It's because instead of figuring out how to make boats to sail further and longer, instead there's just a closer port so the fishermen don't need to get creative.
We can always do Expand Fishing after we do the new settlement. Then they will once again have to make the choice between founding a new settlement and improving boats, and then we'll choose to improve boats.
 
would anything short of Maining War Mission have accomplished anything against this new offensive by the DPs? Hell, would EVEN maining War mission done anything besides get our guys killed?

It's possible that your presence would have pushed them over the edge in not being able to pull off the trick they did, but ehhhh... *waggles hand* maybe?

is it possible to dedicate Secondary actions to a megaproject to make it go faster?

Yes, but you have to devote both each turn and it consumes double the Econ.

Economy Advisor, can you list the characteristics of our actual villages, like if they have pastures, normal farms, step-farms, wall, things like that?

The coastal village and the northern settlements have walls (small ones for the smaller northern settlements), every village has pastures and farms, although the majority of the farms and step-farms are in the valley villages.
 
What were you going to argue about?
Getting 2 econ for 1 stability is a better deal than getting 3 econ for 2 stability.

Getting 4 for 2 is the same deal, but with complications. The straight 2 for 1 deal means we can otherwise ignore the hit and act as we wish.

Of course, there are questions about denying the DP people, and how this action might affect that... but that's entirely hypothetical and might even backfire on us if we're unlucky. The straight math is much more certain.
 
Except we expanded fishing this turn, and got nothing for it. We might be close, but we also might not be close. Why try to force the issue when there's other potential problems to deal with first?

Not saying we should force it. Yet. Just debating what the statement about fishing is referring to. We can do it later, and we should, but there are more immediate concerns.
 
The coastal village and the northern settlements have walls (small ones for the smaller northern settlements), every village has pastures and farms, although the majority of the farms and step-farms are in the valley villages.

On that note @Academia Nut , how extensive are the forests, currently? I know they are a little sparse in the north, but how sparse, exactly?
 
[X] Encourage people to flee to you (Large stability hit, massive Econ gain)
[X] Sizeable number of war carts and Blackbirds with shaman support (Definite Martial loss if things go poorly)

If we somehow survive the stability and martial hits then we need to raise our defences and martial next turn. We barely did anything during our raids on the DP, now with actual battles we have no chance. Maybe we can acquire a martial of our own somehow?
 
]Of course, there are questions about denying the DP people, and how this action might affect that... but that's entirely hypothetical and might even backfire on us if we're unlucky. The straight math is much more certain.

Note that LoO says we get "a large boost to Econ and technological and social advancement." The last two are pretty darn interesting, in addition to the Econ.

[X] Encourage people to flee to you (Large stability hit, massive Econ gain)
 
We double down on economic growth and preparing for the Grand Canal project.

[Main] Establish Annual Festival
[Secondary] New Settlement - River Confluence
[Secondary] Expand Farms


War footing should the DP surge past the WC. Work less well for the NN.

[Main] Establish Annual Festival
[Secondary] More Blackbird
[Secondary] Build Wall - Settlement nearest the WC.

Deal with the outbreak of war with the NN.

[Main] Establish Annual Festival
[Secondary] Expand Pasture
[Secondary] Build War Carts

Of course, if war breaks out in those two locations at the same time, then we're in a bad situation.
 
Getting 2 econ for 1 stability is a better deal than getting 3 econ for 2 stability.

Getting 4 for 2 is the same deal, but with complications. The straight 2 for 1 deal means we can otherwise ignore the hit and act as we wish.

Of course, there are questions about denying the DP people, and how this action might affect that... but that's entirely hypothetical and might even backfire on us if we're unlucky. The straight math is much more certain.
I don't really think it's hypothetical at this point. The western side of the DP territory was devoid of any settlements to raid for econ, if we take away the refugees then the DP will face econ issues...maybe even a stability hit.
 
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Getting 2 econ for 1 stability is a better deal than getting 3 econ for 2 stability.

Getting 4 for 2 is the same deal, but with complications. The straight 2 for 1 deal means we can otherwise ignore the hit and act as we wish.

Of course, there are questions about denying the DP people, and how this action might affect that... but that's entirely hypothetical and might even backfire on us if we're unlucky. The straight math is much more certain.

Just want to say that the whole quest seems to me to be more about the narrative than hard numbers.
While according to the numbers going for small instability might have some merit, the narrative, at least in my opinion, strongly benefits with the "all in" option.
 
Note that LoO says we get "a large boost to Econ and technological and social advancement." The last two are pretty darn interesting, in addition to the Econ.

[X] Encourage people to flee to you (Large stability hit, massive Econ gain)
Yeah, but it's just those losers from the WC. I doubt they have much tech to offer, and they can keep their stinking social traits to themselves!
 
I suppose we shall wait until the next update before anything then. Otherwise risk going into circular arguements over ifs and maybes.
Like I said, I never expected anyone to agree with the thought.
It's possible that your presence would have pushed them over the edge in not being able to pull off the trick they did, but ehhhh... *waggles hand* maybe?
They were targeting villages with large hosts of warriors and deliberately seeking out conflict with other warriors. I imagine we'd have done okay with hit-and-run, but if they happened to descend upon the settlements our men were based out of...
Getting 2 econ for 1 stability is a better deal than getting 3 econ for 2 stability.

Getting 4 for 2 is the same deal, but with complications. The straight 2 for 1 deal means we can otherwise ignore the hit and act as we wish.

Of course, there are questions about denying the DP people, and how this action might affect that... but that's entirely hypothetical and might even backfire on us if we're unlucky. The straight math is much more certain.
Doesn't take into account that we'd be drawing more people away from the DP as slaving targets. While the first two Econ might hurt the DP, the last third or fourth will definitely take something from them. Plus...
Pros: Enhanced absorption of new ideas, +1 social value from current or historical neighbours, whenever a neighbour suffers a stability drop, have the option to also suffer a stability drop in exchange for a large boost to Econ and technological and social advancement by absorbing especially large numbers of people
It's not just econ, it's also tech and social values, scaling with the number of people we take.
Not saying we should force it. Yet. Just debating what the statement about fishing is referring to. We can do it later, and we should, but there are more immediate concerns.
Fair enough.
 
[X] Encourage people to flee to you (Large stability hit, massive Econ gain)
[X] Sizeable number of war carts and Blackbirds with shaman support (Definite Martial loss if things go poorly)
 
Just want to say that the whole quest seems to me to be more about the narrative than hard numbers.
While according to the numbers going for small instability might have some merit, the narrative, at least in my opinion, strongly benefits with the "all in" option.
The numbers reflect the narrative.

The -2 stability WILL have a narrative effect, and possibly a rather extreme one.
 
Doesn't take into account that we'd be drawing more people away from the DP as slaving targets. While the first two Econ might hurt the DP, the last third or fourth will definitely take something from them. Plus...

It's not just econ, it's also tech and social values, scaling with the number of people we take.

Fair enough.
I very clearly did mention denying the DP their targets.

I also suggested that it's very much a hypothetical benefit that might not apply the way you expect it to. It might not apply at all. And if we're really unlucky, it'll apply in a way that harms us.
 
The WC have textiles tech IIRC.
That was mostly a joke response, but isn't it possible that the more mild option could still get us textiles?

Look, what I'm saying is that hypotheticals can take us anywhere you imagine, but the reality very rarely matches expectations.

The math however, is honest. You can trust that to be true.

Taking the larger option is a risk, and I don't think people are giving that risk the credit it deserves. Y'all should be more pessimistic.
 
That was mostly a joke response, but isn't it possible that the more mild option could still get us textiles?

Look, what I'm saying is that hypotheticals can take us anywhere you imagine, but the reality very rarely matches expectations.

The math however, is honest. You can trust that to be true.

Taking the larger option is a risk, and I don't think people are giving that risk the credit it deserves. Y'all should be more pessimistic.
I rather lose stability then let the priests have more people to feed off of.
 
Maybe we should sacrifice a few dozen puppies to the Great Goddess of Random Numbers...
 
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