- Location
- Panama City
The animals we get from pastures can be used for more than food, like hauling war carts.The conversion of plant energy to animal energy is an inefficient one; I think we could feed more people with Step-Farms than Pastures.
The animals we get from pastures can be used for more than food, like hauling war carts.The conversion of plant energy to animal energy is an inefficient one; I think we could feed more people with Step-Farms than Pastures.
To be fair, the pasture option would increase our Economy and make all our construction projects go easier. Hmm...
My solution to the DPs is to ignore them for a while, focus on ourselves, and come out stronger than we would otherwise with another plan.So your solution to the DPs is to stick our heads in the sand, ignore them, and hope they collapse. Sending unsupported war missions isn't going to make them go away and get us out of Holy War any faster, you know.
Fair enough, but as we all know we really can't afford a mega project now.The main benefit would be that it would kill/motivate to move a bunch of the settlements they prey on.
Canal is probably a wiser choice as it would integrate our valley and coastal cities by making travel between them easier and providing a length of land that would probably be farmed as we divert water from the canal.
*sighs* my geology knowledge isn't sufficient enough to guess if there are worthwhile metals up there.It goes further up into rough mountains that are not water navigable, and people have explored up there for the hell of it, but there's better land elsewhere. People likely have lived there in the past, but environmental perturbations likely drove them to abandon the areas and join up with your people. Much of its navigable length is only semi-navigable as it cuts through forested hills. A large chunk of the watershed on the western bank was the area where you fought the Blight and while much of it is still relatively wild, a few thousand people have taken up semi-permanent residence in the region to manage large chunks of the forest. There are some good flint deposits, some quartzy regions, quality clay beds, and a few spots where good sandstone can be found, but there's not much really exotic to the People's knowledge.
lelPlease keep things civil and tone neutral. I don't want mods to lock the thread over heated bickering.
It's 100% true that we can feed more people with Step-Farms than Pastures, the issue is how muscular and etc. those people are. It's also worth noting that a varied diet changes your body's microfauna, possibly allowing you to satisfactorily digest more food as you will have a greater variety of bacteria that are each better at digesting different things. Notably, yoghurt and unpasteurized cheese are excellent in this regard.The conversion of plant energy to animal energy is an inefficient one; I think we could feed more people with Step-Farms than Pastures.
Yeah I'm not interested in building the mega project until ~4 turns from now.Fair enough, but as we all know we really can't afford a mega project now.
That is a misunderstanding from reading only part of my post. I did not mention trade, but was talking about expected benefits relating to the war. It will reduce costs during the war. Our Economy stat is low(3), but far from danger(1). More places to grow food(new settlement) then increased food will be better than increased food alone.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.
Can you link to your post giving long term war-related reasons. All I can find is posts about it boosting Economy and pretending the war did not happen.There is another reason to switch to Step-Farms. Even though they provide good effects as far as our warmaking efforts go, it's also something to do besides fight the war, which is something we never should've begun to do in the first place, at least not for 3 generations. The fact that people want food more than they want the Dead Priests dead means we can do what we should be doing in the first place without suffering from internal issues.
I have already given several long-term war-related reasons as to why we should do Step-Farms. Read them before you accuse me of not thinking long-term.
EDIT: We are going to spend a lot of Economy on the war regardless of what we do. Building more step farms will increase our Economy as it increases food. Not building them will negatively impact our Economy more than building them would.
You appear to have missed that every post planning on new settlement has pastures (increase Economy) before Expand Warriors.It will be 2 generations this turn and our contributions have been minor to negligible, so I'll have to dispute your claim that our involvement has made any difference in regards to the WC's status. I'm not saying we shouldn't do the trails, just that this turn isn't the best time to do them. If we rush the settlement process we'll be low on or without Economy when we start picking Expand Warriors/War Carts after we're done with it, so an Economy action now will ensure we still have some left in the tank when we've done all the preparations to ramp up the war. Step farms may not provide good nutrition for our fighters, but that's not the point. The point is to increase Economy which is what step farms will do, with the added bonuses of finishing off the technology in preparation for the new settlement.
I'll fully list my problems with Build War Carts here to make things as clear as possible.
-Build War Carts is meant to increase our ability to fight war and decrease our Economy, which will trigger Pioneering Spirit with the ensuing strife and increase our Economy at the cost of our Centralisation.
-Centralisation improves our ability to fight war, survive ecological disaster, and do group projects. Fighting war is a group project, as are actions that improve Economy.
-Our property and food distribution is communal, which means it's a group project and falls under Centralisation. Decreasing our ability to manage and distribute food will decrease our Economy, which goes against the point of activating PS in the first place.
-Our Harmony Spiritual Value dictates that everyone must be harmonious. Pioneering Spirit activating would mean people acting in disharmony, which goes against Harmony. More strife will be generated, which will activate PS again, which clashes with Harmony, and thus produces even more strife. Our Centralisation will go way down, we will lose the Harmony value, we enter into a death spiral, and/or we are forced to suffer an unknown bad thing. All of this decreases our ability to do anything.
Build War Carts is a bad idea at this point. A very bad one. Increasing strife is not a good thing, which is something that should be obvious but apparently isn't.
[X] Formalize breaking and exposure
[X] Any who are interested may join the fight
[X] [Secondary] Step-Farms
Now they have finished it is more important not less.We should probably kill the Dead Priests before they do a mega project.
A better plan but results in the DPs having more time to expand in our direction. If we roll better than they do it will be very successful, but if they roll better then we would have worse problems than other plans.To be fair, the pasture option would increase our Economy and make all our construction projects go easier. Hmm...
Turn 1 (this turn):
Main: Restoration of Harmony
Secondary: Pastures
Turn 2:
Main: New Trails
Secondary: Step-Farms
Turn 3:
Main: New Settlement/Build Wall
Secondary: Build Wall/New Settlement
@tryrar, is that compromise acceptable? Also, are you from Bay 12?
My solution to the DPs is to ignore them for a while, focus on ourselves, and come out stronger than we would otherwise with another plan.
That is basically what we are aiming for, main walls seconded settlement if Econ stat is good, main settlement seconded walls if Econ stat is not.I just had an amusing thought on if we Mained walls and seconded settlement, we might end up accidentally inventing the Fort
No we are not. Seconding Pasture if Econ is not.That is basically what we are aiming for, main walls seconded settlement if Econ stat is good, main settlement seconded walls if Econ stat is not.
Our entire civilization is in forests except for settlements. Even our farms are interlaced with orchards.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.
Seconding Pasture if Econ is bad will work, but again has risks. Although far less risky than waiting three turns for a settlement(to serve as a military base in the lowlands)
It's not so bad, there is still a 30+ lead they would have to go through.*Looks at inexplicable swing*
Nobody even considered that trails reduce the cost of waging war across a long distance instead of just pressing the bread button?
Challenge AcceptedIt's not so bad, there is still a 30+ lead they would have to go through.
That...actually I don't think anything stops that unless the DPs come up with a new trick...I am honestly tempted to just keep spamming trails + settlements + walls + pasture until we finally reach their megacity.
This is what I want to see omake's of if anyone wants ideas. *Looks at blight*Tonight on the history channel! Engineering an Empire: How the Valley People Conquered the Lowlands
Seriously, we need to get writing ASAP so that we can record it for future posterity.
What do you mean tempted? Add in forests and getting to the city or until they economically collapse due to constant harassment is literally our plan. With breaks in between to allow for alternate economic growth and military build up.I am honestly tempted to just keep spamming trails + settlements + walls + pasture until we finally reach their megacity.
Overconsumption via livestock.That...actually I don't think anything stops that unless the DPs come up with a new trick...
Overconsumption via livestock.
Though Shapers of the land covers that...
The fact that there's a drought cycle coming will stop this somewhat. Expand Forest as a main will help reduce damage tho, and we're forewarned so we'll have decent food supplies as long as we keep our econ at 4 or so on a regular basis.That...actually I don't think anything stops that unless the DPs come up with a new trick...
You're missing an X there.[] Northern Nomads (Honour Value likely)
[X] [Main] War Mission: Dead Priest
[X] [Secondary] New Trails
[X] [Secondary] [X] Build Wall
....build walls where? You have to specify[] Northern Nomads (Honour Value likely)
[X] [Main] War Mission: Dead Priest
[X] [Secondary] New Trails
[X] [Secondary] [X] Build Wall
Nah, it's there!
See, it was just misplaced is all!