[X] Plan building up
-[X] Send the hunters on a raid.
--[X] scout the lowlands, find out what is going on and are there minor settlements like the one at Lakeford or outlying settlements near Bruchcrest
--[X] 1 Light
-[X] Improve the village by construction sturdy longhouses for the people. (2 of 3 Production paid)
-[X] Send a diplomat to someone.
--[X] To the white clans
--[X] convincing more clans to settle at Greenvalley

A turn spend building up with a group finding targets/information to act on next turn and completing the longhouses.
As that does not need more production using the council action to get more clans to join us is a longshot but we need to grow if we want to be able to take Bruchcrest and its allies.

How about we train a pop of bone tenders abd sebd them to proselitize the white clans?
 
[X] Plan building up
-[X] Send the hunters on a raid.
--[X] scout the lowlands, find out what is going on and are there minor settlements like the one at Lakeford or outlying settlements near Bruchcrest
--[X] 1 Light
-[X] Improve the village by construction sturdy longhouses for the people. (2 of 3 Production paid)
-[X] Send a diplomat to someone.
--[X] To the white clans
--[X] convincing more clans to settle at Greenvalley

A turn spend building up with a group finding targets/information to act on next turn and completing the longhouses.
As that does not need more production using the council action to get more clans to join us is a longshot but we need to grow if we want to be able to take Bruchcrest and its allies.

I think the Clan idea could work provided we restrain ourselves to clans with three or fewer pops. That means one new herder, one new gatherer, and one new farming pop, bringing us up to the softcap on farming. If we switch focus on the pilgrim village we can assimilate one of them this turn. I don't recommend trying to swallow anything larger; it'll take us at least two more turns to finish the assimilation process.

Then next turn we can expand farming by +1 slots, retrain a herder pop as a farmer, and start on menhirs or silver mines, but silver mines require us to pay three production and have both a miner and an artisan pop. I think we should build at least one menhir just to see what they're all about.
 
So our religion is definitely spreading throughout the White Clans, which is good. Our People are slowly becoming like the White Clans in ethnicity i am sure since there are so damn many wandering the mountains, but their becoming Culturally like us and were dominant. So woot.

Food Situation still fucked, but the Grace period is saving us, which is Nice i guess.

And Long Houses are going well, though there seems to be some minor spats concerning them.
But yea, we really need to into Mountain Farming, hunting is going to far and were scouring the land.
 
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@Azel, is it possible to have an organizational action for the Council of Three? In particular for zoning problems within Greenvalley, and once and for all setting rules and regulations for the houses and their boundaries and more or less totally reorganizing everything this time with a small city in mind rather than a village.

It seems to me we're merely at the cusp of these issues. They're not a big deal now, but if ignored for too long they'll definitely be a problem.
 
It also seems were outgrowing our walls, which... is not great, since that means part of our capital is outright exposed.
 
So seems like the wisest course of action is to scout out the lowlands and build a food stockpile. Then next turn we can launch a raid against whoever is weakest and see if we can't score ourselves a couple of pops and/or a tributary.
 
We also keep doing Inward Focus, which is actually kind of bad, since it means were being so arrogant that we think we need nothing outside our little patch of land.
 
@Azel, is it possible to have an organizational action for the Council of Three? In particular for zoning problems within Greenvalley, and once and for all setting rules and regulations for the houses and their boundaries and more or less totally reorganizing everything this time with a small city in mind rather than a village.

It seems to me we're merely at the cusp of these issues. They're not a big deal now, but if ignored for too long they'll definitely be a problem.
Not really. Zoning restrictions is a concept marginally less arcane then the internal combustion engine for your tribe.
We also keep doing Inward Focus, which is actually kind of bad, since it means were being so arrogant that we think we need nothing outside our little patch of land.
There's indeed a certain tendency developing to see the low-lands as nothing more then an annoyance and maybe a occasional source for slaves serfs.
 
Are we at least allowed to work on a solution of people getting into fights due to where they build their longhouses?
The council is doing so automatically. They are mostly annoyed by the matter since it keeps cropping up and the reasons for it all seem to be equally stupid. Like that one guy who claimed that he couldn't sleep because of the sound the wind made when passing a new longhouse.
 
The council is doing so automatically. They are mostly annoyed by the matter since it keeps cropping up and the reasons for it all seem to be equally stupid. Like that one guy who claimed that he couldn't sleep because of the sound the wind made when passing a new longhouse.
Random question, but do we have honey? Because if we have honey, we have wax. And that means this guy can get ordered to sleep with ear plugs.
 
Bonus against pop loss from bad weather rolls.

So far though you were rather lucky. The table for Greenvalley includes heavy storms, draughts and apocalyptic winters.
Speaking of droughts, building some form of reservoir would certainly be prudent... We have a river, but it could easily run dry if the dice gods are angry.
 
Bonus against pop loss from bad weather rolls.
So far though you were rather lucky. The table for Greenvalley includes heavy storms, draughts and apocalyptic winters.

I thought we had the climatically stable location tbh.

Isn't the problem that we keep sending out all our food making hunters to fight other people and explore so we don't actually have enough food to grow population even if we kidnapped them?

This too, but it's kinda unavoidable. The hunters are the dominant faction, and they're hungry for raids and battles because it helps reinforce their standing both within the tribe and between themselves. More than once we've turned inward only for the hunters to demand a raid. If we don't let them out once in a while their mood sours and that's baaaaaaad news for our stability.

Take this last turn for example. Sending half our hunters out wasn't just a way to stop our military from atrophying, but also a sop to the hunters. They wouldn't get their primary objective of destroying Brushcrest, but we would satisfy their secondary desire to explore. That let us trade a -1 mood for the hunters for +1s with everyone else. Otherwise I think we might have taken a more sizeable mood hit.
 
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So... does anyone want to turn to another kind of civilization long term?

I mean, all the military is nice, but only when you are the superpower in the region
 
We desperately need food and food producing pops. The straightfoward solution to this issue is increasing the amount of arable land that is under our control.

We should stake out an outpost towards the fertile lowlands that can send food back too Greenvalley.

The old spot of Lakefort is ideal for a new settlement, besides reducing the food burden on our primarily hunting based food supply in green vally, river confluences are a strategically important point. We'd be halting any river raids on any agriculture on the shores of the Green River between Greenvalley and Lakefort while also securing the lands of Goatvalley for future expansion without deep entanglements in lowlander warfare unless we want to, in which case it serves triple duty as an offensive outpost to raid Bushcrest from.

Also being bordered by river on two sides can increase defensibility of the settlement given that we can eventually construct stone walls once it grows enough.


So... does anyone want to turn to another kind of civilization long term?

I mean, all the military is nice, but only when you are the superpower in the region

Also this, we really need to leverage our heavy investment into military matters to creating an lasting asset that returns positive value to our civilization. A settlement at Lakefort would be that. "There is no instance of a country having benefited from prolonged warfare" -Sun Tzu
 
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We desperately need food and food producing pops. The straightfoward solution to this issue is increasing the amount of arable land that is under our control.

We should stake out an outpost towards the fertile lowlands that can send food back too Greenvalley.

The old spot of Lakefort is ideal for a new settlement, besides reducing the food burden on our primarily hunting based food supply in green vally, river confluences are a strategically important point. We'd be halting any river raids on any agriculture on the shores of the Green River between Greenvalley and Lakefort while also securing the lands of Goatvalley for future expansion without deep entanglements in lowlander warfare unless we want to, in which case it serves triple duty as an offensive outpost to raid Bushcrest from.

Also being bordered by river on two sides can increase defensibility of the settlement given that we can eventually construct stone walls once it grows enough.

So... does anyone want to turn to another kind of civilization long term?

I mean, all the military is nice, but only when you are the superpower in the region

Also this, we really need to leverage our heavy investment into military matters to creating an lasting asset that returns positive value to our civilization. A settlement at Lakefort would be that. "There is no instance of a country having benefited from prolonged warfare" -Sun Tzu

In as such I propose the following plan.

[X] Plan Lakefort Expansion

-[X] Make all the hunters hunt except one heavy to act as protection for the new Settlement
-[X] Improve the village by construction sturdy longhouses for the people. (2 of 3 Production paid)
-[X] Create a new village to claim more land for the Valley People. (Cost: 1 Production per Pop settled in the new village.)
-[X] Write-In which Pops to settle there.
--[X] Three Greenvalley Serfs
-[X] Write-In where to build the village.
--[X]At the confluence of the rivers Green and Goat (upon the ruins of Lakefort)
Pick an action for the High Council:
-[X] Gain +1 Production to spend this turn.
Adhoc vote count started by Ritos on May 7, 2019 at 1:36 PM, finished with 6298 posts and 2 votes.

  • [X] Plan building up
    -[X] Send the hunters on a raid.
    --[X] scout the lowlands, find out what is going on and are there minor settlements like the one at Lakeford or outlying settlements near Bruchcrest
    --[X] 1 Light
    -[X] Improve the village by construction sturdy longhouses for the people. (2 of 3 Production paid)
    -[X] Send a diplomat to someone.
    --[X] To the white clans
    --[X] convincing more clans to settle at Greenvalley
    [X] Plan Lakefort Expansion
    -[X] Make all the hunters hunt except one heavy to act as protection for the new Settlement
    -[X] Improve the village by construction sturdy longhouses for the people. (2 of 3 Production paid)
    -[X] Create a new village to claim more land for the Valley People. (Cost: 1 Production per Pop settled in the new village.)
    -[X] Write-In which Pops to settle there.
    --[X] Three Greenvalley Serfs
    -[X] Write-In where to build the village.
    --[X]At the confluence of the rivers Green and Goat (upon the ruins of Lakefort)
    -[X] Reassign some of the workers to different tasks.
    --[X] Tell the artisans to focus on something else.
    ---[X] One Culture to Production
    -[X] Gain +1 Production to spend this turn.
 
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[X] Write-In which Pops to settle there.
--[X] Three Greenvalley Serfs
-[X] Write-In where to build the village.
--[X]At the confluence of the rivers Green and Goat (upon the ruins of Lakefort)
-[X] Reassign some of the workers to different tasks.
--[X] Tell the artisans to focus on something else.
---[X] One Culture to Production
All our Artisans are already in Production, we just can't afford building a three-pop village in one go.
 
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