Why, when given those percentages, are you guys voting for it? We already have an option in Establish Annual Festival that we know will increase our stability back to 0, and it does so in a far more communal and harmonious manner than RoH which the author has stated "is a very aggressive method that is intrinsically disharmonious".
Primarily to head this shit off in the future. Stability issues stem from uncertainty, causing corruption and generating more corruption sourced uncertainty in a feedback loop.
We cannot practically do anything about the uncertainty in the future, but we CAN close off corruption as an aggravating element if we can just enforce it.
Secondarily, to attempt to evolve Holy War with a Justice fusion. Longshot, but that's one way out of this thing...
They've taken some from you and some from their "cousins" the Dead Priests from when they were a more unified people, so either you already have a better version, or the values are incompatible when taken together. You might pick up one of their honour values though.
Is that what happened when they tried to assimilate our Harmony practices?
From a past turn I think they might have copied Eye for an Eye(which gave them the change in slavery practies), then tried to copy Gardeners/Harmony and failed?
They collected six figures worth of human skulls and made a massive wall. It took generations to gather the resources together, although the actual wall only took about a generation to build an a few years to decorate.
That wall is solid heresy there.
So, New Values!
-Western Confederacy: Pioneering Spirit we already know the effects, and they're honestly not that great. While indubitably synergistic with Land of Opportunity, naturally, the problem of lowering Centralization concurrently with a Stability hit is what we are currently seeing with the past few turns. So, no go, really. (Also, since we got the hint that the WC adopted some of our traits at a lower level, does this mean the WC and the Spirit Talkers have a version of our Caretakers of the Land trait? It seems likely, since that's a reasonable representation of the export of our agricultural paradigm to another polity.)
-Nomads: Likely a Military Honour value, which from the list AN provided, is most likely the [Fighting is Glorious] value or the [Defend Weaker In-group] value, since those are the values most compatible to our own values. At a guess, we'll get the [Defend Weaker In-group] value, since that seems more compatible with our pre-existing values. The base level of it probably give a bonus whenever we fight in defense of our allies or with our allies but also gives a stability hit if we don't get into a war in defense of our allies. With the current war, the high chance that the Dead Priests will attack the WC relatively soon, and our inability to really see to the war to a favorable conclusion in a timely manner, I'm really not feeling this value. The other value, however good it'll be for stability, I'm inclined to dismiss out of hand, since that will combine easily with Sacred War (and with our Strong Opinions on Agriculture) into a militarily-aggressive expansionist culture. (And the con of it, considering the continuous raiding culture among the Northern Raiders, would be to take a stability hit if we are not currently engaged in a war.)
Of the non-military values-- The [Honour Your Word] value is a variation on the "Fairness" aspect of our [Eye for Eye] trait, which is okay since we lost it when [Eye for Eye] evolved. The [Family Above All] value on the other hand, looks to be a poison pill, considering our current troubles where individuals drift away from non-family harmony in times of trouble. That is, we get a worse version of the current troubles whenever our Stability drops into the negatives.
-Spirit Talkers: A more esoteric Mysticism value. Even with the closer look at their values from that one trade mission, I don't really have a good guess as to their core values that we'll likely take. For a completely wild guess that I don't expect to happen, something that rises from the study of non-seasonal weather cycles??? Which, given our current difficulties with the lowlands, may come from our elders and shamans looking at the weather cycles of the lowlands and then seeing the drought cycle, a possible weak period that'll let us attack the Dead Priests. --Then, expanding into a more general consideration on the natural, material, and spiritual cycles, and how that reflects on the People. I can see the vague form of the resulting trait, thought I can't articulate the substance of the effects.
Maybe getting warning of natural disasters before they arrive for the ST esoterica?
Sort of, and primarily no. The environment has changed over the past millennium, becoming much drier and trees don't grow well in much of the lowlands, but with effort some species can be grown.
Sounds like they're exhausting the mid-layer of the soil there systematically. Need to replenish the deep black soil.
It's not an issue of heat, it's an issue of decent topsoil being blown away, which gradually expands as more top soil is exposed to be blown away. It's basically the Blight 2.0, yes, though fighting it takes the form of windbreaks more than anything else.
Windbreaks, which basically meant trees, which not only steal energy from the wind, but also capture and return escaping debris via leaves, as well as maintain organic mass bulk to retain water with.
.......
So, we should expand into lowlands and repeatedly mash 'Expand Forests' button?
Basically, though we're going to need to push settlements first.
~ My concern is that forests aren't there already because there are periods where there's not enough water, killing the forests that grew when there was. I'd say that a more optimal goal is to expand into the lowlands in settlements and mash the Expand Forests button every 2 lowland settlements or so. This would lead to a scattering of less dense forest that would serve as a windbreak and cart-brake but not be an exceeding draw on groundwater.
Not quite. It's a cycle of bad soil. There's plenty of water, the problem is that the damaged soil would not support a sapling until it punches through the ruined layer and reaches the deeper soil and aquifers. Basically the trees need a little help getting anchored, and then they'd need to be irrigated(which we do!), until they hit the stabilizing point.
Most of the lowland trees have been cut down for materials to boot, as their clay working industry and constructions all use a lot of prized wood.
Where have we planted forests? In the forest. What does the forest have? 1) Shade from the trees that already exist, 2) microbes and mycorrhizae that are already adapted to a forest ecosystem, 3) unknown but probably important factors in a forest ecosystem.
1) Not quite. We've planted forests after burning and sterilizing entire sections of blighted forest, replaced the soil with Black Soil, then replanted it.
2) Fortunately you need a sample of soil with those things that can supply the microlife, which is what the Black Soil is.
3) However we're going to need to import the wildlife...after it's already cultivated. Transporting beehives would be...exciting.
I think we can leave Build Walls for a different turn, because your projected plan will simply consume all our Economy as that is two projects that use Econ, War Mission and Build Walls, and one that merely costs/produces 0 Economy. Then we're down to Economy 1 again. We need to avoid pushing it too far too soon.
As AN had said before, New Settlement is not Econ 0. It's Econ 0 on first turn, then starts generating more Economy on the next turn. Delayed gratification. We're still going to be on track.
I see your point, but the lowlands are open plains with little forest (if any at all). We have Black Birds, so i'm pretty confident that they would spot any large raiding parties that march near the settlement and stop them (especially considering the much larger cavalry we would have stationed there).
Blackbirds are much more powerful when used with fortifications incidentally. Having prior warning of an incoming raid means we can evacuate the farmers and field workers into the settlement walls, and then have our carts move out.
Yeah, against the Confederacy's 6-9 Settlements and the Death Priests ?? settlements, one settlement is totally going to make us a major player there(lol). Walling would do nothing about supply routes, that's trade mission and new trails. I'd rather supplement our war actions with a econ actions instead. All our villages have garrisons, we have warriors spread out everywhere we have a settlement.
Already know that's wrong btw. New settlement means a near-site workbase that can manufacture tools and weapons, as well as produce food locally. It also makes it easier to put another settlement further downriver and so on. New Trails help with logistics, but when it's a month's travel to replace any broken carts...yeah.
You're forgetting the cost of the long distance war
...wouldn't having a local source instead of a 1 month import route for even basic food and weapon supply dramatically cut the cost of prosecuting a war?