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.
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.

Mind you though that small settlements are more susceptible to random chance. Greenvalley has more pops and different kinds, so randomness is smoothed out a lot while a new settlement could have much extreme outcomes.
 
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.
 
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?
 
I like to settle at least one group at the former site of LakeFord so it can be used to get tribute from traders/trade/serve as a base for raiders based on the tactics we choose.
That way there is a part of the valley that is ours when we are ready for a large scale settlement there
remember that hunters cost 0.2 production per turn in upkeep so training more will drop our income to 0.8

Added a second version of my plan Plan its our lakeford now with mine, that only settles one group but continues to build the mine.
 
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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?

Production is necesary to expand our silver mines and resource gathering posts. If we train these guys into production, then we can work on things that require maintenance. If we don't, we will be forever locked out of options.

Also hunters require maintenance too.
 
While I would love to have another settlement I don't think it's viable to establish one while also going out on raids. Raiding will invite retribution from our targets and while I have serious doubts about their ability to strike at the valley any newly established settlements would be vulnerable, especially since they would lack basic defenses. If we want to build a settlement before pottery I think it'd be best to do raiding for 2 turns in order to weaken the opposition before we settle the lowlands.
 
I'm starting to think that raiding is actually a bad survival strategy

Which would be a very Azel way of thinking
 
I'm starting to think that raiding is actually a bad survival strategy

Which would be a very Azel way of thinking
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.
 
Anyways I should probably outline my long term goals for our little polity.

First and most importantly I want Brushcrest and I don't mean as a tributary, I want to at some point directly conquer Brushcrest and convert it into the faith of bones so it can serve as a center for our tributary empire. Our valley is nice and all but the lack of proper agriculture as well as it's location fundamentally limits what can be done with it. Orchards help but at some point the lowlands will be able to leverage a greater population density and out-compete us. Before that happens we should utilize our superior military forces and seize Brushcrest. From there we will be able to establish new settlements and gain full access to the local river network from which we can trade and extract tribute from other lowlands civilizations. We will of course retain control of Greenvalley but I imagine that over the course of generations it will be mainly important as a cultural and spiritual center and as the primary point of contact between us and the remaining White Clans. If Makar is still around I think it would be preferable to reach some form of understanding. Another important goal will be to spread the faith of bones as widely as possible so that when our civilization eventually collapses (which will be unavoidable at some point) we can have plenty of successor states who can carry on our legacy.
 
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 expand our production facilities. Or even create another village if we so desire, as we will have 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?
 
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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?
In regards to not continuing the silver mine as implied by you saying it would take two production on the turn after:
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?
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
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.
 
As training a clay collector does not cost production we can do that, train a artisan to turn the clay into production and use the council to get a production to keep working on the silver mine.
 
@Kirron 999: is four hunter pops being away sustainable or necessary? Given we're just ambushing caravans, I think three hunter pops should be fine, and like as not we'll get one clansmen pop, putting that at four total. I'm not sure if the additional hunter is worth a possible shortfall in the food supply.

--[] 1 Heavies, 1 Light, 1 Archer + Clansmen willing to come fight with us for a proportional share of the spoils


I'm starting to think that raiding is actually a bad survival strategy
Which would be a very Azel way of thinking

Nah, the Makar built a whole kingdom on that, bread and butter. That and the Terror trait. Early on raiding made us richer, more populated, and more technologically advanced than we would otherwise have been. I'd advise you to not overlearn the particularities of the present situation, which resulted from a chain of events where an incredibly successful river raider culture wiped out every lowlander not willing to turtle up, and some even of those. As the situation changes (being able to field larger armies, being able to make crude armor) the offensive might once again be stronger than the defensive.

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?

For now I'd shy away from anything that locks up Production in upkeep. I think +1 progress this turn is fine, and we can finish it next turn and then retrain the cattle-herder pop as a miner (silver) pop. Hopefully we'll get a few pops from raiding this turn that we can set to gathering or to Orchards to round out our food capacity.
 
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If we are going to raid then we will need to go full into food to replace the lack of hunting
 
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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 + whatever clansmen pop decides to tag along. 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.
 
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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.

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.
 
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.
new hunters cost 0.2 production as upkeep.
 
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.

Edit- As to the upkeep, what exactly would you recommend there then? The only slots there are clay miners, lumber workers and hunters. Notably, only the hunters actually produce food of those groups, everything else is full. And if we do put them on lumber or clay miners Scratch that just thought of something, if they aren't being retrained to hunters we can have the council boost the silver mine, complete it this turn and assign the workers to it and then hopefully export it to the White Clans in return for production. Even if we do need to produce another pop for silver artisans first.
 
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Title taken from an amusing passage of the latest update. No relation to plan contents.

[x] Plan Feigned Friendship & Blood Murder
-[x] Reassign some of the workers to different tasks.
--[x] Let the simple workers produce some other resources
---[x] 1 Unassigned to Rancher
---[x] 1 Unassigned to Gatherer
-[x] Send the hunters on a raid.
--[x] The Herdsmen trade caravans and any of their settlements near the mountains, drive them out of the West.
--[x] 1 Heavies, 1 Light, 1 Archer + Clansmen auxiliaries (for a proportional share of the loot)
-[x] Increase resource gathering slots.
--[x] Build a silver mine (Cost: 3 Production, 1 Production already spent)
-[X] Send a diplomat to someone.
--[X] Clansmen
--[X] Convince clansmen hunters to join us on a great raid!

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.
new hunters cost 0.2 production as upkeep.

I knew I was missing something, thanks.

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.

I think 1 x heavy, 1 x light, 1 x archers should do, if we spend a dedicated action to entice clansmen into raiding with us and that produces 1-2 hunter pops.
 
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