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..
Whether they're in the forest or not depends on partly on if there are non-forested areas that are close enough to work with, far enough to not smell the manure (which isn't burning, we burn and then grind the charcoal separately), and not used for other tasks. The forest, imo, is unlikely due to tree roots, though maybe the pits can be shallow enough that this doesn't matter. I also just may not have a good grasp in regard to tree roots.
This is objectively wrong. The Economy stat has been explained by Academia Nut to refer to food and people, nothing else. Trade goods and luxuries boost Art and Diplomacy, but drain Economy in doing so. They don't increase it.
As for logistics, getting more food - and thus more Economy - will allow us to pay for the war. With all the many costs we'd need to pay for this multi-generational war (including building and supporting the settlement), increasing food production early is important for any long-term strategy.
We already have a great deal of food - Econ 3, remember? I'd say that "Food & Places to grow Food" are more deep-rooted cultural drives like a desire for stability and like our desire to kill the DP for insulting our deep-rooted values. Aka, this is not an urgent need. Trade goods actually can boost economy if you trade down art and diplomacy - or at least they should, considering that you can sell art and buy food.
Regardless, the sheer number of other benefits that the trail provides in 1) making the War Missions more effective and more rewarding 2) making the settlement easier to grow 3) spreading our culture are incomparable to even the benefits of my dearly beloved Step-Farms, aka the project Siv and I strenuously advocated for over the duration of this quest.
Well, I mean we don't strictly speaking NEED trails for the village, but it helps what with increasing the speed supplies are sent to it.
We basically do need it, unless there's a bunch of trees and stuff downriver. If it takes us a good while to build the walls and buildings and etc. the cost of feeding people rises as farms are not built and the damage from an attack rises as they have no shelters and no way of limiting access to our supplies and animals.
2.) The river system that empties into the sea at the coastal village. The smaller river that has the waterfall where your first holy site is joins up with this larger river
Please give us more descriptions of what our people know about this river. Does it terminate in a steep mountain? Is it cultivatable along its path? Have any seemingly human-manufactured items washed ashore along its banks? Are there any points with rapids? Is the sand glittery?
I feel like I'm talking to a brick wall here, what with you ignoring our points. Step farms simply builds farms, while the other econ actions give more benefits. If you're dead set on an econ action this turn, please choose something else.
^
Step-Farms also might finally integrate the tech into our farm action, but honestly at this point I assume it will take a Main of it. Pastures = stronger warriors from meat, leather, horns, milk, labor; Forest = defense, food, wood; Fishing = ship tech in the far future, food; Expand Farms = as singularly useful as Step-Farms.