Why its the age of Imperialism that's why at least to us plus we need resources that only the colonies can offer I'm sure and building a colony without a decent Navy doesn't make sense at all but it does makes conquering easier.
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by Levis Avara » Mon Dec 22, 2014 5:05 pm
by Ralnis » Mon Dec 22, 2014 5:11 pm
Levis Avara wrote:Ralnis wrote:Why do so? I don't think that is really necessary but I am guessing that is starting something now into the New Age.
Why its the age of Imperialism that's why at least to us plus we need resources that only the colonies can offer I'm sure and building a colony without a Navy decent doesn't make sense at all but it does makes conquering easier.

by Levis Avara » Mon Dec 22, 2014 5:22 pm
Ralnis wrote:Levis Avara wrote:
Why its the age of Imperialism that's why at least to us plus we need resources that only the colonies can offer I'm sure and building a colony without a Navy decent doesn't make sense at all but it does makes conquering easier.
"One does not need a navy to make colonies"
- Skymaster Loivi
Though I might as well build a navy with a combination of Skeleton Crews to probably one of the few that can stand up to the new Arceain might.
by Ralnis » Mon Dec 22, 2014 5:35 pm
Levis Avara wrote:Ralnis wrote:"One does not need a navy to make colonies"
- Skymaster Loivi
Though I might as well build a navy with a combination of Skeleton Crews to probably one of the few that can stand up to the new Arceain might.
You have a air navy yes? will guess what you need air carriers to carry airships across the seas or they will lose fuel going such a long distance.Plus I doubt airships are practical against dreadnoughts anyways

by Levis Avara » Mon Dec 22, 2014 5:56 pm
Ralnis wrote:Levis Avara wrote:
You have a air navy yes? will guess what you need air carriers to carry airships across the seas or they will lose fuel going such a long distance.Plus I doubt airships are practical against dreadnoughts anyways
Not really, I have been able to cross the short sea but a navy with air carriers shouldn't be hard to make( even when I establish the New Theocratium I can start jump starting the war machine) Besides, I will have to do things like retrofit the Bython Navy( if or when I conquer the Union) and build my own on quick succession.

by Levis Avara » Mon Dec 22, 2014 5:58 pm
by Ralnis » Mon Dec 22, 2014 6:10 pm
Levis Avara wrote:Ralnis wrote:Not really, I have been able to cross the short sea but a navy with air carriers shouldn't be hard to make( even when I establish the New Theocratium I can start jump starting the war machine) Besides, I will have to do things like retrofit the Bython Navy( if or when I conquer the Union) and build my own on quick succession.
Aw yes but it would still be harder and more fuel for Warships yes? Besides Airships in the early 1900s where only good for reconnaissance missions anyways when they went out in sea the weather the fog,rain,wind it made it impossible to be effective to inflict damage even on land the Airships would miss target when going on bombings best wait to air planes that's when Aerial Combat gets important and vital
by Pac Kindom » Tue Dec 23, 2014 12:59 am
by Ralnis » Tue Dec 23, 2014 1:16 am
Pac Kindom wrote:quote="Levis Avara";p="22885048"]Also I changed my mind I'm just gonna demand they surrender the colonies.
by Pac Kindom » Tue Dec 23, 2014 2:09 am


by Harkback Union » Tue Dec 23, 2014 2:30 am
Harndar wrote:Name: The Republic of Harndar
Their Short very history: After the apocalypse, couple of the survivors fled to the mountains to escape the chaos. There the survivors lived in harmony.Soon, progress sped up in camps. Camps became villages, villages became towns, villages became cities-states. The city states chose to unite themselves and create a government after a great war was fought among them and nearly destroyed prosperity of the lands of Harndar forever.
Starting Items (choose 1 in each Item category, +1 In one Item category of your choice for a total of 6):
Agents:
Delegate Hersod Eveso: The Council of Harndar's speaker, knows the Council's plans and truly loyal to Harndar
Forces:
The Hidden Regiment: Harndar's primary military power, they value stealth and cleverness over might and strength. They are deadly as a whisper, but doesn't have much protection.
Warriors of Holion: A more brutal military force, the Warriors of Holion focuses more on might and strength for defenses for the towns and offensive in invasions.
Infrastructure:
Ancient Ruins of Ones Before: Although not explained, these ruins say of the civilization that was there before the survivors ever set foot on the mountains
Culture:
Bird's Whistle: Harndarians are taught the art of bird whistling so they if all hell breaks loose they can climb up a tree and hide from the battlefield below. They are also taught to tell the difference of a bird and a human's whistle.
Knowledge:
Engineering: Harndar has to build many things to make the mountains a place that life can thrive.
Starting location: Mountain with a dense forrest

by Harndar » Tue Dec 23, 2014 8:15 am
Harkback Union wrote:Harndar wrote:Name: The Republic of Harndar
Their Short very history: After the apocalypse, couple of the survivors fled to the mountains to escape the chaos. There the survivors lived in harmony.Soon, progress sped up in camps. Camps became villages, villages became towns, villages became cities-states. The city states chose to unite themselves and create a government after a great war was fought among them and nearly destroyed prosperity of the lands of Harndar forever.
Starting Items (choose 1 in each Item category, +1 In one Item category of your choice for a total of 6):
Agents:
Delegate Hersod Eveso: The Council of Harndar's speaker, knows the Council's plans and truly loyal to Harndar
Forces:
The Hidden Regiment: Harndar's primary military power, they value stealth and cleverness over might and strength. They are deadly as a whisper, but doesn't have much protection.
Warriors of Holion: A more brutal military force, the Warriors of Holion focuses more on might and strength for defenses for the towns and offensive in invasions.
Infrastructure:
Ancient Ruins of Ones Before: Although not explained, these ruins say of the civilization that was there before the survivors ever set foot on the mountains
Culture:
Bird's Whistle: Harndarians are taught the art of bird whistling so they if all hell breaks loose they can climb up a tree and hide from the battlefield below. They are also taught to tell the difference of a bird and a human's whistle.
Knowledge:
Engineering: Harndar has to build many things to make the mountains a place that life can thrive.
Starting location: Mountain with a dense forrest
Would you like to start in the new world?

by Levis Avara » Tue Dec 23, 2014 8:23 am
Pac Kindom wrote:Levis Avara I just have one quick question, how did you find my out post so quick?![]()
As i do not even know where it is yet

by Levis Avara » Tue Dec 23, 2014 8:25 am

by Levis Avara » Tue Dec 23, 2014 9:26 am
Pac Kindom wrote:quote="Levis Avara";p="22885048"]Also I changed my mind I'm just gonna demand they surrender the colonies.

by Harkback Union » Tue Dec 23, 2014 10:38 am

by New Fraulasia » Tue Dec 23, 2014 12:02 pm
by Ralnis » Tue Dec 23, 2014 12:15 pm
Levis Avara wrote:Hmm Ralnis you should build a major port city before building a Navy most of your civ is still underground I'm sure.
by Ralnis » Tue Dec 23, 2014 12:22 pm
by Ralnis » Tue Dec 23, 2014 12:23 pm
New Fraulasia wrote:So everyone's of the mind that the current era has ended or is ending.

by Harkback Union » Tue Dec 23, 2014 12:25 pm
Ralnis wrote:Hey Hark, has the cards change or are they the same as the last era?
by Ralnis » Tue Dec 23, 2014 12:28 pm
Harkback Union wrote:Ralnis wrote:Hey Hark, has the cards change or are they the same as the last era?
Err, I'll make Era update tomorrow. If you have unused cards that can be used as an action, be sure to use them.
Also, Would you guys mind If I was to... Change the tech sharing mechanic to this:
No sharing tech according to current rules. Instead, If you have tech from a future tech level, You can assist another civ to get it and so they won't have to spend 3 RL days getting it just 1 RL day.

by New Fraulasia » Tue Dec 23, 2014 12:29 pm
Harkback Union wrote:Ralnis wrote:Hey Hark, has the cards change or are they the same as the last era?
Err, I'll make Era update tomorrow. If you have unused cards that can be used as an action, be sure to use them.
Also, Would you guys mind If I was to... Change the tech sharing mechanic to this:
No sharing tech according to current rules. Instead, If you have tech from a future tech level, You can assist another civ to get it and so they won't have to spend 3 RL days getting it just 1 RL day.
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