Isn't both settlement and manage forest a very necessary thing? The determination is which one we should do first.
Ideally we wanted to choose both at the same time, but the problem is that one of the secondary objectives was already locked by Black Soil which we absolutely have to have for the Mega Project.
 
No, we are not. There are other things that should be done before we select annual festival. One of these other things is taking care of the sea city's supply of snails. Maybe after we build an aqueduct, or the dam. If settlement isn't chosen I can see Annual festival being selected with build settlement when this megaproject is done.
There will always be other things that need to be done, but an Annual Festival right after the megaproject is going to massively boost our culture. We're not just being thankful for everything we have, we're celebrating a major victory over the land itself. We would establish ourselves as being masters of nature, just as the Spirit Talkers established themselves as masters of the supernatural and the Dead Priests as masters of war. When people learn about us, one of the first things they'll be told is that we cured the land itself of disease.

There will only be one turn to get maximum rewards out of establishing such a tradition, and that will be right after the mega-project is done.
 
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Actually the fact the blight effects only parts of the forest that are not under management of the people could be taken as a sign that the People are doing something right.
 
Something that we need to keep in mind though, is that we are The People, not just Farmers and Co.

Granted the mega-project affects us all, but our two secondary projects are both mainly beneficial to the farmers. I recommend we do at least one project for the Traders, the Fishers, or the Lower Valley Village, to ensure fairness and avoid social strife.

Of the projects available
Black Soil - While individual families produce this useful material, a community wide effort to establish production and distribution could have profound effects [Gardeners] [King]
Build Wall - Long experience with retaining walls has lead to the idea of a settlement wall for protection (Coastal village completed)
Build War Wagons - Increasing the number of war wagons would increase the general strategic and battlefield mobility of forces, although would be expensive to do so
Establish Annual Festival - People already like to celebrate at certain times of the year, but with the level of control over food distribution a new and particularly lavish festival can be established
Expand Farms - The people have brought an enormous amount of land under cultivation in the valley, but there is more available in more marginal areas, and in the forests around the fishing village
Expand Fishing - There are managed cultivation zones along the shore, and dedicating more people to the tasks can increase the yields of fish and luxuries brought in
Expand Managed Forests - There are many forests throughout the hills about the various forests that could be brought under proper management
Expand Pasture - While the traders mostly just take their animals where there is good grazing, specific areas can be set aside around the settlements that can be made ideal for the protected grazing of herds
Expand Place to Spirits - The current place dedicated to the spirits and wisdom is nice, but it could be bigger and grander...
Expand Snail Cultivation - While now more reliably grown and harvested, the snail domestication has only managed to hold environmental changes at bay rather than increase production. More investment would increase cultivation
Expand Warriors - More men can be inducted into the ranks of the warriors every year and not face major food shortfalls
New Settlement - The land is not particularly good for farming in between the valley and the sea, but there are places where a settlement could be set up, serving as a stop over point along the journey between the two settlements
New Trails - The settlements in the valley and the coast are well tied together, but there are new contacts to the north who could be better tied together
Step-Farms - Step farms have been established and have grown across the valley, but there are still plenty of hills to resculpt [Gardeners][King]
Trade Mission - Sending a major caravan to another large group can bring new opportunities and find out more about the outside world
War Mission - You can send raiding parties against groups that have declared themselves hostile

Mega-Projects - Mega-Projects can require many generations to complete, take an unknown amount of time to do so, and drain Econ while active, but can produce massive benefits once complete. Once chosen, the occupy the Main Focus slot until either completed or stopped early. Early stopping once started does not refund any of the investments and increases social strife. To reduce confusion, mega-projects are not listed as part of the voting project list and must be "written-in".
Fight Forest Blight - Something is going wrong in a number of wild forests, and generations of intervention may be required to stop it [Gardeners][King]
Grand Canal - The hills between the valley and the sea are rough and the rivers there fast and wild. In one man's dream there is the vision of an artificial river cut through the land, tame and managed [Gardeners][King]
Great Dam - The river can run wild and dangerous when the rains come strong, but could it not be controlled by the same principles by which the water on the hills is channelled and contained, merely on a larger scale? [Gardeners][King]
Expand Fishing, Pasture, or Snail Cultivation are available, as is New Trails and Trade Mission. These also double as Economy projects as well, something needed since the Mega-Project is going to be siphoning from it as it continues.

Other possible projects, while not assisting the Economy but still valuable are: Build Wall(+Protection,+Engineering), Expand Place of Spirits(+Education,+Writing), and New Settlement(+Vilage). Keep in mind that these probably cost Economy so it would depend on what our Economy looks like after this turn.

Any thoughts?
 
There will always be other things that need to be done, but an Annual Festival right after the megaproject is going to massively boost our culture. We're not just being thankful for everything we have, we're celebrating a major victory over the land itself. We would establish ourselves as being masters of nature, just as the Spirit Talkers established themselves as masters of the supernatural and the Dead Priests as masters of war. When people learn about us, one of the first things they'll be told is that we cured the land itself of disease.

There will only be one turn to get maximum rewards out of establishing such a tradition, and that will be right after the mega-project is done.

If we don't have to deal with shinies or an incoming disaster.
 
Granted the mega-project affects us all, but our two secondary projects are both mainly beneficial to the farmers.
Well, you're not wrong, but I still feel the need to protest this point. While the two secondary projects benefit the farmers the most, they're nothing more than extensions of the mega project. In that sense the secondary projects help everyone.
 
Expand Fishing, Pasture, or Snail Cultivation are available, as is New Trails and Trade Mission. These also double as Economy projects as well, something needed since the Mega-Project is going to be siphoning from it as it continues.

Other possible projects, while not assisting the Economy but still valuable are: Build Wall(+Protection,+Engineering), Expand Place of Spirits(+Education,+Writing), and New Settlement(+Vilage). Keep in mind that these probably cost Economy so it would depend on what our Economy looks like after this turn.

Any thoughts?

I would say Settlement is a must, or veekie will explode :V
Another one...I am all for either long overdue Fishing or New Trails, depending on exact situation.
 
Unless something changes i think we use our secondary actions next turn to increase our dye production and begin trading with the western confederation. If i remember correctly they wanted the stuff and we could do well to interact with our neighbors a bit more.
 
Something that we need to keep in mind though, is that we are The People, not just Farmers and Co.

Granted the mega-project affects us all, but our two secondary projects are both mainly beneficial to the farmers. I recommend we do at least one project for the Traders, the Fishers, or the Lower Valley Village, to ensure fairness and avoid social strife.

Of the projects available
Black Soil - While individual families produce this useful material, a community wide effort to establish production and distribution could have profound effects [Gardeners] [King]
Build Wall - Long experience with retaining walls has lead to the idea of a settlement wall for protection (Coastal village completed)
Build War Wagons - Increasing the number of war wagons would increase the general strategic and battlefield mobility of forces, although would be expensive to do so
Establish Annual Festival - People already like to celebrate at certain times of the year, but with the level of control over food distribution a new and particularly lavish festival can be established
Expand Farms - The people have brought an enormous amount of land under cultivation in the valley, but there is more available in more marginal areas, and in the forests around the fishing village
Expand Fishing - There are managed cultivation zones along the shore, and dedicating more people to the tasks can increase the yields of fish and luxuries brought in
Expand Managed Forests - There are many forests throughout the hills about the various forests that could be brought under proper management
Expand Pasture - While the traders mostly just take their animals where there is good grazing, specific areas can be set aside around the settlements that can be made ideal for the protected grazing of herds
Expand Place to Spirits - The current place dedicated to the spirits and wisdom is nice, but it could be bigger and grander...
Expand Snail Cultivation - While now more reliably grown and harvested, the snail domestication has only managed to hold environmental changes at bay rather than increase production. More investment would increase cultivation
Expand Warriors - More men can be inducted into the ranks of the warriors every year and not face major food shortfalls
New Settlement - The land is not particularly good for farming in between the valley and the sea, but there are places where a settlement could be set up, serving as a stop over point along the journey between the two settlements
New Trails - The settlements in the valley and the coast are well tied together, but there are new contacts to the north who could be better tied together
Step-Farms - Step farms have been established and have grown across the valley, but there are still plenty of hills to resculpt [Gardeners][King]
Trade Mission - Sending a major caravan to another large group can bring new opportunities and find out more about the outside world
War Mission - You can send raiding parties against groups that have declared themselves hostile

Mega-Projects - Mega-Projects can require many generations to complete, take an unknown amount of time to do so, and drain Econ while active, but can produce massive benefits once complete. Once chosen, the occupy the Main Focus slot until either completed or stopped early. Early stopping once started does not refund any of the investments and increases social strife. To reduce confusion, mega-projects are not listed as part of the voting project list and must be "written-in".
Fight Forest Blight - Something is going wrong in a number of wild forests, and generations of intervention may be required to stop it [Gardeners][King]
Grand Canal - The hills between the valley and the sea are rough and the rivers there fast and wild. In one man's dream there is the vision of an artificial river cut through the land, tame and managed [Gardeners][King]
Great Dam - The river can run wild and dangerous when the rains come strong, but could it not be controlled by the same principles by which the water on the hills is channelled and contained, merely on a larger scale? [Gardeners][King]
Expand Fishing, Pasture, or Snail Cultivation are available, as is New Trails and Trade Mission. These also double as Economy projects as well, something needed since the Mega-Project is going to be siphoning from it as it continues.

Other possible projects, while not assisting the Economy but still valuable are: Build Wall(+Protection,+Engineering), Expand Place of Spirits(+Education,+Writing), and New Settlement(+Vilage). Keep in mind that these probably cost Economy so it would depend on what our Economy looks like after this turn.

Any thoughts?
Well I'm all for the increase to education of course. Setting up a village near the place of spirits could theoretically help with getting people to go there, so a turn before or a turn after wouldn't be the worst thing.

For straight economy I'd say pastures is the next big thing on that list, as it gives us more power with animals able to do some work. Another option would be expanding fishing to help diversify our diet and not be so dependent on farming.
 
If our Economy drops too low, I'd recommend a Cultivate Snails + Trade Mission combo since I think that would give us a quick and potent boost to Economy.
 
I think fishing and new settlement next year? Expand intake of a food source and luxury items while we are doing the mega project, and set up the settlement so our population has a place to expand to. There's also the possibility of advancing our sailboats. This could be a massive change to trade. On that note, the second the mega project finishes, I'm voting to establish a festival.

I'm rather curious to see the effect the black soil will have on our farming as a whole. We could be looking at a population boom now, or when we finish the "blight killer."

By the way, duders, I'm completely serious when I say we should start calling our people the Galadhrim and our "country" Lorianand. I mean, just look at us. We even has a badass female leader, who was (by their standards) tall and beautiful. :D
 
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By the way, duders, I'm completely serious when I say we should start calling our people the Galadhrim and our "country" Lorianand. I mean, just look at us. We even has a badass female leader, who was (by their standards) tall and beautiful. :D

I don't know. I really like the name we have for ourselves. The Four Peoples or just the People. It really shows our identity and knowledge that were four different peoples that united into a single one.
 
Well, you're not wrong, but I still feel the need to protest this point. While the two secondary projects benefit the farmers the most, they're nothing more than extensions of the mega project. In that sense the secondary projects help everyone.
I agree that they are extensions of the mega project, but they still mainly benefit the farmers as it creates goods that the farmers mainly use. So while that would reduce dissatisfaction from not doing a turn for them we should still do a project that benefits others next.
I think fishing and new settlement next year? Expand intake of a food source and luxury items while we are doing the mega project, and set up the settlement so our population has a place to expand to. There's also the possibility of advancing our sailboats. This could be a massive change to trade.

I'm rather curious to see the effect the black soil will have on our farming as a whole. We could be looking at a population boom now, or when we finish the "blight killer."

By the way, duders, I'm completely serious when I say we should start calling our people the Galadhrim and our "country" Lorianand. I mean, just look at us. We even has a badass female leader, who was (by their standards) tall and beautiful. :D
As long as you turn it into a Welsh name, maybe.:V

(We are Welsh after all)
 
There will always be other things that need to be done, but an Annual Festival right after the megaproject is going to massively boost our culture. We're not just being thankful for everything we have, we're celebrating a major victory over the land itself. We would establish ourselves as being masters of nature, just as the Spirit Talkers established themselves as masters of the supernatural and the Dead Priests as masters of war. When people learn about us, one of the first things they'll be told is that we cured the land itself of disease.

There will only be one turn to get maximum rewards out of establishing such a tradition, and that will be right after the mega-project is done.

Well, if we really want to boost culture, we could combine Annual Festivals with Expand Spirit Place to really get the most out of our achievements.
 
As long as you turn it into a Welsh name, maybe.:V

(We are Welsh after all)

Elvish in LOTR is derived from Welsh. My point is only even more relevant.

Tolkien was utterly fascinated by Welsh, and even argued in its inclusion as one of the major progenitor languages for modern English.

We're motherfucking elves folks. Or at the very least, welsh druids.

(BTW I'm really not serious about this, I just find it funny and the parallels are rediculously relevant)
 
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Elvish in LOTR is derived from Welsh. My point is only even more relevant.

Tolkien was utterly fascinated by Welsh, and even argued in its inclusion as one of the major progenitor languages for modern English.

We're motherfucking elves folks. Or at the very least, welsh druids.

(BTW I'm really not serious about this, I just find it funny and the parallels are rediculously relevant)
Your link is broken
Well, if we really want to boost culture, we could combine Annual Festivals with Expand Spirit Place to really get the most out of our achievements.
That would be neat, like a Main Annual Festival to get the festivities really going with Expand Place of Spirits as a secondary. That leaves a third option for whatever pops up.
 
*sigh*
I was answering three different people with text from AN, that's why. Okay I'll try again.

We know where it the New Settlement would be because it is stated in the projects,

So between the the two settlements, which is roughly where our Place of Spirits is.

Next, I refuted @veekie's point that we need a new settlement by providing the text on where it says the Blight is occuring

In which is further supported by the map

Then, I made a remark to @hylas240 about how New Trails wouldn't help as much, due to how near the Blight is, as Expand Pastures. That is due to the fact that it increases the amount of labor and materials we use.


Will you continue to accuse me of spaghetti posting Umi-san?
Short answer: Yes. Long Answer:

Your post continued to take quotes out of their original context, so it was still unclear a) whether they came from listings of project descriptions or the most recent chapter or anywhere and b) whether the context around them supported or disproved your claim. The full context around the section you quoted is as follows:
The work is significantly aided by the new forests being brought under management, providing fuel and building materials, and additional pastures being set up to expand herds, which allows for more movement of goods and labour.[1] While the sheer amount of stone and brick to be processed is greater than has been ever used for a single project before, the masons make leaps and strides in how to do their tasks by the simple reason that they have to.

However, while there are many great strides, it is probably the decision to majorly increase the management of forests - particular around the coastal village - that reveals something troubling [2]. Then as managed forests expand, the hunters range further out into semi-managed and unmanaged forest and begin to work out what has been going wrong with the coastal river [3]. While proper storage and management means that the People ride out uneven weather patterns with little trouble, in other areas the forests are clearly stressed and suffering from blights [4]. There are regions where the forest has succumbed to whatever is affecting them and not bounced back quickly after a fire or some other naturally periodic event, the dead material crumbling away in the next heavy rain and leaving denuded hillsides that offer no resistance to waterflow, only accelerating water cutting them to bare stone and washing the soil into the river [5].

Thus far the issue seems spotty and localized to patches, but the zones where forest has been reduced to scrubby hillside seem to be growing, and are far from any settlement, even those of hunter-gatherers from outside the People, who grow sparse as more and more people leave the wilds for farming settlements. It is like the spirits of the forest are either dying or moving away, leaving behind poorer land that spread like summer sores[6]. Given the size and distribution of the damaged zones, it is beyond the ability of the People to fix, although attempts can definitely be made.

Your claims are, in order, 1) That "We know where it the New Settlement would be because...between the the two settlements, which is roughly where our Place of Spirits is." 2) That veekie's point is incorrect, due to the quote [1], for which you did not provide the surrounding context. 3) That a map on which you drew a circle appears to prove the preceding claim. 4) That pastures will be more helpful for repairing the damage done to the forest, inside the forest, because they were helpful in providing animals to carry things to a town.

To address them:
1) The New Settlement does appear to be roughly where our Place of Spirits is. Please keep that place in mind.
2) The relevant passages from AN's writing are:
[1]:However, while there are many great strides, it is probably the decision to majorly increase the management of forests - particular around the coastal village - that reveals something troubling ; [3]: Then as managed forests expand, the hunters range further out into semi-managed and unmanaged forest and begin to work out what has been going wrong with the coastal river [3].
[5]: There are regions where the forest has succumbed to whatever is affecting them and not bounced back quickly after a fire or some other naturally periodic event, the dead material crumbling away in the next heavy rain and leaving denuded hillsides that offer no resistance to waterflow, only accelerating water cutting them to bare stone and washing the soil into the river.
[1] agrees with your claim that the blight is near the coastal village. However, stopping there limited your perception, as [3] and [5] demonstrate how 1) the hunter went looking to try to work out what has been going wrong with the coastal river, implying that they went along the coastal river, and 2) that they found that there are a number of places along the coastal river where the trees are dead - due to environmental stress, presumably - which allows them and the hillsides they are attached to to wash away. In the end, it is clear - one hopes - that the "blight" extends all along all of the rivers: meaning that the site for the New Settlement - the Place of Spirits, as visible on the map - will be placed in a key spot to deal with all of them, unlike every other village. The Coastal village only deals easily with those on the same lump of land it rests on. The New Settlement can reach farther up from the coastal village - if the river can be crossed - and can also deal with the trees north of it, and those trees along the tributary river which it sits at the crossroads of.

Additional quotes of interest are as follows: [4]: While proper storage and management means that the People ride out uneven weather patterns with little trouble, in other areas the forests are clearly stressed and suffering from blights. [6]: It is like the spirits of the forest are either dying or moving away, leaving behind poorer land that spread like summer sores.

[4] Implies that in all forests except those managed by us (provided water during times of drought, and cut up when dead) there are many spots throughout where trees have been stressed to death. It's simply only an issue near the river because in such a situation, the trees are not surrounded by other trees who will capture the soil. While [6] might be taken to indicate a) spirits or b) a disease of some kind, it should be noted that the preceding descriptions focus on how the soil is being washed away, and that this eases the washing away of other soil next to it in a slowly expanding growth of "poorer soil." I.e., as other posters have astutely noted, it is more like desertification than a disease, which is less likely to be patchy, or like spirits, who do not matter.


In response to the whole educator thing: 1) the educators appear to only be based at the place of spirits, rather than like traveling minstrels who are also old 2) we do not have the food to support all of our children not working and all the people required to teach our children something that isn't related to the tasks that they can learn from their parents or the person they are apprenticed to learn a craft from 3) hunters can become traders by signing up for a caravan and talking to people and learning, although I'd note that the traders, at least, are a family-only proposition, 4) people other than the multisouled can learn, it's just that manly, crow-chosen women are more likely to be leaders, which the choice is addressing the issue of.
 

One thing to mention here, is in the update where we sent people to help the fisher people (before we adopted them) the blight was noticed on the backside of the hills near the valley, just where the river to the coast starts.

(Edit: I really hate typing on these forums on my iPad. Words just pop out of the autocorrect and whatnot that make no sense.)

The first leg of the journey was down the backside the hills, into unmanaged territory. There were some streams here, but there was no significant and permanent river systems here and so the land was drier. The trees held onto the water somewhat, but the drought had clearly done a number on them, and there were signs of blight and the forest not recovering from fire.
 
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I agree that they are extensions of the mega project, but they still mainly benefit the farmers as it creates goods that the farmers mainly use. So while that would reduce dissatisfaction from not doing a turn for them we should still do a project that benefits others next.

As long as you turn it into a Welsh name, maybe.:V

(We are Welsh after all)
I don't get why you assume that wood, herbs, and forage are products that only farmers use. Certainly, we trade them to others and use them to build houses for all, boats for the fishers, and carts for the traders. The black soil will mainly be used by us, but most of it will go into the forest.
Expand Fishing, Pasture, or Snail Cultivation are available, as is New Trails and Trade Mission. These also double as Economy projects as well, something needed since the Mega-Project is going to be siphoning from it as it continues.

Other possible projects, while not assisting the Economy but still valuable are: Build Wall(+Protection,+Engineering), Expand Place of Spirits(+Education,+Writing), and New Settlement(+Vilage). Keep in mind that these probably cost Economy so it would depend on what our Economy looks like after this turn.

Any thoughts?
During Megaproject: Snails to support our growing trade with WC & Expand Fishing to go with it. Build Wall, for the lower village, & New Trails if we have another turn. After blight but before canal: New Settlement + Festival + Expand Spirits = all @ place of spirits = synergy. If it will be after the blight it's a reasonable way to do both our goals: raising culture and increasing education.

One Hinton mention here, is in the update where we sent people to help the fisher people (before we adopted them) the blight was noticed on the backside of the hills near the valley, just where the river to the coast starts.
Those were not managed yet, but might be now, as one expand forest option talked about expanding into the back of the hill.
 
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Unless something changes i think we use our secondary actions next turn to increase our dye production and begin trading with the western confederation. If i remember correctly they wanted the stuff and we could do well to interact with our neighbors a bit more.
They still practice slavery. Kill it with fire, and salt the ashes.
 
Short answer: Yes. Long Answer:

Your post continued to take quotes out of their original context, so it was still unclear a) whether they came from listings of project descriptions or the most recent chapter or anywhere and b) whether the context around them supported or disproved your claim. The full context around the section you quoted is as follows:


Your claims are, in order, 1) That "We know where it the New Settlement would be because...between the the two settlements, which is roughly where our Place of Spirits is." 2) That veekie's point is incorrect, due to the quote [1], for which you did not provide the surrounding context. 3) That a map on which you drew a circle appears to prove the preceding claim. 4) That pastures will be more helpful for repairing the damage done to the forest, inside the forest, because they were helpful in providing animals to carry things to a town.

To address them:
1) The New Settlement does appear to be roughly where our Place of Spirits is. Please keep that place in mind.
2) The relevant passages from AN's writing are:
[1]:However, while there are many great strides, it is probably the decision to majorly increase the management of forests - particular around the coastal village - that reveals something troubling ; [3]: Then as managed forests expand, the hunters range further out into semi-managed and unmanaged forest and begin to work out what has been going wrong with the coastal river [3].
[5]: There are regions where the forest has succumbed to whatever is affecting them and not bounced back quickly after a fire or some other naturally periodic event, the dead material crumbling away in the next heavy rain and leaving denuded hillsides that offer no resistance to waterflow, only accelerating water cutting them to bare stone and washing the soil into the river.
[1] agrees with your claim that the blight is near the coastal village. However, stopping there limited your perception, as [3] and [5] demonstrate how 1) the hunter went looking to try to work out what has been going wrong with the coastal river, implying that they went along the coastal river, and 2) that they found that there are a number of places along the coastal river where the trees are dead - due to environmental stress, presumably - which allows them and the hillsides they are attached to to wash away. In the end, it is clear - one hopes - that the "blight" extends all along all of the rivers: meaning that the site for the New Settlement - the Place of Spirits, as visible on the map - will be placed in a key spot to deal with all of them, unlike every other village. The Coastal village only deals easily with those on the same lump of land it rests on. The New Settlement can reach farther up from the coastal village - if the river can be crossed - and can also deal with the trees north of it, and those trees along the tributary river which it sits at the crossroads of.

Additional quotes of interest are as follows: [4]: While proper storage and management means that the People ride out uneven weather patterns with little trouble, in other areas the forests are clearly stressed and suffering from blights. [6]: It is like the spirits of the forest are either dying or moving away, leaving behind poorer land that spread like summer sores.

[4] Implies that in all forests except those managed by us (provided water during times of drought, and cut up when dead) there are many spots throughout where trees have been stressed to death. It's simply only an issue near the river because in such a situation, the trees are not surrounded by other trees who will capture the soil. While [6] might be taken to indicate a) spirits or b) a disease of some kind, it should be noted that the preceding descriptions focus on how the soil is being washed away, and that this eases the washing away of other soil next to it in a slowly expanding growth of "poorer soil." I.e., as other posters have astutely noted, it is more like desertification than a disease, which is less likely to be patchy, or like spirits, who do not matter.


In response to the whole educator thing: 1) the educators appear to only be based at the place of spirits, rather than like traveling minstrels who are also old 2) we do not have the food to support all of our children not working and all the people required to teach our children something that isn't related to the tasks that they can learn from their parents or the person they are apprenticed to learn a craft from 3) hunters can become traders by signing up for a caravan and talking to people and learning, although I'd note that the traders, at least, are a family-only proposition, 4) people other than the multisouled can learn, it's just that manly, crow-chosen women are more likely to be leaders, which the choice is addressing the issue of.
That is a loong wall of TLDR, which is why I don't do that.

Easy assumption are that the quotes are from the the latest story post and further context is linked by the quote. I hardly think I said anything out of context to imply the opposite of what it meant, so I don't understand that as anything other than nitpicking.
I don't get why you assume that wood, herbs, and forage are products that only farmers use. Certainly, we trade them to others and use them to build houses for all, boats for the fishers, and carts for the traders. The black soil will mainly be used by us, but most of it will go into the forest.
Point on the woods. Still, we did a project for the farmers this turn, let's try and do something for someone else next turn shall we?

During Megaproject: Snails to support our growing trade with WC & Expand Fishing to go with it. Build Wall, for the lower village, & New Trails if we have another turn. After blight but before canal: New Settlement + Festival + Expand Spirits = all @ place of spirits = synergy. If it will be after the blight it's a reasonable way to do both our goals: raising culture and increasing education.
Veekie still has a good point about needing the New Settlement soonest though. We're going to burn away at the problem nearby and having a village closer up the river would help both this project and the canal.
 
Easy assumption are that the quotes are from the the latest story post and further context is linked by the quote.
Sure, that can be assumed, but you know what assumptions do.
I hardly think I said anything out of context to imply the opposite of what it meant, so I don't understand that as anything other than nitpicking.
It's nitpicking on the theoretical possibility that someone might - on purpose or by mistake - pull choice quotes from a passage when the rest of the passage can be used to counter the quote they pulled.

My tldr was intended to show such an example: aka, that you assumed it was only near the coast and more specifically the coastal village when it was actually elsewhere. You later acknowledged such a possibility andor said something like "well whatever, we can deal with the ones near the coastal village first" when v or someone brought it up, but who cares.

It's also just really jarring to me to have contextless quotes. Regardless of whether assumptions can be made.

Veekie still has a good point about needing the New Settlement soonest though. We're going to burn away at the problem nearby and having a village closer up the river would help both this project and the canal.
Yeah, I thought about that after I posted, but was too lazy to edit. We should try to get an XS in @ the same time, if possible.
 
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