Nomads "not" Mongols/Assyrian
Advantages
Population size - there are more of them and a higher percentage are warriors
Military - their people have more advanced military tech and slightly better warriors
- their warriors are better fighting on the plains
Mobility - they are faster and more mobile
Disadvantages
Lack of unity - in a generation or two they will split back into multiple tribes
Poor infrastructure
Dependent on raids
The People tree hugging dwarfs / industrious friendly druids
Advantages
Soon we will finish the project against the blight, freeing up a large amount of manpower
Defense - they lack the ability to attack any of our important areas
- our warriors are better fighting on the defense/ in the trees, hills
Industry - we can out produce them
Disadvantages
Eye for Eye - we cannot stop the fighting until we defeat them
The two main secondaries we are debating are Step-Farms and Build War Carts
Step-Farms build more farms, focus on victory next turn when we are in a far far better position due to finishing the Blight
Advantages
(technological)moves us closer to perfecting step farms, hopefully fully incorporating this turn, worst case one turn left
if we gain war tech from the battles we can more easily implement it
might offer better anti chariot tech
(population)provides more food, if extremely lucky increases our numbers to match that of the Nomads
(stability)minimizes loss to stability
(War losses) more affordable, any carts we lose this turn is ones we are planning to replace next turn anyway
(Cultural) matches with our defensive fighting, hard working culture
higher chance of completing Eye for Eye next turn
(Economy) definitely better long term and maybe short term
Disadvantages
(technological)no immediate improvements in war tech from this project
(population)most gains will be long term, not now
(War losses) slightly higher
Build War Carts construct more of the new war carts, offers a slight chance of winning this turn at the cost of a worse situation long term
Advantages
(technological) if we crit success may allow us to match/exceed the Nomads' chariots
(population) if we need to retreat(crit fail) more of our warriors will survive
(War losses)hopefully less than not building carts
(Cultural) higher chance of completing Eye for Eye this turn
Disadvantages
(technological)will be outdated soon, it is implementing our best current design, not including what we learn from fighting the Nomads
(population)outnumbered by Nomads means weaker against a second war with Nomads
(stability)loss to stability is certain, but hopefully affordable
(War losses) if we lose too many we will have to spend next turn replacing them wasting a secondary project slot
(Cultural) will upset our people more
(Economy) weaker, hopefully by a small amount
Basically Step Farms is risk losing battle now, win the war next turn
Worst case easily affordable military losses[war continues for many turns], best case complete victory next turn, most likely a longer war and more dead warriors.
Basically War Carts is possibly win battle now, risk losing in the longer term
Worst case unaffordable centralization losses[we lose the quest], best case quicker victory, most likely a shorter war and affordable stability loss.
Both most likely result in a loss that we can recover from, but the impact of War Carts is in my view a far worse loss. If were seriously threatened it would be worth it to sacrifice (econ, stability, centralization) for victory, but why make sacrifices we do not need to.
Towns are much denser, but populations are comparable to slightly less than the larger but more loosely organized groups such as the northern nomads and Western Confederacy. The largest settlement in the local area is however the Dead Priest's central settlement, although they have a small number of secondary settlements.
General populations are:
Spirit Talkers < Dead Priests = The People < Northern Nomads < Western Confederacy, although the differences are currently relatively small.
Depends how low Econ goes, but generally its a 1:1 exchange between Econ and Centralization.
More Fishing, Farms (Step or Regular), or Pasture land should keep things stable. However, given the military necessities, investing in the military is probably a good idea, even if it will be disruptive.
Also, the expedition won't necessarily chase the nomads out onto the plains, it is just that you are compelled to fight it out. Failure to pay back the attack this turn is unlikely to cause problems, but the score needs to be settled in some way eventually.