Turn 15 - The Brigand Years
Winter 1006 A.D.
Pirates!: Under command of their king Bearskin, the Brentish navy successfully breaks the global blockade their Empire suffered under for the past year!
Bandits!: The Camorri Raiders, by comparison, have begun a partial blockade of the United Provinces with a strong force of what seem to be heavy swordsmen and archers.
Leader: Ali Shorabongmad
Your catapults are built and troops recruited as requested. In a move that stuns the world, you send scholars out to every empire with details of all your significant technological achievements. In addition, a standing order has been implemented to make public every technology you continue to research from this point on. Be sure to cancel that order or make exceptions should you ever wish this not to be the case.
Territories
Presst S (£545/turn): Palace, Farm, Market. Game.
(+£27/turn from game)
(+£100: Farm)
(+£338/turn from Market)
(upk: -£50)
Presst W (£27/turn): Farm.
(+£100: Farm)
Presst N (£175/turn): Farm, Market.
(+£100: Farm)
(+£109/turn from Market)
(upk: -£50)
Presst U (£17/turn): Farm.
(+£100: Farm)
Presst E (£38/turn):
Icedale E (£79/turn): Farm.
(+£100: Farm)
Fellrein S (£98/turn): 2 catapults, 4 spearmen, 2 engineers. Market.
(+£61/turn from Market)
(upk: -£390)
Finances:
Cash Reserves: £203
Revenue: +£2014
Trade Pact(Brent): +£338 [Access fish, coal, marble]
Trade Pact(Taikeni): +£242 [Access copper, iron, wine]
Trade Pact(Foul): +£266 [Access iron, stone, cattle]
Trade Pact(Arcadia): +£224 [Access lumber, iron, sheep]
Trade Pact(Free Tempest): +£284 [Access grain, fish, wine, ivory]
Trade Pact(United): +£365 [Access copper, pottery, cloth, lumber]
Trade Pact(Vremya): +£125
Trade Pact(Farland): +£108 [Access grain, sheep]
Trade Pact(Grouting): +£176 [Access gold, coal]
Trade Pact(Greenblood): +£193 [Access marble, silver, spices]
Trade Pact(Imperial): +£19 [Access lumber]
Upkeep: -£490 [2 catapults, 4 spearmen, 2 engineers. 3 market.]
Total: £4067
Technologies
Weaponsmithy I
Leader: Theris Anataki
One galleon withdraws to Astrid East. Your research into a new school of magic was unfortunately unsuccessful, as only £513 was left to your treasury for the research. Your scholars admit they were getting close, but simply ran out of funds before they could finish their experiments.
State Religion: Islam
Territories
Storm C (£500/turn): 1 spearmen. Palace, Mine, Smithy. Copper. [Islam]
(+£200: Mine)
(+£380/turn from Smithy)
Islam Holy Site: £40 in tithes.
(upk: -£18)
Storm S (£107/turn): 1 spearmen.
(upk: -£20)
Storm W (£71/turn): 1 spearmen, 3 heavy axemen, 1 galleon.
(upk: -£425)
Storm N (£78/turn): 1 spearmen. Hunting Lodge. Game.
(+£4/turn from game)
(+£200: Hunting Lodge)
(upk: -£20)
Astrid W (£154/turn): 1 spearmen, Walls.
(upk: -£30)
Astrid C (£30/turn): 1 spearmen. Mine, Forge. Iron.
(+£200: Mine)
(+£10/turn from Forge)
(upk: -£20)
Astrid E (£329/turn): 1 spearmen, 1 galleon. Walls. Wine.
(+£16/turn from wine)
(upk: -£120)
Shadevale W (£52/turn): 1 spearmen.
(upk: -£20)
Shadevale E (£46/turn): 1 heavy axemen.
(upk: -£105)
Finances:
Cash Reserves: £0
Revenue: +£2417
Trade Pact(Brent): +£338 [Access fish, coal, marble]
Trade Pact(Free Tempest): +£284 [Access grain, fish, ivory]
Trade Pact(Vremya): +£125
Trade Pact(Arcadia): +£224 [Access lumber, sheep]
Trade Pact(Farland): +£108 [Access grain, sheep]
Trade Pact(Grouting): +£176 [Access gold, coal]
Trade Pact(Peaceful): +£201
Trade Pact(Foul): +£266 [Access stone, cattle]
Trade Pact(United): +£365 [Access pottery, cloth, lumber]
Trade Pact(Greenblood): +£193 [Access marble, silver, spices]
Trade Pact(Imperial): +£19 [Access lumber]
Upkeep: -£868 [8 spearmen, 4 heavy axemen, 3 galleon. 2 walls.]
Total: £3848
Technologies
Weaponsmithy I
Metalworking Ii
Sea Travel Ii
Metallurgy I
Metallurgy Ii
Armoury I
Mariners
Painting
Sculpture
Armies Away
1 galleon
Leader: Speaker Fredrick the Red
North Maver is uncontested and you simply waltz into the region with your armies and capture the wounded, recovering batallion (though the shock and disorder sets back their recovery another six months). The full complement of your force marches onwards to Eastern Maver.
Free Tempest and Steel forces engage.
Free Tempest Forces
Imps: 1 Intact, 0 Damaged
Fireflies: 4 Intact, 0 Damaged
Light Swordsmen: 2 Intact, 0 Damaged
Steel Forces
Skirmishers: 1 Intact, 0 Damaged
A Steel Skirmishers has defeated a Free Tempest Imps, but sustained heavy damage. [69 vs 66]
Free Tempest Forces
Imps: 0 Intact, 1 Damaged
Fireflies: 4 Intact, 0 Damaged
Light Swordsmen: 2 Intact, 0 Damaged
Steel Forces
Skirmishers: 0 Intact, 1 Damaged
The attackers have crushed all resistance.
Though your imps suffer casualties, the rest of your troops easily crush the Auxila resistance, bringing most of the remainder of Maver under your control. The only slight shame is that Western Maver is struck by raiders, who steal £186 in goods and taxes.
TerritoriesStorm E (£595/turn): Palace, Farm. Grain.
(+£30/turn from grain)
(+£100: Farm)
Terret W (£144/turn): Fishery. Fish.
(+£7/turn from fish)
(+£100: Fishery)
Terret N (£272/turn): 1 warlock. Farm.
(+£100: Farm)
(upk: -£100)
Terret E (£354/turn): Walls, Farm.
(+£100: Farm)
(upk: -£10)
Terret S (£380/turn): Fortifications, Farm.
(+£100: Farm)
(upk: -£20)
Maver W (£82/turn): Farm. Wine.
(+£4/turn from wine)
(+£100: Farm)
Maver N (£188/turn): 3+1 spearmen.
(upk: -£88)
Maver E (£132/turn): 2 light swordsmen, 4 fireflies, 0+1 imps.
(upk: -£370)
Steel S (£15/turn): 1 spearmen. Ivory. [Kiasa]
(+£1/turn from ivory)
Kiasa Holy Site: £40 in tithes.
(upk: -£20)
Finances:Cash Reserves: £52
Revenue: +£2844
Trade Pact(Brent): +£338 [Access coal, marble]
Trade Pact(Taikeni): +£242 [Access copper, game, iron]
Trade Pact(Foul): +£266 [Access iron, stone, cattle]
Trade Pact(Arcadia): +£224 [Access lumber, game, iron, sheep]
Trade Pact(United): +£365 [Access copper, pottery, cloth, lumber]
Trade Pact(Vremya): +£125
Trade Pact(Farland): +£108 [Access sheep]
Trade Pact(Grouting): +£176 [Access gold, coal]
Trade Pact(Peaceful): +£201 [Access game]
Trade Pact(Greenblood): +£193 [Access marble, silver, spices]
Trade Pact(Imperial): +£19 [Access lumber]
Upkeep: -£678 [1 warlock, 5 spearmen, 2 light swordsmen, 4 fireflies, 1 imps, 1 trireme. 1 walls, 1 fortifications.]
Radiign: -£186
Total: £4289
TechnologiesWeaponsmithy I
Chaos Magic [Foundation]
Summon Fireflies
Imps
Agriculture Ii
Painting
Sculpture
Adaptive Farming Ii
Armies Away1 trireme
Leader: Demonic Spoon
You continue to build up the internal strength of the Empire, placing your Hive in a position of ever-greater economic force. The minimal soldier caste grumble, but the Avatar and the human horse archers are quite capable of putting down any discontent for now.
Blockade!: It seems that over in Central Beaton, raiders are selectively blockading the trade route to prevent Foul and Vremyan trade caravans reaching the United Provinces and vice versa. Several other traders are being allowed to pass, however.
Territories
Foul C (£800/turn): Palace, Mine, Smithy. Iron.
(+£200: Mine)
(+£608/turn from Smithy)
Foul S (£179/turn):
Ichor W (£130/turn): Mine, Forge. Stone.
(+£200: Mine)
(+£42/turn from Forge)
Ichor U (£28/turn): 1 horse archers. Avatar of the Hive. Pasture. Cattle.
(+£1/turn from cattle)
(+£200: Pasture)
(upk: -£320)
Ichor S (£105/turn):
Troud S (£19/turn):
Troud N (£152/turn):
Finances:
Cash Reserves: £83
Revenue: +£2664
Trade Pact(Brent): +£338 [Access fish, coal, marble, copper, pottery, cloth, lumber]
Trade Pact(Taikeni): +£242 [Access copper, game, wine, pottery, cloth, lumber]
Trade Pact(Free Tempest): +£284 [Access grain, fish, wine, ivory, copper, pottery, cloth, lumber]
Trade Pact(Vremya): +£125
Trade Pact(Arcadia): +£224 [Access lumber, game, sheep, copper, pottery, cloth]
Trade Pact(Farland): +£108 [Access grain, sheep, copper, pottery, cloth, lumber]
Trade Pact(Grouting): +£176 [Access gold, coal, copper, pottery, cloth, lumber]
Trade Pact(Peaceful): +£201 [Access game, copper, pottery, cloth, lumber]
Trade Pact(Greenblood): +£193 [Access marble, silver, spices, copper, pottery, cloth, lumber]
Trade Pact(Imperial): +£19 [Access lumber, copper, pottery, cloth]
Upkeep: -£320 [1 horse archers. Avatar of the Hive.]
Total: £4337
Technologies
Weaponsmithy I
Necromancy [Foundation]
Curses I
Summon Zombies
Infantry Training Ii
Metalworking Ii
Leader: Grand Duke Mortrati
Sir Charleston negotiates with the local clans of Western Terrendale and is able to negotiate an annexation price: £612 in silver and other goods. This is slightly more than the Treasury was willing to pay at such short notice, but Sir Charleston employed some of his personal assets to make the shortfall and has charged the treasury accordingly.
Unification Bonus: Weaving I. The locals of Terrendale, whilst poor, have a long tradition of weaving local flax and imported wool into a variety of cloths. Terrendale tweed is particularly popular.
New Building: Weavers: £200. Upkeep £10. Provides a 25% industry bonus to basic income. Produces the 'cloth' trade good.
Since you did not specify how much to invest in research, your advisors just appropriated the entirety of the treasury, much to the Chancellor's dismay. They were easily enough able to organise the glassmakers into a guild to improve production techniques, but following this they sat down with all the various tradesmen for a very long, very expensive discussion on the underlying principles of each of the trades your people know.
A strange sort of consensus has begun to arise amongst your scholars regarding the nature of the universe. They have resurrected some of the ancient ideas about the forms of matter and the world, of the interrelations both spiritually and physically between the different materials in existence. These foundations encourage experimentation with the different properties of materials amongst the scholarly class, giving rise to at least one very practical application from their doddering...
New Techs: Glazing III. As a spill-over, Pre-Alchemy.
New Building: Glassmakers' Guild: £1000. Upkeep £50. Requires and replaces Glassworks. Improves industry bonus to 55% of base. Tech: Glazing III
New Unit: Grouting Fire: £1000. Attack 10, Defense 10. Upkeep £100. +20 vs naval units. Ranged, Machine Tech: Pre-Alchemy
Essentially a bag containing specially prepared flammable liquid that sticks as it burns, attached to a bellows and spout. Deadly against ships.
Territories
Grouting C (£500/turn): 1 sorcerer. Palace, Mine. Gold.
(+£50/turn from gold)
(+£200: Mine)
(upk: -£100)
Grouting E (£140/turn): 1 archers.
(upk: -£50)
Grouting N (£106/turn): Glassmakers.
(+£27/turn from Glassmakers)
(upk: -£10)
Grouting W (£281/turn): 2 light macemen. Mine. Coal.
(+£14/turn from coal)
(+£200: Mine)
(upk: -£100)
Grouting S (£4/turn): 2 archers.
(upk: -£100)
Terrendale C (£74/turn): 2 yetis.
(upk: -£170)
Terrendale E (£92/turn): 2 spearmen.
(upk: -£40)
Terrendale W (£68/turn): 1 spearmen, 1 diplomat.
(upk: -£40)
Finances:
Cash Reserves: £-612
Revenue: +£1756
Trade Pact(Brent): +£338 [Access fish, marble]
Trade Pact(Taikeni): +£242 [Access copper, game, iron, wine]
Trade Pact(Foul): +£266 [Access iron, stone, cattle]
Trade Pact(Arcadia): +£224 [Access lumber, game, iron, sheep]
Trade Pact(Free Tempest): +£284 [Access grain, fish, wine, ivory]
Trade Pact(United): +£365 [Access copper, pottery, cloth, lumber]
Trade Pact(Vremya): +£125
Trade Pact(Farland): +£108 [Access grain, sheep]
Trade Pact(Peaceful): +£201 [Access game]
Trade Pact(Greenblood): +£193 [Access marble, silver, spices]
Trade Pact(Imperial): +£19 [Access lumber]
Upkeep: -£610 [1 sorcerer, 3 archers, 2 light macemen, 2 yetis, 3 spearmen, 1 diplomat. 1 glassmakers.]
Total: £2899
Technologies
Weaponsmithy I
Glazing I
Glazing Ii
Glazing Iii
Fermentation I
Fermentation Ii
Pre-Alchemy
Diplomacy I
Diplomacy Ii
Sorcery [Foundation]
Trueshot
Windwall
Yetis
Mariners
Leathercraft I
Leathercraft Ii
Weaving I
Leader: Lady Alexia von Kashna
You purge your libraries of the unclean knowledge of the dark arts, using the anti-foreign sentiment this brings about to permit the development of further regional defences, and the start of a highway in Garnlish Central.
Efforts to rebuild the National Library have proved very fruitful as your scholars were able to write to the various noble members who possess their own small libraries, getting together a catalogue of what books exist where. With the proper funding, they will now be able to copy books and store them in a new National Library - in fact, with the organisational system they have developed, they should be able to build a Library anywhere in the empire!
New Tech: Libraries
New Building: Library: £150. Upkeep £150/turn. Produces a research bonus per turn equivalent to having invested £300 into your research projects, essentially providing a bonus to research at the cost of being committed to researching. This bonus may be divided amongst multiple research projects as required. Tech: Libraries
Territories
Garnlish C (£542/turn): 1 engineers. Palace, Sawmill. Lumber.
(+£27/turn from lumber)
(+£100: Sawmill)
(upk: -£50)
Garnlish N (£159/turn): Walls. Game.
(+£8/turn from game)
(upk: -£10)
Garnlish W (£48/turn):
Garnlish S (£97/turn): 1 archers. Walls.
(upk: -£60)
Sordell S (£251/turn): 1 longbowmen. Mine, Smithy, Walls. Iron.
(+£200: Mine)
(+£191/turn from Smithy)
(upk: -£95)
Sordell W (£146/turn):
Sordell E (£84/turn):
Bleater S (£189/turn): Walls. Sheep.
(+£9/turn from sheep)
(upk: -£10)
Bleater E (£192/turn): 1 heavy cavalry, 2 archers, 1 knights. Walls.
(upk: -£495)
Finances:
Cash Reserves: £277
Revenue: +£2243
Trade Pact(Brent): +£338 [Access fish, coal, marble]
Trade Pact(Taikeni): +£242 [Access copper, wine]
Trade Pact(Foul): +£266 [Access stone, cattle]
Trade Pact(United): +£365 [Access copper, pottery, cloth]
Trade Pact(Free Tempest): +£284 [Access grain, fish, wine, ivory]
Trade Pact(Vremya): +£125
Trade Pact(Farland): +£108 [Access grain]
Trade Pact(Grouting): +£176 [Access gold, coal]
Trade Pact(Peaceful): +£201
Trade Pact(Greenblood): +£193 [Access marble, silver, spices]
Trade Pact(Imperial): +£19
Upkeep: -£750 [1 engineers, 3 archers, 1 longbowmen, 1 heavy cavalry, 1 knights, 5 walls.]
Total: £4087
Technologies
Weaponsmithy I
Mechanics I
Mechanics Ii
Diplomacy I
Espionage I
Libraries
Leader: Harticus
Excavation of Gizarkill: £2409 to date.
Excavation continues. Reports from the site suggest that they have found a large stone doorway buried several feet beneath one of the local hills, which they are attempting to open.
Farlander and Local forces engage.
Farlander Forces
Hail Gliders: 4 Intact, 0 Damaged
Spearmen: 4 Intact, 0 Damaged
Local Forces
Longbowmen: 4 Intact, 0 Damaged
Fortifications
A Local Longbowmen has utterly destroyed a Farlander Hail Gliders! [77 vs 49]
A Local Longbowmen has utterly destroyed a Farlander Hail Gliders! [67 vs 46]
A Local Longbowmen has utterly destroyed a Farlander Hail Gliders! [85 vs 62]
A Local Longbowmen has utterly destroyed a Farlander Hail Gliders! [83 vs 43]
A Farlander Spearmen has defeated a Local Longbowmen, but sustained heavy damage. [81 vs 79]
A Local Longbowmen has utterly destroyed a Farlander Spearmen! [83 vs 57]
A Local Longbowmen has utterly destroyed a Farlander Spearmen! [91 vs 54]
A Local Longbowmen has defeated a Farlander Spearmen, but sustained heavy damage. [85 vs 75]
Farlander Forces
Spearmen: 0 Intact, 2 Damaged
Local Forces
Longbowmen: 2 Intact, 2 Damaged
The defenders have won out!
In a rather impressive failure of logic, you employ your aerial troops that are practically defenceless against ranged weaponry versus a band of crack archers behind high stone walls. Nobody is surprised when your much-vaunted gnomish gliders are shot out of the sky. Your advisors suggest that perhaps some siege breakers might be more useful in future, along with troops that are not cripplingly weak against the defenders you know for a fact they possess.
TerritoriesFarland W (£574/turn): 2 spearmen. Palace, Farm. Grain.
(+£29/turn from grain)
(+£100: Farm)
(upk: -£40)
Farland S (£159/turn): 2 spearmen. Farm.
(+£100: Farm)
(upk: -£40)
Farland C (£15/turn): Farm. Sheep.
(+£1/turn from sheep)
(+£100: Farm)
Finances:Cash Reserves: £0
Revenue: +£1078
Trade Pact(Brent): +£338 [Access fish, coal, marble]
Trade Pact(Taikeni): +£242 [Access copper, game, iron, wine]
Trade Pact(Foul): +£266 [Access iron, stone, cattle]
Trade Pact(Arcadia): +£224 [Access lumber, game, iron]
Trade Pact(Free Tempest): +£284 [Access fish, wine, ivory]
Trade Pact(United): +£365 [Access copper, pottery, cloth, lumber]
Trade Pact(Vremya): +£125
Trade Pact(Grouting): +£176 [Access gold, coal]
Trade Pact(Peaceful): +£201 [Access game]
Trade Pact(Greenblood): +£193 [Access marble, silver, spices]
Trade Pact(Imperial): +£19 [Access lumber]
Upkeep: -£80 [4 spearmen.]
Total: £3431
TechnologiesWeaponsmithy I
Mechanics I
Mechanics Ii
Mechanics Iii
Hail Gliders
Leader: The Traveller
With the decision by the Peaceful Empire to release knowledge of their advanced infrastructural techniques to the world at large, you decide to keep the money you would have sent to Farland and just invite the Peaceful scholars in to teach you all about it instead.
You employ your own scholars to scour the regions of the United Provinces in search of traditional remedies and techniques for healing. They return with literally thousands of recipes and are able to write several books on the subject of different herbs and poultices suitable to healing.
New Tech: Herbalism
New Building: Herbal Hut: £250. Produces £50 income from selling herbs. Does not count as an industry building. A single unit that ends its turn wounded in this territory can be healed instantly instead of having to wait a turn. The unit with the greatest Strength will be picked first out of preference, unless specific orders are given for the healing.
Blockade!: It seems that over in Central Beaton, raiders are selectively blockading the trade route to prevent Foul and Vremyan trade caravans reaching the United Provinces and vice versa. Several other traders are being allowed to pass, however.
Territories
Toldrun L (£682/turn): 1 sorcerer, 3 phantom warriors, 2 light axemen, 1 light macemen, 1 archers, 2 trireme. Cmdr Bright the General. Palace, Mine, Forge. Copper.
(+£200: Mine)
(+£218/turn from Forge)
(upk: -£565)
Toldrun W (£387/turn): 1 phantom warriors, 1 light macemen, 1 archers. Potters, Walls. Pottery.
(+£97/turn from Potters)
(upk: -£145)
Toldrun U (£371/turn): 2 phantom warriors, 1 light macemen. Weavers, Fortifications. Cloth.
(+£93/turn from Weavers)
(upk: -£130)
Pomford N (£250/turn): 1 light macemen, Slavers.
(+£200: Slavers)
(upk: -£55)
Pomford W (£250/turn): 1 light macemen, 2 engineers. Walls, Slavers.
(+£200: Slavers)
(upk: -£160)
Stry N (£378/turn): 3 phantom warriors, 1 archers. Powered Sawmill, Fortifications. Lumber.
(+£19/turn from lumber)
(+£300: Powered Sawmill)
(upk: -£145)
Finances:
Cash Reserves: £413
Revenue: +£3645
Trade Pact(Brent): +£338 [Access fish, coal, marble, iron, stone, cattle]
Trade Pact(Taikeni): +£242 [Access game, iron, wine, stone, cattle]
Trade Pact(Arcadia): +£224 [Access game, iron, sheep, stone, cattle]
Trade Pact(Free Tempest): +£284 [Access grain, fish, wine, ivory, iron, stone, cattle]
Trade Pact(Farland): +£108 [Access grain, sheep, iron, stone, cattle]
Trade Pact(Grouting): +£176 [Access gold, coal, iron, stone, cattle]
Trade Pact(Peaceful): +£201 [Access game, iron, stone, cattle]
Trade Pact(Greenblood): +£193 [Access marble, silver, spices, iron, stone, cattle]
Trade Pact(Imperial): +£19 [Access iron, stone, cattle]
Upkeep: -£1200 [1 sorcerer, 9 phantom warriors, 2 light axemen, 5 light macemen, 3 archers, 2 trireme, 2 engineers. Cmdr Bright the General. 1 potters, 2 walls, 1 weavers, 2 fortifications.]
Total: £4643
Technologies
Weaponsmithy I
Sorcery [Foundation]
Phantom Warriors
Slavery I
Diplomacy I
Herbalism
Leader: King Bearskin, the High Druid
None of the pirates take up the offer you present, but reports suggest about twice that would have been sufficient to bribe one of the mariners or even the crew of a trireme (if there had been one) over. You are forced to engage the pirates' full fleet, including the galleon formerly managing the blockade and one further ship out of the East Farland dockyards, thronged with archers for defence.
Brentish and Dread Pirate forces engage.
Brentish Forces
Galleon: 3 Intact, 0 Damaged
Mariners: 9 Intact, 0 Damaged
Bearskin the Druid King
Dread Pirate Forces
Galleon: 2 Intact, 0 Damaged
Archers: 3 Intact, 0 Damaged
Pirates: 1 Intact, 0 Damaged
Mariners: 6 Intact, 0 Damaged
A Brentish Galleon [Bearskin] has utterly destroyed a Dread Pirate Pirates! [80 vs 57]
A Brentish Galleon [Bearskin] has utterly destroyed a Dread Pirate Galleon! [102 vs 84]
A Brentish Galleon [Bearskin] has utterly destroyed a Dread Pirate Galleon! [74 vs 59]
A Dread Pirate Archers has utterly destroyed a Brentish Galleon [Bearskin]! [74 vs 52]
A Brentish Galleon [Bearskin] has utterly destroyed a Dread Pirate Archers! [96 vs 59]
A Brentish Galleon [Bearskin] has utterly destroyed a Dread Pirate Archers! [78 vs 60]
A Brentish Galleon [Bearskin] has utterly destroyed a Dread Pirate Archers! [69 vs 45]
A Brentish Galleon [Bearskin] has utterly destroyed a Dread Pirate Mariners! [89 vs 66]
A Brentish Galleon [Bearskin] has defeated a Dread Pirate Mariners, but sustained heavy damage. [78 vs 66]
A Brentish Galleon [Bearskin] has defeated a Dread Pirate Mariners, but sustained heavy damage. [83 vs 79]
Bearskin the Druid King has been wounded in combat.
A Dread Pirate Mariners has utterly destroyed a Brentish Mariners! [73 vs 50]
A Brentish Mariners has utterly destroyed a Dread Pirate Mariners! [70 vs 36]
A Dread Pirate Mariners has utterly destroyed a Brentish Mariners! [76 vs 58]
A Dread Pirate Mariners has defeated a Brentish Mariners, but sustained heavy damage. [76 vs 73]
A Brentish Mariners has defeated a Dread Pirate Mariners, but sustained heavy damage. [61 vs 50]
Brentish Forces
Galleon: 0 Intact, 2 Damaged
Mariners: 5 Intact, 2 Damaged
Bearskin the Druid King [Wounded]
Dread Pirate Forces
Mariners: 0 Intact, 4 Damaged
The attackers have crushed all resistance.
3 Mariners have escaped to East Farland.
You have captured the three wounded galleons!
You enjoy a near flawless victory, lifting the trade blockade in one fell swoop whilst also demonstrating your superiority of the seas. Trade ships flow freely back into Gasket, though once again you were wounded in the conflict. A few days after the battle, a tongueless mariner appears in Mitre bearing a written message.
Congratuations, your Majesty!
First upon ascending the Imperial Throne, then second upon your entertaining little sortie with my former employees. You've put on a fine show, but let us not forget who it was that held global commerce and the purse strings of your own Empire to ransom for twelve long months!
Speaking of ransoms, I have one last ace up my sleeve. Captain Simo is currently my guest of honour. He is alive, well and relatively unharmed, and he is still a valuable asset to you. My price is twelve hundred pounds of silver, to be delivered by this mute, assuming you want him back. Otherwise, I may just have to keep him...
Eagerly awaiting your reply,
The Dread Pirate Roberts
State Religion: EmpirismTerritoriesBrent L (£500/turn): Palace, Fishery. Fish. [Empirism]
(+£25/turn from fish)
(+£100: Fishery)
Empirism Holy Site: £40 in tithes.
Brent S (£234/turn): Market.
(+£145/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.
(+£156/turn from Market)
(upk: -£50)
Alestrom S (£275/turn): Bearskin the Druid King [W]. Market.
(+£171/turn from Market)
(upk: -£268)
Lester S (£256/turn): 1 light axemen, 1 light cavalry, 1 war bears. Mine, Forge, Fortifications. Marble.
(+£13/turn from marble)
(+£200: Mine)
(+£82/turn from Forge)
(upk: -£255)
Finances:Cash Reserves: £434
Revenue: +£3379
Trade Pact(Farland): +£108 [Access grain, sheep]
Trade Pact(Arcadia): +£224 [Access lumber, game, iron, sheep]
Trade Pact(Grouting): +£176 [Access gold]
Trade Pact(Vremya): +£125
Trade Pact(Taikeni): +£242 [Access copper, game, iron, wine]
Trade Pact(Free Tempest): +£284 [Access grain, wine, ivory]
Trade Pact(Peaceful): +£201 [Access game]
Trade Pact(Foul): +£266 [Access iron, stone, cattle]
Trade Pact(United): +£365 [Access copper, pottery, cloth, lumber]
Trade Pact(Greenblood): +£193 [Access silver, spices]
Trade Pact(Imperial): +£19 [Access lumber]
Upkeep: -£1514 [1 light axemen, 1 light cavalry, 1 war bears, 5 galleon, 7 mariners. Bearskin the Druid King. 3 market, 1 walls, 1 fortifications.]
Total: £4502
TechnologiesWeaponsmithy I
Nature Magic [Foundation]
Summon War Bears
Glazing I
Mariners
Fermentation I
Diplomacy I
Mechanics I
Sea Travel Ii
Armies Away0 galleon (+ 5 wounded)
5 mariners (+ 2 wounded)
Leader: Dariuoiua
Unfortunately, wounded units cannot move across territories whilst they remain wounded. Your spearmen in North Maver are captured when the territory falls. Your defenders in Eastern Maver fall similarly, leaving you alone with the single territory of North Beaton in which to lick your wounds.
Free Tempest and Steel forces engage.
Free Tempest Forces
Imps: 1 Intact, 0 Damaged
Fireflies: 4 Intact, 0 Damaged
Light Swordsmen: 2 Intact, 0 Damaged
Steel Forces
Skirmishers: 1 Intact, 0 Damaged
A Steel Skirmishers has defeated a Free Tempest Imps, but sustained heavy damage. [69 vs 66]
Free Tempest Forces
Imps: 0 Intact, 1 Damaged
Fireflies: 4 Intact, 0 Damaged
Light Swordsmen: 2 Intact, 0 Damaged
Steel Forces
Skirmishers: 0 Intact, 1 Damaged
The attackers have crushed all resistance.
State Religion: KiasaTerritoriesBeaton N (£189/turn): 1 skirmishers.
(upk: -£45)
Finances:Cash Reserves: £507
Revenue: +£189
Upkeep: -£45 [1 skirmishers.]
Total: £651
TechnologiesWeaponsmithy I
Coastal Defences I
Espionage I
Leader: Kasr Umirat
In a rather ostentatious ceremony, you and your priests formalise several aspects of the Cadre's religion, erecting a great shrine to Vremya and the rest of the pantheon in the capital.
Vremyan and Hooting forces engage.
Vremyan Forces
Light Cavalry: 1 Intact, 0 Damaged
Javelineers: 1 Intact, 0 Damaged
Spearmen: 4 Intact, 0 Damaged
Light Macemen: 1 Intact, 0 Damaged
Skirmishers: 2 Intact, 0 Damaged
Takticheskii the Arakael
Hooting Forces
Archers: 1 Intact, 0 Damaged
Spearmen: 2 Intact, 0 Damaged
A Hooting Archers has defeated a Vremyan Light Cavalry [Takticheskii], but sustained heavy damage. [60 vs 57]
A Hooting Spearmen has utterly destroyed a Vremyan Javelineers [Takticheskii]! [63 vs 45]
Takticheskii the Arakael has been wounded in combat.
A Vremyan Skirmishers has defeated a Hooting Spearmen, but sustained heavy damage. [67 vs 66]
A Vremyan Skirmishers has defeated a Hooting Spearmen, but sustained heavy damage. [73 vs 62]
Vremyan Forces
Light Cavalry: 0 Intact, 1 Damaged
Spearmen: 4 Intact, 0 Damaged
Light Macemen: 1 Intact, 0 Damaged
Skirmishers: 0 Intact, 2 Damaged
Takticheskii the Arakael [Wounded]
Hooting Forces
Archers: 0 Intact, 1 Damaged
Spearmen: 0 Intact, 2 Damaged
The attackers have crushed all resistance.
The defenders of Hooting, the only major town in Southern Owldale, put up an impressive fight with their limited defences. Nevertheless, they fall soon enough and open up the local forests to your peasantry.
Blockade!: It seems that over in Central Beaton, raiders are selectively blockading the trade route to prevent Foul and Vremyan trade caravans reaching the United Provinces and vice versa. Several other traders are being allowed to pass, however.
State Religion: CadreTerritoriesCauldron W (£504/turn): 1 javelineers, 1 spearmen. Palace, Ranch. Horses. [Cadre]
(+£25/turn from horses)
(+£300: Ranch)
Cadre Holy Site: £40 in tithes.
(upk: -£62)
Cauldron L (£263/turn): 1 javelineers. Walls.
(upk: -£60)
Cauldron S (£116/turn): Stables. Horses.
(+£6/turn from horses)
(+£200: Stables)
Cauldron E (£120/turn):
Owldale S (£215/turn): 0+2 skirmishers, 1 light macemen, 4 spearmen, 0+1 light cavalry. Takticheskii the Arakael [W]. Walls.
(upk: -£350)
Finances:Cash Reserves: £583
Revenue: +£1789
Trade Pact(Brent): +£237 [Access fish, coal, marble, copper, pottery, cloth, lumber]
Trade Pact(Taikeni): +£169 [Access copper, game, iron, wine, pottery, cloth, lumber]
Trade Pact(Foul): +£186 [Access iron, stone, cattle]
Trade Pact(Arcadia): +£157 [Access lumber, game, iron, sheep, copper, pottery, cloth]
Trade Pact(Free Tempest): +£199 [Access grain, fish, wine, ivory, copper, pottery, cloth, lumber]
Trade Pact(Farland): +£75 [Access grain, sheep, copper, pottery, cloth, lumber]
Trade Pact(Grouting): +£123 [Access gold, coal, copper, pottery, cloth, lumber]
Trade Pact(Peaceful): +£141 [Access game, copper, pottery, cloth, lumber]
Trade Pact(Greenblood): +£135 [Access marble, silver, spices, copper, pottery, cloth, lumber]
Trade Pact(Imperial): +£13 [Access lumber, copper, pottery, cloth]
Upkeep: -£472 [2 javelineers, 5 spearmen, 2 skirmishers, 1 light macemen, 1 light cavalry. Takticheskii the Arakael. 2 walls.]
Total: £3335
TechnologiesWeaponsmithy I
Adaptive Farming Ii
Ranged Training I
Infantry Training Ii
Sorcery [Foundation]
Leader: High Shaman Lord Dwareet'ik
Thanks to the Peaceful scholars who arrive at your empire's borders, there is no need to purchase Mathematics from the gnomes. You still employ some of the Ariani refugees fleeing their homeland to bolster your intelligence service.
Territories
Highblood N (£550/turn): 1 light cavalry, 1 javelin cavalry, 1 heavy axemen. Breejilgig the Shaman. Palace, Mine, Market. Marble.
(+£28/turn from marble)
(+£200: Mine)
(+£341/turn from Market)
(upk: -£410)
Highblood C (£250/turn): Mine, Market. Silver.
(+£13/turn from silver)
(+£200: Mine)
(+£155/turn from Market)
(upk: -£50)
Highblood E (£53/turn): Farm, Market. Spices.
(+£5/turn from spices)
(+£100: Farm)
(+£33/turn from Market)
(upk: -£50)
Finances:
Cash Reserves: £1044
Revenue: +£1928
Trade Pact(Brent): +£338 [Access fish, coal]
Trade Pact(Taikeni): +£242 [Access copper, game, iron, wine]
Trade Pact(Foul): +£266 [Access iron, stone, cattle]
Trade Pact(Arcadia): +£224 [Access lumber, game, iron, sheep]
Trade Pact(Free Tempest): +£284 [Access grain, fish, wine, ivory]
Trade Pact(United): +£365 [Access copper, pottery, cloth, lumber]
Trade Pact(Vremya): +£125
Trade Pact(Farland): +£108 [Access grain, sheep]
Trade Pact(Grouting): +£176 [Access gold, coal]
Trade Pact(Peaceful): +£201 [Access game]
Trade Pact(Imperial): +£19 [Access lumber]
Upkeep: -£510 [1 light cavalry, 1 javelin cavalry, 1 heavy axemen. Breejilgig the Shaman. 3 market.]
Total: £4810
Technologies
Weaponsmithy I
Weaponsmithy Ii
Espionage I
Maver S (£177/turn): 1 spearmen. Lumber.
(+£9/turn from lumber)
(upk: -£20)
Total: £166
[As an experiment, I tried letting the New Empire holding trade with the rest of the world this turn. It didn't really work out, so I'll disable trading with holding territories next turn. The problem was that the new holding created an exploit; by acting as a separate faction, it got trade bonuses of about £2000 out of nowhere.]
Infrastructure II, Animal Husbandry I, Mathematics, Masonry II, Masonry III, Marketplaces, Weaponsmithy I and Adaptive Farming I have all been released to the Public Domain.
Obelisk: £500. No upkeep. Improves local loyalty by 1. Requires Sculpting.
A monolith depicting a great cultural event or recording some notable aspect of history.
Herbal Hut: £250. Produces £50 income from selling herbs. Does not count as an industry building. A single unit that ends its turn wounded in this territory can be healed instantly instead of having to wait a turn. The unit with the greatest Strength will be picked first out of preference, unless specific orders are given for the healing. Tech: Herbalism
Glassmakers' Guild: £1000. Upkeep £50. Requires and replaces Glassworks. Improves industry bonus to 55% of base. Tech: Glazing III
Library: £150. Upkeep £150/turn. Produces a research bonus per turn equivalent to having invested £300 into your research projects, essentially providing a bonus to research at the cost of being committed to researching. This bonus may be divided amongst multiple research projects as required. Tech: Libraries
Grouting Fire: £1000. Attack 10, Defense 10. Upkeep £100. +20 vs naval units. Ranged, Machine Tech: Pre-Alchemy
Essentially a bag containing specially prepared flammable liquid that sticks as it burns, attached to a bellows and spout. Deadly against ships.
Conquest Disloyalty
Newly conquered territories (whether player or neutral before) now suffer a loyalty hit upon conquest. All previous loyalty conditions (excepting those newly imposed by the conquerer or from buildings) are erased and only the new loyalty penalty takes effect. The loyalty penalty is generally equal to that territory's total income divided by 100 (rounded up). This penalty decays at a rate of one point per turn unless sped up.
Suppression of Disloyalty
In any territory where loyalty is negative after all other factors have been taken into account, troops may suppress dissent. The relative strength of troops is used, reducing loyalty penalties at a rate of 1 loyalty point/30 strength (equivalent to two macemen or archers, or just under 4 spearmen). Actual disloyalty does not decrease, only its effects, so loyalty penalties must be overcome as normal.