Yeah you are right didn't notice that I'll edit it out, I guess you could scrounge one production by reducing our dye purchases,All our Artisans are already in Production, we just can't afford building a three-pop village in one go.
In addition to that, you're taking away most of Greenvalley's main food producers and dropping them in a separate settlement to the artisans. Until we get Pottery, food production is localized. Meaning this new settlement does fine for a turn, while Greenvalley starves to death, and then the new settlement runs out of tools and promptly starves due to not being supplied with the required tools to work.
The Cultural upkeep takes Culture, not Production.Yeah you are right didn't notice that I'll edit it out, I guess you could scrounge one production by reducing our dye purchases, or taking one of the 5 production we have to cultural ideal upkeep.
Huh, got that confused, then what the hell our craftsmen doing if only our artisians are generating production in the balance sheet.The Cultural upkeep takes Culture, not Production.
You can't build houses by praying in our temple.
Our workers are producing basic goods (both food and materials like wood and clay).Huh, got that confused, then what the hell our craftsmen doing if only our artisians are generating production in the balance sheet.
Aren't the hunters still the primary food producers?
They can compensate given that they no longer have to feed those people anymore, and hunting is more space limited than labor limited, plus the hunting should be good this turn given that we haven't been heavily hunting this past turn. And farmers can make their own tools, people aren't constantly ploughing or sowing. Agricultural populations made their own tools all the time.
[X] Plan Lakefort Expansion
-[X] Make all the hunters hunt except one heavy to act as protection for the new Settlement
Do you realize what that would mean for Greenvalley? Either you don't see that Greenvalley would starve with this plan (food production is local, new settlement would have food but Greenvalley WILL STARVE) and in doing so eliminate us from the game as we would NEVER be able to catch up again popwise, or you are purposefully saying, Screw Greenvalley and everyone there, we can start over downriver in a brand new settlement next to our hated enemies perfectly fine with only 4 hunter pops and 3 serf pops. Less than a quarter of the population of Greenvalley, who you would be condemning to death via starvation.
I know I just saw that. Initially read it as make every hunter except one heavy act as protection for the new settlement. But there I see the problem of one hunter group not being enough to act as good enough garrison. The initial Brushcrest lakefort garrison was some 3 to 5 units. You're sending one heavy unit to act as protection.No, read the sentence again. All the hunters except one are going back to hunting. So two more hunters are providing food for four less mouths.
The area Lakefort was built on is closer to Brushcrest than it is to us. It's a terrible location for our first settlement outside the valley.
I know I just saw that. Initially read it as make every hunter except one heavy act as protection for the new settlement. But there I see the problem of one hunter group not being enough to act as good enough garrison. The initial Brushcrest lakefort garrison was some 3 to 5 units. You're sending one heavy unit to act as protection.
There is no way we can send for and get reinforcements to Lakefort in time to defend it when Brushcrest retaliates against such obvious and aggressive expansion with just a single group of hunters to defend it, this idea is a complete non starter.It's about halfway and we can sail downriver rather than fighting against the current like Bushcrest.
Precisely.Our workers are producing basic goods (both food and materials like wood and clay).
Our Artisans are translating those to Production (tools, refined materials, etc.) or culture (artwork).
At least that's how I understood the situation @Azel?
It still doesn't work.
A village costs 1 Production per pop.
We make only +1 Production this turn and that goes into finishing the Longhouses.
We can make one more from the council, but that's not enough.
Do you expect our hunters to sleep outside for an entire generation?
For some months on war or exploration sure, but they can't function the entire time one turn takes without shelter.
And if they don't live in the new village it's near helpless.
Honestly, I'm not really seeing a way forward here.
We can't really expand with our current food limitations and as we are we don't have the manpower to subjugate Bushcrest or do anything else to leverage our military skill into anything truly valuable.I guess the best we can do it trying to play for cultural supremacy to slowly absorb the White Clans, because our expansion with our own power is running into barriers we can't overcome at our tech level.
I don't think culture converting gained pops is a priorty. If we've recruited them through the faith they should already be quite local. We're better off having the vilage keep spreading our culture amongst the White Clans.
Inspired by @sunrise
Rationale: We need more farmers, more hunters, more workers. More pops. We've invested quite a bit of effort in culturally and religiously transforming the Clansmen and now it is time to come and collect. Ideally we'd get two gatherer pops and a hunter pop out of this, expanding our industry and our food production alike. I don't know if @Azel will allow us to decide mid-turn what we want to retrain them as, but I'm thinking that at least one of the pops could be set to farming.
These are people who'd leave their old lifestyle behind in order to migrate to Greenvalley on nothing but faith alone. That does not strike me as the type of people that would immediately start agitating and causing trouble when they come to us. If they found living with us so rephrensible they'd probably just leave and go back to the mountains. If it eventually becomes a problem we can switch the village over but right now I figure we're best off continuing to convert the remaining clans and build off of the momentum left by Speaker.Just because they share our faith doesn't mean they share our culture. I'd rather not have unrest or upheaval because suddenly 10% of our settlement now has Ideals and Fads that are totally different from our own.
Just because they share our faith doesn't mean they share our culture. I'd rather not have unrest or upheaval because suddenly 10% of our settlement now has Ideals and Fads that are totally different from our own.
We haven't hit the limits of farming yet.Hunting/gathering is more limited by space than by people hunting, and face declining returns the more intensively they are pursued, within a turn or two we will face the same food issues that we face this turn, and with less resources in the form of a depleted valley to boot. I don't think this is the right direction.
We aren't at diminishing returns yet and one more hunter pop won't push us over the limit.Resource Production:
Name Current Maximum Bonus Gathering 2 - +30% (Base)
+20% (low area utilization)
+20% (river)
Total: +70%Hunting 6 - +30% (Base)
+10% (hunting dogs)
+20% (forested terrain)
Total: +60%Fishing 5 5 +30% (Base)
+20% (Advanced Dugouts)
Total: +50%Orchards 4 5 +30% (Base)
+10% (forested terrain)
+20% (river)
Total: +60%Cattle Raising 1 2 +30% (Base)
+20% (river)
Total: +50%Clay Mining 1 3 Limestone Mining 1 1 Obsidian Mining 1 1 Woodcutting 2 4 Silver Mining