Changes since last update:

Diplomatic Experience: 3 (Green) -> Diplomatic Experience 4 (Green)
Military Experience: 7 (Elite) -> Military Experience: 6 (Elite)


We've gotten better at diplomacy! Also, our military experience is slowly decaying...

Edit:

[Hunters]
Mood: 8 (Good) -> Mood: 7 (Good)
 
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[X] Plan bone tenders
-[X] [Village] Do not meddle in the competition. This is the choice of the clans.
-[X] Train some of you workers in other trades. (Cost: 1 Production per Pop)
--[X] Train Bone Tenders
we have 1 unassigned group and i want to see what actions having bone tenders unlock
-[X] Increase resource gathering slots.
--[X] Build a silver mine (Cost: 3 Production) spend 1 production on this
-[X] Gain +1 Production to spend this turn.
I am proposing not helping the white clan village this turn as that might be seen as meddling.
 
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Fertile Valley sounds like the best option, however its distance to our own valley might become an issue. For one travel times will make it harder to ensure it falls within our sphere of influence. Secondly, and admittedly somewhat dependent on the exact location on the map, a far northern location could end up placing it quite close to whatever civilisation dwells along the upper Cold River.
 
Fertile Valley sounds like the best option, however its distance to our own valley might become an issue. For one travel times will make it harder to ensure it falls within our sphere of influence. Secondly, and admittedly somewhat dependent on the exact location on the map, a far northern location could end up placing it quite close to whatever civilisation dwells along the upper Cold River.

Fertile Valley doesn't really add anything to us tho, since we can't trade food. We gotta remember that we're not doing this for the clansmen. We're basically trying to get them to build and populate a village that we can later poach out from under them using Mandate. The rub is that at least one of the three villages has to survive, otherwise the clansmen might just give up the whole settling thing in disgust.
 
We need to investigate to, those tracks and shit are suspicious, ignoring them is not a good idea, even if it was nothing.
 
We need to investigate to, those tracks and shit are suspicious, ignoring them is not a good idea, even if it was nothing.

I'm legit thinking maybe we want to build a menhir as a way of saying to any nomads that here's where our territory begins, keep out.

@Azel do Menhirs have upkeep costs?
 
we should have gotten our borders done a long time ago...as well as watch-towers or something...dammit the valley is good for defense, but damn is it limiting.
 
we should have gotten our borders done a long time ago...as well as watch-towers or something...dammit the valley is good for defense, but damn is it limiting.
We will definitely want to expand sooner rather than later or we're going to stagnate pretty rapidly. When we can I really want to claim Lakefort, but the second we do that we have to be prepared to beat back retaliation from whatever massive coalition Brushcrest ended up a part of.
 
So, how did the food mechanic work? I mean, for production, I don't remember how the +X% factored into the final outcome.
 
We will definitely want to expand sooner rather than later or we're going to stagnate pretty rapidly. When we can I really want to claim Lakefort, but the second we do that we have to be prepared to beat back retaliation from whatever massive coalition Brushcrest ended up a part of.

I'm thinking we cancel the Azurite trade for this turn (+1 production), pick the azurite village, and then double-down on helping the white clans (-1 production). We reassign the new pop to Orchards and build a menhir somewhere between Rivercrossing and Lakefort (-2 production south of Rivercrossing). Culture goes towards White Clans as a whole as always.

Pros:
*Menhirs and whatever tech Menhirs are gating
*1 + 0.333 Production to Azurite village means greater supply of Azurite dye, and given the more or less static demand for it we might be able to trade 1 Production for 2 Dye as prices drop from overproduction.
* No real point expanding Orchards atm when we don't have the workers

Cons:
*If we get caught meddling it won't look good
*Mood hit from stopping dye trade, but our mood is 10/10 just gorgeous, and important people would know that we're only stopping trade this turn so that we might embark on greater volumes of trade in the future
*Menhirs could turn out to be a meme option that don't do anything, and shouldn't be built too far away from Rivercrossing.

Thoughts?
 
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I'm thinking we cancel the Azurite trade for this turn (+1 production), pick the azurite village, and then double-down on helping the white clans (-1 production). We reassign the new pop to Orchards and build a menhir somewhere between Rivercrossing and Lakefort (-2 production south of Rivercrossing). Culture goes towards White Clans as a whole as always.

Pros:
*Menhirs and whatever tech Menhirs are gating
*1 + 0.333 Production to Azurite village means greater supply of Azurite dye, and given the more or less static demand for it we might be able to trade 1 Production for 2 Dye as prices drop from overproduction.
* No real point expanding Orchards atm when we don't have the workers

Cons:
*If we get caught meddling it won't look good
*Mood hit from stopping dye trade, but our mood is 10/10 just gorgeous, and important people would know that we're only stopping trade this turn so that we might embark on greater volumes of trade in the future
*Menhirs could turn out to be a meme option that don't do anything, and shouldn't be built too far away from Rivercrossing.

Thoughts?
Depends on our goal. I think not meddling, and thus becoming the Traditional Arbitrators might be more valuable than the short term gains of getting the settlement where we prefer it, especially when its likely that BOTH the Azurite and the Valley sites are going to be settled in the mid term, unless the first settlement fails.
 
We do have a new unassigned worker guys, the gain was noted down under the food situation tab. Personally, I'd press for their settlement onto either orchards or clay mining, food or production with hopes of better chances of pottery unlocking. Then with our production, we have the choice of either starting the Menhirs or helping one of the clan settlements, either one we pick we should probably double down on with support from our council action.

We should also obviously have our light hunters go out and scout the lowlands again, maybe try and pick up the trail of the nomads if we can.

So something like these maybe:
[] Plan Basic Internal Focus
-[x] Reassign some of the workers to different tasks.
--[x] Let the simple workers produce some other resource.
---[x] Unassigned Workers to Clay Workers
-[x] Send the hunters to Scout.
--[x] 5 years following the nomad trails, 15 years scouting the old lands of Makar and Brushcrest.
--[x] 1 Light Hunter.
-[x] Erect menhirs to clearly mark the lands the Valley People claim for all to see. (Cost: 2 Production per map hex)
-[x] High Council: Gain +1 Production to spend this turn, use in support of the Menhir project.
-[x] [Village] Do not meddle in the competition. This is the choice of the clans.


[] Plan Basic External Focus
-[x] Reassign some of the workers to different tasks.
--[x] Let the simple workers produce some other resource.
---[x] Unassigned Workers to Orchard farmers
-[x] Send the hunters to Scout.
--[x] 5 years following the nomad trails, 15 years scouting the old lands of Makar and Brushcrest.
--[x] 1 Light Hunter.
-[x] [Village] Discretely aid one of the villages:
--[x] [Village] Azurite Valley (if picked will start with Azurite mines)
-[x] Support the White Clans in establishing their first village. (Gives +1 Production to the White Clans)
--[x] Offer further assistance: Spare valley production given to expand the number of longhouses in all settlements

Personally, I don't believe we should discretely support any of the villages, there are 3 of them so I reckon they have good enough odds of having at least one village survive the turn, especially the fertile valley and azurite mine locations with their food and trade bonuses. And as long as one of them survives which we haven't covertly interfered against or in support of, we'll probably end up culturally annexing them even if it does take less time, the important thing is that the locations will act as population centers for the clans and encourage their own growth and development rather than remaining mountain hunter gatherer populations.
 
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Ultimatly I don't think our meddling would help much.
Without the ability to move food efficiently we couldn't keep a village in one of the less fertile places alive, if they can't manage it themselves, so we stand a good chance of loosing our investment even if the village "wins" the contest.
 
[X] Plan Vassal state get?

[X] [Village] Do not meddle in the competition. This is the choice of the clans.
[X] Support the White Clans in establishing their first village. (Gives +1 Production to the White Clans)
[X] Reassign some of the workers to different tasks.
-[X] Let the simple workers produce some other resource.
--[X] 1 unassigned Worker to Cattle Raising
-[x] Send the hunters to Scout.
--[x] 5 years following the nomad trails, 10 years scouting the old lands of Makar and Brushcrest, 5 years scouting the lands of the High Herdsmen
--[x] 1 Light Hunter.

High Herdsmen are our next target for cultural eating or military conquest.
 
[x] Plan Basic Internal Focus Scout Rejig
-[x] Reassign some of the workers to different tasks.
--[x] Let the simple workers produce some other resource.
---[x] Unassigned Workers to Clay Workers
-[x] Send the hunters to Scout.
--[x] 5 years following the nomad trails, 10 years scouting the old lands of Makar and Brushcrest, 5 years scouting the lands of the High Herdsmen.
--[x] 1 Light Hunter.
-[x] Erect menhirs to clearly mark the lands the Valley People claim for all to see. (Cost: 2 Production per map hex)
-[x] High Council: Gain +1 Production to spend this turn, use in support of the Menhir project.
-[x] [Village] Do not meddle in the competition. This is the choice of the clans.

We'll need to bite the bullet and encourage pottery and other advancements at some point, might as well do it now while things are relatively stable and there aren't any pressing issues. Though SpeckofStardust is right in that we should probably check out the high herdsmen as well as the lowlands.

Speck, just going to point out that isn't proper plan format I don't think. Need one dash indentation on all lines under the plan name for it to register properly with the vote tallies.
 
I think that Menhirs are a megaproject, one we should undertake with a surplus in production which we currently don't have. We should go all in into food and prodution, and help the white clans so that we can annex them later.
 
I think that Menhirs are a megaproject, one we should undertake with a surplus in production which we currently don't have. We should go all in into food and production, and help the white clans so that we can annex them later.
Depends really, if the project is just roping off the mouth of the valley it will be done this turn, if it's extending our borders down to where the Goat and Gentle rivers meet or acting as a diagonal barrier between the mountain range's passes in a rough circle around us, then that's 3 turns of dedicated effort, which is what all of the other similar projects took us recently (in particular moving from huts to longhouses as a recent example).

Also, just going to point out that there is no current point in increasing our bone tenders pop. We effectively have a pop already in the form of our holy site and pilgrim village, all they do is produce culture like an artisan produces luxuries or production 'points'. As the only people we are influencing right now are the White Clans, who have already fallen under our religion and are steadily adopting more of our ideals over time, there isn't any point in increasing our culture production/bone tender pops at the moment. That plan further starts work on a sliver mine that would take another two additional turns to complete, and we wouldn't be able to properly utilize it for a long while yet, especially as the spare pop would be used to increase culture rather than food or production.
 
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Anyway, we have a spare slot at the Orchards. We could put the idle guy there to get even more food and so more population growth.
 
I'm in agreement with Tomcost here, food is always going to be a problem, and currently we only have 1 production a turn. Let's focus on growing for a bit and then move forward.
 
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