I think yrs thought he could sneak it in to ease the next vote
I'd say the quarry should be the fist thing we do, mostly because I'd like to mitigate the fact that we're bleeding ressources currently, and the 1 Material we're getting from the outpost itself isn't helping that much. Quarry, livestock, and in a lesser way granary compete for the last 4 worker slots we have, ad I think I'd prefer to continue upgrading the lake's efficiency over opening more slots producing Agriculture right now, so... yeah, I'd say quarry -> docks -> tiny quarry -> Granary
The issue is that we don't have the manpower to exploit the quarry, the fisheries, the livestock, and the field. Our manpower is capped at 10, presumably until we hit hamlet. If we add up all the manpower the projects we know about use, it would be 12 from those, plus one from admin and another from granary (which means even doing granary before getting hamlet means we'll have to pull manpower from somewhere -probably the fields, since they're our least efficient Agriculture source-.I also think that we should do Livestock before advancing the Quarry. It will depend on the kind of cattle we choose, but the Livestock will also generate Materials (or a mix of Materials and Agriculture). So it will also help with our Material bleeding.
And it's better to know its characteristics and update earlier so we can include it in our planning
So maybe
Quarry -> Granary -> Docks -> Meditations -> Livestock
With Quarry and Granary being interchangeable.
My opinion is that we want to build something very boring and non-eventy next turn so we can focus on the summit
But we've got options there so that's fine.
The issue is that we don't have the manpower to exploit the quarry, the fisheries, the livestock, and the field. Our manpower is capped at 10, presumably until we hit hamlet. If we add up all the manpower the projects we know about use, it would be 12 from those, plus one from admin and another from granary (which means even doing granary before getting hamlet means we'll have to pull manpower from somewhere -probably the fields, since they're our least efficient Agriculture source-.
I feel like people are badly underestimating cold snaps.
[X] Veins of the Earth-Glittering Pools: The veins run far, under every field and every home, in road and deep dell. Steadyness comes with prayer, a homely heat to warm and nurture raising spirits, soothing spirits.
Gui's idea keeps the heat and the power concentrated in the waters and the wells, and the healthier water helps against sickness
Zhen's idea spreads the heat in the earth, making it harder for homes and field to cool down enough to be dangerous for people.
The agriculture bonus already exists. I'm not sure why the text is emphasizing it either tbh.That's why I'm asking what I'm missing, because the options seem to have mismatched bonuses for the names, and they BOTH have the agriculture bonus that only one should have.
Veins of the Earth:
Heat lives in the frozen earth here, bubbling to the surface in pools and springs, and gathering in the hearts of the mountains. Enables agriculture in otherwise inhospitable locations and enables certain building options.
Cultivation Effects.
+1 to Fire, Mountain or Water projects
-
Development Effects
+0.5 to Agriculture Production of Fields Chain Buildings
-
-
They both have the agricultural bonus because that was the guaranteed bonus we'd get for doing this project. Both still increase Zhengui's control over the lands and spread his power, the boiling depths just keep it concentrated underground where it can be used as purifying drinking water while the glittering pools spreads it across the surface preventing cold snaps.That's the exact discrepancy I'm getting at and querying.
Zhen = Heat the Earth = Improve agriculture + Warmer land
Gui = Power the Water = Non-lake water source + Anti-Disease.
Earth-Boiling Deeps - Heat means it's the Zhen option, and agriculture verifies that, but it has the disease prevention?
Earth-Glittering Pools - Pools = water, it's the Gui option, except it has the bonus to agriculture of Zhen's and it has the cold protection?
That's why I'm asking what I'm missing, because the options seem to have mismatched bonuses for the names, and they BOTH have the agriculture bonus that only one should have.
Mmm. I hadn't agreed with that - I think the Administration Center is just going to unlock the advancement, not trigger it immediately, which will probably require we actually build to the full 10 permanent residents before it happens. Which means the admin center only needs to be rushed if we want the palisades up ASAP.The plan was to start the Administration Center now to reach Hamlet at its completion. I would venture most of thread will still agree with that.
Though if "no hired P" is a requirement for hamlet, ... 2 currently, 1 granary, 1 pastures, 1 from fishing boats which is a step away ... to hit 10 P natively, that would require paying for Population Drive 5 times at increasing prices!
A small quarry built into the nearby hills, to harvest and carve stone for local building use.
Cost 15 Agriculture, 10 Material
1 month
Manpower Slots 0/3
Production: +1 Material per assigned Manpower
Unlocks Tiny Quarry
Improved production per manpower. Increases Manpower Slots
THISI'd like to reiterate - until we get more upgrades for our various food production facilities, they can only pay for themselves in permanent manpower, not even covering the manning requirements of things like the granaries and admin center. Never mind building more stuff.
Our priority should be picking up a few tier 1 and maybe 2 structures, not filling out the tier zeroes.by the time it's done, we should have the rest of our "Tier 0" structures finished.
We are not sufficiently funded in food. As such, improving food production is what will allow us the fastest expansion.But considering that we are pretty well funded for now, it might be better to build things that allow for faster expansion, and then become self sufficient.