- Location
- Canada
Build them everywhere including the sky? I figured as a secondary project it would be preparing to build more around the frontier settlements and fortified existing ones. However since I was wrong I will simply get rid of that vote.
Build them everywhere including the sky? I figured as a secondary project it would be preparing to build more around the frontier settlements and fortified existing ones. However since I was wrong I will simply get rid of that vote.
That...actually I don't think anything stops that unless the DPs come up with a new trick...
Yes, I've been imagining the horror stories of the people that flee the land. It would make for an interesting birth of a legend.Our borders are literally delineated by our Sacred Forest. Once you cross that treeline, you're in OUR lands, watched over by huge black birds. And every generation, the forest grows closer, and closer...
It's like a multigenerational horror story! Now we just have to balance it against everything ELSE we're trying to do, and we'll be golden!
2680
*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?
Food, places to grow food, the Dead Priests burned to ash and the ashes scattered to the sea, and luxuries, in descending order.
I think the war should've waited at least 1 turn. If we had waited, we would've already had the trails by now as the Secondary action that went into War Action wouldn't have been locked to that. As for the DP's level of success, they would've been holding steady/slightly winning - a difference that would not have equalled what we would've gotten by getting New Trails done a turn early.Why do you think the war should have not happened? The Dead Priests are barely losing/holding steady with our involvement. Without us they would be winning. True we would have fixed our internal issues, but we would have then been overwhelmed by the massively superior DP military.
Agree mostly, it would have been better to commit to the war, but delay it for a single turn. The first bandwagon was ignoring the war, then after people realized we had to go to war the argument became about who to support. The proposal of war but after a turn to rebuild never emerged. The question asked was "Commit to a War Expedition against the Dead Priests next turn " and commit but delay by one was not considered an option.I think the war should've waited at least 1 turn. If we had waited, we would've already had the trails by now as the Secondary action that went into War Action wouldn't have been locked to that. As for the DP's level of success, they would've been holding steady/slightly winning - a difference that would not have equalled what we would've gotten by getting New Trails done a turn early.
Agree mostly, it would have been better to commit to the war, but delay it for a single turn. The first bandwagon was ignoring the war, then after people realized we had to go to war the argument became about who to support. The proposal of war but after a turn to rebuild never emerged. The question asked was "Commit to a War Expedition against the Dead Priests next turn " and commit but delay by one was not considered an option.
@Academia Nut If we had asked the WC (before beginning the war) would delaying one more turn been accepted?
I should think so
The Option of of War Mission - Death Priests has been there for generations. It would have still been there to start at our own discretion if we had chosen to stay out.
Surprisingly, we have a solution for that: Have half-exiles gather the stuff, throw it into a pit, then set it on fire and bury the fire.Mutually assured pain in the back side via plague? They can toss dead bodies everywhere and let the summer months and animal scavengers cook something up.
Or just mass blood sacrifices and see if they get something.
Or abandoning their main settlement and set WC and ST bicker over ownership. While quietly move elsewhere to spread their bloody way.
...you'd think that the New Trails->Walled Settlement approach to making war fulfills all of those:
Well, it's an old thing now, but as presented at the time, it was to:Agree mostly, it would have been better to commit to the war, but delay it for a single turn. The first bandwagon was ignoring the war, then after people realized we had to go to war the argument became about who to support. The proposal of war but after a turn to rebuild never emerged. The question asked was "Commit to a War Expedition against the Dead Priests next turn " and commit but delay by one was not considered an option.
@Academia Nut If we had asked the WC (before beginning the war) would delaying one more turn been accepted?
People who want food and more food are best fulfilled by claiming a new settlement on good farmland.Well, we can't exactly back out now.
Also, as per AN, our people want more food and more places to grow food. I think that turn of food+festival+restore harmony would be ultimate stability-restoration.
I honestly want to change this turn's vote to [main] farms? fishery? + [secondary] Festival+War Mission, and do trails and shit next time.
I have a question regarding the founding of a new settlement. How does it affect Economy when it's a Main action compared to if it were a Secondary action?
...you'd think that the New Trails->Walled Settlement approach to making war fulfills all of those:
-New settlements means a new zone of autospreading farms. So more food.
-Lowlands is a new place. It's good for growing food.
-Lowlands is closer to DPs. It's good for killing them all.
-Lowlands is closer to the WC. It's good for trading more luxuries?
Do realize that the first two items on the list aren't going to change for several thousand years.
So basically, either a village that has walls(and possibly gets raided a couple times before the walls go up, though unlikely){Settlement Main}, or what amounts to a fort with a small farming community in support{Walls main}
Trade hub, and agricultural hotspot.It's in the middle of warzone...well, not exactly in the middle, but well within raiding range, so economical benefits will be pretty shit until we deal with DPs and make peace with Spirit Talkers/Confederacy enraged by us settling in the lowlands.
Except for trading and logistical uses - it can become hub for those almost immediately.
Note that we're counting our food in terms of "how many years of ruined harvest can we live through?" when everyone else is counting food in terms of "do I have enough this year?"So what are safety margins on food now? I thought by 'need food' you meant 'safety margins are kinda slim now' or something.
Which would mesh pretty weirdly with us sitting on Econ 3, but what do i know.
Assuming the settlement itself has sentries and scouts, the farmers generally can make it behind the walls well before a raid gets there.
Note that we're counting our food in terms of "how many years of ruined harvest can we live through?" when everyone else is counting food in terms of "do I have enough this year?"
As in, they can't. Starting fires is not easy. It takes large amounts of dry fuel(which a raid force of a few dozen dudes on foot cannot carry much and still fight) and time to build a significant fire, unless they can occupy the fields for a few days straight to set fires, particularly in properly irrigated and spaced out fields. They can smash retaining walls and the like, but again, ours are built of wood and stone, nontrivial effort to break. Roughly equivalent to going to a McDonalds and stealing everything currently on the fryer before running away as the security comes. The manager won't be happy, but it's effect on the daily take is negligible.They can still raze anything outside the walls and stuff, depending on circumstances, so...it is guaranteed to be useful as logistical hub, and that's what matters.
We have salting, drying and smoking for food preservation methods. We also have fairly advanced pottery and the ability to convert grains to flour and store it that way.And that's a situation I would like to keep - which may well require us to expand food supply to maintain.
Actually, we are freaking fortunate to have Salt (we do have it, right?) - it is pretty great at conserving food stuff, IIRC. We need another spices to make our supplies last even longer, but that would require a lot of sailing probably.
As in, they can't. Starting fires is not easy. It takes large amounts of dry fuel(which a raid force of a few dozen dudes on foot cannot carry much and still fight) and time to build a significant fire, unless they can occupy the fields for a few days straight to set fires, particularly in properly irrigated and spaced out fields. They can smash retaining walls and the like, but again, ours are built of wood and stone, nontrivial effort to break. Roughly equivalent to going to a McDonalds and stealing everything currently on the fryer before running away as the security comes. The manager won't be happy, but it's effect on the daily take is negligible.
So no, they can't raze much unless they beat our warriors while on our own ground and outnumbered. The majority of a raid's damage happens when they attack your settlement granaries and other stores, where a large number of valuables are stored in a concentrated manner to destroy or steal, with a significant amount if they reach your fields without anyone seeing them(so they can attack your civilians working the fields).
Given who are we talking about, they may well outnumber our garrison depending on circumstances, and one-on-one their warriors are better. So losing everything around the walls is very bad case scenario, but not out of the question.
Of course, them beating up garrison if there are no walls is incredibly more disastrous, up to and including Economy drop and Stability drop and Martial drop and Diplomacy drop, so I have no idea why people want to risk not going for walls ASAP - especially since some of those same people voted for walling coastal settlement, which is the furthest one from any frontline until someone develops sailing to the level of raiding and decides to attack us.
They are a raiding force with limited logistic support. Meanwhile, the clock is ticking until reinforcement arrives.
Given who are we talking about, they may well outnumber our garrison depending on circumstances, and one-on-one their warriors are better. So losing everything around the walls is very bad case scenario, but not out of the question.
Of course, them beating up garrison if there are no walls is incredibly more disastrous, up to and including Economy drop and Stability drop and Martial drop and Diplomacy drop, so I have no idea why people want to risk not going for walls ASAP - especially since some of those same people voted for walling coastal settlement, which is the furthest one from any frontline until someone develops sailing to the level of raiding and decides to attack us.