King Bearskin was just now emerging from the long months of coma that had followed his injury in the raids on Lower Brent. Luckily the pirate hadn't recognized him, or he would have been taken away, like Capt'n Simo.
Luckily, his adviser had done some nice works while he was gibbering nonsense, bedridden by infections and fever. They had drastically lowered taxes on markets, allowing them to survive the blockade. They would never bring as much money as they did before the Pirate attacks, but at least they were still supporting the War effort. A nice side-effect was that King worldwide had to lower taxes as well, to keep in line.
They also had gone East and West, gathering money from Brent's former vassals and allies, to raise a fleet more powerful even that the Pirate's. Old Sheb did a lot of wrong, including letting the Pirate menace grow, but at least he had set up a nice network of friends, and an even nicer network of trade. With Brent as the linchpin, nobody had interest in letting it go down.
All in all, they had done a pretty nice job, keeping the leaderless, powerless, moneyless Kingdom from floundering. But they could only do so much. It tooks really good adviser to prevent a country from giving up against such odds. But it took a King to lead his people to victory, to inspire Hope to his men has he was leading so many of them to death.
Only him could finally break Roberts and make Brent a world power again. Conscious of his power and duty, Bearskin rose from his bed and ordered his servants to bring him his armor. Tonight, there would be War.
State Religion: Empirism
Territories
Brent L (£500/turn): Palace, Fishery. Fish. [Empirism]
(+£25/turn from fish)
(+£100: Fishery)
Empirism Holy Site: £40 in tithes.
Brent S (£234/turn): Market.
(+£37/turn from Market)
(upk: -£61)
Brent U (£287/turn): Walls, Deep Mine, Forge. Coal.
(+£14/turn from coal)
(+£400: Deep Mine)
(+£92/turn from Forge)
(upk: -£10)
Brent N (£137/turn):
Sutter E (£252/turn): Market.
(+£40/turn from Market)
(upk: -£50)
Alestrom S (£275/turn): 1 light axemen, 1 light cavalry, 3 galleon, 9 mariners, 1 war bears. Bearskin the Druid. Market.
(+£44/turn from Market)
(upk: -£1519)
Lester S (£256/turn): Mine, Forge, Fortifications. Marble.
(+£13/turn from marble)
(+£200: Mine)
(+£82/turn from Forge)
(upk: -£20)
Maver S (£177/turn): 1 spearmen. Lumber.
(+£9/turn from lumber)
(upk: -£20)
Technologies
Weaponsmithy I
Nature Magic [Foundation]
Summon War Bears
Marketplaces
Glazing I
Mariners
Fermentation I
Diplomacy I
Mechanics I
Sea Travel II
Finances:
Cash Reserves: £117
Revenue: +£3214
Trade Pact(Vremya): +£6
Trade Pact(Taikeni): +£14 [Access copper, game, iron, wine]
Trade Pact(Free Tempest): +£15 [Access grain, fish, wine, ivory]
Trade Pact(Foul): +£12 [Access iron, stone, cattle]
Trade Pact(United): +£21 [Access copper, pottery, cloth]
Trade Pact(Greenblood): +£11 [Access marble, silver, spices]
Raids: -£896
Upkeep: -£1680 [1 light axemen, 1 light cavalry, 3 galleon, 9 mariners, 1 war bears, 1 spearmen. Bearskin the Druid. 3 market, 1 walls, 1 fortifications.]
Promoting Bearskin to Mariner:-£400
Bribing the Pirate:-£434
Total: £0
Promotion
King Bearskin will call forth the best shipmasters from Brent (with the blockade, many of them should be idling in Gasket) to teach him the ways of the sea and the use of ships.
Diplomacy
Send Marketplaces to Pillow_Killer and to Criptfiends (let's say it's a payback for the £3900 I owe you)
Send Mariners to Tariccus.
Move
While the fleet is away, the light axemen, horsemen and the war bears currently sitting in Southern Aelstrom will be ordered off to our holdings in Lester, so has to avoid being destroyed by a pirate raid should they have landed in Northern Aelstrom. They will be joined by the Spearmen of Maver South.
The Fleet, carrying all our Royal Marines and led by King Bearskin himself, will sail forth and saize the ships laying out in the Aelstrom Straits ((They should be there, right?)). Should the Pirates attacks from the shores, King Bearskins will use his superior strength, diplomats skills and the £434 in the Treasury to try to bribe as many of them to our side. Rumors has it that Dread Robert's coffer are running low, and many of his men will probably love some cash. Moreover, with superior strenght to our side, any pirate opposing us face hanging and death.
If the Pirates do not show up, the fleet will proceed to the Brentish straits, to attack the lone ship blockading Gasket, to the greatest joy of our merchants. ((If the Pirate DO show up, but that we bribe/them, gain a clear victory (let's say at least half of my army still standing), just split my forces in two and attack that ship anyway.))
P.S. Yes you can, I did destroy some fortifications I didn't need.