Hopefully we
never have to deal with Pioneering Spirit.
We need better neighbors to steal traits from.
Why do you think I suggested expanding away from the lowlands before?
Our man speculated heavily that he's claiming the name just to get us to like him more, especially because he appears to be claiming it in a way we wouldn't appreciate it. It's a tactless attempt to be tactful, so I'd assume they have mysticism 0-1, and have basically stolen everything they've ever developed.
Favour from the Thunder Horses
[] There is much glory to fighting in the south (Help fight the DP. Useful, definitely slows down the
issue a bit)
-[] We will offer you safe passage through our lands (We have to wall ourselves)
-[] The easiest pass through to the south is the Spirit Talkers, and they did insult you... (We don't have to wall ourselves, and the ST gets hit along with the DP)
[] Contact with the Metal Workers and safe passage for caravans going that way (We need to do a trade action)
[] Have you a piece of the star for us? (Boosts our next potential hero unit with mystical meaning if we can figure out how to shape it or
find more of it - recognizing the metal in the earth could be a huge boon to a survey action)
Reshuffle Land of Opportunity?
[] No (Keeps Honourable Death) (I don't like honorable death)
[] Western Confederacy (Gain Pioneering Spirit) (I don't like this
worse)
[] Northern Nomads (Probably gain Honour Value) (Not being at war, and
if the Nomads aren't put to war with the DPs, I suspect we'd be more likely to acquire non-martial values from them)
[X] Contact with the Metal Workers and safe passage for caravans going that way
[X] Northern Nomads (Probably gain Honour Value)
I'm willing to make the trade with the metal workers, seeing as we could at least be introduced to samples of metals that will make surveying in the future more successful. This trade will also boost our diplomacy significantly and present some potential avenues of tech development as 'assurance of free passage' basically means they would commit a token escort for our traders (meaning we also get to examine their plank technology further).
I push northern nomads because Honorable Death is bleh, and it
already peripherally creates a social advancement by battle mentality. We might as well get a trait that doesn't troll-lock us into wars forever, instead, if we're stuck with a spiritual trait that will create the circumstances the war-like traits would already give us.
[Main] Walls - South Valley
[Secondary] Festival
[Secondary] Trade Mission(Metalworkers)
[Main] Restore Harmony
[Secondary] Walls - South Valley
[Secondary] Trade Mission(Metalworkers)
[Main] Trade Mission(Metalworkers)
[Secondary] Festival
[Secondary] Walls - South Valley
These two lets us take advantage of the Metalworker contact, while securing our assets and restoring Stability. If we take Safe Passage we really should take one of these combos
[Main] Restore Harmony
[Secondary] Walls - South Valley
[Secondary] New Settlement - Coastal
[Main] Walls - South Valley
[Secondary] Festival
[Secondary] New Settlement - Coastal
I would have to argue there's no way we can avoid building a new settlement, and we need to take advantage of the metal contract. So then it comes down to stability or walls being tossed. I argue we toss walls; the DP will already have to travel excessive distances to reach us, and unless they blindside us with a full invasion, I doubt we'll have any real issues holding the wall over for next turn.