Optical
The Fall of the Eleventh
The Avirri are, to date, the only tribe to have entered the halls of civilisation on this distant Earth. From the most modest of beginnings, they united or defeated the squabbling tribes around them on their small piece of the world. For almost seven thousand years, they have advanced the ideologies and technologies of the world, entirely on their own. They have had six thousand, nine hundred and eighteen years of dominance, almost handed to them on a plate. A benign tumour on the face of their planet, Ath, it is only recently they have begun expanding again as they once did. From their island city of Dar-Assina, they were once content with knocking the heads of their surrounding tribes and small city-states and nations every once in a while, and building their own fair-sized state - - content in the knowledge that no other people in the human race had the means to defeat their far superior technology. Only recently, their shipyards developed the means to use steam and gas as a means of powered flight - if only they were the only ones to now know that secret!
Traitors to the High Council of Avirria, eight of the shipyard masters fled the country, set on making as much money as they could and retiring, rich, in a corner of the world... never to be found. It was not to be, of course. All eight ended their lives in the arena at Dar-Assina, their punishment as criminals to be killed by the dogs. All had their possessions seized, poor in death in a mocking of what they seeked in life.
They are saying they will bring in lions to the arenas now, before the lions themselves arrive. Before they died, the eight shipyard masters did manage to sell the council's secrets: and they are spreading. New nations arise, armed with much of the knowledge and resources of the Avirri themselves, courtesy of the eight traitors who sold it to them. Vast swathes of the hitherto undiscovered world have now been uncovered; deserts, vast forests and plains, thick jungles. Colonies are being built. Wars are beginning, on a scale previously unseen on Ath.
And the Avirri themselves? Jealously guarding their remaining secrets, they wait in their cities for their governments, their engineers and their soldiers to re-establish their dominance of the region, and from there? Thanks to eight traitorous engineers, the world lies out there. A million enemies are ready to fight.
For the men and women who rise to lead the world's new nations; for the engineers and the citizens; the soldiers, the colonists and the diplomats... the challenges are yet to come.
_______________________________________________
"Serenn Tath."
The engineer looked up.
"That's me. Traitor, scumbag and general good-for nothing. At your service. What may I do for you?"
"Nothing, Tath. As a prisoner and a traitor, you are of no use to me. I have only one job I can offer you. I'm afraid it doesn't pay very well." The jailer hawked, spitting onto the dusty floor of the cell.
"And what might that be?", the engineer commented dryly. He remained impassive as the jailer intoned, "Entertain the people, serve your punishment and die. The Avirri have no place and no respect for traitors."
With that, he pushed Serenn Tath, eighth shipyard master of the Avirri Shipyard, out through the wooden doorway, and into the Dar-Assina arena. Sound burst into the world, and light. Serenn Tath stumbled, trying to regain his temporarily lost vision. The crowd cheered. Serenn looked up. A special surprise, he thought bitterly. True enough. The jailer had been honest. Not many victims of the arena had been mauled, not by dogs, but by a lion.
It crawled closer. Serenn thought he saw it lick its lips.
Last of the engineers, traitor to the Avirri, Serenn Tath knelt down on the sand, resigned to his fate, and waited to die.
When it came, he didn't even scream once.
Welcome to OptNES 3! Hopefully, the introduction has kept you interested this far in. Not that you'd be reading this if it hadn't, eh? I guess I'll first explain what I already did in the NES development thread: this NES is my response to my inability to stick with an idea, or more precisely to choose one I can stick with. To that end, this is a steampunk/fantasy NES, something I've had thoughts about doing for a while, and toward which my interest has failed to fade. It's also an (almost) fresh start, with one NPC nation as outlined in the storyline - Avirria. More will turn up around major areas as we go.
Paradoxically, much of the inspiration for the updates and ruleset for this NES have come from TerraNES, the NES I have played in for the longest and been probably the most involved in. Long may it prosper, and many thanks for 17 updates of brilliance (so far).
As far as the story, what you've already read (unless you skipped it, in which case, go back and read it) is it, at least so far. After all, the whole point of NES is to build a world.
On that note, on to the rules!
The centre of this NES is the player character, their nations and how they use the power given to them to create their own little corner of the world. It is also about the stories we produce, and how the players use their stories to build a lore and a culture that enriches this world. Stats are the first part of the NES I would like to cover, as well as the standard fill-in-the-blanks form I would like PCs to fill in the blanks in.
That is: this.
The following will be added to make your final stats. I'll decide the values based on a standard and on your submission.
Population: All nations start with the standard starter-pack 500,000, with the exception of the NPC Avirria, which due to its - considerable - head start on civilisation, has 1,500,000. Population affects the number of engineers and soldiers you can field, as well as your income (although it also affects how difficult the population is to keep under your rule!)
Technological Advancement: Primitive -> Ancient -> Antiquated -> Outdated for NPCs without blueprints; Experimental -> Prototyping -> Early Steam -> Steam -> Advanced -> Prototype Automatons -> Golem -> unknown (we'll see when we get to that point!). All players start at Prototyping as a base, unless there's good reason and fair balance in a submission. Avirria starts with early Steam technology, and is very protective of its technology. More on Tech later.
Stability: A rating out of 10 of how happy your populace is. Conquered peoples are part of this as well. Start to worry once it gets down to about 5; once it goes down further you can expect revolts of increasing frequency, volatility and size. EP can be used to directly and indirectly affect your stability.
Economy: Pretty standard. This is the amount of income you have to spend, and also includes maintenance on Engines and soldiers. More on Economy later.
'Engines' is the term for the vehicles that drive advancement and civilisation on Ath. The term encompasses a broad variety of machines in general. In relation to warfare, we are talking about a specific type of Engine - War Engines. Operation of one of these may involve any number of people, and the operators, who we will also give a capital letter to, will in general form the bulk of your army, particularly once you reach the Steam age proper.
Aside from Operators, your army will also include Engineers, the number and quality of whom you employ will affect how smoothly your Engines run. Engineers are non-combatants, but they need to travel with the army to properly carry out their assigned tasks. It will be imperative to protect your Engineers properly when carrying out battle plans.
Your army will also include, until an alternative is built and you enter the Golem age, a significant number of conventional soldiers, armed with pikes, bows, basic muskets (and later, rifles) or pretty much whatever they had on them when you got sold blueprints. In general, NPC nations without steam will field a large number of conventional soldiers, who will have a Ferocity rating as a general indicator of how well they fight.
Engines, however, will for the majority of the NES be your focus. Each player nation was sold two blueprints (over time, the blueprints you use will most likely leak to the nations - PC and NPC - around you); the engineers who sold them held fifty-four such blueprints. They are outlined below.
Over time, your people will develop their own versions of such Engines, and even their own, entirely unique, designs.
You will have Engines available to you of various types, era-dependent. These are listed below.
Traitors to the High Council of Avirria, eight of the shipyard masters fled the country, set on making as much money as they could and retiring, rich, in a corner of the world... never to be found. It was not to be, of course. All eight ended their lives in the arena at Dar-Assina, their punishment as criminals to be killed by the dogs. All had their possessions seized, poor in death in a mocking of what they seeked in life.
They are saying they will bring in lions to the arenas now, before the lions themselves arrive. Before they died, the eight shipyard masters did manage to sell the council's secrets: and they are spreading. New nations arise, armed with much of the knowledge and resources of the Avirri themselves, courtesy of the eight traitors who sold it to them. Vast swathes of the hitherto undiscovered world have now been uncovered; deserts, vast forests and plains, thick jungles. Colonies are being built. Wars are beginning, on a scale previously unseen on Ath.
And the Avirri themselves? Jealously guarding their remaining secrets, they wait in their cities for their governments, their engineers and their soldiers to re-establish their dominance of the region, and from there? Thanks to eight traitorous engineers, the world lies out there. A million enemies are ready to fight.
For the men and women who rise to lead the world's new nations; for the engineers and the citizens; the soldiers, the colonists and the diplomats... the challenges are yet to come.
_______________________________________________
"Serenn Tath."
The engineer looked up.
"That's me. Traitor, scumbag and general good-for nothing. At your service. What may I do for you?"
"Nothing, Tath. As a prisoner and a traitor, you are of no use to me. I have only one job I can offer you. I'm afraid it doesn't pay very well." The jailer hawked, spitting onto the dusty floor of the cell.
"And what might that be?", the engineer commented dryly. He remained impassive as the jailer intoned, "Entertain the people, serve your punishment and die. The Avirri have no place and no respect for traitors."
With that, he pushed Serenn Tath, eighth shipyard master of the Avirri Shipyard, out through the wooden doorway, and into the Dar-Assina arena. Sound burst into the world, and light. Serenn Tath stumbled, trying to regain his temporarily lost vision. The crowd cheered. Serenn looked up. A special surprise, he thought bitterly. True enough. The jailer had been honest. Not many victims of the arena had been mauled, not by dogs, but by a lion.
It crawled closer. Serenn thought he saw it lick its lips.
Last of the engineers, traitor to the Avirri, Serenn Tath knelt down on the sand, resigned to his fate, and waited to die.
When it came, he didn't even scream once.
Introduction
Welcome to OptNES 3! Hopefully, the introduction has kept you interested this far in. Not that you'd be reading this if it hadn't, eh? I guess I'll first explain what I already did in the NES development thread: this NES is my response to my inability to stick with an idea, or more precisely to choose one I can stick with. To that end, this is a steampunk/fantasy NES, something I've had thoughts about doing for a while, and toward which my interest has failed to fade. It's also an (almost) fresh start, with one NPC nation as outlined in the storyline - Avirria. More will turn up around major areas as we go.
Paradoxically, much of the inspiration for the updates and ruleset for this NES have come from TerraNES, the NES I have played in for the longest and been probably the most involved in. Long may it prosper, and many thanks for 17 updates of brilliance (so far).
As far as the story, what you've already read (unless you skipped it, in which case, go back and read it) is it, at least so far. After all, the whole point of NES is to build a world.
On that note, on to the rules!
The Rules
Spoiler map :
The centre of this NES is the player character, their nations and how they use the power given to them to create their own little corner of the world. It is also about the stories we produce, and how the players use their stories to build a lore and a culture that enriches this world. Stats are the first part of the NES I would like to cover, as well as the standard fill-in-the-blanks form I would like PCs to fill in the blanks in.
That is: this.
Spoiler sign-up form :
[B] Name of Nation/Player[/B]: fairly obvious. Just stick it in the bold tags and replace the 'player' and 'name of nation' bits. I'll be copying these pretty much directly into Stats.
[B]Capital:[/B] Name your capital city/centre of government.
[B]Colour:[/B] fairly obvious. RGB please, it makes my life just that little bit easier.
[B]Location:[/B] Describe or map it, and post it.
[B]Demonyms:[/B] What are your people and language known as?
[B]Flag:[/B] Of your own design and choice. A nice flag texture can be found [URL="http://imgur.com/pjPhB"]here.[/URL] When you post it, please place it in this
[SPOILER]spoiler.[/SPOILER]
Thank you.
[B]Government:[/B] Primitive Monarchy, High Council (in the style of Avirria, much like the Roman Senate and not really a 'people's nation', despite how it might appear), Tribal Council (more primitive but also more democratic) or Other. If Other, explain and justify your nation's government to me. Please don't powergame.
[B]Religion:[/B] Name and describe your religion - close-together nations may use the same one. Be brief, preferably, and elaborate later in some sort of story and/or on the wiki which I will eventually set up. Secular states and/or state atheism are allowable.
[B]Engines:[/B] The engineers came to your people. After some deliberation, your leaders selected two and paid for them - after which, the engineers left rather quickly, without fully explaining them. Nonetheless, with some modifications, you have constructed working versions of these blueprints. Which ones were they? Name and describe your two new Engines.
Bear in mind, only five of each blueprint are available. A list can be found further down.
[B]Conventional Soldiers:[/B] Choose two infantry and one cavalry type from the list further down.
[B]History:[/B] Describe your people's history and how they ascended to the halls of nationhood. 5-7 lines-ish, more if you feel inclined.
[B]Description:[/B] What it says on the tin. Quick reference for other PCs and, in the case of NPCs, info for prospective players.
--Anything else you want to say goes here.--
[B]Capital:[/B] Name your capital city/centre of government.
[B]Colour:[/B] fairly obvious. RGB please, it makes my life just that little bit easier.
[B]Location:[/B] Describe or map it, and post it.
[B]Demonyms:[/B] What are your people and language known as?
[B]Flag:[/B] Of your own design and choice. A nice flag texture can be found [URL="http://imgur.com/pjPhB"]here.[/URL] When you post it, please place it in this
[SPOILER]spoiler.[/SPOILER]
Thank you.
[B]Government:[/B] Primitive Monarchy, High Council (in the style of Avirria, much like the Roman Senate and not really a 'people's nation', despite how it might appear), Tribal Council (more primitive but also more democratic) or Other. If Other, explain and justify your nation's government to me. Please don't powergame.
[B]Religion:[/B] Name and describe your religion - close-together nations may use the same one. Be brief, preferably, and elaborate later in some sort of story and/or on the wiki which I will eventually set up. Secular states and/or state atheism are allowable.
[B]Engines:[/B] The engineers came to your people. After some deliberation, your leaders selected two and paid for them - after which, the engineers left rather quickly, without fully explaining them. Nonetheless, with some modifications, you have constructed working versions of these blueprints. Which ones were they? Name and describe your two new Engines.
Bear in mind, only five of each blueprint are available. A list can be found further down.
[B]Conventional Soldiers:[/B] Choose two infantry and one cavalry type from the list further down.
[B]History:[/B] Describe your people's history and how they ascended to the halls of nationhood. 5-7 lines-ish, more if you feel inclined.
[B]Description:[/B] What it says on the tin. Quick reference for other PCs and, in the case of NPCs, info for prospective players.
--Anything else you want to say goes here.--
The following will be added to make your final stats. I'll decide the values based on a standard and on your submission.
Population: All nations start with the standard starter-pack 500,000, with the exception of the NPC Avirria, which due to its - considerable - head start on civilisation, has 1,500,000. Population affects the number of engineers and soldiers you can field, as well as your income (although it also affects how difficult the population is to keep under your rule!)
Technological Advancement: Primitive -> Ancient -> Antiquated -> Outdated for NPCs without blueprints; Experimental -> Prototyping -> Early Steam -> Steam -> Advanced -> Prototype Automatons -> Golem -> unknown (we'll see when we get to that point!). All players start at Prototyping as a base, unless there's good reason and fair balance in a submission. Avirria starts with early Steam technology, and is very protective of its technology. More on Tech later.
Stability: A rating out of 10 of how happy your populace is. Conquered peoples are part of this as well. Start to worry once it gets down to about 5; once it goes down further you can expect revolts of increasing frequency, volatility and size. EP can be used to directly and indirectly affect your stability.
Economy: Pretty standard. This is the amount of income you have to spend, and also includes maintenance on Engines and soldiers. More on Economy later.
Warfare & Engines
'Engines' is the term for the vehicles that drive advancement and civilisation on Ath. The term encompasses a broad variety of machines in general. In relation to warfare, we are talking about a specific type of Engine - War Engines. Operation of one of these may involve any number of people, and the operators, who we will also give a capital letter to, will in general form the bulk of your army, particularly once you reach the Steam age proper.
Aside from Operators, your army will also include Engineers, the number and quality of whom you employ will affect how smoothly your Engines run. Engineers are non-combatants, but they need to travel with the army to properly carry out their assigned tasks. It will be imperative to protect your Engineers properly when carrying out battle plans.
Your army will also include, until an alternative is built and you enter the Golem age, a significant number of conventional soldiers, armed with pikes, bows, basic muskets (and later, rifles) or pretty much whatever they had on them when you got sold blueprints. In general, NPC nations without steam will field a large number of conventional soldiers, who will have a Ferocity rating as a general indicator of how well they fight.
Engines, however, will for the majority of the NES be your focus. Each player nation was sold two blueprints (over time, the blueprints you use will most likely leak to the nations - PC and NPC - around you); the engineers who sold them held fifty-four such blueprints. They are outlined below.
Over time, your people will develop their own versions of such Engines, and even their own, entirely unique, designs.
Spoiler Stats Explained :
Description: A description of the Engine and its capabilities, in brief.
Dimensions: The height, length across the front and depth (length down side) of the Engine.
Speed: How fast the Engine moves, in metres per second for simplicity.
Firepower: The damage the Engine and its Operators can inflict alone.
Armouring: What the Engine is plated with.
Operators: The required number of Operators for the machine, with the number on weapons and driving, respectively, in parentheses.
Capacity: The number of conventional soldiers, Engineers and extra Operators the Engine can carry.
Reliability: Score out of 10 indicating how likely the machine is to work as intended.
Cost: The cost of building one Engine in EP. Engines don't cost maintenance, but Engineers do.
Dimensions: The height, length across the front and depth (length down side) of the Engine.
Speed: How fast the Engine moves, in metres per second for simplicity.
Firepower: The damage the Engine and its Operators can inflict alone.
Armouring: What the Engine is plated with.
Operators: The required number of Operators for the machine, with the number on weapons and driving, respectively, in parentheses.
Capacity: The number of conventional soldiers, Engineers and extra Operators the Engine can carry.
Reliability: Score out of 10 indicating how likely the machine is to work as intended.
Cost: The cost of building one Engine in EP. Engines don't cost maintenance, but Engineers do.
Spoiler Land :
Land War Engines
Spoiler The Tower :
The Tower (4 left)
Description: A steam-driven, wide, squat siege tower. Well-armed, with limited ballistic power. Capable of transporting conventional soldiers, Operators and Engineers.
Dimensions:
Height: 8 m
Length: 3 m
Depth: 3 m
Speed: 2.8 m/s
Firepower: 3 cannon, 2 ballista
Armouring: Thin Plate
Operators: 9 (5/4)
Capacity: 100
Reliability: 6
Cost: 2 EP
Description: A steam-driven, wide, squat siege tower. Well-armed, with limited ballistic power. Capable of transporting conventional soldiers, Operators and Engineers.
Dimensions:
Height: 8 m
Length: 3 m
Depth: 3 m
Speed: 2.8 m/s
Firepower: 3 cannon, 2 ballista
Armouring: Thin Plate
Operators: 9 (5/4)
Capacity: 100
Reliability: 6
Cost: 2 EP
Spoiler The Tortoise :
The Tortoise (2 left)
Description: A 'shell' of thick metal plate, bristling with heavy weaponry. Extremely slow moving, but also very safe for the small number of Engineers and Operators it can carry.
Dimensions:
Height: 2 m
Length: 2.5 m
Depth: 4 m
Speed: 1.5 m/s
Firepower: 7 cannon, 5 ballista
Armouring: Thick Plate
Operators: 22 (12/10)
Capacity: 8
Cost: 3 EP
Description: A 'shell' of thick metal plate, bristling with heavy weaponry. Extremely slow moving, but also very safe for the small number of Engineers and Operators it can carry.
Dimensions:
Height: 2 m
Length: 2.5 m
Depth: 4 m
Speed: 1.5 m/s
Firepower: 7 cannon, 5 ballista
Armouring: Thick Plate
Operators: 22 (12/10)
Capacity: 8
Cost: 3 EP
Spoiler The Ram :
The Ram (5 left)
Description: The conventional Battering Ram, but steam-powered, significantly faster, and made of metal. Can also be suicide-driven with no Operators. Does not carry extra men.
Dimensions:
Height: 2 m
Length: 1 m
Depth: 7 m
Speed: 4 m/s
Firepower: 1 battering-ram, 2 harpoons
Armouring: Thick Plate
Operators: 7 (2/5)
Capacity: 0
Cost: 2 EP
Description: The conventional Battering Ram, but steam-powered, significantly faster, and made of metal. Can also be suicide-driven with no Operators. Does not carry extra men.
Dimensions:
Height: 2 m
Length: 1 m
Depth: 7 m
Speed: 4 m/s
Firepower: 1 battering-ram, 2 harpoons
Armouring: Thick Plate
Operators: 7 (2/5)
Capacity: 0
Cost: 2 EP
Spoiler Terracraft :
Terracraft (5 left)
Description: Enables much faster transport of conventional soldiers, although of negligible use in actual battle.
Dimensions:
Height: 4 m
Length: 5 m
Depth: 11 m
Speed: 12 m/s
Firepower: 4 harpoons
Armouring: Medium Plate
Operators: 10 (2/8)
Capacity: 200
Cost: 1 EP
Description: Enables much faster transport of conventional soldiers, although of negligible use in actual battle.
Dimensions:
Height: 4 m
Length: 5 m
Depth: 11 m
Speed: 12 m/s
Firepower: 4 harpoons
Armouring: Medium Plate
Operators: 10 (2/8)
Capacity: 200
Cost: 1 EP
Spoiler Naval War Engines :
Naval War Engines
Spoiler Prototype Transport :
Prototype Transport (4 left)
Description: Oceangoing ship, with a large capacity (although not enough to house an Engine), but weak except for the men on board whose job it is to defend it. Minimal defences in the form of harpoons and a ballista.
Dimensions:
Height: 5 m
Length: 10 m
Depth: 30 m
Speed: 5 m/s (app. 10 knots)
Firepower: 5 harpoons, 1 ballista
Armouring: None (wooden)
Operators: 14 (5/9)
Capacity: 400
Cost: 2 EP
Description: Oceangoing ship, with a large capacity (although not enough to house an Engine), but weak except for the men on board whose job it is to defend it. Minimal defences in the form of harpoons and a ballista.
Dimensions:
Height: 5 m
Length: 10 m
Depth: 30 m
Speed: 5 m/s (app. 10 knots)
Firepower: 5 harpoons, 1 ballista
Armouring: None (wooden)
Operators: 14 (5/9)
Capacity: 400
Cost: 2 EP
Spoiler Marecraft :
Marecraft (none left)
Description: The first warship powered by Steam. Cannons, harpoons and ballistae, as well as a sharp metal ram at the front. Smaller but faster than the Prototype Transport. Seaworthy, but don't risk sending it over the ocean.
Dimensions:
Height: 3 m
Length: 4 m
Depth: 10 m
Speed: 8 m/s (app. 16 knots)
Firepower: 1 battering-ram, 2 ballista, 6 cannons, 5 harpoons
Armouring: Thick Plate
Operators: 40 (28/12)
Capacity: 70
Cost: 4 EP
Description: The first warship powered by Steam. Cannons, harpoons and ballistae, as well as a sharp metal ram at the front. Smaller but faster than the Prototype Transport. Seaworthy, but don't risk sending it over the ocean.
Dimensions:
Height: 3 m
Length: 4 m
Depth: 10 m
Speed: 8 m/s (app. 16 knots)
Firepower: 1 battering-ram, 2 ballista, 6 cannons, 5 harpoons
Armouring: Thick Plate
Operators: 40 (28/12)
Capacity: 70
Cost: 4 EP
Spoiler Raider Prototype :
Raider Prototype (none left)
Description: Ship with a low draft and siege weaponry. Fairly fast, ideal for raiding coastal settlements or attacking ports and ships on the coast, but not by any means oceangoing. Limited space for conventional soldiers and Engineers.
Dimensions:
Height: 2 m
Length: 3 m
Depth: 7.5 m
Speed: 7.5 m/s (app. 15 knots)
Firepower: 1 catapult, 2 ballista, 6 cannons, 2 harpoons
Armouring: Medium Plate
Operators: 30 (20/10)
Capacity: 45
Cost: 3 EP
Description: Ship with a low draft and siege weaponry. Fairly fast, ideal for raiding coastal settlements or attacking ports and ships on the coast, but not by any means oceangoing. Limited space for conventional soldiers and Engineers.
Dimensions:
Height: 2 m
Length: 3 m
Depth: 7.5 m
Speed: 7.5 m/s (app. 15 knots)
Firepower: 1 catapult, 2 ballista, 6 cannons, 2 harpoons
Armouring: Medium Plate
Operators: 30 (20/10)
Capacity: 45
Cost: 3 EP
Spoiler Aerial War Engines :
Aerial War Engines
Spoiler Aerocraft :
Aerocraft (none left)
Description: Powered almost entirely by steam, the Aerocraft presently flies only for short periods of around ten minutes, but covers considerable distances and can fire missiles during that time. It is too small and light to carry soldiers, but carries a crew of Operators.
Dimensions:
Height: 2 m
Length: 6 m
Depth: 10 m
Speed: 13 m/s
Firepower: 10 harpoons, 3 ballista
Armouring: None (wooden)
Operators: 7 (5/2)
Capacity: 2 (Engineers Only)
Cost: 3 EP
Description: Powered almost entirely by steam, the Aerocraft presently flies only for short periods of around ten minutes, but covers considerable distances and can fire missiles during that time. It is too small and light to carry soldiers, but carries a crew of Operators.
Dimensions:
Height: 2 m
Length: 6 m
Depth: 10 m
Speed: 13 m/s
Firepower: 10 harpoons, 3 ballista
Armouring: None (wooden)
Operators: 7 (5/2)
Capacity: 2 (Engineers Only)
Cost: 3 EP
Spoiler Airship :
Airship (2 left)
Description: Airborne by gas, flown by steam, the Airship can transport soldiers but reuires careful operation. For safety reasons, carries no flammables.
Dimensions:
Height: 20 m
Length: 17 m
Depth: 45 m
Speed: 5 m/s
Firepower: 5 harpoons
Armouring: Thick Plate
Operators: 32 (2/30)
Capacity: 50
Cost: 3 EP
Description: Airborne by gas, flown by steam, the Airship can transport soldiers but reuires careful operation. For safety reasons, carries no flammables.
Dimensions:
Height: 20 m
Length: 17 m
Depth: 45 m
Speed: 5 m/s
Firepower: 5 harpoons
Armouring: Thick Plate
Operators: 32 (2/30)
Capacity: 50
Cost: 3 EP
You will have Engines available to you of various types, era-dependent. These are listed below.
Spoiler Engine Classes :
Light Land Engines Available: Experimental, Obsolete: Prototype Automatons (Golems)
-The Tower
-Terracraft
Medium Land Engines Available: Steam
-None Yet
Heavy Land Engines Available: Prototyping
-The Ram
-The Tortoise
Golems Available: Prototype Automatons
-None Yet
Light Sea Engines Available: Experimental
-Marecraft
-Prototype Transport
-Raider Prototype
Medium Sea Engines Available: Early Steam
-None Yet
Heavy Sea Engines Available: Advanced
-None Yet
Lighter-than-Air Aerocraft Available: Experimental
-Airship
Classic Aerocraft Available: Experimental, Obsolete: Steam (Great Aerocraft)
-Aerocraft
Great Aerocraft Available: Steam
-None Yet
-The Tower
-Terracraft
Medium Land Engines Available: Steam
-None Yet
Heavy Land Engines Available: Prototyping
-The Ram
-The Tortoise
Golems Available: Prototype Automatons
-None Yet
Light Sea Engines Available: Experimental
-Marecraft
-Prototype Transport
-Raider Prototype
Medium Sea Engines Available: Early Steam
-None Yet
Heavy Sea Engines Available: Advanced
-None Yet
Lighter-than-Air Aerocraft Available: Experimental
-Airship
Classic Aerocraft Available: Experimental, Obsolete: Steam (Great Aerocraft)
-Aerocraft
Great Aerocraft Available: Steam
-None Yet