True, but if the trelli aren't effected as much by the climate directly in terms of landslides and farm destruction and standing water, which is my understanding from what i remember from your posts among others, then they'd likely have taken more boat/docks actions specifically to counter that issue; whether they have the same solutions, i think its likely they've got at least one or two innovations in since the climate issues started
They do, but we had complete longboats at the start of the weather fuckery, while they had three choices:
-Build the Speed x? design for weather resilience. This is difficult, the Speed boats are specifically vulnerable to rough weather, and capsize easily to choppy waves, so they'd need to add Size upgrades to the line.
--So...where do they get the large timbers for the spine to build large boats in this climate?
-Build the Size design from scratch. Make them big enough to ride out a nasty storm without docking, but that means the first stage is counterproductive, too big to take shelter in coves, too small to ride storms.
--So...where do they get the large timbers for the spine to build large boats in this climate?
--Secondly, without Love of Wisdom they won't spawn innovations nearly as fast.
--Thirdly, this design is useless for interdicting traders or trading with people without big docks.
-Build the Portability design from scratch. Now they have a small boat which can beach anywhere to avoid storms. They can then work their way to a longship design.
--Problem, the longship design is a massive waste for them. They have no rivers!
So I'm guessing they might be actually focusing on running trade missions and art patronage to ride out the storm.
That's probably how a new dynasty in China arise.
Though noting that many of these 'bandits' were usually minor or fallen nobility with personal armies that they leveraged.
The typical unwashed rabble bandits were rarely as successful, what with having neither decent weapons nor knowing how to fight.
The medieval image of bandits were mostly former levies, knights fallen on hard times(i.e. landless knights) or mercenary companies going unpaid. The Roman era bandits were mostly former warriors from assimilated native culture or former legionaires/deserters I think.
If i remember right, 1 econ, 1 wealth, and 2 mysticism; we're sending a large contingent of priests and shamans, with expensive alchemical regents and equipment, and either enough attendants and brute muscle (to mine and move the limestone under the priests direction?) to take away from farming, or else establishing a major enough alchemical research setup to require more farms and labor to feed and supply.
Looks like it yeah.
-1 Econ - Miners and masons. Also the manpower to set up the labs and kilns.
-1 Wealth - Alchemical gear. Top quality glassware, along with a shipment of reagents, acid and furnaces
-2 Mysticism - Priests and shamans. A smal village worth of experts.
The drawback is it gives the Northern Temple it's own full featured alchemical lab so they won't need the Core so much but it does buy us some time against Temple Induced Culture Drift.