[X]Plan Strange Plants and Evil Pests
-[X] Razorweed
--[X] Plot [0/25]: Razorweed supply enhanced. (1 Colonist Die)
-[X] The Wicker Man [21/100] (1 Colonist Die)
-[X] The Berries of Fire [0/25] (NEW) (1 Generic Die)
--[X] A Wider Hunt [Away with the pests] [49/150] New resources, information (1 Colonist Die, 1 Silent Blade Die)
-[X] Rebuild the Peaceful Wilds
--[X] Rebuild what Once Was [0/100] : Enhance the Old Places modifier. (2 Native Dice
-[X] War in the Woods
--[X] Poisoned Giants [122/150] (1 Silent Blade die)
-[X] Follow the Riversteel [Risky] [???] (NEW) Steel (1 Colonist Die, 1 Native Die)
-[X] A Stronger Wall [Militia] [22/150] Build a reinforced defensive wall, - Wood (1 Colonist Die)
-[X] Atelier [71/100] -Wood, unlock most crafting options, ??? (1 Native Die, 1 Colonist Die)
-[X] Train Scouts [Militia] [0/75] Generic Workforce Die turned into 2 Specialist Wild Dices. Enhanced warning system. Bonus to offensive actions and harassment. Results will be strongly influenced by the dice used. (1 Warrior Son Die, 1 Militia Die)
-[X] The Fallen Homes, Part 2 (old settlement) [Death] [0/100] Build appropriate housing for the Freed. (1 Colonist Die)
-[X] Questions of leadership [? DC] Rationalize the structure of the settlement beyond an ad hoc survival system. (1 Council Die)
-[X] Shepherds for Corpses [Death Singing] [0/150] Earn a Dead Dice
--[X] Bones Hives : (1 Mourner Die, 1 Sara Die)
-[X] Nature of Faith [? DC] (NEW) Sara think on the people faith (1 Sara Die)
This plan is more in support of investing what we already have. We know that Razorweed would be useful against spirits once we have cultivated enough to use and the Wicker Man is another more immediate attempt at resolving that issue. We need it as we have Hope Singing, so we need something better to counteract the evil spirits.
I also chose to send the Colonist out with a Silent Blade group to help cull the pests as we have not done anything against them this year yet, and I want ensure that we do not have to deal with what we did last turn. I also chose to follow the Riversteel. Yes it is risky, but it also has an opportunity of finding a source of ready to use steel rather than having to mine iron from the ground. As the Apprentice option was listed as not urgent, I chose the Leadership issue to work on so we can get more dice to use.