Fleets are collections of warships that project power across the oceans and seas of the world while also supporting land campaigns where they can. They are as varied as armies and essential to protecting your maritime flanks.
Fleets are led by Admirals.
Game Information
Cost: 30 Thunder Oak + Ten Vaults
Upkeep: 5 Vaults
Construction Time: 2 Seasons. The Cost in Vaults must be paid during the Summit the army is commissioned, with the Thunder Oak being paid either at the same time, or before the end of the following Summit.
Limitation: The Concord may only maintain as many combined armies and navies as it has regions under its control.
A fleet has a starting strength of 5000. If a fleet ever falls below 20% of its maximum strength, it disbands. A fleet with a maximum strength of 5000 is referred to as a ‘standard’ fleet.
All Fleets grant the ‘Naval Flexibility’ trait to all coastal territories they are adjacent to. This bonus can only be applied by one fleet at a time, as such additional fleets do not grant additional ‘Naval Flexibility’.
| Name | Casualties Inflicted Modifier | Casualties Suffered Modifier | Special |
| Naval Flexibility | - | - | Friendly campaigns in this territory are granted +1000 claim. |
Upgrading an fleet:
A fleet may be upgraded, increasing its maximum strength to 7500 for a cost of 15 Thunder Oak and 5 Vaults. This process takes two seasons and requires a Senate motion. This follows the same construction time rules as building a new fleet. Once upgraded, this fleet is classified as a ‘large’ fleet.The fleet that is upgraded will gain 2500 extra troops, reflecting these new recruits.
Emergency Resupply:
Provided a fleet did not engage in a campaign last season and begins the season in a territory adjacent to a land territory containing a friendly port, the Senate may authorise an emergency resupply. For a cost of 3 Wains of Thunder Oak and 3 Vaults, the army may have its strength immediately healed by 500. Each fleet can only be emergency resupplied a maximum of twice per summit, for a maximum of 1000 extra strength.
Fleet Movement Values
| Fleet Size | Fleet Movement Values |
| Standard | 10 |
| Large | 5 |
List of Concordian Fleets
The Peoples Gift - Large Lerona Mere Fleet
The younger of Lerona Mere’s two fleets, The People’s Gift is known for its joyous form and dedication to assisting the people of The Concord. Regularly deployed along the inside of the Bay of Promised Gold, they have been essential to the defence of Bolsterlee.
| Trait | Effect |
| Bayfolk | Naval Flexibility provided by The People's Gift that targets Lerona Mere, Mancante Terra, Barbariano, Bolsterlee, Baile Fealtoiri or Baile Lochra, is worth 1500, not 1000. |
| Low Tide | This force inflicts +15% Casualties and suffers -15% Casualties. The value of this force's "Raid" and "Support" orders is increased to 30%.
Every season that the fleet has this trait the threshold that this fleet will disband is raised by 250. After losing this trait the disband point of the fleet will reduce by 500 per season until it returns to normal. This fleet currently disbands below 1750 strength. The fleet loses this trait if it takes the "Dock" order, or when the State of Emergency is ended. |
| Tyrantsbane | This force inflicts +10% Casualties and suffers +5% Casualties when taking the Bloody Attack or Cautious Attack orders in a campaign that includes forces of the Artebazzani Empire. |
The Liberties Fist - Large Lerona Mere Fleet
The older sibling of the two Lerona Mere fleets, the Liberties Fist carries a reputation of cutthroat skill and absent morality. Composed of privateers, criminals, and Free Captains, Liberties Fist is damned good at what they do. This is generally enough for the Concord to look the other way when it comes to the fleet's more controversial tendencies.
| Trait | Effect |
| Seablades | Liberties Fist ‘bloody attack’ order inflicts +30% casualties rather than +20% |
| Rest and Relaxation | Whenever the Liberties Fist takes the ‘Dock’ action, their upkeep is not reduced by half as the Concord is required to pay for fines and reparations incurred by the crew. |
| Low Tide | This force inflicts +15% Casualties and suffers -15% Casualties. The value of this force's "Raid" and "Support" orders is increased to 30%.
Every season that the fleet has this trait the threshold that this fleet will disband is raised by 250. After losing this trait the disband point of the fleet will reduce by 500 per season until it returns to normal. This fleet currently disbands below 1750 strength. The fleet loses this trait if it takes the "Dock" order, or when the State of Emergency is ended. |
| Tyrantsbane | This force inflicts +10% Casualties and suffers +5% Casualties when taking the Bloody Attack or Cautious Attack orders in a campaign that includes forces of the Artebazzani Empire. |
Fleet Orders
| Order | Casualties Inflicted | Casualties Suffered | Special |
| Bloody Attack | +20% | +20% | |
| Cautious Attack | -20% | -20% | |
| Raid | -30% | +30% | Deal 20% of strength to an enemy army on an adjacent territory with the ‘Coastal’ trait. This 20% is affected by that army’s current ‘Casualties Suffered’ modifier. This damage is inflicted after land campaigns have been resolved. |
| Support | -30% | +30% | Select an adjacent territory with the ‘Coastal’ trait. All friendly forces in this territory suffer 20% less casualties. |
| Dock | -50% | +50% | Only usable if an adjacent friendly territory with the ‘Coastal’ trait contains a port. Reduce this fleet’s upkeep by half for the coming season.
This fleet recovers 2000 strength. If a campaign does take place, this fleet does not recover strength and does not gain reduced upkeep. |
Currently, the Concord has no ability to move armies within its fleets, so dedicated are they to aggressive shipbreaking and boarding. However there are a number of islands in and around The Concord. If the War Chamber is interested in landing on an Island, they can request a plan be drawn up. They are limited to requesting one amphibious landing per summit, and a plan will be presented to them in the following Summit.