting them stew is them thinking they are about to get a barbarian invasion pretty soon because of how badly the loss of 2 plains villages would be for the local economy...and nega-Azel laughing in the background as he explains that if we hand not raided them they would be in a worse position...

so the nega-verse guys would be feeling...conflicted...plus knowing that were coming for them. And if we get the first Copper deposits? Oh boy, that's going to allow us to grow FAST! plus copper armor might not be great or as good weapons...but they would last allot longer then obsidian weapons and tools. Not to mention the fact that if we find tin deposits we would be in the position to become not only Dwarves, but also ruling the mountains. Then we can beat down anyone who tries to take the mines for the metal deposits as well as charging LUDICROUS prices for even a hint of metal to the plains-people.
 
Back
Top