I never said that fishing wouldn't create black soil, merely pointed out we would also gain the benefit from pastures. And taking materials to a settlement is a lot different than taking them to the edge of the blight and would require a significantly larger number of animals to cover a significantly wider area. Even if we can't get right up to the area the transportation bonus would be huge. So no, this isn't a good reason to avoid pastures over fishing.Fishing aids in creating black soil as much as having more cows would: both fish waste and manure are valuable in producing black soil due to providing organic detritus and nutrients that saturate the char. We do not need more cows to move things into the forest: assuming that they can get through it w/o knocking down trees, we already have enough from the cow expansion when we built the wall. Additionally, fishing would eventually provide technology that we don't already have. It is good to plan for more turns than just the next.
Here's a link on activating charcoal. Consider googling "biochar" or "black soil" if you are into gardening, or want to be a more informed person.
This however is. Boats should be able to move far larger amounts of cargo, and even if we can't get them all the way up to the edge of the blight, we can cut down on the travel distance dramatically. So yeah, I guess this is enough to convince me.Bigger boats, bigger cargo boats to move all the char, manure, and fishing trash to the sites of the forest.
Given the depths some of the scouts go into the forest, they naturally build landmarks and mark trails, but soon enough as the knowledge begins to spread, they start setting up little shrines in an attempt to appease what spirits might be upset out here.
[X] Send experts
[X] [Secondary] Black Soil
[X] [Secondary] Expand Fishing
Okay, looking at this purely with our Economy stat in mind to see what we can afford. All of the following costs are of course simply guesses.
Potential costs:
Continuing the fight against the blight: 1-2 Economy every turn (Locked in)
Send Experts to the Confederacy: 1 Economy
Establishing a New Settlement: 1-2 Economy
Potential income:
Expand fishing: 1 Economy
Black soil: 1 Economy
Snail cultivation: 1-2 economy
Potential actions:
1. 3 starting Econ + Black Soil(1) + Expand Fishing(1) - Fight Blight(1-2) - Experts(1) = 2 to 3 Econ left.
2. 3 starting Econ + Black Soil(1) + Snail cultivation(1-2) - Fight Blight(1-2) - Experts(1) = 2 to 4 Econ left.
3. 3 starting Econ + Black Soil(1) - New Settlement(1-2) - Fight Blight(1-2) - Experts(1) = -2 to 1 Econ left.
In my mind, we'd like to keep our current Economy score at or above 2 at minimum. This means that we have to "earn" 2-3 Economy this turn since we're continuing with the Blight Fight and sending Experts is almost certain. We're already set to earn 1 Economy from Black Soil but we need to earn at least 1 more. This can be done in a number of ways but Fishing seems like a decent choice, since it also increases our food supply while it doesn't increase demand for more black soil.
I'd like to stress that I think picking New Settlement with only one additional econ action will likely result in an Economy of 1 at best and -2 at worst, which could have serious consequences up to and including the abandonment of the fight against the blight. I'd much rather be on the safe side and have a buffer in case something bad comes up.
Druidism or Kami. Basically the same name though.Druidism or Native American Animism a-go-go. Our Crow myth is is remarkably similar to some Native American myths from the Northwest. *looks over at @Academia Nut *
On a different note, can we get the map linked on our stats page?
*shrug* Tbh, I figured that building the wall would require a lot of cows considering that we'd be carrying really heavy stones rather than less-dense manure and char. So the increased number of cows required would be balanced by the lighter load. But I didn't calculate in the well-developed trail between our different villages, which would mean we could use wagons.I never said that fishing wouldn't create black soil, merely pointed out we would also gain the benefit from pastures. And taking materials to a settlement is a lot different than taking them to the edge of the blight and would require a significantly larger number of animals to cover a significantly wider area. Even if we can't get right up to the area the transportation bonus would be huge. So no, this isn't a good reason to avoid pastures over fishing.
This however is. Boats should be able to move far larger amounts of cargo, and even if we can't get them all the way up to the edge of the blight, we can cut down on the travel distance dramatically. So yeah, I guess this is enough to convince me.
[X] Send experts
[X] [Secondary] Black Soil
[X] [Secondary] Expand Fishing
[X] Send experts
[X] [Secondary] Black Soil
[X] [Secondary] Expand Fishing
I wonder if we've discovered that singing to plants has a positive affect on them yet....
How can a new settlement not cost anything? It's a pretty big undertaking to move a bunch of people and build houses, graineries, meeting halls etc. for them, not to mention setting up our intricate farming and forestry system. There has to be significant period of time where they won't be able to provide for themselves and it's a pretty big number of people. You'd also need another "set" of chiefs, advisors, warriors etc. to administer and protect the new settlement, which is being built on land that is "not particularly good for farming." I'm not saying we shouldn't construct it in the future but not right now with an Econ of 3 and a current Mega-Project under way.Good math! I'd argue that the snails are a solid 1, though. While the WC increased their desire last turn, the pressure from the DP might decrease that demand in the future. Personally, I lean toward the New Settlement lacking an economic footprint, but it's better to be safe than sorry. And it leaves us room to do it together w/ an expanded spirit place, and maybe the annual festival if we hold it off long enough.
Maybe not as such, but they probably do sing while working to pass the time.[X] Send experts
[X] [Secondary] Black Soil
[X] [Secondary] Expand Fishing
I wonder if we've discovered that singing to plants has a positive affect on them yet....
How can a new settlement not cost anything? It's a pretty big undertaking to move a bunch of people and build houses, graineries, meeting halls etc. for them, not to mention setting up our intricate farming and forestry system. There has to be significant period of time where they won't be able to provide for themselves and it's a pretty big number of people. You'd also need another "set" of chiefs, advisors, warriors etc. to administer and protect the new settlement, which is being built on land that is "not particularly good for farming." I'm not saying we shouldn't construct it in the future but not right now with an Econ of 3 and a current Mega-Project under way.
I still wouldn't say that it completely cuts its cost. More like bringing it down from a 2 to a 1.Our last trait, Pioneering, gives bonus to establishing new settlements even without stability loss, and new one will be in the 'middle' of controlled territory and will ease logistical burden of travel, thus hopefully decreasing economical cost of this megaproject.
I still wouldn't say that it completely cuts its cost. More like bringing it down from a 2 to a 1.
Economic footprint = initial cost balanced out with return. We have the settler buff which makes setting up new settlements fast and easy. I don't see why the "set" of chiefs advisors, etc. is worth mentioning: they're people, but there are presumably extra hands spread among the villages, and the pools for the warriors and chiefs are unlikely to be contributing much at this point in time, especially if you assume that the chief candidates have special skills which they've trained for but are not using. The soil isn't good for farming atm, but each turn spans a number of years, and while it is not "good for farming" now, a decade of improvement will change that dramatically, and it will provide more food regardless, as well as ease access to that weird spot above the middle river. It will also eventually provide more land on which we can dig pits to make the char, and easier access to forest which we can harvest the wood from without damaging the land. Or even allow us to drag the blighted trees to the pits so we can burn them and reuse them.How can a new settlement not cost anything? It's a pretty big undertaking to move a bunch of people and build houses, granaries, meeting halls etc. for them, not to mention setting up our intricate farming and forestry system. There has to be significant period of time where they won't be able to provide for themselves and it's a pretty big number of people. You'd also need another "set" of chiefs, advisors, warriors etc. to administer and protect the new settlement, which is being built on land that is "not particularly good for farming." I'm not saying we shouldn't construct it in the future but not right now with an Econ of 3 and a current Mega-Project under way.
Which is balanced by the return, ideally. So that the Black Soil fights the cost of the Blight-fight.I still wouldn't say that it completely cuts its cost. More like bringing it down from a 2 to a 1.
And that would be incredibly valuable over a 2-4 turn period, and it'll continue to pay dividends afterwards.I still wouldn't say that it completely cuts its cost. More like bringing it down from a 2 to a 1.
It's more like the numbers are placeholders for what the assumed real-world changes would result in. So we're not really speculating about the actual mechanics behind the story, but rather a hypothetical mechanical system which allows us to weigh different speculations in a simplified way.I don't understand why people are throwing around numbers which we don't really know...
The whole system is pretty abstract, and we don't have any clear way of know how much stats each action will change...
You misunderstand. I meant the cost of the new settlement. The trait would bring the total cost of it from a 2 to a 1. When we are at Econ 3 and have a major project siphoning from it each turn, I would rather not risk it going lower.And that would be incredibly valuable over a 2-4 turn period, and it'll continue to pay dividends afterwards.
I still wouldn't say that it completely cuts its cost. More like bringing it down from a 2 to a 1.
Of course we don't have magical singing yet, our spiritual ability is way below desired levels.I'll guarantee that doesn't do anything on this scale, and we likely don't have magical Planty Singing Powers like the Aiel.
We need estimates in order to conduct long-term planning, which the Mega-Project requires. Sure, there's a lot of uncertainty but it's better than simply picking actions that we like the sound of and hoping for the best. I doubt the results will be pretty if we run out of Econ in the middle of the project. If you have a better way to do things, I'd love to hear them.I don't understand why people are throwing around numbers which we don't really know...
The whole system is pretty abstract, and we don't have any clear way of know how much stats each action will change...