- Location
- yorkshire
[x] Plan Memories Renewed
Since you took the effort to calculate all this, I'll offer some mild advice. The settlement you are proposing would, assuming nothing goes wrong, get a +40% low area utilisation bonus on Gathering and +20% on Hunting. So you get a total bonus of +90% and +80% on Gathering and Hunting respectively.hunters produce 1.6 food and gatherers 1.7 and i suspect both will produce more when working alone from low area use. This might also increase the production of the hunters back home as there are fewer hunters chasing the same amount of game. if we put the increase for the hunters at 10% from less hunters the result will be:
Working at home:
Gathers 1.6(the bonus for low use will decrease)
Hunters 1.6
Working at a new settlements:
Gatherers at home +0.1 due higher low use bonus
hunters +0.6 due low use bonus (+0.1 each)
Gatherers at the new site +0.2(only group high low use bonus
hunters at new site(+0.3) hunting alone vs with 6 groups.
food lost from transport costs 1.
total 0.1+0.6+0.3+0.2-1= 0.2
in the following turns we can move a group of woodcutters + artisans there and move the goods back as those are a lot easier to move then the food needed for them.
I've gone for increased hunters due to the fact that they are both food producers, and our military, plus we are looking at heated combat if not war in the nearish future. The other pop has gone into ranching as food producers so that the gatherers keep their +20% low area utilization mod, which does lead to a slight .1 overall increase in food production. Also, literally everything that can be made with production except trade has an upkeep cost (and trade is the upkeep cost there), so I'm not too sure what your arguing there?My two cents:
Trading is incompatible with raiding, as that will put us against Brushcrest's interests.
With these two more pops we can have one more production per turn if we decide not to go full into food. This is a huge deal as that will allow a lot of expansion going forward.
Avoid anything that requires maitenance as that locks out like 6 pops in artisans, workers and the people to feed them.
I've gone for increased hunters due to the fact that they are both food producers, and our military, plus we are looking at heated combat if not war in the nearish future. The other pop has gone into ranching as food producers so that the gatherers keep their +20% low area utilization mod, which does lead to a slight .1 overall increase in food production. Also, literally everything that can be made with production except trade has an upkeep cost (and trade is the upkeep cost there), so I'm not too sure what your arguing there?
Cooperation is one of the most powerful survival strategies out there. However we've kinda specced our civilization in such a way to make it nearly impossible, what with constant raising and our identity compelling us to view others as inferior. For the time being we're likely locked into either hostility, low key trade or turtling until such a time we can enact large scale social change. Even then i'm not sure i'd opt for changing playstlye, it might not be the most optimal but I find what we are doing right now really interesting and I think a Stone Age tributary empire has plenty of potential for fun.I'm starting to think that raiding is actually a bad survival strategy
Which would be a very Azel way of thinking
From what you are seeing, great, but that's pretty biased since you are most likely to interact with people who have been culture converted.@Azel , do we have any idea about how the cultural adaptation of the White Clans is going?
In regards to not continuing the silver mine as implied by you saying it would take two production on the turn after:I see...
So, gentlemen, I think that we are going to need to keep pumping our culture in the White Clans, and also helping them to finally settle down, so that we can free our production and culture activities.
In parallel, we need to be working on expanding our production and getting even more pops. Right now, we have an extra production per turn and two extra pops which could pump one more. If we are to have a path to growth, we need to get more production to expand our facilities. We should be more flexible than spending three turns just to get an extra resource.
I'm thinking about using these two pops to increase our production by 1, via one basic resource and one artisan. Thus, next turn we are going to have two production with which we will be able to finish the mine or expnd our production facilities. Or even create another village if we so dseire, as we will ahve way more resources.
On the other hand, I think that we can afford some sporadic raiding of the goat people, in only to have a decision and not drag this over.
What do you think?
Just a reminder for people, whatever plan we end up making has to involve the continuation of silver mine construction. Our Perseverance ideal means we'll take some morale/stability checks for not continuing a project, which is not a good situation with the growing internal strife. At the same time we really should start work on the Menhirs very soon, so perhaps we rush finish the silver mine this turn with regular + council actions and then start the Menhirs next turn?
This actually brings to mind something, the clan's determination to settle in the upper mountains year round despite difficulties might be the sign that they have taken on our perseverance trait.Perseverance
Challenges come and go, but only the steadfast will remain in their wake. Neither directionless action, nor hiding from them will save the people from these trials. One must face these challenges no matter how daunting they seem, and though the price they reap might be dire one will grow stronger for these losses.
Effects:
- gain +1 on stability checks
- gain +1 on Inspiration stat of all commanders
- stability loss when radically changing a started course of action due to difficulties
In regards to not continuing the silver mine as implied by you saying it would take two production on the turn after:
I'm starting to think that raiding is actually a bad survival strategy
Which would be a very Azel way of thinking
At the same time we really should start work on the Menhirs very soon, so perhaps we rush finish the silver mine this turn with regular + council actions and then start the Menhirs next turn?
If we are going to raid then we will need to go full into food to replace the lack of raiding.
That's why I think that we should raid with only three pops. Our two unassigned workers become 1 hunter and 1 cattle-herder and hopefully we hit breakeven as we did for a few turns before expanding food production. We know these lands better than the herdsmen, have an elite military, and have specialized military roles, plus have crazy morale bonii. I really think that, as before, we can substitute quality for quantity. By all means we ought avoid a famine.
new hunters cost 0.2 production as upkeep.That's why I think that we should raid with only three pops. Our two unassigned workers become 1 hunter and 1 cattle-herder and hopefully we hit breakeven as we did for a few turns before expanding food production. We know these lands better than the herdsmen, have an elite military, and have specialized military roles, plus have crazy morale bonii. I really think that, as before, we can substitute quality for quantity.
The problem with training one more hunter is that it breaks the extra production we have. We will be at just +0.8 production, which is not enough to do anything.
That's why maintenance is terribly bad right now. Essentially, this 0.2 is actually a full 1 for most of our purposes.
Point, though in that case which hunter should I be dropping from the raid? The lights are the advanced scouts and pathfinders, the heavies do the work in combat though there are 2 of them on the raid, while the archers have the advantage of base hunters not being fast enough to catch them nor having ranged attacks of their own.