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Control of the Seas

Session Declared: 78  |  Session Ended: 79  |  Victor: Aggressor

Moderate War
War Goal Slots: Trivial Γ—2, Minor Γ—1, Standard Γ—1 Infamy: 20 Non-Aggression Pact Duration: 2 Sessions

War Goals

Trivial: 2/2 Minor: 1/1 Standard: 1/1
Tier Goal Attacker Target Notes
Trivial Raid Treasury
Details

Seize up to 50% of the target's money, based on how much they had at war start. If the nation cannot pay the required money, they instantly go into debt equal to the remaining amount with the nation with the war goal, with a five session hard deadline.

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Minor Expel Market
Details

Target is forced out of a market, and may not rejoin it for five sessions; doubled for AI nations.

  • Target must be a part of a market.
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Standard Conquest
Details

Can spend up to ten points on: Empty territory (1 pt/hex), Territory with route (2 pt/hex), Territory with node (3 pt/hex), Territory with district (4 pt/hex), Territory with city (8 pt/hex), 1 pop (4 pt/pop). This land must be connected; at least one hex must be on the exterior of the target's borders. Target gains 30 WS when the war is declared.

  • Target will be left with at least 3 hexes of territory and 3 pops (AI) / 5 pops (Players).
  • Target cannot be left with less than half of their starting territory without the Annexation war goal.
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Trivial Conversion
Details

May convert a pop of the nation's primary religion, or two pops of a non-primary religion.

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βš” Attackers

The Wake Primary

Leaders (1)
NameTypeInitiative
Cao Dong Conqueror 6
Units (4 types)
UnitCntATKDEF HPDMGARMRNG SourceModifiers
Classical Light Infantry 3 0 0 8 3 0 1 Nation
  • Attack -1 (Conscription Type: High)
  • Attack +2 (Military Funding: Substantial)
  • Attack +2 (Prosperity: Ravager (Despairing))
  • Defense -1 (Conscription Type: High)
  • Defense +2 (Military Funding: Substantial)
Heavy Infantry 3 0 0 10 2 1 1 Nation
  • Attack -1 (Conscription Type: High)
  • Attack +2 (Military Funding: Substantial)
  • Attack +2 (Prosperity: Ravager (Despairing))
  • Defense -1 (Conscription Type: High)
  • Defense +2 (Military Funding: Substantial)
Boarding Ship 4 0 0 7 2 1 1 Nation
  • Attack -1 (Conscription Type: High)
  • Attack +2 (Military Funding: Substantial)
  • Attack +2 (Prosperity: Ravager (Despairing))
  • Defense -1 (Conscription Type: High)
  • Defense +2 (Military Funding: Substantial)
Transport Ship 2 0 0 8 1 0 1 Nation
  • Attack -1 (Conscription Type: High)
  • Attack +2 (Military Funding: Substantial)
  • Attack +2 (Prosperity: Ravager (Despairing))
  • Defense -1 (Conscription Type: High)
  • Defense +2 (Military Funding: Substantial)
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πŸ›‘ Defenders

Fjarar Eyjar Primary

Leaders (1)
NameTypeInitiative
Arr Arr General 2
Units (6 types)
UnitCntATKDEF HPDMGARMRNG SourceModifiers
Heavy Archers 2 0 0 5 4 1 1-2 Nation
  • Attack -1 (Conscription Type: High)
  • Attack +3 (Military Funding: Extreme)
  • Defense -1 (Conscription Type: High)
  • Defense +3 (Military Funding: Extreme)
  • Defense -2 (Prosperity: Savior (Despairing))
  • Hp +1 (Consumption Stance: Comfort)
Classical Heavy Cavalry 4 0 0 10 3 1 1 Nation
  • Attack -1 (Conscription Type: High)
  • Attack +3 (Military Funding: Extreme)
  • Defense -1 (Conscription Type: High)
  • Defense +3 (Military Funding: Extreme)
  • Defense -2 (Prosperity: Savior (Despairing))
  • Hp +1 (Consumption Stance: Comfort)
Boarding Ship 4 0 0 7 2 1 1 Nation
  • Attack -1 (Conscription Type: High)
  • Attack +3 (Military Funding: Extreme)
  • Defense -1 (Conscription Type: High)
  • Defense +3 (Military Funding: Extreme)
  • Defense -2 (Prosperity: Savior (Despairing))
  • Hp +1 (Consumption Stance: Comfort)
Missile Ship 1 0 0 5 2 1 1-3 Nation
  • Attack -1 (Conscription Type: High)
  • Attack +3 (Military Funding: Extreme)
  • Defense -1 (Conscription Type: High)
  • Defense +3 (Military Funding: Extreme)
  • Defense -2 (Prosperity: Savior (Despairing))
  • Hp +1 (Consumption Stance: Comfort)
Transport Ship 1 0 0 8 1 0 1 Nation
  • Attack -1 (Conscription Type: High)
  • Attack +3 (Military Funding: Extreme)
  • Defense -1 (Conscription Type: High)
  • Defense +3 (Military Funding: Extreme)
  • Defense -2 (Prosperity: Savior (Despairing))
  • Hp +1 (Consumption Stance: Comfort)
Classical Siege Weapon 2 0 0 0 3 0 1-2 Nation β€”

The United Duchies Ally

Leaders (1)
NameTypeInitiative
Albert β€œAl” Gore of House Gore Religious Leader 2
Units (1 type)
UnitCntATKDEF HPDMGARMRNG SourceModifiers
Merlion Carrack 2 0 0 7 4 1 1-3 Nation
  • Attack +1 (Conscription Type: Low)
  • Attack +3 (Military Funding: Extreme)
  • Attack -1 (Mercenary Law: Mercenary Presence)
  • Defense +1 (Conscription Type: Low)
  • Defense +3 (Military Funding: Extreme)
  • Defense -1 (Mercenary Law: Mercenary Presence)
  • Defense -2 (Prosperity: Savior (Despairing))
  • Hp +1 (Consumption Stance: Comfort)

Nashlund Vassal

Leaders (1)
NameTypeInitiative
General of Nashlund General 4
Units (4 types)
UnitCntATKDEF HPDMGARMRNG SourceModifiers
Auxiliary 4 0 0 5 2 0 1 Nation
  • Attack -1 (Conscription Type: High)
  • Attack +2 (Military Funding: Substantial)
  • Attack +2 (Prosperity: Ravager (Despairing))
  • Defense -1 (Conscription Type: High)
  • Defense +2 (Military Funding: Substantial)
Explosive Ship 2 0 0 4 1 1 1 Nation
  • Attack -1 (Conscription Type: High)
  • Attack +2 (Military Funding: Substantial)
  • Attack +2 (Prosperity: Ravager (Despairing))
  • Defense -1 (Conscription Type: High)
  • Defense +2 (Military Funding: Substantial)
Siege Ship 1 0 0 4 4 1 2-3 Nation
  • Attack -1 (Conscription Type: High)
  • Attack +2 (Military Funding: Substantial)
  • Attack +2 (Prosperity: Ravager (Despairing))
  • Defense -1 (Conscription Type: High)
  • Defense +2 (Military Funding: Substantial)
Transport Ship 1 0 0 8 1 0 1 Nation
  • Attack -1 (Conscription Type: High)
  • Attack +2 (Military Funding: Substantial)
  • Attack +2 (Prosperity: Ravager (Despairing))
  • Defense -1 (Conscription Type: High)
  • Defense +2 (Military Funding: Substantial)

Tsetsl Vassal

Units (2 types)
UnitCntATKDEF HPDMGARMRNG SourceModifiers
Heavy Archers 2 0 0 5 4 1 1-2 Nation
  • Defense -2 (Prosperity: Savior (Despairing))
Tactician 1 0 0 0 0 0 1 Nation β€”

Tsetsl Breakers Vassal

Leaders (1)
NameTypeInitiative
Steward of Tsetsl Breakers Steward 3
Units (3 types)
UnitCntATKDEF HPDMGARMRNG SourceModifiers
Zealot 4 0 0 8 2 0 1 Nation
  • Attack -1 (Military Funding: Substandard)
  • Attack -2 (Mercenary Law: Mercenary Reliance)
  • Attack +2 (Prosperity: Ravager (Despairing))
  • Defense -1 (Military Funding: Substandard)
  • Defense -2 (Mercenary Law: Mercenary Reliance)
Boarding Ship 1 0 0 7 2 1 1 Nation
  • Attack -1 (Military Funding: Substandard)
  • Attack -2 (Mercenary Law: Mercenary Reliance)
  • Attack +2 (Prosperity: Ravager (Despairing))
  • Defense -1 (Military Funding: Substandard)
  • Defense -2 (Mercenary Law: Mercenary Reliance)
Transport Ship 3 0 0 8 1 0 1 Nation
  • Attack -1 (Military Funding: Substandard)
  • Attack -2 (Mercenary Law: Mercenary Reliance)
  • Attack +2 (Prosperity: Ravager (Despairing))
  • Defense -1 (Military Funding: Substandard)
  • Defense -2 (Mercenary Law: Mercenary Reliance)

Uhm-Muriqa Vassal

Leaders (1)
NameTypeInitiative
Religious Leader of Uhm-Muriqa Religious Leader -1

No units assigned.

Zhongyuan Vassal

Units (1 type)
UnitCntATKDEF HPDMGARMRNG SourceModifiers
Auxiliary 3 0 0 5 2 0 1 Nation
  • Attack -1 (Military Funding: Substandard)
  • Attack -1 (Mercenary Law: Mercenary Presence)
  • Attack +2 (Prosperity: Ravager (Despairing))
  • Defense -1 (Military Funding: Substandard)
  • Defense -1 (Mercenary Law: Mercenary Presence)