Territories
Brent L (£500/turn): 1 longbowmen. Palace, Fishery. Fish.
(+£25/turn from fish)
(+£100: Fishery)
(upk: -£85)
Brent S (£234/turn): 1 caravan. Cpt Simo the Cavalier. Market.
(+£164/turn from Market)
(upk: -£155)
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): 0+1 light axemen.
(upk: -£60)
Alestrom S (£275/turn): 0+1 spearmen. Market.
(+£193/turn from Market)
(upk: -£70)
Lester S (£256/turn): 1 light axemen, 0+1 war bears. Bearskin the Druid. Mine, Forge, Fortifications. Marble.
(+£13/turn from marble)
(+£200: Mine)
(+£82/turn from Forge)
(upk: -£295)
Finances:
Cash Reserves: £234
Revenue: +£3224
Trade Pact(Farland): +£108 [Access grain, sheep]
Trade Pact(Arcadia): +£191 [Access lumber, game, iron]
Trade Pact(Grouting): +£157 [Access gold]
Trade Pact(Vremya): +£85
Trade Pact(Taikeni): +£248 [Access copper, wine]
Trade Pact(Free Tempest): +£125
Trade Pact(Greenblood): +£90 [Access silver, spices, ivory]
Raids: -£1049
Upkeep: -£865 [1 longbowmen, 1 caravan, 2 light axemen, 1 spearmen, 1 war bears, 2 trireme, 1 archers. Cpt Simo the Cavalier, Bearskin the Druid. 2 market, 1 walls, 1 fortifications.]
Diplomacy: -£388
Recruitment:-£2060
Building:-£600
Trade from the Greenblood Union:+£600
Total: £100
Building
Markets will be built in Sutter East and in Lower Brent, using the gnome city planners to position it next to the fishery.:-£600
Recruitment
Once he moved to Aelstrom South, Bearskin will summon a clan of bears from the neighbouring mountain:-£850
Two unit of Archer will be raised in Lower Brent, and one unit of spearmen militia amongst the burger of Gasket:-£1210
Diplomacy
Send £300 to Harticus the Gnome.
Send brewers, bakers and priests to the Grand Duchy of Grouting to teach the Duke's subject their trade.
Orders my traders in highblood to teach the Kobolds how to administrates markets.
Sign a trade pact with the people of Presst.
Send my advisors on a further fact-collecting mission, using £88 to try to find out were the pirate are sailing from.
Send priests and weaponsmith to Arcadia.
Army movement
Bearskin will move to Aelstrom south prior to invoking bears, he'll be escorted by one unit of light axemen from Lester South.
Captain Simo will raise his commodore's broad pennant of HMS Indomitable, a trirem, and will load a unit of Longbowmen from Lower Brent. Together with the HMS Victory, they'll wait for the Arcadian fleet.
In the meantime, the caravan currently waiting in Gasket will load on the Republican trirem and sail west, to the Gulf of Troud. There, the traders land in Southern Troud, offering their wares for sail and establishing trade links with their Klackons counterparts, as well as with the United Provinces merchants, many of whom are established in Klackon territorries. With the pirate fleet well east of the Brent Channel, they should be secure.
Once the Arcadian fleet is in the channel, the combined fleet, under the command of Captain Simo, will patrol up and down the channel, hoping to catch the pirates.
Techs
Nature Magic [Foundation]
Summon War Bears
Weaponsmithy I
Fermentation I
Marketplaces
Organised Religion
Armies
HMS Indomitable and HMS Victory in the Brent channel, with one unit of archer on board.