So, right now, we need 2 food producers to exploit a resource, and 4 to fully utilize it via an artisan pop.

That's why we need to go full into pop and getting the White Clans to work for us. Also we need an excess food producer to replace the exploring hunters.

We truly are a civilization made out of bottlenexks, we can't quite move anything without causing some chaos right now.
 
[X] Plan Food and No Meddling

Okay, I'm convinced.

By the way, once we complete the silver mine and get one worker assigned to it, we could cancel the azurite trade. Currently, azurite costs us six pops worth of effort (one worker, and artisan and four food producers to keep those alive).

If we get a mine we technically free 1 artisan, as we don't need to process the silver to get the extra culture due to diversity bonus. This means that we get 3 extra pops to assign as we please.
 
By the way, once we complete the silver mine and get one worker assigned to it, we could cancel the azurite trade. Currently, azurite costs us six pops worth of effort (one worker, and artisan and four food producers to keep those alive).

If we get a mine we technically free 1 artisan, as we don't need to process the silver to get the extra culture due to diversity bonus. This means that we get 3 extra pops to assign as we please.

Cutting off the trade without assimilation of the resource itself might cause enough unrest to undo the advantage, however. If I remember correctly our people decided that dyes were nice enough to be considered essential.
 
Cutting off the trade without assimilation of the resource itself might cause enough unrest to undo the advantage, however. If I remember correctly our people decided that dyes were nice enough to be considered essential.

Which is why I want to trade silver for azurite so that we need only three pops worth of effort (1 miner and 2 food producer) instead of six.
 
Of course, it doesn't mean that we have to cut the trade. Just that we can.

Also, does someone know which polity had Sun stone (gold)? And how useful is electrum as an alloy?
 
Of course, it doesn't mean that we have to cut the trade. Just that we can.

Also, does someone know which polity had Sun stone (gold)? And how useful is electrum as an alloy?
I don't have the time to look for who had the gold, but I do know that electrum is a pretty useful metal for non-tool/weapon/armor purposes. It's a pretty good conductor (not that that's important yet), is corrosion resistant and rather pretty, and is also rather ductile & malleable while being noticeably less soft than gold. Its exact properties depend on the gold to silver ratio; from what I can see it's typically 40-60% gold. It also makes rather good coins, the Greeks, Carthaginians, and Byzantines all apparently used electrum as coinage.
 
we might be able to sell the silver for tools in the lowlands.
We aren't trading with the lowlanders, or at the very least not with Brushcrest. Not only do they have the diplomatic experience to completely rip us off, do you not also see our Hunter's primary goals? The one that says: Subjugation/destruction of Brushcrest?
 
There are more villages then Brushcrest
and the artisans have the following Issues:
Main Issues: Stability, Ressources
Secondary Issues: Trade

so there are groups in our tribe that want to trade.
 
We aren't trading with the lowlanders, or at the very least not with Brushcrest. Not only do they have the diplomatic experience to completely rip us off, do you not also see our Hunter's primary goals? The one that says: Subjugation/destruction of Brushcrest?
Mind, you can spend culture to try and get rid of this desire.
 
So, I've been wondering...

Right now ourgreatest disadvantage is our military. Not because it makes us weak, but it is locking pops into generating production to maintain them... and we are not using them.

So, how about we pick some sporadic raiding from time to time? Weak targets, with the aim to steal tech and valuable resources. That middle point where boats stop along the river might be a nice place to start.
 
Not a bad idea. Campaigns are more effective however. If we send out 4 of the six hunters, we will likely get the low area utilization buff for food production. And if we steal enough food and food producing pops we can even grow potentially. Not only that but it gives more room for fat loot if we bring more people.
 
So, I've been wondering...

Right now ourgreatest disadvantage is our military. Not because it makes us weak, but it is locking pops into generating production to maintain them... and we are not using them.

So, how about we pick some sporadic raiding from time to time? Weak targets, with the aim to steal tech and valuable resources. That middle point where boats stop along the river might be a nice place to start.
We did that for quite some time, but Bushcrest fortified sufficiently to make that very difficult, since the building of that guard-village we burned down.

Basically, raiding would most likely cost us serious troops, even risk loosing if the lowlanders use their superior mobility on rivers.
 
We did that for quite some time, but Bushcrest fortified sufficiently to make that very difficult, since the building of that guard-village we burned down.

Basically, raiding would most likely cost us serious troops, even risk loosing if the lowlanders use their superior mobility on rivers.

But now there is a merchant's stop along the river. We could always do once raid there once every three turns or so. Enough so that we benefit, not enough so that they deem it worthy to fortify that place.


Many of them were filled with baskets and the scouts were sure that the people of Brushcrest were trading with someone on that River, but they could not follow them far enough to find out with whom. On a hunch by one of the hunters, a few scouts crossed the river and made it all the way to the place where the settlement of Great Hearth once stood and here they found something surprising. Where generations ago stood a village was now only a few scatterings of a huts, each one with it's own palisade as if it was a tiny village. Two of them were occupied all the time, one the destination of the boats coming from Brushcrest, the other receiving boats that came from further up the Cold River. The other three tiny villages though seemed to belong to no one, for the scouts saw groups of travelers on foot going to them now and then, staying there for a moon or two as if it was their own, and then travelling on, leaving the huts behind for the next group to use.

These places are not heavily defended.
 
That's kinda of what the designated scouting is for, finding places that we can hit without crippling losses. Remember, our military are also one of our main food producers still, we lose them and we lose a lot of our civilian pop from starvation and morale penalties from lack of food supply.
 
[X] Plan Food and No Meddling

Edit: Do we use obsidian as weapons rather than stone because it is better to use obsidian as a weapon than stone because it is harder and sharper than stone(it's effectiveness will remain until there is bronze armor)
 
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But now there is a merchant's stop along the river. We could always do once raid there once every three turns or so. Enough so that we benefit, not enough so that they deem it worthy to fortify that place.
I would be weary attacking that place, especially knowing how much Brushcrest hates us... Considering that and their diplo focus, they might be able to unite another civ or two to launch a counter attack. I'll also point out that the micro-villages that make up the trade post do have palisades around them. I'm not sure how effective they'll be, considering their size, but they are there. That said, we should definitely be looking for some more low-risk targets so can put those units to use and keep our troop quality from falling.
 
I would be weary attacking that place, especially knowing how much Brushcrest hates us... Considering that and their diplo focus, they might be able to unite another civ or two to launch a counter attack. I'll also point out that the micro-villages that make up the trade post do have palisades around them. I'm not sure how effective they'll be, considering their size, but they are there. That said, we should definitely be looking for some more low-risk targets so can put those units to use and keep our troop quality from falling.

More than that, I suspect the Makar are behind the trading spot at Great Hearth, and they practically invented the idea of fast raids on canoes up and down rivers. In retrospect they kinda ended the age of raiding for us because they were so successful that a sort of Darwinism took place. Villages and peoples who couldn't fortify their homes with palisades died out, and only those who could survived.

But the thing is, as we saw in the Red Rivers arc, a palisade is only sufficient to keep out 2-4 pops of raiders. A determined attack with 9+ pops, at least two of which are archers, can still storm a palisade and defeat its defending units and mobs. It should be prepared, however, to lose at least 1 pop doing so. There is an element of siege warfare that wasn't there before.

If we can muster ten pops (6 of ours and 4 clansmen auxiliaries) we can defeat and annex Brushcrest. But first we've got to get into a position where mustering six of our hunter pops won't cause serious famine. I think silver is a good way to be able to entice clansmen to come fight with us. But food production, man, it always comes down to that.
 
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