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Red Ruby Crumble
d1210a
Easy: So long as they don't raid the port, you will be exceptionally friendly to them when they come in to port, trading with them, resupplying, and all around being an ideal person to be friendly with as a seafaring, raiding peoples.
That way, even if negotiations with them don't go as well as you hope, you have a backup plan to make them reconsider joining you, and get practical learning for your troops, as well as enlarged resources, etc.
As for the troops, UNARMED combat should most assuredly be learned, particularly handy if they ever get captured, but if possible, try to find time for RAPIER as well, when possible.
Because really, every relevant craft of combat (EX: unarmed, shield and longsword, or how to fight in armor, archery), macro-war (EX: tactics, siege-craft, how to build/operate siege equipment) stealth (EX: how to stay hidden in a forest, in a city, or how to slip past scouts) and mobility (EX: Horseback riding, sailing, or conditioning for faster marching) should be added to the training regimen. The goal is to, for our nation's soldiers, create such a pervasive soldier lifestyle, that their lives essentially revolve around war-craft in most of it's formats. Incentives are offered by a pay scale that rewards those who learn and, if not master, at least get a firm handle on as many fields as possible, as well as trying to foster a social view that is very favorable of the military if you do not already have one, as a means for inhabitants of our lands to become great. For the military, ability will be the most important thing, and stress this to the peasants: If they work hard enough, they could become rich and respected captains, or even aspire to becoming a general, should they have the talent.
This change in social structure should make the soldiers much more amenable, perhaps even happy, to spend a much larger part of their time exhaustively training and improving. The wealth and respect that their efforts will gain them won't hurt either.
If a war is planned soon, then it becomes of paramount importance to make your military as strong as you can, as fast as you can, and to do that, you pretty much have to work your soldiers more intensively. And for that to be successful, you need incentives to make the soldiers willing (or too scared to refuse) to put in all this extra effort.
As for the war, don't bother sending scouts yet: Wait until at least some of your soldiers start to show some capability at stealth AND general tactics, and try to slip said individuals in with some merchants, possibly as the drivers of wagons, to (from the guise of a merchant's hired hand) assess any intelligence they can from this coastal nation we plan to attack.
Specifically, any old, rotted walls that could be easily broken with siegecraft (which we have), any natural formations that would be advantageous/disadvantageous to fight on, where supplies are, rough troop estimates, etc. Don't go to extreme efforts for this knowledge: Only what could be gleaned from idle conversation and what is seen from the driver's seat.
Then, with what is learned from this (hopefully giving time for the rest of our army to become more adept), we can plot out a more specific battle plan.
But for any of this to work, we need to start putting significant focus (political and social) on improving our military, and back that intent with considerable funds. Put out adds for capable teachers of any warcraft, and don't be stingy with offered pay for services: Sacking and conquering the coastal town will refill our coffers.
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