Actually, doea anyone know how much stuff we can move per boat?
If we sent a dye ship and get back half ship worth of copper tool, i call that good trade.

How much work is turning snail shell or stone to dye?
The snail shells are unavailable to the Metal Miners, and kind of requires a fair bit of work because you have to extract the snail. After that, it's ~ kind of difficult as grinding flour, though it requires a different process.
Stone is even harder to grind, but can be ground through the same process.

Our black birds first failed, then our shamans where attacked and finally our Warriors, blackbirds and shamans other than our hero died, like cattle. The blackbird attempt was before the battle itself. We only had one survivor who had a poor martial and was probably unable to confer what had happened in true terms.
Carts: Both of our people have experience fighting on and against carts, so no true advantage there. Sure we might have more but since the DP actually actively use theirs they have veterans while we have trained and some of them are experienced. Defending against occasional raids is not the same as fighting a long war (Most of the guys who fought the nomads last time are retired, dead from age or a skeleton in former SP territory). And we have no idea on what they have been up to since the nomad invasion, they might have built tons of pastures to improve their carts.
Massed Warfare: They are a lot better and we know of the concept but have no experience or organization to achieve it.
Warrior Numbers: Agreed
Warrior Prowess: You do realize that stone age forces are not full time warriors most likely. They train from time to time, but otherwise help their village or family to grow crops and things like that. The DP have slave labor cover the workload of their warriors so they can train and fight more.
Armaments: We don't have copper weapons, we got some tools that might eventually lead us to it. Even if we did we it would be hard to equip the majority of our warriors with it at this time, since we need to trade for it. Reaching the stage where copper weapons are the norm is further down the road, by which time the DP will most likely already attack us should they get the opportunity.
Information Asymmetry: Yes this could be an advantage, but we don't know what they have been up to so they might have begun to learn some more subtle arts. And in the end, even if we could get a advance warning our warriors would need a very successful surprise attack or something of that nature to beat them back. If they get in they could most likely torch an entire settlement before leaving.
IIRC it was the blackbirds going into camps and failing, then a big battle all as one where the shamans messed up and we charged in and penetrated their lines. Being bad at martial doesn't mean you're an idiot, it just means you're uninventive with tactics. Even people who suck at tactics can still remember and describe what occurred, as far as I can think. But being separated from the rest of our army would reduce what he could see, as well as force our troop to overextend. Idk if this actually matters as far as a description of our warriors prowess goes, AN's note that we suck in any case other than a defensive one is more convincing, as is veekie's whole +4 expand - 3 calvalry - 1 blackbirds. Though our cavalry is prolly larger than the -3 would make it appear considering how many nomads we've been taking in.

Carts: The DP don't really fight wars, they do occasional raids. But since they're likely to deal with far, far more raids than our warriors and are doing them from an offensive rather than defensive stance, it's likely that they're more experienced, yes.
They might have made tons more pastures, but it hasn't been many turns and some of that period would be spent figuring out that they need leather. I was mostly bringing up the land thing because switching to cattle means that you're getting less food out of the land per acre, though at the same time it requires less work. It's also notable because cattle area easier to raid and harder to grow in hills, which would moderately decentivize them to attack the HK. Though obviously they still will.
So basically none of this matters beyond affecting how they operate and leading to them relying more on cattle, which are easier to raid than grain. Oh, and also cattle and grazing leads to desertification unless you range a limited amount over a wide range of land. And since the DP are *not* nomadic, that's unlikely to occur.

Massed Warfare: *shrug* they're a lot better at it but we apparently used it during the big fight with the TH. Again, that got messed up cus our poor-martial leader ran ahead.
Prowess: Our warriors are full-time warriors as far as we're aware. They're semi-hereditary specialists, which means some of them come from families that are warriors and thus don't have farms to help on. Furthermore, our farmers are specialist farmers. Basically, the point that I'm making is that we've moved away from a militia-style approach to warfare and toward a specialist, class-style approach, which means that our warriors can and do spend most of their time training (and gambling, doing sports, etc.).
Armanents: Actually, we now have copper knives and axes, at least. We might have copper swords and spear heads as well, but idr. Which means that we have tools and also things that can be used as weapons, and likely can be reshaped *by us* into weapons, because copper is reshapable that way. We can probably reach copper before the DP attacking us if we do Survey Lands and take advantage of it quickly, as well as send a trade mission to the metal miners - assuming the permanent trade route goes only to their neighbors, that is. I say this because the DP is likely to deal with the HK prior to attacking us, though this ties into Info Ass.
I.A.: Maybe they have but we don't know. Torching a settlement would be difficult, as people constantly note, because we apparently still use mud bricks for our houses and probably will have a wall around the lower valley settlement if we don't make a lowland settlement that gets attacked instead. I.A. matters because surprise raids from the rear and/or shooting people from trees is an effective attack even from an outnumbered force - which is why bandits and guerrilla fighters do well, and why ambush is constantly a recommended military tactic for any group that isn't doing formal European-style arranged war.

Honestly, though, a trade mission to the HK is the best thing we can do because it will let us figure out what the DP is actually doing rn, and thus whether we urgently need to improve our military NOW or can do it piecemeal while improving our tech, first.

why would that matter? It doesn't go to the lowlands.

2 diplomacy will not a grand stand make. At best, we'd be paying 1-2 economy to have the HK last 1-2 more turns at their going rate as the DP continues to march through the client states (even the ones they turn), and have to spend a chunk of a turn making that economy back up, when we could have just gotten warriors ourselves to defend more effectively when the HK collapse. In terms of action economy, making warriors costs 1 economy action and 1 expand action, and a trade action costs the diplomacy action as well as 1-2 economy actions to make up for it, and then the expanded warriors you 'made time' to get still cost 1 economy and 1 expand action.

Overall, the risk of ending up down on spent actions compared to not trading with the HK is great enough that it's not worth the risk that the HK will gain enough delay time that we can actually get additional actions before the DP attack.

Considering the nomad clans trade and raid by parts, they're going to know if we suddenly have more warriors. Even in the example of only knowing after a defense minor is spent, that would prevent them from forcing us to spend additional defense minors after they were forced to limp away.

I'm fucking done with this. You're playing semantics games with words again and calling my arguments bad so I'll acquiesce your point. I say to hell with that, I'll just get the actual facts that we both know will back me up, even as you sit here arguing they won't. @Academia Nut, economy is still almost wholly represented by food and ability to leverage manpower, yes?
As mentioned above, the other thing a trade mission to the HK will give us is information.

It depends on if the HK is strong enough to last more than 1-2 turns or not. If they're already losing, we're fucked. If they're not, they'll last for more than 1-2 turns extra and will instead create a constant pressure on the DP. Which might not prevent us from being attacked but will at least provide us with an ally so that our attacks will be likely to achieve something more than maintaining our boundaries. I feel that the advantage they'd present in providing their own actions to combat the DP makes up for the actions we'd spend making up for the Econ. Assuming that the Trade Mission makes the HK last 1-2 turns more, that's still 1-2 turns of secondary-level War Missions that we can assume they're spending. They're likely to *actually* be spending Main actions toward the end, but since their population is lower it balances out. So, in a semantic-y way, we'll still end up with the same number of spent actions.

I don't get why you're against semantics, especially since they were used to correct your misunderstanding. Anyways, since you'll acquiesce on Economics and ask AN, I'll acquiesce to the nomads and ask AN. @Academia Nut Will a stronger military decrease the likelihood that the nomads will raid our northern settlements? Also, how much did the trade mission to the Metal Miners cost and why? And finally, is this a standard price for Trade Missions?
 
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Ok, my preferred action setup for next turn would be(assuming we've finished the megaproject):

[Main]Econ action of some description/Restore Harmony if we're good on Econ
[Secondary]Trade mission to HK
[Secondary]Any of Survey Lands/Expand Warriors/Expand Blackbirds/Sacred Warriors(The last two depending on mysticism)
 
So does anyone have any idea what we're going to do next turn? Unless we get a sufficient amount of good stuff from the megaproject, it looks like we're going to be particularly tight on resources next turn. From what I can tell, Expand Warriors, Expand Fishing, and New Trails are more or less what people have agreed are things we should do, the fact that we have a Diplomacy hero coming up adds Trade Mission to that, which makes things complicated.

Doing a Trade Mission means we'll either be underdefended, undercentralised, or broke.
Not doing a Trade Mission wastes the potential of our hero, as does doing it as a Secondary instead of a Main. Not sending one at all means the nomads will definitely start raiding again. On the other hand, spending a Main action to avoid getting our Secondary action tied up may be considered to be sub-optimal, were it not for the usual benefits that Diplomacy gives us and entrenching our friendship with the nomads.
If we do Expand Fishing as a Main, we'll be able to afford doing a double Secondary Trade Mission, but trails and warriors won't be able to be done. The latter probably isn't too bad as long as we successfully extend the peace treaty with the nomads.
If we do Expand Warriors as a Main, we'll probably be down to 0 or less Economy, that is unless we do an Econ-neutral action alongside Expand Fishing, but that means doing neither New Trails or Trade Mission. Expand Warriors is also a Martial action, which our hero is mediocre at.
 
Carts: The DP don't really fight wars, they do occasional raids. But since they're likely to deal with far, far more raids than our warriors and are doing them from an offensive rather than defensive stance, it's likely that they're more experienced, yes.
They might have made tons more pastures, but it hasn't been many turns and some of that period would be spent figuring out that they need leather. I was mostly bringing up the land thing because switching to cattle means that you're getting less food out of the land per acre, though at the same time it requires less work. It's also notable because cattle area easier to raid and harder to grow in hills, which would moderately decentivize them to attack the HK. Though obviously they still will.
Massed Warfare: *shrug* they're a lot better at it but we apparently used it during the big fight with the TH. Again, that got messed up cus our poor-martial leader ran ahead.
Prowess: Our warriors are full-time warriors as far as we're aware. They're semi-hereditary specialists, which means some of them come from families that are warriors and thus don't have farms to help on. Furthermore, our farmers are specialist farmers. Basically, the point that I'm making is that we've moved away from a militia-style approach to warfare and toward a specialist, class-style approach, which means that our warriors can and do spend most of their time training (and gambling, doing sports, etc.).
Armanents: Actually, we now have copper knives and axes, at least. We might have copper swords and spear heads as well, but idr. Which means that we have tools and also things that can be used as weapons, and likely can be reshaped *by us* into weapons, because copper is reshapable that way. We can probably reach copper before the DP attacking us if we do Survey Lands and take advantage of it quickly, as well as send a trade mission to the metal miners - assuming the permanent trade route goes only to their neighbors, that is. I say this because the DP is likely to deal with the HK prior to attacking us, though this ties into Info Ass.
I.A.: Maybe they have but we don't know. Torching a settlement would be difficult, as people constantly note, because we apparently still use mud bricks for our houses and probably will have a wall around the lower valley settlement if we don't make a lowland settlement that gets attacked instead. I.A. matters because surprise raids from the rear and/or shooting people from trees is an effective attack even from an outnumbered force - which is why bandits and guerrilla fighters do well, and why ambush is constantly a recommended military tactic for any group that isn't doing formal European-style arranged war.

Honestly, though, a trade mission to the HK is the best thing we can do because it will let us figure out what the DP is actually doing rn, and thus whether we urgently need to improve our military NOW or can do it piecemeal while improving our tech, first.

Ok last reply before going to bed.

Carts: The DP do not "occasional raid" they actively raid for slaves, sacrifices and glory.
Edit: They also invented massed warfare which is the closest thing to war our people have ever known.

Massed Warfare: From what i read in the update it did not sound like it. Our chief was attacked and they rushed in to save him. There was no plan, no organization just a bunch of warriors wanting to save their leader. He did not lead them in battle he was one of the objectives of it.

Prowess: I think we need to ask AN before coming to a conclusion.

Armanents:It was also stated that they quickly lost their edge (more so than stone), but could be swiftly sharpened or reshaped at that point. In battle you don't have the time to sharpen your axe or reshape a blade. Those qualities are good for working on in a forest where taking half an hour to fix your axe isn't going to get you killed. Also check our tech, copper is not there. I believe it will take more than two turns to get internal copper production up and running and it's a unchecked road. We can get definite and immediate advantages from expand warriors.

I.A: Then lets use the term; raze or destroy a settlement or a large part of one. I think i mentioned that ambushes is a proven and effective tactic, but even then we need better quality troops to spring the trap, and even with a expand blackbirds i suspect we won't have enough of them to deal with a major DP warband. There will also be the issue of predicting where they will strike since they can approach from a large section of our south eastern boarder (guesswork from looking at the map on the extra threadmark)
Good night and I'll respond as well i can tomorrow since i am pretty busy then.
 
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I'm hoping that our new vassal-secondary-action helps with the econ situation, but i'd like to make sure we use our actions for the military actions. I'm fine with our provincial chiefs improving their food/econ power base, less so with them handling the military for us like will almost certainly happen if we ignore the military more...
 
Right, not sure what this conversation is about really, and I will continue to ignore plans that seem vastly premature, all things considered (again, coming from someone who likes to plan ahead when possible), and ask questions so the next turn is a bit less of a mystery.

@Academia Nut How will our settlements build stuff? Will they get their own economy pool? Will that take away from ours? Which settlements will be eligible to pursue their own projects? How well developed does a settlement have to be to pursue their own projects? Will we know what they are working on ahead of time?
 
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I find it hilarious how people bemoaned that expand warriors and such wouldn't be optimal with Twythulmyn and that it would force us to once delay those projects when they can just not vote for him.

I mean really, everyone is voting for the Diplo Hero, doesn't that mean everyone wants to do Diplomatic actions? Otherwise why bother?

If we really want to focus on other things, just go for the regular High Chief.
 
@Academia Nut I have quite a few questions.

Will expanding warriors improve our training methods and/or organization?

Will expanding warriors mean we'll be able to hold off the nomad raids without a war mission dedicated towards defenses?

How much would expanding forests in the northern settlement affect nomad raids there?

Will building more boats give a delayed econ bonus (in regards to having more boats for fishing grounds), or will all those boats be used for the trade connection?

What would happen if we sent a trade mission with our diplo hero unit to the HighLand Kingdom?

Will any econ negative actions that our local chiefs take (as the background secondary) be free, or will it cost us econ?

Final question. Are we looking at an imminent LoO trigger from the refugees near the cataracts, or are they too small in number?
 
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I find it hilarious how people bemoaned that expand warriors and such wouldn't be optimal with Twythulmyn and that it would force us to once delay those projects when they can just not vote for him.

I mean really, everyone is voting for the Diplo Hero, doesn't that mean everyone wants to do Diplomatic actions? Otherwise why bother?

If we really want to focus on other things, just go for the regular High Chief.
He's still a good choice, I'm just arguing that we should boost warriors now. I'm willing to bet expand warriors won't be that hard at first
 
Well I plan on pushing forth

[Main] Trade Mission - Highland Kingdom
[Main] Trade Mission - Metal Miners

Reasoning for the first is information, better relations, and potentially teachers. They have been fighting with the Death Priests the longest. They were the ones who invented the demon club and I do not doubt that the constant raiding and counter raiding for generations has allowed them further military innovation. They would be our best bet to find out what sort of forces Death Priests can send out as well as how far they range and how often. They may know what is the the mountains to the southwest of us as well. Unless we want to attack the Highland Kingdom as well, we should attempt to form an alliance with them. Better relations with them should help them overlook any settlements we build southward as well as promoting trade between us and opening up the path to go further south. Also opens up the possibility of them warning us when the Death Priests start looking northward.

Trade Mission to Miners has already been argued for.

Why not military projects? For the same reason I gave for Highland Kingdom. Compared to our neighbors, we are as green as the forests we live in in the matters of warfare. We need someone experienced to teach us tactics, to better understand what sort of forces we would require.

Why not economy projects? Because even if more boats brings us down to two, they return those with interest in the long term. Not to mention any other benefits that opening trade with the miners might bring us.

Why now? Because we should take full advantage of our new hero. Get ourselves some information of the world around us so that we can better act. We are starting to get some idea, but if we don't invest in those bonds, we risk the danger of running into outdated, or even wrong information. What if the Death Priests have 500 Cavalry? 1000? 125? What if the Highland Kingdom is lowering its opinion of us? What if they start thinking of attacking us as well? We don't know, and we should fix that.
 
Why not economy projects? Because even if more boats brings us down to two, they return those with interest in the long term. Not to mention any other benefits that opening trade with the miners might bring us.
New boats only give us econ return if they're used for fishing. I'm pretty sure the boats we're buying this subturn are specifically dedicated to trade missions (that is, not food, and therefore not econ)
 
Why not economy projects? Because even if more boats brings us down to two, they return those with interest in the long term. Not to mention any other benefits that opening trade with the miners might bring us.

Why now? Because we should take full advantage of our new hero. Get ourselves some information of the world around us so that we can better act. We are starting to get some idea, but if we don't invest in those bonds, we risk the danger of running into outdated, or even wrong information. What if the Death Priests have 500 Cavalry? 1000? 125? What if the Highland Kingdom is lowering its opinion of us? What if they start thinking of attacking us as well? We don't know, and we should fix that.
The boats were re-purposed to fishing, these promise to be tied up in trade. Devoting every single action to diplo because we have a lovely shiny in the form of diplo when we may very well have to do things like new trails to increase centralization or a festival to increase stability, is painfully premature.

That's not even taking into account that we don't know what our econ is going to look like after this in between us creating provinces with their own econ goals and desires and a large mega-project that may improve health finishing. Why is everyone trying to plan ahead given these circumstances? Especially to such a specifically high degree?
 
The boats were re-purposed to fishing, these promise to be tied up in trade. Devoting every single action to diplo because we have a lovely shiny in the form of diplo when we may very well have to do things like new trails to increase centralization or a festival to increase stability, is painfully premature.

That's not even taking into account that we don't know what our econ is going to look like after this in between us creating provinces with their own econ goals and desires and a large mega-project that may improve health finishing. Why is everyone trying to plan ahead given these circumstances? Especially to such a specifically high degree?

Blah. I am going to come back to this thread when AN updates.
 
Well I plan on pushing forth

[Main] Trade Mission - Highland Kingdom
[Main] Trade Mission - Metal Miners

Reasoning for the first is information, better relations, and potentially teachers. They have been fighting with the Death Priests the longest. They were the ones who invented the demon club and I do not doubt that the constant raiding and counter raiding for generations has allowed them further military innovation. They would be our best bet to find out what sort of forces Death Priests can send out as well as how far they range and how often. They may know what is the the mountains to the southwest of us as well. Unless we want to attack the Highland Kingdom as well, we should attempt to form an alliance with them. Better relations with them should help them overlook any settlements we build southward as well as promoting trade between us and opening up the path to go further south. Also opens up the possibility of them warning us when the Death Priests start looking northward.

Trade Mission to Miners has already been argued for.

Why not military projects? For the same reason I gave for Highland Kingdom. Compared to our neighbors, we are as green as the forests we live in in the matters of warfare. We need someone experienced to teach us tactics, to better understand what sort of forces we would require.

Why not economy projects? Because even if more boats brings us down to two, they return those with interest in the long term. Not to mention any other benefits that opening trade with the miners might bring us.

Why now? Because we should take full advantage of our new hero. Get ourselves some information of the world around us so that we can better act. We are starting to get some idea, but if we don't invest in those bonds, we risk the danger of running into outdated, or even wrong information. What if the Death Priests have 500 Cavalry? 1000? 125? What if the Highland Kingdom is lowering its opinion of us? What if they start thinking of attacking us as well? We don't know, and we should fix that.
The ST developed the demon clubs actually.

Considering that we're setting up a permanent trade connection with the metal workers, why not the nomads instead? AN said we could, at most, get 3 extra turns of peace from them...which we sorely need.

The trade connection we get from building the boats won't give us econ, only diplomacy.

If we take 2 trade missions and no econ actions...we'll be at 0 econ.
 
The ST developed the demon clubs actually.

Considering that we're setting up a permanent trade connection with the metal workers, why not the nomads instead? AN said we could, at most, get 3 extra turns of peace from them...which we sorely need.

The trade connection we get from building the boats won't give us econ, only diplomacy.

If we take 2 trade missions and no econ actions...we'll be at 0 econ.

They change all the time, which means we have to send another trade mission, which will be annoying to deal with.

Edit: I should really not come back to this thread until the next update. Like now.
 
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Personally, I think we can probably afford to put off Trade Missions from this turn, if only because this guy will probably be ALIVE by the time the next turn comes around. He is noted too be pretty young for getting the position, which means that he'll have an impressive lifespan as High-Chief (which I almost pity him for, now that I think about it).

Incidentally, I've skipped a lot of conversation: what was the opinion on getting ANOTHER Hero tier character, just as the last one is kicking the bucket? Any revelations I missed?

2836
 
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The boats were re-purposed to fishing, these promise to be tied up in trade. Devoting every single action to diplo because we have a lovely shiny in the form of diplo when we may very well have to do things like new trails to increase centralization or a festival to increase stability, is painfully premature.

That's not even taking into account that we don't know what our econ is going to look like after this in between us creating provinces with their own econ goals and desires and a large mega-project that may improve health finishing. Why is everyone trying to plan ahead given these circumstances? Especially to such a specifically high degree?
Increasing centralization doesn't necessarily boost our Hierarchy tolerance. LoO triggers, we still have the option of not taking anyone, and with the Confederacy finally pulling itself out of the centralization hole they are in, I doubt we would get such large numbers as we have in the past.

Nope! We do not! Does that matter to me? Nah, I'm just excited we have our Main back. I will however laugh if we do end up with low Econ and thus cannot take advantage of his Diplomacy at all this turn or the next.:D

Hardly to a large degree, I've said for the next turn. I've been the one who's been decrying long term plans after all >.>

The ST developed the demon clubs actually.

Considering that we're setting up a permanent trade connection with the metal workers, why not the nomads instead? AN said we could, at most, get 3 extra turns of peace from them...which we sorely need.

The trade connection we get from building the boats won't give us econ, only diplomacy.

If we take 2 trade missions and no econ actions...we'll be at 0 econ.
Doesn't mean that the Western Confederacy hadn't made innovations either.

Because it is at most. I want to see if we can make an actual ally that can watch our back. Especially as they would be more helpful against the Death Priests than the Nomads would, since they have carts now and the Highland Kingdom has the most experience against them.(Thinking about it, it's super hilarious how the Lowlanders called themselves the Highland Kingdom, what a bunch of plebs :p)

I'm also holding out that the new liberties given to the Chiefs would jumpstart some econ projects of their own.
Personally, I think we can probably afford to put off Trade Missions from this turn, if only because this guy will probably be ALIVE by the time the next turn comes around. He is noted too be pretty young for getting the position, which means that he'll have an impressive lifespan as High-Chief (which I almost pity him for, now that I think about it).

Incidentally, I've skipped a lot of conversation: what was the opinion on getting ANOTHER Hero tier character, just as the last one is kicking the bucket? Any revelations I missed?

2836
And do what in the mean time, spend the turn completely on Econ Projects so we can the next turn? Or only partial to cover the costs of that very turn and end up in the same situation.
 
Personally, I think we can probably afford to put off Trade Missions from this turn, if only because this guy will probably be ALIVE by the time the next turn comes around. He is noted too be pretty young for getting the position, which means that he'll have an impressive lifespan as High-Chief (which I almost pity him for, now that I think about it).
If the nomads start raiding again before we send the trade mission to them, making peace with them will be a lot harder and a lot riskier than it'd otherwise be.
 
Hey, I haven't been paying attention to any of this political silliness! I'm stillstuck in that now lost age (from, like, two days ago) when our diplomatic ambitions amounted to "We have neighbors? I guess?"

Ah, simpler times...

2836 I'm all for trade, as long as we throw in some Mil as well, since we're gonna need buckets of the stuff soon.
 
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