Since this got bumped:
1. Oxen for farming are a third of your cattle. It's 2 oxen per hide, of 1.6 with Barntar's Plowsong blessing, and 2.5 farmers per hide, and the number doesn't change with Vigor - perhaps they don't complain as much?
2. I don't think there's a straightforward way to tell. I go with this: you need goods to maintain temples, and if all the necessary goods for sacrificing can be locally (naturally) produced by your crafters without ruining your economy / fouling tribal mood, you're fine.
3. Dunno, I just play it by ear and send out a trader to establish a route whenever something that might benefit trade happens. Build up your Issaries temple (I have every blessing but Trading on), trade with neighbors for the Silver Tongue artifact, keep a worshiper of Issaries on the ring and keep investing in Trading during Sacred Time - that also raises your # of routes for the following year. Remember to always have your trader be physically present during Sacred Time, or else you'll be unable to invest a decent amount in trading and one of the routes will be lost during the year.
3.5 Also, search your tula for resources. When you find some (such as green clay, stones for amulets, iron and the like), don't sell it to another clan, instead, go to the clan screen and press the "Crafters" button. Reassign some crafters from generic goods to your newfound special goods.
4. If you're completely lost, there are
articles on the wiki, but keep in mind that correct options have a chance to fail, and some "wrong" options work as well as the "correct" ones.
Moar unasked-for vaguely relevant advice:
- Greet the ducks as friends. This is non-negotiable. Don't mess with other beastfolk, dorfs, dragons, or trolls, either. Don't choose them (or Faralinthor for that matter - unlike elves, Praxians, and ice demons, the flood is a flat percentage fuck-you) as enemies during clan creation.
- Successful heroquests give extra magic. Try to give magic to cults, and perform heroquests so that it stays high, and you can keep your goods and cattle.
- Learn which sacrifices/donations of magic give you a slider (four points is advisable) and which eat up a flat percentage. If your pool is large, avoid the latter.
- Trade for treasures with the neighbor clan which likes you the most. Treasures that exist in the game are not assigned to specific clans unless you sell one, so you can keep going to the same clan asking to buy a treasure and eventually end up with everything that can be traded for. When they start offering spirit fetches, you're done.
- Once you've cleared the game's supply of tradeable unique artifacts, when an artifact is necessary, buy a spirit fetch (they disintegrate when you expend magic, so stocking up is kinda pointless).
- Generally, try to not rack up hidden grudges with other clans. If it sounds like you might have grievously offended a clan, make note of it. Perform the Divination - Attitude blessing when you have free time. If it says they remember
several slights, it might be the time to do the Issaries heroquest for reconciliation.
- Make your clanmate the first tribal king, but don't hold on to the throne if he or she kicks the bucket. Your successor from another tribe is going to die or resign in ~5 years. Landing two kingships in a row is
really damn difficult. If you absolutely need the next guy or gal to also be one of yours, your best chance is to have someone else elected first and sabotage their rites.
- When you have too much food, send emissaries to give some to other clans (70+ per emissary), prioritizing those whom you owe a favor, your neighbors, and those who don't yet owe you a favor. The more clans owe you, the better. Don't collect them unless absolutely necessary (such as you're raiding across another clan's tula and they decline your bribes).
- Switching permanent blessings doesn't cost a turn, so do it when necessary. Get Truesword and Fyrdwomen. These are probably the most useful war blessings.