Please read
my post on the subject. You are not taking all the negatives into account, and the negatives are severe.
I did take them into account. You're misreading the traits:
Pioneering Spirit (LTN linked)
In times of strife, it is best to set out into new territory rather than draw a line in the sand, which also benefits setting out into new territory when there isn't strife.
Pros: Whenever stability drops, Econ increases as the political losers find something else to do with their time. New ideas introduced by foreigners are also more quickly adopted, and new settlements are established more quickly.
Cons: Whenever stability drops, also lose Centralization as pioneers break away from central authority figures
Eye for an Eye
Justice is to be served, but it must be discriminating and proportional. Retribution must follow, but it must also end once served.
Pros: Greater assurances of fair behaviour, regardless of position within the tribe
Cons: Justice must be served
Spiritual Values
Harmony
To live in harmony with oneself, ones neighbours, and ones environment is to live in harmony with the spirits. To live in disharmony is to invite disaster.
Pros: Bonus to collective action
Cons: Disharmony is to be corrected
Pioneer Spirit procs
once per stability drop.
We take a stability drop from economy hitting 0.
We take a stability drop from Eye for an Eye triggering if we fail to serve them justice for attacking us.
We do not autoconvert all centralization into Economy until it equals out.
We do not trigger Disharmony from activating Pioneer Spirit. It specifically says that political losers will choose to do something else productive instead of causing strife.
We do not see people break away from our civilization unless
Centralization hits 0(which is when people break away completely from the civ).
You ever read the stories about parties of armed trappers finding plots of land with men buried up to their necks in them? They were fucking frightened.
The whole idea here is that they think we're weak, but they do know that we're stubborn. Part of the idea is to get rid of the weak bit and conflate the stubborn with a "don't push or they'll fuck you up."
Just stating that it will drive them to greater atrocity is more than a little useless.
What greater atrocity could there be in this day and age. They are already raiding our northern allies, and will try and raid our people. They'll carry off and rape women and kill children without any goading on our part, its part of the whole war thing already.
Frankly, they're already desecrating our dead. That's about as bad as it gets, and that is why our people are so mad.
You're dealing with a Martial Honor culture again.
Remember the last time we tore them a new one? They went home and started a generations long blood feud for kicking their ass.
You want to terrify people with displays of violence, you need military superiority. Which we don't have.
The War Mission will be focused on defending the tribes with some counter-raiding, which is what we're doing now. This ensures our trade doesn't go down and it satisfies Eye for an Eye.
War Mission - You can send raiding parties against groups that have declared themselves hostile
And how do you propose to perform a 'defensive' raid on nomads without comparable mobility? Their entire battle strategy is hit and run. Attack you, take your stuff, and be gone by the time the reaction force is mustered.
How do you satisfy Eye for an Eye when your retaliatory force is engaged in the open repeatedly by enemies they can't outrun?
By adding another grudge for the killed warparty?
The War Mission will not decrease Economy. The warriors we send out fighting would be consuming resources regardless of whether we send them on a war mission or not. We will not lose Economy to raids because War Mission is meant to defend against raids.
Okay, at this point you're contradicting your below case statement.
Raid forces are resource hungry. Warriors in active combat consumes several times the amount of food they do while at rest. Warriors traveling must expend additional energy(whether human or animal), and thus food, to carry them to the fighting area.
Hell, even
Trade Missions cost Economy. We've done those before. They just pay off in goods, just as War Missions can pay off in loot if successful.
This is false. Step-Farms will not have a higher chance of ailed war mission, it has a higher chance of succeeding. The biggest things that can make us fail is a decrease in Centralisation combined with no food stockpiles and a drought. Step-Farms will ensure we do not hit 0 Economy and ensures we have food stockpiles for when the next drought hits, allowing us to continue fighting at full capacity.
Food supply doesn't matter if you
can't damage the other guy. Any war where they can hurt you, but you can't hurt them back except when they are attacking you, is going to be onesided. They'd always attack at their best condition, and we'd be engaging at our worst as a result.
I think we should attempt to discuss the definition of "Losing a War".
Our holding in the hill area are strong, and the enemy appears reluctant to enter the hill. This almost ensures our food and other production remain unmolested.
So from this point of view, losing is not quite possible.
That's without Eye For an Eye, which forces us to go out there, and raid them back to get even. If we weren't locked into sending a raid, I'd just double down on food production and wait them out.