It's not revolt without pottery, it's starve without pottery. And that's what I intend to start on next turn, border menhirs to mark out our land, but for now we have neither the population nor spare production to settle a new village. Once we do, then we will but that has mechanical requirements that we have not reached yet.

Edit-




I'm fairly certain he put it there as a meme plan in response to our prior conversation, particularly around planers vying for different plans with different goals to win.
So we should raid the high herdsmen for pops.
 
Someone else should put forth a diplo plan so voters at least have that option. As for me, I'm doubling down on raiding. Worst case scenario the lowlanders and Goat People retaliate by trying to attack Greenvalley. Let them. They'll break against our walls. More than that, if we crush their armies at Greenvalley we can chase them right back to their homes and put an end to this sad saga.

Remember, gentlemen. The Bear doesn't cower. It dies standing!

It's not revolt without pottery, it's starve without pottery. And that's what I intend to start on next turn, border menhirs to mark out our land, but for now we have neither the population nor spare production to settle a new village. Once we do, then we will but that has mechanical requirements that we have not reached yet.

Can't do menhirs, it kills our production capacity in upkeep.
 
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So we should raid the high herdsmen for pops.
Would love to, we can still only take in 2 or 3 pops per turn without them bringing in Herdsmen culture, then we have to re-balance our food and production again, this time without spare slots for anything except hunting.

Also @Satar what exactly is your long term plan past this next turn, like what general actions would your follow up plans take pop and project wise?
 
Would love to, we can still only take in 2 or 3 pops per turn without them bringing in Herdsmen culture, then we have to re-balance our food and production again, this time without spare slots for anything except hunting.
Also @Satar what exactly is your long term plan past this next turn, like what general actions would your follow up plans take pop and project wise?

Assuming two pops worth of Herdsmen are captured:

1 x Captured Herdsmen -> Gatherers
1 x Captured Herdsmen -> Orchards
1 x Gatherer (Valley People pop) -> Miner (Silver)
Expand Orchards
Finish Silver Mines
Pilgrim Village to Culture-Convert 1 Herdsmen Pop
Raid (1 Light/1 Heavy/1 Archer) -> Herdsmen
Renegotiate Azurite for Production deal (clansmen | silver).

If we trade 1 Silver for 1 Azurite, that's one permanent extra Production available to us.
 
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Herdsmen can be placed into food production/manual labor.
frankly we need more pops.
And if your scared of keeping them all in our main village, set up another one.
 
@Azel is it possible to set up a system of focuses instead of micromanaging the jobs of every pop? That way we dont miss unassigned people and positions can be filled automatically depending on the focus.

Or do we have to set up a system in-game for that?
 
The herdsmen now being nomadic means that we're not going to find them unless we get seriously lucky with scouting. We would be suffering some pretty hefty penalties for not knowing the lay of the land or the new peoples everywhere. Not to mention the herdsmen knowing to avoid us since we destroyed their only village.

This is essentially chasing a ghost.
 
The herdsmen now being nomadic means that we're not going to find them unless we get seriously lucky with scouting. We would be suffering some pretty hefty penalties for not knowing the lay of the land or the new peoples everywhere. Not to mention the herdsmen knowing to avoid us since we destroyed their only village.

This is essentially chasing a ghost.
I doubt they know to avoid us, they would avoid our mountains if their stories remained that strongly, but they have no reason to avoid our people anymore.
 
The herdsmen now being nomadic means that we're not going to find them unless we get seriously lucky with scouting. We would be suffering some pretty hefty penalties for not knowing the lay of the land or the new peoples everywhere. Not to mention the herdsmen knowing to avoid us since we destroyed their only village.

This is essentially chasing a ghost.
….
If you think their honestly nomadic at this stage while having strong enough economic reasons to have proper trade ties for multiple generations with full proper caravans.
All that we need to do is scout/raid more into high herdsmen lands.
 
@Azel is it possible to set up a system of focuses instead of micromanaging the jobs of every pop? That way we dont miss unassigned people and positions can be filled automatically depending on the focus.

Or do we have to set up a system in-game for that?
I'd rather not take that much control from the players by default, especially as every Pop counts quite a lot right now.

Though I could offer a proposal if someone asked.
 
I doubt they know to avoid us, they would avoid our mountains if their stories remained that strongly, but they have no reason to avoid our people anymore.
We decimated their only village, I think that's plenty of reason for them to remember to avoid the murderous mountain valley people.
….
If you think their honestly nomadic at this stage while having strong enough economic reasons to have proper trade ties for multiple generations with full proper caravans.
All that we need to do is scout/raid more into high herdsmen lands.
I do in fact think that the goatsmen are nomadic. As @Azel helpfully clarified:
You are not aware of any villages up in the mountains. As far as you know, the Hersmen / Goat People are entirely nomadic ever since you destroyed Soft Hills.
Being nomadic doesn't make you unable to trade with other factions, it's just a matter of wandering into the right territory to do business from time to time.
 
We decimated their only village, I think that's plenty of reason for them to remember to avoid the murderous mountain valley people.
I think your vastly overestimating the memory of ancient civs, let alone nomads. With no writing the stories would be playing some heavy as shit telephone game and thats just the first generation let alone all the gens that passed.
 
We decimated their only village, I think that's plenty of reason for them to remember to avoid the murderous mountain valley people.

I do in fact think that the goatsmen are nomadic. As @Azel helpfully clarified:

Being nomadic doesn't make you unable to trade with other factions, it's just a matter of wandering into the right territory to do business from time to time.
I know some people like to get into character.
But we spent very little time scouting them last update and our information is limited. The idea that just cause WE don't know of any settlements does not mean that don't have any.
 
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Looks pretty even between the two leading plans.
Adhoc vote count started by Azel on Apr 7, 2020 at 3:31 PM, finished with 113 posts and 12 votes.

  • [x] Plan Memories Renewed
    -[X] Reassign some of the workers to different tasks
    --[x] Let the simple workers produce some other resources
    ---[x] 1 Unassigned to Rancher, 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] 2 Heavies, 1 Light, 1 Archer + Clansmen auxiliaries (for a proportional share of the loot, advertise the opportunity of them joining us via our normal traders and perhaps the bone tenders if they agree, short messages basically saying that we're raiding the rich traders down river, anyone who wants to join is welcome).
    -[X] Increase resource gathering slots.
    --[X] Build a silver mine (Cost: 3 Production, 1 Production already spent)
    -[x] Council: Gain +1 Production to spend this turn, used to finish the silver mine.
    [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!
    [X] Plan Enough Lollygagging
    -[X] Reassign some of the workers to different tasks
    --[X] 1 Unassigned worker to cattle rancher
    --[X] 1 Unassigned worker to clay mining
    -[X] Send the hunters on a raid.
    --[X] Ambush and destroy all Herdsman caravans, take the yaks for food and livestock, their goods for the ancestors, and their technology if applicable.
    --[X] Send all the hunters, and some clansmen if they want to get some loot.
    -[X] Increase resource gathering slots.
    --[X] Build a silver mine (Cost: 3 Production, 1 Production already spent)
    -[x] Council: Gain +1 Production to spend this turn, used to finish the silver mine.
 
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1 x Captured Herdsmen -> Gatherers
Didn't we have problems in the past with captured gathered just fucking off into the woods? Or was that only the herders?

I think we also really need to address our production bottleneck soon, anyone have ideas on how to do so without starving us?
 
[x] Plan Memories Renewed
This plan has 4 hunters sent instead of 3. An effective compromise to what I want. Blood for the blood ancestor!
 
We could be very very VERY evil and make a cultural idea that sacrifices pops for production, and go around raiding for pops.
Were not desperate enough to start twirling our mustaches.

Edit: Slavery is one thing, but hard laboring pops to death for extra production is uh... not needed yet.
 
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Honestly, we need a production hero, not a military hero. Were hitting a bottleneck that a heroic craftsmen would be great with.
 
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