I'm pretty sure Study Forest gives us Mysticism more than anything else- we're studying the secrets of the forest with our shamans. If we roll well it likely also gives us some other related advantages that the shamans decide are worth immediately publicizing, so it'll possibly help a little but probably not much. It's great if we want to make another sect of spiritual warriors though.

(Also, you probably should try to only quote the part relevant to what you're responding to)

@Sivantic
I really don't think that making an unwalled settlement is a good idea. The DP's entire system relies upon raiding unprotected towns, and that's basically what we would have if we didn't wall it off at all. A DP raiding group could get in and wreak some major havoc that we wouldn't be able to deal with. We could probably get away with delaying the walls by 1 turn, but any further and we're taking some major unnecessary risks.
I was replying to all his different replies to me - because the vast majority of them came from discussions of Expand Forest or Study Forest. Therefore, at least half of it was relevant.

I won't deny that it impacts our mysticism by having the Shamans learn some secrets, but I feel that it's probable that more people than just the shamans will be involved - we don't have enough shamans to make it be a secondary action, if comparable secondary actions are "expand farms" "fishing" and etc., which draw upon a large portion of our pool of workers. Therefore, since other rangers and etc. will probably be involved it can be considered to either buff our general familiarity with the forest or provide the tech advantages on a good roll.

Essentially, what I said still holds true: more or less by definition studying the forest will impact our ability to artificially expand it, regardless of how the mechanical benefits are phrased.
 
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Yes I agree they should be walled, but they are on the far end of the Western Confederacy. They would have to go through them first. I'm fully willing to Main Wall them the turn after we build the Settlement so that we can Main Settlement this turn to ensure that our village is a viable trade spot, regardless of how new it is.
I'm not disagreeing with [main]ing the settlement, I'm personally expecting to vote for [main] settlement and [secondary] walls. This will drop our econ to 2, but that's better than risking a DP attack and getting hit in both the settlement's workforce/infrastructure and in our morale/stability.
 
I'm not disagreeing with [main]ing the settlement, I'm personally expecting to vote for [main] settlement and [secondary] walls. This will drop our econ to 2, but that's better than risking a DP attack and getting hit in both the settlement's workforce/infrastructure and in our morale/stability.

They cancel out, it's just that the settlement's econ power takes a another turn to pay for the investment cost.
 
I'm not disagreeing with [main]ing the settlement, I'm personally expecting to vote for [main] settlement and [secondary] walls. This will drop our econ to 2, but that's better than risking a DP attack and getting hit in both the settlement's workforce/infrastructure and in our morale/stability.
As I mentioned they are still on the other side of a desert and the Confederacy between us. We have some leeway there. I think the Walls are important enough to do a Main Action if you're that worried, which means the next turn after. If they are as big a danger then they should be the best walls we can make.
They cancel out, it's just that the settlement's econ power takes a another turn to pay for the investment cost.
He's talking about the wall costs.
 
As I mentioned they are still on the other side of a desert and the Confederacy between us. We have some leeway there. I think the Walls are important enough to do a Main Action if you're that worried, which means the next turn after. If they are as big a danger then they should be the best walls we can make.

I thought we're making a new settlement in the lowland?

He's talking about the wall costs.

The wall will cost 1 econ, probably, while the settlement will net us a 1 econ, eventually.
 
I thought we're making a new settlement in the lowland?



The wall will cost 1 econ, probably, while the settlement will net us a 1 econ, eventually.
The lowlands is in the process of desertification.

And it was to explain why that plan would leave us with Econ 2.

Wall does cost one Econ, no probably about it.
 
I'm not disagreeing with [main]ing the settlement, I'm personally expecting to vote for [main] settlement and [secondary] walls. This will drop our econ to 2, but that's better than risking a DP attack and getting hit in both the settlement's workforce/infrastructure and in our morale/stability.
Hopefully trails this turn will increase econ to 4, so the main settlement + walls will have us at econ 3.
 
As I mentioned they are still on the other side of a desert and the Confederacy between us. We have some leeway there. I think the Walls are important enough to do a Main Action if you're that worried, which means the next turn after. If they are as big a danger then they should be the best walls we can make.
They are a danger of raids, which any wall should deal with. The distance and other enemies the Dead Priests face means siege is very unlikely. A secondary wall {the same turn as settlement} should give the People a secure base(a bigger one with main settlement).
 
Project: Slow but Steady
[+1 Main] New Settlement - Lowlands
[+1 Secondary] Walls - New Settlement
[+1 Secondary] War Mission - Dead Priests

It gives us a claim to the lowlands, one of the major reasons for the war. It gives us a secure base for attacking the Dead Priests, our superior archers on top of walls should be impossible for the DP to successfully attack. It expands our population, with more numbers we have better chances of victory and a better economy.

[+2 Main] Study Forests
[+2 Secondary]Expand Pasture
[+2 Secondary] War Mission - Dead Priests

Study Forests should give the People a better understanding of wood, something useful for bow construction and boat building.
Expand Pasture should expand our food supply and our food variety. Possible improved animal usage.

[+3 Main] Expand Warriors/Carts/Blackbirds, depending on what is the most effective one
[+3 Secondary] Expand Fishing
[+3 Secondary] War Mission - Dead Priests

With the improved understanding of wood from studying the forest, any roll except crit fail will result in improved Watercraft. It will improve transportation (via rivers/canals), and expand sea trade.
Main expanding whichever military has proved the most useful over the previous couple of turns should give us the best chance of victory. By this point the population growth from the new lowland settlement and increased protein intake from pastures should have kicked in. By basically doubling our forces against the Dead Priests (who by this point have been generations of war against three groups, who are each almost as good at war) we should be in the best achievable position for victory.

Hopefully by this point the predicted drought has occurred, allowing the defeat of the DP. If it does then one/two turns of econ followed by a Mega-Project. While conducting the Mega-Project, look for metal/expand mysticism. Depending on what does better, develop metal or sacred warriors.
Why not do Pastures instead so that we can spend it on Festival to raise Stability?
I do plan on pastures soon, Festival depends on our econ & stability results of this turn.
 
They are a danger of raids, which any wall should deal with. The distance and other enemies the Dead Priests face means siege is very unlikely. A secondary wall {the same turn as settlement} should give the People a secure base(a bigger one with main settlement).
But Raids from who? The Confederacy is our ally and our Warriors have long since stopped people from raiding in our own lands. We had troubles up north because they weren't ours yet.
 
Nay, I'm hoping for Pastures next and then Wall. Pastures would provide lots of benefits to the logistics, war capabilities, and health of our warriors. Better to start that now and let our people grow from it first.
I'd prefer this too, but short of the ST's coming in to smash the face of the DP in hard, or AN confirming that the site of the settlement is immensely beyond the DP raids, I won't hold my breath.

Granted, both things are quite possible.
 
I think that settling the lowlands is the right choice. I would not oppose doing an econ action like Expand Pasture rather than walling so long as we make a wall the turn after - either as a Main or w/ Expand Fishing or Expand Forest as a Main. Though I'd still rather wait on Expand Forest for a turn when we can Study Forest at the same time.

Whether or not a wall is urgent depends on exactly how far away the DP are. The mere fact that we could put the settlement in the lowlands seems to me to mean that there isn't a vast shield of WC settlements between us and them, but if AN states that there ARE, well... A wall can probably wait a couple of turns in such a case, and the lowland settlement will be better for it.

Festival seems like a dumb choice if our stability issue has been resolved.

I'd prefer this too, but short of the ST's coming in to smash the face of the DP in hard, or AN confirming that the site of the settlement is immensely beyond the DP raids, I won't hold my breath.

Granted, both things are quite possible.
^
 
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I think Study Forest would impact the efficacy of the forest expansion, regardless.
No doubt, it would.
Though I expect any gains to be incremental
Also, black soil wouldn't necessarily have all the appropriate micro-organisms. It depends on if it was done near trees and using soil from those trees rather than just clay shards, waste, and charcoal. Even if soil is used, of course, the environment of the black soil pits would partly skew the microbial populations... but whatever. Black soil will definitely help with a lot of things and all it would take to transplant the appropriate soil fauna and fungi is planting a sapling or two in pots w/ original soil and then replanting both the tree and the soil in the lowlands.
The black soil pits we ferment the crap in are likely in the forest itself, or at least outside the village, due to the obvious acceptability issues of burning manure and other rubbish within smelling range of the village..
It doesnt matter how crippled they are, a good roll of the dice would still be enough to distract the DP. But then it hasn't really been an available option yet so...
I'm pretty sure the problem is that what people are envisioning and what's actually going on has a fairly larget gap.

What's going on here for our war process:
-During Summer(Spring and Autumn are too wet, Winter too cold), we send a hundred dudes down with a season's worth of food supplies in wagons.
-These dudes will look for a weakly defended Dead Priest settlement to take a swing at and attack. They wreck(or fail to wreck) the garrison warriors, then loot the stores, loot the cattle, free the slaves, and lead them away. Some of the civilians get killed in the process, unusually many due to the Dead Priests being fundamentally offensive, anyone suspected to have desecrated bodies(consumed human flesh) would be executed.
--Our Blackbirds help here, by moving ahead and locating targets.

-The Dead Priests warriors arrive either during the fighting with the garrison, or when our warriors are retreating from the fight, having freed as many slaves and loot as they can haul. The battle here is to get clear or get the loot back depending on which side you are. Raids do not generally spend a long time in one settlement, much less enough to raze it, as the longer they spend in one place the more likely that the defender will be able to muster enough concentrated force to kill the whole raid group.
--Our Blackbirds help here, by identifying enemy patrol timings, we can get more time to work with.

-Engagements between warriors are not by default to the death. Fights generally end once both sides have like 5% too badly wounded or dead to continue fighting(the broken side starts running. Obviously the winning force isn't going to stop just because the losers are running(especially not with recurve bows), so either the losers will be forced to turn around to inflict comparable injuries before both sides disengage, or they are harried until they run out of range.

-This continues for about 3-4 successful raids, or 1-2 failed raids, upon which our warriors will trek for a month home again, with whatever loot and leftover supplies they have. Due to the distance and lack of roads, they're going to be taking portable wealth, leaving the cattle and ex-slaves to the WC.
@Sivantic
I really don't think that making an unwalled settlement is a good idea. The DP's entire system relies upon raiding unprotected towns, and that's basically what we would have if we didn't wall it off at all. A DP raiding group could get in and wreak some major havoc that we wouldn't be able to deal with. We could probably get away with delaying the walls by 1 turn, but any further and we're taking some major unnecessary risks.
Pretty much yes.

Their entire model is based on raiding nearby villages to kidnap, maim and enslave their people. You do not leave a settlement without walls there.
I'm not disagreeing with [main]ing the settlement, I'm personally expecting to vote for [main] settlement and [secondary] walls. This will drop our econ to 2, but that's better than risking a DP attack and getting hit in both the settlement's workforce/infrastructure and in our morale/stability.

I've been convinced over the discussion to Main the walls and Secondary the Settlement, since the settlement is going to pay back the walls next turn, so we'd go Econ 3->Econ 2->Econ 3, rapid settlement expansion is secondary to putting up walls so that our construction workers have some peace to work in.

As I mentioned they are still on the other side of a desert and the Confederacy between us. We have some leeway there. I think the Walls are important enough to do a Main Action if you're that worried, which means the next turn after. If they are as big a danger then they should be the best walls we can make.

He's talking about the wall costs.
Main Walls + Secondary Settlement > Secondary Walls + Main Settlement >>>> Main Settlement + Main Walls next turn

That's an entire generation, 30-40 years, for the Dead Priests to locate and target an undefended settlement. The Western Confederacy deal with Dead Priest raids by picking up their settlement and moving whenever they get hit, so the Dead Priests will have to waste time searching the lowlands for where they put the settlement after every successful raid.

The settlements we build won't have the option of pulling up stakes, so you can expect the Dead Priests to hit it, and keep hitting it.

The new settlement's location means:
-Dead Priests only have to cross lowlands to reach it. Badlands are to the northeast of the site.
-It's in closer raiding range from the Dead Priests than our Lower Valley village. It's the whole point of putting a village there.
-The Western Confederacy don't utilize static defense, they won't meaningfully obstruct raiding over the timespan of a generation.
-
 
I've been convinced over the discussion to Main the walls and Secondary the Settlement, since the settlement is going to pay back the walls next turn, so we'd go Econ 3->Econ 2->Econ 3, rapid settlement expansion is secondary to putting up walls so that our construction workers have some peace to work in.
As long as we follow up by planting a forest there the following turn, I'll be happy! We're Elves, we should live up to our sappy reputation!

2674
 
War. What is it good for?

REMOVING THE DEAD PRIESTS. I'm seriously okay with Sacred War right now. We've found our anti-Ghibli antagonists and they eat people while building walls with skulls.

So it's good for absolutely something.
 
Main Walls + Secondary Settlement > Secondary Walls + Main Settlement >>>> Main Settlement + Main Walls next turn

That's an entire generation, 30-40 years, for the Dead Priests to locate and target an undefended settlement. The Western Confederacy deal with Dead Priest raids by picking up their settlement and moving whenever they get hit, so the Dead Priests will have to waste time searching the lowlands for where they put the settlement after every successful raid.

The settlements we build won't have the option of pulling up stakes, so you can expect the Dead Priests to hit it, and keep hitting it.

The new settlement's location means:
-Dead Priests only have to cross lowlands to reach it. Badlands are to the northeast of the site.
-It's in closer raiding range from the Dead Priests than our Lower Valley village. It's the whole point of putting a village there.
-The Western Confederacy don't utilize static defense, they won't meaningfully obstruct raiding over the timespan of a generation.
An entire generation is 20 years, it is not undefended, we would have warriors stationed there well versed on fending off raids as we have done so for generations against the Northern Nomads and superior equipment. We would be placed on the opposite side of the Western Confederacy and they would have to deal with them first.

You also forget that we would be using it as a jumping point for our own raiding warriors and thus even more heavily staffed than our normal villages.

Walls are helpful yes, but they would not be the death of us as you seem to imply if we leave them off a turn.

-The Dead Priest would have to cross the lowlands and bypass the entirety of the Confederacy.
-Again even if it is close, they would still be in the midst of our allies and heavily garrisoned as our own warriors are there to raid
-They still farm, that requires that they do settle in specific locations, especially if they picked up our farming practices.
 
How close is the theoretical lowland settlement to the area the Dead Priests are known to travel?

It's about as far from the Dead Priests as you can get in the lowlands, but there are no major geographic boundaries other than the river (admittedly, for raiders that is fairly significant) and they can and do range that far at times.

EDIT: Also, probably no update for another 24 hours. Not feeling grant today.
 
It's about as far from the Dead Priests as you can get in the lowlands, but there are no major geographic boundaries other than the river (admittedly, for raiders that is fairly significant) and they can and do range that far at times.

EDIT: Also, probably no update for another 24 hours. Not feeling grant today.
Hope you feel better.

But yeah, walls at the same time as the settlement definitely then, and main focus.
 
An entire generation is 20 years, it is not undefended, we would have warriors stationed there well versed on fending off raids as we have done so for generations against the Northern Nomads and superior equipment. We would be placed on the opposite side of the Western Confederacy and they would have to deal with them first.

You also forget that we would be using it as a jumping point for our own raiding warriors and thus even more heavily staffed than our normal villages.

Walls are helpful yes, but they would not be the death of us as you seem to imply if we leave them off a turn.

-The Dead Priest would have to cross the lowlands and bypass the entirety of the Confederacy.
-Again even if it is close, they would still be in the midst of our allies and heavily garrisoned as our own warriors are there to raid
-They still farm, that requires that they do settle in specific locations, especially if they picked up our farming practices.

A turn does not always take or span a generation. That would be absurd for the timescale of a war.
 
Seems to me that secondary walls should still be enough. We're not likely to see anything other than raiding parties, no large-scale attacks. Secondary walls are equivalent to what we set up around all of our northern territory- except all of that effort is instead focused on fortifying a single town. The walls won't be unbeatable, but even secondary walls should easily be enough to repel small attacks (and large attacks would have both a large logistics trail and plenty of advanced warning such that we'd probably get a mini-turn choice to deal with it)
 
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