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Found 349 results

  1. [GoC] Artillery Field Testing Artillery Testing 1 by LM71Blackbird, on Flickr A ways out from the city limits of the settlement of Quinnsville, some artillery soldiers are doing field tests on some newly invented weaponry out of the Cannon Foundry. Artillery Testing 2 by LM71Blackbird, on Flickr The mayor, Richard Brickford, was invited to come out and watch the weapon trials. Being a veteran of the Juniper War, a little gunfire didn't bother him in the slightest. Artillery Testing 3 by LM71Blackbird, on Flickr One of the new weapons being tested is a new long range field gun, able to fire cannonballs great distances and if all goes well, explode on impact. Artillery Testing 4 by LM71Blackbird, on Flickr The other weapon being tested was a slightly comical looking contraption. However, it may prove useful on the battlefield with it's many barrels being able to be fired in rapid succession. Artillery Testing 7 by LM71Blackbird, on Flickr It turned out to be a pleasant afternoon without any serious incident or anything blowing up, much to the delight of the officer conducting the trials! ------------------------------ My first entry for the Glory of Corrington Patron of the Army tasks! I was looking some stuff up and came across a 17th century field gun and I had to try and build it in bricks. It is based off of a Falconet Field Gun. The multi-barreled gun is based off of a super early machine gun design by Leonardo Da Vinci. C&C are welcome and apprecieated and thanks for looking! Not sure what something like this would be classed as, but if it's unable to be licensed it doesn't really matter that much to me. @Bregir @Ayrlego @Captain Dee @SilentWolf More photos in the spoiler:
  2. For the Glory of Corrington! (GoC) - A Faction Enduring Challenge Sometimes it can be difficult to find inspiration for a build or choose a direction for a storyline. Well, fear not fellow Corlanders, here is some direction for those times when you need it! The following are a set of faction endorsed cooperative building tasks to inspire and guide you on your journeys through Corrish territories in Nova Terra. GoC General Rules Builds for GoC tasks should be posted in their own thread with the tag [GoC]. You must also provide a link to your build in this thread. A progress list will be maintained in the second post of this thread. Quality - This should also be an opportunity for you to improve your building skills, so take your time and focus on quality. When presenting your build, Members of Corrington leadership (Bregir and Ayrlego with assistance from Captain Dee and Silentwolf) will award you a if they feel it passes quality standards. Don't worry, we will of course take into account collection size and experience. If some minor adjustments are required, these will be suggested. Two from leadership are required for the build to officially count towards the challenge. It is recommended you do not de-construct your build until you receive the required from leadership in case it requires some adjustments to pass these requirements. - By submitting an entry you agree to receive feedback from the reviewers and will accept their judgement on the matter. - All tasks have a minimum size requirement of a 20x20 (400) stud footprint (or equivalent - irregular bases are permitted as long as they meet the minimum 400 stud footprint). - Other individual requirements will be listed in each task description. Builds that do not meet the task requirements will be rejected. - Only builds posted after 1 January 2019 may count towards the GoC challenge. Rewards - Complete any of the below tasks to earn the corresponding IC title for that task for one of your characters. All tasks consist of a minimum of three separate builds (entries). Some tasks will stipulate the subject of each of the three builds and may require them to be posted in a specific order. Others only require three separate builds that meet the requirements. Please read the requirements for each task carefully and ask any questions in this thread. - Each subsequent entry in a task must be significantly different from the last and should attempt to show some kind of improvement from the last, for instance using different techniques or changing the subject matter. NB: In some tasks, there might be specific requirements for the three builds defined. The idea is to glorify our faction, so you should strive to do the best within your own limitations and be proud of every GoC build. Clone builds rushed to complete tasks will not be accepted. - Complete three tasks (total of nine builds) for your main character to become a Knight in the Order of Corrington (OC) and the right to style themselves 'Sir' and use the post nominals OC. eg Sir Fredrick Mercury OC. - Complete six tasks (total of 18 builds) for your main character to receive a honorary Baronetcy within the Corlander nobility. Your new title will be announced by Royal decree when you complete the requirements. An example may be something like: Sir Fredrick Mercury OC, Baron of Feltham - Complete nine tasks (total of 27 builds) for your main character to receive a honorary Earldom within the Corlander nobility. Your new title will be announced by Royal decree when you complete the requirements. An example may be something like: Sir Fredrick Mercury OC, Earl of Finnsbrough - Complete twelve tasks (total of 36 builds) for your main character to receive a honorary Dukedom within the Corlander nobility. Your new title will be announced by Royal decree when you complete the requirements. An example may be something like: Sir Fredrick Mercury OC, Duke of Rhyeshire - Nobility titles will only be awarded to Corlanders. Foreigners are welcome to participate in any of GoC tasks and will be awarded the corresponding title if they complete an individual task; however, they will not be eligible for ennoblement. - A list of tasks is provided below. They do not have to be completed in any order and new tasks may be added from time to time as faction priorities change. GoC Task List 1. Redcoats Rule! Background: The mighty Empire of Corrington is built on several foundations, but perhaps one of the most iconic is the bright scarlet coats worn by her soldiers. With dogged stoicism, Corlander redcoats face the harshest of conditions, are unmoveable in defence and relentless in advance. The sight of the redcoats of Corrington will always strike terror in her enemies! Goals: Show us your redcoats! Requirements: Build three scenes showing soldiers of the crown going about their business in the colonies. Your build must showcase faction troops, preferably redcoats. They could be training, parading, maintaining weapons, guarding supplies, fighting dastardly pirates or treacherous natives (and winning of course!). Alternatively you may choose to build a military building (fort, barracks, armoury etc. Just remember to include plenty of redcoats!). There is no EGS requirement for this task. Your combined builds should display at least two different branches of the army; for example, infantry, cavalry, artillery, engineers etc. Title Awarded: Patron of the Army 2. The Oaken Shield Background: The backbone of Corlander power in Terra Nova is the Royal Navy. Royal Navy warships hunt pirates, raid enemy hideouts and settlements and keep trade routes open. Goal: Ensure Corlander Naval supremacy in Terra Nova. Requirements: Build three warships for commissioning in the Royal Navy, one for each of the three naval armament schemes, Gunboats for the Colonies, Sloops for the Royal Navy, and Cruisers of Terra Nova. A requirement of this task is that the completed build is handed over to the faction for licensing and deployment. Title Awarded: Master Naval Shipwright 3. The Merchant Marine Background: While the Royal Navy has been prominent in keeping the sea lanes of Terra Nova safe, the Corlander Merchant Marine has seen a slow but persistent demise. We cannot allow this decline to continue. Goal: Build up a significant fleet of merchant vessels to bring home the riches of Terra Nova. Requirements: Build three merchant vessels, one if which is offered to the Crown. These vessels should be licensable in the EGS, and must meet the following requirements. In total, your builds must make up a minimum of 12 shiplevels. One ship must be small (class 1-2), another medium (class 3-5) and one large (6+). Additionally, one build should be a historical or exotic rigging type (eg. xebec, longboat, felucca, junk, cog, carrrack, proa, polacre, etc.), one should be a fore-and-aft rig (eg. schooner, sloop, cutter, lugger, etc.), and one should be a square rigged vessel (eg. brig, snow, ship-rigged, galleon, etc.). (The predominant rigging type on a vessel determines the category) Rigging types and sizes can be combined freely. Title Awarded: Shipping Nabob 4. Purser's Network Background: The 'Oaken Shield', or ships of the Royal Navy need shore based support to be able to function and carry out their roles or defending and expanding the Empire. The fleet operates several major Naval bases in Terra Nova and these require constant expansion. Major fleet bases include Arlinsport, King's Harbour, and Port Woodhouse. Goal: Build an extensive naval support and logistics network for the Royal Navy in Terra Nova Requirements: Build a series of three scenes showing how the fleet is supported from ashore. Your scene must be in one of the settlements listed above and must be licensable in the EGS. Ownership must be transferred to the faction. Each of your scenes must be a different EGS licence type. eg. Artisan, Commerce, Factory, Education etc. Some examples could include: Naval hospital, quays and cranes, armoury, ropeyard, sail maker, powder mill, cannon foundry, tavern, cartographers, various industries for provisioning, powder depot, recruitment office, training facilities, storehouses, etc. Title Awarded: Master Purser 5. Higher Education Background: Corrington is known as a bastion of knowledge and learning. Science, mathematics and literature all flourish under Corlander patronage and Corlander schools and universities are world renowned. Thus it is only natural that this passion for education is transferred with Corlander settlers in Terra Nova. Goal: Display Corlander supremacy in the field of education and knowledge in Terra Nova. Requirements: Build a series of three scenes showcasing Corrington's commitment to knowledge and science in Terra Nova. You can complete the following three subtasks in any order. There are no set locations for these tasks. 1. Build a scene showing some aspect of education for children of the colonies. The build must be licensable as an educational property under the EGS rules. 2. Build a scene showing some kind of vocational training in a specific industry or field. For example, a college for engineers or cartographers, an academy for military officers etc. The build must be licensable as an educational property under the EGS rules. 3. Build a scene showing a place for research or higher learning. Examples could include an agricultural research institute, a university college for theoretical mathematics, a chemistry or botany laboratory etc. The build must be licensable as an educational property under the EGS rules. Title Awarded: Patron of Knowledge 6. Sweet, Sweet Corrington! Background: One of the major premises for Corrington settling the new world was access to areas suitable for the growth and harvesting of sugar cane. The settlements of Stormhaven, Port Raleigh and Jameston all have burgeoning sugar cane industries, but the demand in the old world for sugar is insatiable. Alternative sources to cane sugar have even been investigated in Mesabi Landing. Our sugar industry must be expanded! Goal: Expand Corrington’s grip on the sugar industry in the new world. Requirements: Build a series of three scenes in any of the three main ‘sugar’ settlements (Stormhaven, Port Raleigh or Jameston) showing some aspect of the industry. Your three scenes may be in the same settlement, or can be spread across all or some of them. Alternatively one of your scenes may be exploring other sources for sugar (Agave or Stevia) in Mesabi Landing. Your scene could be anything from a plantation, to the storage and processing of the raw product, or any of the products derived from sugar (eg. Rum!). Your scene must be able to be licensed in the EGS. Should you not wish to license it yourself, you may sell it or the faction will purchase it. Title Awarded: Sugar Kingpin 7. Chocolate and Coffee on Cocovia Background: One of the first islands settled by Corlanders in Terra Nova, Cocovia was so named for the abundance of Cacao plants that grow naturally on the island. Indeed the chocolate industry on the island now has a solid foundation and the demand for chocolate in the old world requires extensive expansion. The island is also thought ideal for the cultivation of coffee, although coffee plantations and industry have yet to be established. Goal: To establish monopolies on both chocolate and coffee for Corrington. Requirements: Build a series of three scenes showing the either the chocolate or coffee industries in Quinnsville or King's Harbour. Your scenes must be able to be licensed in the EGS. Should you not wish to license it yourself, you may sell it or the faction will purchase it. Your scenes must be built in the following order and the properties must be constructed in either the settlement of Quinnsville of King's Harbour. 1. Your first scene should show the growing of the raw product (coffee beans or cocoa beans) and must be licensable as a plantation under the EGS rules. 2. Your second scene should show some aspect of processing the raw product. It must be EGS licensable as a factory. 3. Your final scene should show the production or sale of the final product eg. A coffee shop or chocolatier. It must be EGS licensable as either a commercial property or artisan. Title Awarded: Colonial Cafe King 8. The Lotii Connection Background: Port Raleigh hosts a sizable Lotii community – the largest of any of Corrington’s settlements in the Brick Seas so far. These industrious arrivals have quickly adapted to live in the colonies; however, they have also transported much of their home culture with them. Many of their buildings are built in the style of their ancestral home and they have bought with them their traditional artwork, crafts and festivals. NB. The Lotii are based on a generic East Asian culture and previous depictions have displayed both Japanese and Chinese characteristics. Goal: Display Lotii culture in Port Raleigh Requirements: Build three scenes showing inhabitants of Port Raleigh with Lotii background. Your build should display some aspect of traditional Lotii culture which has been transplanted into the settlement. Examples could include teahouses, Japanese style gardens, porcelain production, Oriental style buildings or restaurants, fireworks production/sellers, street festivals etc. There is no EGS requirement for this task (although licensable builds are encouraged). Title Awarded: Honorary Lotii 9. Equines for Elizabethville Background: The rolling plains of the island of Lacryma are ideal for the breeding of horses, indeed some of the finest horses in the new world are from Elizabethville! Goal: Expand the equine industry in Elizabethville Requirements: Build three scenes showing some aspect of the breading, keeping or export of horses in Elizabethville. Examples could include a ranch, stables, racetrack, blacksmith specialising in shoeing horses, saddler, wainwright etc. Your scenes must be able to be licensed in the EGS. Should you not wish to license it yourself, you may sell it or the faction will purchase it. Title Awarded: Purveyor of Thoroughbreds 10. Daily life of the Myzec Background: The Myzec are loosely based on the Aztec civilisation and inhabit the city of Myzectlan, located in a hidden valley on Cascadia. They primarily farm maize, sweet potato and beans in 'floating island' plots or chinampas on Lake Myzec. The meat in their diet includes fish and water fowl/turkeys and dugout canoes are used to transverse the lake. Very few mammals are farmed in the Myzec valley although there are some pigs and goats. They weave cloth from goat wool and produce leather from animal hides hunted outside the valley. A basket ball type game is a very popular recreational activity. They ferment an alcoholic ale from maize. Goal: To expand the lore of the native people in the lost city of Myzectlan on Cascadia. Requirements: Build a three small scenes showing the Myzec people conducting activities from their day to day life. Some examples may include: Farming a chinampa lot, milling maize grain, making tortillas, fermenting ale, fishing, trapping ducks, repairing fishing nets, making canoes, warriors training, producing mud bricks for construction, weaving cloth, tanning hides, hunting in the jungle, making jewellery/pottery, ball games, etc There is no EGS requirement for this task (although licensable builds are encouraged). Title Awarded: Friend of the Myzec 11. Strategic Outposts Background: Some of Corrington's settlements in Terra Nova occupy vital strategic positions for the defence and expansion of the Empire but have little commercial value - they exist primarily to protect Corrington's interests. Hence these settlements tend to be smaller and more military focused. To maximise their strategic importance, they require extensive naval bases, army barracks, fortifications and logistics hubs. Currently, these include Hussar's Isle and Port Woodhouse. Goal: To build up the network of Corlander strategic defences in Terra Nova. Requirements: Build a scene showing a building of strategic value in each of these important locations. Your building should military in nature and examples could include: fortifications, quays and cranes, naval storehouses, army barracks, munitions stores and factories, etc. Your build must be licensable under the EGS rules and the ownership must be transferred to the faction. To complete this task you must build one scene in three of the separate strategic locations listed above (list will expand in the future). Title Awarded: Strategic Mastermind 12. Mangrove Madness Background: The settlement of Stormhaven was founded on the Isle of Serentia in the only safe port for over 400 miles. Unfortunately, despite the excellent shelter provided for ships, the location is not ideal for a settlement. Stormhaven cove is covered in mangroves which are almost impenetrable in many places. Properties within the settlement limits are build on stilts above the mangroves and raised wooden walkways provide access between properties. Further inland building is possible on land and some plantations and other properties have been established. Goal: To expand the settlement of Stormhaven Requirements: Build a series of scenes showing the unique aspects of life in Stormhaven. 1. Build two scenes showing buildings within the settlement limits. Your buildings must be in the style of the settlement ie. they must be constructed on wooden stilts above mangroves. Examples (one, two, three). Your scenes must be able to be licensed in the EGS. Should you not wish to license them yourself, you may sell them or the faction will purchase them. 2. Build a scene showing a rural property outside the settlement limits. Your scene should in some way support the settlement, for example it may be a plantation or farm, a lumber yard etc. Your scene must be able to be licensed in the EGS. Should you not wish to license it yourself, you may sell it or the faction will purchase it. Title Awarded: Swamp Magnate 13. A New Haven Success Story Background: The Eslandolan and Garvian invasion of the Isle de Medio left thousands of Mardierian settlers homeless and facing starvation. Corlander efforts to assist were met with fierce resistance from Eslandola and the resulting Nova Malto crisis was resolved by shipping large numbers of Mardierian refugees to the Corlander island of Alicentia for resettlement. Thus the settlement of New Haven was established, populated primarily with Mardierian refugees from the Mardierian-Eslandolan/Garvey conflict. Goal: Assist Mardierian resettlement in New Haven Requirements: Build a series of three scenes showing Marderian refugees settling down to life as Corlander citizens in New Haven. Your scenes must be build in the following order and the properties must be constructed in the settlement of New Haven. 1. Your first scene should show a Marderian family arriving in New Haven, show their initial lodgings and introduce their backstory (where did they come from, what did they do? Did any of their possessions survive? etc. Your build must be licensable as a residence or artisan under EGS rules. 2. Your second scene should show your Marderian Family starting work or establishing a business in New Haven. Maybe they establish a plantation (the Isle de Medio was famous for citrus plantations), or are they a master artisan who opens a workshop? Your scene must be able to be licensed in the EGS. Should you not wish to license it yourself, you may sell it or the faction will purchase it. 3. Your third scene should show your Marderian family celebrating or expressing their culture in their new settlement. Marderian culture is loosely based on Mediterranean cultures such as Italy, Greece or Spain. Perhaps they are celebrating a Marderian holiday, or preparing a traditional Marderian meal. The choice is yours! There is no requirement for this scene to be licensable under the EGS rules. Title Awarded: Humanitarian Hero
  3. Location: Mesabi Landing Type: Rebuild Studcount: 32x16 (512) Mordo, and Captain Angles walked along the remains of one of the wagon roads that crisscrossed Mesabi Landing. Mesabi Landing Repairs by North White, on Flickr "If we're lucky, the town should be dry by the end of the week." Said Angles optimistically, as his boots squished through the mud. "Luck has not been on our side recently," replied Mordo, "between those idiots in the row boat that attacked Fatu Hiva, and a $&@#ing Tsunami, I'm not sure what else can go wrong." Mesabi Landing Repairs by North White, on Flickr "The Horse Meat AND the explosives was waterlogged." replied Captain Angles "Okay, I definitely jinxed it there." said Mordo. FIN Thanks for viewing my first build for the repairs of Mesabi Landing. I took almost all of @Elostirion's suggestions for this build, and a big thanks from him for his advice. I hope this build can be counted, as it's not really about rebuilding, but I'll get to that soon enough. C&C appreciated
  4. Location: Mesabi Landing Type: Rebuilding Studcount: 16x32 (512) After the Tsunami, most of the water receded. however, one district of Mesabi Landing, Uptown, was reclaimed by the water. Mesabi Landing Repairs by North White, on Flickr Mordo and Captain Angles explored the waterlogged buildings by boat, while a Marine tried to make the best of the situation. Mesabi Landing Repairs by North White, on Flickr FIN Thanks for viewing my build. Again, thanks to @Elostirion for his suggestions and recommendations. The idea behind this one was inspired by the flooded district of the game dishonoured, and I hope to do more with the concept. I just ordered 100 1x2 trans blue tiles for future projects, as I barely had enough to cover this build. C&C appreciated!
  5. The Empire of Corrington Nickname: The Scientific Kingdom Colors: Red and Black Flag: Quick Glance Compared to the other nations, Corrington is a highly scientific empire characteristic for order, consensus and firm principles. The Corlander Navy is relatively large and the empire boasts extensive, but sparsely populated, colonial possessions. Historically, most wealth have been generated through shipping, although property investment has been helped along by the large wealth brought in by its traders. During the first era, the legendary Corlander convoys were incredibly successful, and its escorts scoured the waters for any privateer daring to cross their paths. Corlanders typically make their carreer as scientists or inventors, naval or army officers, or civil servants, although several significant Corlanders have made their fortune in trade. All vocations are welcome, although staying on the right side of the law (and our beloved Queen's orders) makes for the most harmony amongst our ranks. As a Corlander, there are many ways to advance in Society! (See "The Government of Corrington" below") Signing up All Corlander citizens are welcomed to join Corrington's colonial efforts. To join, sign up in this thread with an introduction post that shows your sigfig. We encourage you to present your sig fig with a back story, but a few sentences are sufficient. (Check out this quick start guide) The Government of Corrington Three generations ago the monarchy instituted a new reform – representative government. Although the Queen is popular, she does not rule over the kingdom with absolute power. She shares it with the House of Representatives, the Noble Parliament, and the Parliament of Science. To ensure the safety of the Monarchy, the fourth branch of government, the Queen's Executive House commands the Royal Guard. Corlanders can pursue careers in all four branches of government, although it requires unquestionable loyalty and ability to reach the highest position of power. During the first era of colonial ventures, most positions have been filled by the old world elite (NPC's), but with the growing importance of the colonial possessions, this is like to change. Noble Parliament The Noble Parliament consists of the nobility of Corrington and is led by the Prime Minister. It directly commands the Royal Navy and the Royal Armed Forces, and controls all diplomatic relations, as well as upholds the law. House of Representatives The House of Representatives ensures broad representation in government, as all tax paying citizens are eligible for election. It controls the finances, taxes, industry, and commerce of the nation, as well as the colonial posessions. Parliament of Science The Parliament of Science consists of the most prominent scientists of Corrington and acts as an advisory institution for the Queen and the other branches of government. Queen's Executive House The Queen's Executive House ensures the safety of the Monarchy, and thus commands the Royal Guards. Further, the constabulary, Belson's famous patrolling policeforce, is under direct control of the Queen. (For more on the four branches of Government and how to advance, follow the links. All Corlanders are invited to pursue a career in government, either for their sig fig or another character. It will take both efforts and loyalty to advance, and progressively more so the higher the position, and positions may hold actual in game responsibility, but most active players will be able to advance to lower positions quite easily. If you are interested but in doubt how to advance, ask in this thread.) Leadership Queen Annetta (NPC) Queen Annetta by @Captain Dee Queen Annetta - Every Corlander would die for Queen Annetta, the heart of the empire. Because she has yet to find an equal mate, the Queen is the most popular person in the realm by far – suitors come from around the world to attempt to woo her. At 25, she is rich from the taxation on trade throughout the empire, and she is loved enough to have her own personal army – The Queen’s Guard. This unit is considered to be the crack troops of the empire, and all important campaigns include at least a company of these soldiers. Rumours in era I had her pregnant with someone's love child, but no baby was ever seen, and every loyal Corlander will tell you that it is nothing but vile slander by the enemies of the Crown. Admiral Woodbrose (SkaForHire, Co-Leader) As minister of the Colonies, he oversees the administrative aspects of expansion. A hard-nosed old sea buzzard who looks to please his niece (the Queen) by expanding trading policies in the New World. Although he sometimes wishes he was still a naval commander, he often turns to diplomacy to avoid major conflict. This is not to say that he doesn’t crush a rebellion or two, every once in a while. Technically, the Minister of the Colonies is the overseer of the Conquered Isles as well. However, the administrative duties as minister of the colonies have kept the good admiral from partaking as actively in the colonial ventures as he had hoped. Rear-Admiral Fletcher (Bregir, Co-Leader), Commander of the Terra Novan Fleet Commanding the Terra Novan Fleet, Rear-admiral Fletcher has had the responsibility for keeping the colonial possessions safe in close cooperation with the army ressources stationed there. He has functioned as chief military commander for all Corlander assets in Terra Nova during most of the first era, but now has a counterpart in Colonel Howe to take over command of all army assets. Under his, and his predecessors, rule, the Terra Novan fleet has been massively successful in keeping Corlander merchant shipping safe, taking prize after prize filling up the dockyards of Terra Nova. Middle-aged and unremarkable, Fletcher is an effective but discreet commander. Brigadier Howe (Ayrlego, Co-Leader), Commander of the Colonial Army Headquarters Brigadier Sir Andrew Howe and Captain Bertram Rickard Wolf inspect troops in Arlinsport. Commanding the Corlander Colonial Army, Brigadier Sir Andrew Howe is responsible for the land component of Corlander defences in Terra Nova and works in close cooperation with his Naval superior, Rear Admiral Fletcher. Brigadier Howe has over 30 years service in the Corlander Army, most with the elite Queen's Own Foot Guard Regiment, whose uniform he still wears. As a Colonel he gained a reputation as the Queen's hatchet man in the Terra Nova, executing important missions directly on behalf of Her Majesties Government. Notably he commanded the first Corlander expedition to Isla de Victoria at the time of the Eslandolan Operation KMA. A master strategist and excellent tactician, Howe is known as a somewhat distant and stern commander who nevertheless inspires great confidence in the men under his command. Assisting Brigadier Sir Andrew Howe is Aide de Camp Captain Bertram Rickard Wolf. Captain Wolf is a descendant of the Wolf Clan, one of the Clans of northern Corrington. Previously he served in the Queen´s Rifles Regiment, a unit known for its unorthodox tactics. With his Rifles platoon he became the hero of the Battle of Golden Bay on Serentia, which secured Serentia for the Crown. His accomplishnents were noted by the High Command and he was chosen to serve as Brigadier Howe´s aide. Landscape Corrington has two administrative sections. The Mainland The mainland is mostly rolling hills with a small mountain chain running down the middle of the country. It is the northernmost country in Eastern Halos, and the winters in the North are often unbearable to many outsiders. Most of the freeholders grow potatoes, wheat, or cabbage, and raise livestock. Cows and pigs are plentiful, and the countryside is dotted with many small hamlets. However, the cities are bustling places that never sleep. The cities are well planned, kept clean, and order is maintained at all times. The largest city, and capital of the empire is Belson. Belson is home to one of the world’s foremost universities: Archeon College, the premier navigation school of the known world. Many other science fraternities and explorers clubs call the capital home. The public buildings within Bellson are immense in size, and command respect from even the greatest architect. Careful study of city planning, public function, and defense is second nature to a Corlander bureaucrat, noble, or adventurer. The Colonies The Colonies Administrative division oversees both The Conquered Isles, Tiberia, and any future colonies. The Conquered Isles The Conquered Isles were once four different countries, three of which were island nations; Belondia, Peppin, Myrph, and the Isle of Tam. However, all of these countries sided with Oleon in a series of conflicts over the last 200 years. The final territory was gained in the 49 Years War, the last major uprising and war with Oleon. Upon defeating Oleon, the last of the isles were taken to safeguard navigation routes into the Great Northern Ocean. Although now integrated into the culture of Corriginton, the Isles were once a rebellious people, and the source of many civil wars. Still separatists attempt to raise trouble so far away from the capital. Nova Terra A typical townhouse of Arlinsport - by @Mike S Corrington’s first colony in the Sea of Storms is Tiberia. Its provincial capital is Arlinsport, named after Queen Annetta’s father, King Arlin II. Arlinsport is known for its robust defenses and deep harbor, but it is the only such port on all of Tiberia. The city is the most developed colony of the nation, characterised by pretty townhouses placed in perfect order. The majority of the island is still not tamed by Corlanders, but the island is already home to a makeshift rum industry, thanks to sugar smuggling from LeBellan to the south. The national drink of Corrington has become rum quite quickly. Some traces of gold have been found on Tiberia, but not enough to be a fully functional mining economy. Because it is one of the only Sea of Storms islands that lie outside of the warm temperate zone, it cannot grow cash crops. This means that Arlinsport is mostly a trading post between the old world of Halos and the richer, foreign and colonial ports to the south and east. Arlinsport resembles a typical, orderly Corlander city. Corlanders tend to build in British or Scandinavian styles. They are diversified in their interests, but science and order governs all work. As such, Corlander cities are orderly and relatively clean. Many science fraternities are interested in what the New World has to offer, so new expeditions with a scientific premise are leaving for Terraversa, and Terra Nova, often. Corlanders have generally taken an anthropological interest towards natives, which has resulted in amiable relations to the new people encountered. History and Culture: Brief: Life is dominated by the concept of order. Science is valued, and has led to the best sea charts (also secret) in the world. The Queen is the most important person - she has a private army. There are four branches of government, and Corrington has claimed the largest landmasses during era I. Detailed: The Corlanders are a people who pride themselves on civilization and class above anything else. They look to further their lot in life through trade, and believe that order is more important than might, although they are not shy about utilizing might to establish order. The Royal Army wears red, but auxiliary units and private armies of this nation have been known to wear all sorts of different uniforms. Their building style tends to be mostly British and Scandinavian, and the capital is considered one of the most orderly and planned cities in the world (in fact they tore down the original capital 300 years ago to install a new grid system that the city followed.) Department of Time in King's Harbour by @Captain Dee Corlanders like to stick to a schedule, and this translates to their lives both on sea and land. As excellent navigators, they have charted and timed most of the sea routes, calculating averages for every point of the year. Corrington’s merchant marine is one of the best organized in the world, and it is said that their secret charts keep them always “on time” when trading. Beyond charts, Corlanders believe that science will help them establish further order, so there are many universities and “science fraternities” throughout Corrington. Corrington holds the largest colonial territories, but they are sparsely populated. Many islands are home to nothing but a small trading post, and some are as of yet unsettled. All colonial territories were claimed during the first era of colonial expansion, so they are still in their infancy. The most developed region is the Southern Isles, home to a thriving industry and culture. The Northern Reaches is mainly known for its horses, although the island of Serentia may hold many unsolved mysteries. In the far east, the Paradise Isles are of great scientific interest harbouring some of the most fascinating flora and fauna of the Brick Seas, as well as the remnants of an ancient civilisation. Corrington and Oleon have constantly fought wars since their founding in 106AE. Some were as long as a century, others were a few months. The constant warfare has militarized both societies. The last major war was the 49 Years War. Ending in 590AE, that war was won by Corrington. (Although it lost to Oleon in the 8 month Juniper War just seven years ago). The 49 Years War secured the Isle of Tam, the last of the rebellious Conquered Isles, but cost the kingdom much of its treasure. For this reason, the people of Corrington have been taxed heavily over the last 25 years. Finally, as a present to her people on her 25th birthday, Queen Annetta has lowered the tax rate back to the traditional level. For some time now, however, Oleon and Corrington has been neutral. Corrington in the first era In Era I, Corrington quickly mastered the seas and perfected her methods of managing trade routes. The legendary convoys brought in exceptional profits to all who cooperated, and swiftly dealt with all who threatened its success, sweeping national and independent privateers and pirates from before them. With minimal losses, her convoys and escorts captured pirate ships at such an extraordinary rate that the shipyards are still working to repair all the ships. As a result, there are so many ships in drydock that the queen offers those who helps the Crown build ships full rights to the first prize captured. The explorers of the empire fanned out across the newly discovered areas in search of land and scientific discoveries. They traveled more extensively than all the other empires, and added massive numbers of new islands to the empire. Corrington claimed more islands than any other nation in both the Sea of Thieves and the Prio Seas. The government of Corrington was stable throughout the first era which is more than can be said of all the other nations in the region. There were periods of slowness in government decisions being made, but that is rumoured to be due to the fact that the empire was expanding faster than the information could be kept current. The expansion also prevented the scientists and cartographers from keeping up with the new discoveries which left some confusion for new settlers attempting to join the new colonies to the east. This slowed down the growth of the towns, which proved detrimental as shipping slowed down in the second half of Era I. However, due to the great profits of the first half of the Era, Corrington's citizens invested deeply in properties and business ventures in other nations and the slowed income from the lacklustre shipping acitivity was not detrimental to the citizens who stayed active in colonial ventures. In short, Corrington outpaced all her neighbors on the seas and in discoveries. Her shipyards are still humming away furthering her power on the seas, and it will take another era before any nation can rival the landmasses acquired by Corrington in the first era. Operation Pax Corlandia At the end of the first era, Eslandola declared war on Mardier and ousted them from Isla de Medio. This left uncertainty amongst inhabitants of the formerly Mardierien settlements, particularly in Matlo in the north, where fear of Eslandian prosecution and criminal plunder was widespread. To protect the rights of these citizens, Corrington magnanimously launched Operation Pax Corlandia. This lead to a diplomatic incident with Eslandola, who proved to be dead-set on securing the whole island in an aggressive expansion of their empire. The tension rose to new limits, and at one point, was was threatening. After tough negotiations, Corrington agreed to evacuate the city and its inhabitants to safeguard their rights on Corlander territory. This evacuation is currently in progress, marking a change in relations with Eslandola... For more on Corrington’s history, and that of its rivals, please see the History and Background thread. By Garmadon
  6. Name: Camp Isaac Ownership: The Crown of Corrington Location: Cascadia, East Prio Sea Map: Mayor: None. The settlement is managed by the Royal Society of Natural Philosophy Trade Value: See account summary Town Bank: See account summary Who can own property at Camp Isaac: Any scientific endeavour will be welcomed in Camp Isaac, however non-scientific, foreign endeavours should obtain permission from the military governor first. (A mere formality, simply state your intentions in this thread) Who can freebuild in Camp Isaac: Anyone Description: Camp Isaac is the first Halosian settlement on Cascadia and is located in the only navigable deep water channel in the estuary of the largest river on Cascadia. This river connects a large inland lake with the ocean, and, as the estuary consists mainly of wet lands criss-crossed with small streams, river travel makes up the main mode of transport for the camp, both downstream to the ocean by the deep water channel, and upstream, inland towards the lake. To make navigation easier, a series of lighthouses are planned for the deep water channel, as is a bridge to ensure communication with the mainland. Build on wetlands and mainly serving as a base camp for expeditions into the interior of Cascadia, Camp Isaac consists mainly of tents, wooden huts, and other somewhat temporary constructions. It is renowned for being the starting point for the expedition which famously discovered the golden city of Myzectlan, and named after its founder and member of the expedition, Don Isaac Montoya. Managed by the Royal Society of Natural Philosophy, the camp welcomes all scientific expeditions and offers a perfect place to prepare for adventures! Original Information: Builds in Camp Isaac Please help us out by posting your a link to your Camp Isaac builds in this thread. Licensee is Listed after the type of licence. Properties: 13/31 Size for EGS purposes - Level 2 'Town' Required for Level 4 'Large Town': 18 settlement points including at least x1 residence, x4 factories, x4 artisans, x1 art and culture. Residences: 3 Scientific Lodgings, large residence, Royal Society of Natural Philosophy (via Ayrlego) (+3 settlement size) Factories: Artisans: Commerce: 5 Post Office, medium commerce, Camp Isaac (via Ayrlego) (+2 settlement size) Waymart Camp Isaac, large commerce, Mesabi (+3 settlement size) Art and Culture: Educational: 3 Explorer's cabin, medium education, Elostirion (not yet licensed) Big cat observation post, small education, Mesabi (+1 settlement size) Invasive species, medium education, Mesabi (+2 settlement size) Plantations: Mines: Forts: 2 Camp Isaac Palisades, medium fort, Camp Isaac (via Bregir) (+2 settlement size) Troops: Other Buildings: Vessels stationed here: Other related builds: On a ropewalk near Camp Isaac, Bregir The Cats of Cascadia: A paper for the Royal Society of Natural Philosophy, Ayrlego
  7. After seeking out the Olean consul, Montoya now had to find conveyance back to King's Harbour and had made his way to the Jameston docks, where he had found a midshipman of a Royal Navy vessel. "Aye sir, we're off a brig lying in the roads, which will be going west as soon as we've watered and resupplied" the midshipman reported. "And unless new orders have arrived, we are indeed heading for King's Harbour" Turning to a sailor, he barked: "Take care with those barrels, Johnson - we don't want them spilling good rum now, do we?" and back to Montoya: "Beggin' yer pardon, sir. Requirements of the service and all that... We can find room for you, your assistant and limited dunnage in the boat. I am sure the capt'n 'll accommodate you shipboard, sir." "Just be back here this at 2 this afternoon, and I'll take you out" __________________________________________________________ Overall shot of the build. I think this warehouse/dock will be licensed as a commerce in Jameston, while I might license the boat as a class 1. C&C is, as always, welcome.
  8. LM71Blackbird

    [COR FB1] Dockside Roper

    Dockside Roper On a bustling section of the Quinnsville pier is the shop of one of the local ropers. Rope-maker 1 by LM71Blackbird, on Flickr The two men that run the shop are never in need of customers. Rope-maker 2 by LM71Blackbird, on Flickr As fast as one can make the rope, Rope-maker 3 by LM71Blackbird, on Flickr someone comes in and buys it all! Rope-maker 4 by LM71Blackbird, on Flickr I guess that's what you get when you make some of the finest quality rope on all of Cocovia! ------------------------------------------ A few more shots of the build: ----------------------------------------- This will be a medium Artisan for Quinnsville. Only a few more builds before Quinnsville will reach Large City Status! As always, C&C are welcome and apprecieated and thanks for looking!
  9. Name: Myzectlan Ownership: The Crown of Corrington (A semi-autonomous city of the Myzec) Location: The hidden valley of the Myzec, Cascadia, Paradise Isles Map: Mayor: Trade Value: See account spreadsheet Town Bank: See account spreadsheet Who can own property in Myzectlan: Anyone Who can freebuild in Myzectlan: Anyone Description: Myzectlan is an ancient city located in a hidden valley deep in the interior of Cascadia. Home to the Myzec people, legend has it the city was cut off from it's parent civilisation hundreds of years ago. Over time, the Myzec have lost the advanced building techniques of their fore-bearers and the city is now an eclectic mixture of the older style stone buildings and newer repairs in wood or mud bricks. The Myzec primarily farm maize, sweet potato and beans in 'floating island' plots or chinampas on Lake Myzec. The meat in their diet includes fish and water fowl and dugout canoes are used to transverse the lake. Very few mammals are farmed in the Myzec valley although there are some pigs and goats. They weave cloth from goat wool and produce leather from animal hides hunted outside the valley. A basket ball type game is a very popular recreational activity. The Myzec are a matriarchal society where most positions of authority are held by women. They are a well developed and organised society and practice a dualistic region where they strive to balance the eagle, which symbolises peace, wisdom and order; and the jaguar, which symbolises ferocity, war and chaos. Original Information: Builds in Myzectlan Please help us out by posting your a link to your Myzectlan builds in this thread. Licensee is listed after the type of licence. Properties: 20/31 Size for EGS purposes - Level 2 'Town' Required for Level 4 'Large Town' 12 settlement points including: 2 residences, 2 factories, 4 artisans, 1 education. Residences: 2 Myzec House, medium residence, Myzectlan (+2 settlement value) Factories: 2 Boat Yard, medium factory, Myzectlan (+2 settlement value) Dye Factory, medium factory, Myzectlan (not yet licensed) Artisans: Commerce: 4 Through the Falls, large commerce, Silentwolf (+3 settlement size) Levanta, small commerce, Myzectlan (via Elostirion) (+1 settlement size) Art and Culture: 8 Tikal Temple, large culture, Ayrlego (+3 settlement size) Temple of the Sun and Temple of the Golden Eagle, large culture, Bregir (+3 settlement size) Temple of the Feline Gods, large culture, Elostirion (not yet licensed) Throne Room, medium culture, Myzectlan (+2 settlement size) Educational: Plantations: 3 Corn plantation, small plantation, Bregir (+1 settlement size) Maize and Waterfowl on Lake Myzec, small plantation, Myzectlan (via Elostirion) (+1 settlement size) Poinsettia Plantation, small plantation, Myzectlan (not yet licensed) Egg poaching, small plantation, Myzectlan (via Ross Fisher) (+1 settlement size) Mines: Forts: 1 Jaguar Tower, small fort, Ayrlego (+1 settlement size) Watchtower on Lake Myzec, medium fort, Myzectlan (not yet licensed) Troops:
  10. Name: Quinnsville Ownership: The Crown of Corrington Location: Cocovia, west of the Sea of Thieves, in Queens Bay Map: Island of Cocovia by Christian West, on Flickr Mayor: Richard Brickford (@LM71Blackbird) Trade Value: see accounts spreadsheet Town Bank: see accounts spreadsheet Who can own property in Quinnsville: Anyone Who can freebuild in Quinnsville: Anyone Description: A Island discovered as Corrington ships journeyed past the known mapped edges of the Sea of Thieves in 616, the settlement of Quinnsville was founded by the captain of one of the exploring ships, Sir Thomas Smaugton. He was Sailing under both the flag of the Empire of Corrington, as well as the MAESTRO trade company which still holds a slight presence in the settlement. Mayor Smaugton contributed to much of the town's progress, but sadly, the Pearl of Cocovia had not seen much development since the retirement and mysterious disappearance of it's beloved mayor. Fortunately, one Richard Brickford, volunteered to step in and nurse the abandoned settlement back to health. Now under his leadership Quinnsville has quickly risen to prominence on Cocovia and is a flourishing settlement on the verge of becoming a Large City. Original Information: For all things regarding the original Quinnsville settlement thread which includes but is not limited too, Original settlement builds (no pictures), The Quinnsville Chronicler (Issues 1-10), The Infamous Junkyard Fleet, and info on the MAESTRO Trade Company please visit original settlement thread found here: Builds in Quinnsville: Please help us out by posting a link to your Quinnsville builds in this thread. Licensee is Listed after the type of license. Properties: 122/101 Trade Value: 381 Size for EGS purposes - Level 8 'City' Required for Level 16 'Large City': 0 properties of any type including at least x0 Residence, x4 Factory, x2 Artisan, x0 Commerce, x2 Education, x0 Arts & Culture, and 1x Royal. Notable Events: Quinnsville Military Exercise, Fought between Derr's Expeditionary Light Infantry and The Quinnsville Fusiliers (1, 2) Stationed Troops: 120 (1 1/3 Battalions, 4 Companies, 12 Platoons) Marching to Quinnsville, Quinnsville, Recruitment Status: Active Duty, Tomsche More Marching to Quinnsville, Quinnsville, Recruitment Status: Active Duty, LM71Blackbird Stationed Vessels: 2 Quinnsville Gunboats No.2 and No.3, Quinnsville, Status: Active Duty, LM71Blackbird Residence: 38 Military Barracks of the 1st Quinnsville Fusiliers, Quinnsville, Licensed status: Large Residence, LM71Blackbird (+3 settlement size) The House of Knowledge, Quinnsville, License status: Small Residence, Tomsche (+1 settlement size) New Beginnings, Quinnsville, License status: Small Residence, Mike S (+1 settlement size) Setting up Residence, Quinnsville, License status: Small Commerce, Narbilu (+1 settlement size) Grave Tidings, Quinnsville, License status: Small Residence, Tomsche (+1 settlement size) Brickford Residence, Quinnsville, License status: Small Residence, LM71Blackbird (+1 settlement size) Factory: 12 Quinnsville Shipyard, Quinnsville, License status: Large Factory, LM71Blackbird (+3 settlement size) Large Shipyard, Quinnsville, License status: Large Factory, LM71Blackbird (+3 settlement size) Quinnsville Cannon Foundry, Quinnsville, License status: Medium Factory, Spud the Viking (+2 settlement size) Clam and Cup Coffee Burnery, Quinnsville, License status: Small factory, Tomsche (+1 settlement size) Jellied Horse in a Can, Quinnsville, License status: Large Factory, Mesabi (+3 settlement size) Plantation: 11 Cocoa Plantation, Quinnsville, License status: Large Plantation, LM71Blackbird (+3 settlement size) Luuk Luchtwandelaar's Cabbage Plantation, Quinnsville, License status: Small Plantation, Tomsche (+1 settlement size) Palmwood Plantation on Cocovia, Quinnsville, License status: Small Plantation, Legostone (+1 settlement size) Timber Plantation, Quinnsville, License Status: Large Plantation, LM71Blackbird (+3 settlement size) Beachside Fishery, Quinnsville, License status: Large Plantation, LM71Blackbird (+3 settlement size) Mine: 0 Searching for Gold, Prospecting build, Tomsche Artisan: 14 ETWC inn, Quinnsville, License status: Small Artisan, Garmadon (+1 settlement size) The Green Dragon, Quinnsville, License status: Medium Artisan, Drunknok (+2 settlement size) Finally in Quinnsville, Quinnsville, License status: Medium Artisan, Bregir (+2 settlement size) McPherson's Swords and Bullets, Quinnsville, License status: Small Artisan, Tomsche (+1 settlement size) Quinnsville Chronicler, Quinnsville, License status: Medium Artisan, LM71Blackbird (+2 settlement size) Quinnsville Lighthouse, Quinnsville, License status: Medium Artisan, LM71Blackbird (+2 settlement size) Quinnsville Weapon Emporium, Quinnsville, License status: Small Artisan, LM71Blackbird (+1 settlement size) Dockside Roper, Quinnsville, License status: Medium Artisan, LM71Blackbird (+2 settlement size) Commerce: 27 Quinnsville Station, Quinnsville, License status: Small Commerce, LM71Blackbird (+1 settlement size) Eslandolan wharf, Quinnsville, License status: Medium Commerce, Garmadon (+2 settlement size) Mail Office, Quinnsville, License status: Small Commerce, Maxim I (+1 settlement size) Lapzwanzer's Finest Chocolates, Quinnsville, License status: Small Commerce, Tomsche (+1 settlement size) Setting out to Elysabethtown, Quinnsville: License status, Small Commerce, Tomsche (+1 settlement size) Market Beach, Quinnsvile, License status: Medium Commerce, Tomsche (+2 settlement size) Settle on Quinnsville, Quinnsville, License status: Small Commerce, Narbilu (+1 settlement size) The Quinnsville Commerce House, Quinnsville: License status, Small Commerce, Tomsche (+1 settlement size) The Brickagramer House of Games, Quinnsville: License status, Small Commerce, Tomsche (+1 settlement size) The Frisky Business, Quinnsville: License status, Small Commerce, Tomsche (+1 settlement size) Sailor's Beach, Quinnsville: License status, Medium Commerce, Tomsche (+1 settlement size) Visiting a friend, Quinnsville: License status, Small Commerce, Faladrin (+1 settlement size) Pier and Storehouse, Quinnsville, License status: Large Commerce, LM71Blackbird (+3 settlement size) Marine Surveyor, Quinnsville, License status: Large Commerce, LM71Blackbird (+3 settlement size) The Cocovia Wagonway, Quinnsville, License status: Royal Commerce, The Citizens of Corrington (+5 settlement size) Education: 5 Quinnsville Public Records Building, Quinnsville, License status: Medium Educational, LM71Blackbird (+2 settlement size) Military Academy, Quinnsville, License status: Large Educational, LM71Blackbird (+3 settlement size) Art & Culture: 5 Quinnsville Monument, Quinnsville, License status: Small Art & Culture, LM71Blackbird (+1 settlement size) Parade Route, Quinnsville, License status: Large Art & Culture, LM71Blackbird (+3 settlement size) Quinnsville Village Square, Quinnsville, License status: Small Art & Culture, Tomsche (+1 settlement size) Forts: 3 Transferring Command, Quinnsville, License status: Small Fortress, Tomsche (+1 settlement size) Defending Territory, Quinnsville, License status: Small Fortress, Narbilu (+1 settlement size) Fort Annetta, Quinnsville, License status: Licensed Large Fortress, LM71Blackbird (+3 settlement size)
  11. Location: Mesabi Landing Type: Large Factory Literacy rates continue to climb in Mesabi Landing, as a wide selection of books were printed in Mesabi Landing's printing factory Book Making by North White, on Flickr In a small outbuilding, Tony oversaw the typesetting onto the printing plate. Book Making by North White, on Flickr In the main building, Captain Angles made sure that all the steps of production were done according to plan. Book Making by North White, on Flickr Type was put onto each press, and paper underneath it. Book Making by North White, on Flickr Each press imprinted the words onto paper, and the printed pages were stacked in piles. Book Making by North White, on Flickr Pages were stacked in order, and bound with horse glue, and covered with a horse leather cover. Book Making by North White, on Flickr Soon, another load of books would be sent out to the Brick seas... FIN Thanks for viewing this build! C&C appreciated!
  12. Location: Mesabi Landing Type: Small factory Workers in ML often enjoy hootch, or moonshine, and make it just about anywhere. Rail side moonshine by North White, on Flickr
  13. Name: Mesabi Landing Ownership: Wayfarer Trading Company , via the Crown of Corrington Location: Argentia, East Prio Sea Map: Mayor: Count Mesabi . Trade Value: see accounts spreedsheet Town Bank: see accounts spreedsheet Who can own property in Mesabi Landing: Anyone Who can freebuild in Mesabi Landing: Anyone Description: Pax Corlandia was a dangerous incident for all sides involved. With the Corrish occupation of Nova Malto, battle lines were drawn, and names were made. One of these names was Captain Mesabi, who was annointed Count for his bravery (or lunacy?) during the incident. After the whole Nova Malto incident, the Corrington Colonial Council decided to do something to about the troublesome - now Count - Mesabi. The solution was simple: send him to a faraway island. Isle 14, AKA Keep-Yer-Boots-On, AKA Argentia, was decidedly the right place. Littered with waste from passing ships, cacti, crabs with hats, and mysterious plants, Argentia is perhaps the most depressing of the Islands of the Prio Sea - and a perfect place to keep Mesabi from causing more trouble. Undeterred, Count Mesabi established a settlement on the barren island, naming it after himself. Newly ennobled, he seeks to make the settlement the greatest in the Prio seas, at all costs. The settlement has grown quickly, becoming a haven for exiles, outlaws, and traders from all known (and sometimes unknown) nations. The WTC unofficially controls the town, despite the protests of the Crown. However, the settlement remains a rough place, and at the same time an eldorado for those looking for adventures, glory - and profits. Original Information: Builds in Mesabi Landing Please help us out by posting a link to your Mesabi Landing builds in this thread. Each builder is listed after the type of licence. Properties: 223/300 Size for EGS purposes - Level 32 'Grand City' Required for Level 64 'Capital City': 78 properties of at least x32 artisan, x30 commerce, x32 factory and x5 education. NPC Residences: 65 Residences: 10 Mesabi Residence, medium residence, Mesabi (+2 settlement size) Home of Miss Agnes Winterbottom, small residence, Brickwolf (+1 settlement size) A Merrynight Story, small residence, Mesabi (+1 settlement size) Ralph Clutchingtons residence, medium residence, LM71Blackbird (+2 settlement size) Timber frame house, medium residence, LM71Blackbird (+2 settlement size) Somewhere to live, medium residence, Lord Buckethead (+2 settlement size) Factories: 32 Mesabi Landing Foundry, medium factory, Mesabi (+2 settlement size) Foundry No. 2, medium factory, Mesabi (+2 settlement size) Metal Foundry, medium factory, LM71Blackbird (+2 settlement size) Bricks for Mesabi Landing!, medium factory, Drunknok (+2 settlement size) Inky Brewsters, large factory, Mesabi (+3 settlement size) Barrels!, medium factory, Mesabi (+2 settlement size) WTC Shipyards, large factory, Drunknok (+3 settlement size) Hydrological Harvesting, large factory, Mesabi (+3 settlement size) Royal Shipyard of Mesabi Landing & Executive Offices, royal factory, Mesabi (+5 settlement size) Miscellaneous Goods, medium factory, Drunknok (+2 settlement size) Books for the people, large factory, Mesabi (+3 settlement size) Railside Moonshine, small factory, Mesabi (+1 settlement size) Shot Tower, medium factory, Drunknok (+2 settlement size) Artisans: 32 "Fallingwater" pub, small artisan, Maxim I (+1 settlement size) "Twin Palms" inn, medium artisan, Ayrlego (+2 settlement size) Office of the "WTC Monthly", small artisan, Drunknok (+1 settlement size) "Blue Dragon" tavern, medium artisan, Drunknok (+2 settlement size) Peterson's Discount Boat and Scavenge, medium artisan, Mesabi (+2 settlement size) Coal transportation in Mesabi Landing, medium artisan, Lord Buckethead (+2 settlement size) Chef Curtis' bakery, medium artisan, Mesabi (+2 settlement size) Rotating Meat, small artisan, Legostone (+1 settlement size) Something Fishy, medium artisan, Mesabi (+2 settlement size) Tuber Tavern, medium artisan, Drunknok (+2 settlement size) Aqueduct and laundry store, large artisan, Mesabi (+3 settlement size) The Yellerbelly Inn, large artisan, Mesabi (+3 settlement size) Tuber's Shop'n'Farm, large artisan, Drunknok (+3 settlement size) Pub "Chapter 6", large artisan, Mesabi & Drunknok (+3 settlement size) Green Line, Market Street Station, large artisan, Drunknok (+3 settlement size) Commerce: 34 Mesabi Landing Stockpile, medium commerce, Mesabi (+2 sttlement size) Yet another warhouse, small commerce, Mesabi (+1 settlement size) Mesabi Landing - The Harbour, large commerce, Drunknok (+3 settlement size) Office of Agnes Mesabi, small commerce, Mesabi (+1 settlement size) WTC Sales Division, medium commerce, Mesabi (+2 settlement size) Arriving in Mesabi Landing, small commerce, Lord Buckethead (+1 settlement size) Market place in Mesabi Landing, medium commerce, Drunknok (+2 settlement size) Small WTC warehouse, small commerce, Drunknok (+1 settlement size) Waymart Flagship Store, large commerce, Drunknok (+3 settlement size) Royal Dock, medium commerce, Mesabi (+2 settlement size) Small pier, small commerce, Drunknok (+1 settlement size) Outdoor Sausage Smoker, small commerce, LM71Blackbird (+1 settlement size) "One boat, two boats, three boats...", large commerce, Drunknok (+3 settlement size) Harbour Administration, medium commerce, Drunknok (+2 settlement size) Small dock, small commerce, Mesabi (+1 settlement size) Mesabi Landing Oktoberfest, medium commerce, Drunknok (+2 settlement size) Mesabi Landing Loading and Freight, large commerce, Mesabi (+3 settlement size) WTC Offices, large commerce, Mesabi (+3 settlement size) Art and Culture: 13 Mesabi Monument, small art and culture, Drunknok (+1 settlement size) Crashing a wedding, medium art and culture, Mesabi (+2 settlement size) Egg-tion in Mesabi Landing!, small art and culture, Drunknok (+1 settlement size) Celebrating Easter, medium art and cuture, Drunknok (+2 settlement size) Flying Fish Fountain, small art and culture, LM71Blackbird (+1 settlement size) Mesabi Landing's Got Talent, small art and culture, Drunknok (+1 settlement size) Agnes Mesabis private chapel, small art and culture, Mesabi (+1 settlement size) The Paradise Isles Cup, large art and culture, Drunknok (+3 settlement size) "Praise be for food and beer!", small art and culture, Drunknok (+1 settlement size) Education: 10 Library of Learning, large education, Mesabi (+3 settlement size) Karst Geographers, medium education, Mesabi (+2 settlement size) Laboratory of Doctor Edmund Vesper, medium education, Mesabi (+2 settlement size) Mesabi Landing Gamma School, large education, Drunknok & Lord Buckethead (+3 settlement size) Plantations: 12 Poppy plantation, small plantation, Mesabi (+1 settlement size) Agave plantation, small plantation, Drunknok (+1 settlement size) Stevia plantation, small plantation, Drunknok (+1 settlement size) Potatoes for the people, medium plantation, Drunknok (+2 settlement size) Brickford Plantation, small plantation, LM71Blackbird (+1 settlement size) Millet plantation, large plantation, Drunknok (+3 settlement size) Agave plantation, medium plantation, Drunknok (+2 settlement size) Jubaea plantation, small plantation, Drunknok (+1 settlement size) Mines: 4 Staking a claim on Argentia, prospecting build, Drunknok Mesabi Landing Daycare and Coal Mine, mine, Mesabi (+2 settlement size) More prospecting on Argentia, prospecting build, Drunknok Mesabi Landing Rock Quarry, mine, Drunknok (+2 settlement size) Lord Buckethead Mining Co., prospecting build, Lord Buckethead Tactical prospecting, prospecting build, Mesabi Gold at last?, prospecting build, Drunknok Forts: 7 Fort Agravia, medium fortress, Mesabi (+2 settlement size) Fort Mesabi, medium fortress, Drunknok (+2 settlement size) West Shield, large fortress, Drunknok (+3 settlement size) North Quarter: 3 Green Street: #1 | #2 | #3 | . each an unlicensed small residence, Drunknok (+3 settlement size) Troops: - Vessels stationed here: - Other related builds: Pax Crablandia, Kai NRG Landing on Argentia, Mesabi A letter to Colonel Allcock, Drunknok Restoring Order (Part I), Ayrlego Restoring Order (Part II), Ayrlego Planning North Quarter, Drunknok WTC Advent Calendar 2018, Drunknok
  14. Near the center of King's Harbour, a small admiralty office is located. In here, rear-admiral Fletcher is dictating official dispatches to a clerk after having read this season's reports from the fleet. "And next... To Lieutenant Lavendwood, HMS Intrepid" he says, waiting for the clerk to catch up on his notes. "Based on your recent efforts in bringing down the piratical fleets of the notorious Bluebeard, and your long time achievements in command of the King's Harbour gunboats, it is my pleasure and duty to promote you commander in her Majesty's Royal Navy effective 1st of January, 619 AE. In leiu of a suitable command (as none are currently available on this station), it is decided to rerate the HMS Intrepid to sloop of war. This may seem merely a formality, but until such a time that a suitable command becomes available, at least it will afford you the comfort of a sloop of war being allotted one additional lieutenant aboard to stand watches etc." After pausing to let the clerk catch up, he continues: "I give you joy of your promotion and shall keep you informed, should a suitable command become available." @Flavius Gratian "That will be all sir?" the clerk asks. "Not at all! Inform Captain Cooke to make all available warships ready for sail at a moments notice, should they be ordered to Mesabi Landing. And have extra contingents of marines prepare to board" "To teach those Oleanders a lesson, should they take matters into their own hands against the WTC!?" beams the clerk with a martial smile upon his face. Shooting lighting from under his bushy brows, Fletcher growls: "Have your wits about you, man! No, to take care of any piratical leanings on account of the WTC and set the settlements to rights, should they have no satisfactory explanation! WTC crews have endangered peace with Oleon and committed acts of piracy!" Sighing, the rear-admiral mumbles to himself: "At least Montoya has returned. It would seem his services might be very much needed shortly..." Flethcher's comments to the recent MRCA results. Good cop/bad cop in one and the same person! :)
  15. Name: Port Woodhouse Ownership: The Crown of Corrington Location: Garma's Key, in the Garma Strait, East Prio Sea Map: Mayor: Trade Value: See account summary Town Bank: See account summary Who can own property in Port Woodhouse: Anyone Who can freebuild in Port Woodhouse: Anyone Description: Port Woodhouse is a settlement located on the small but strategically important island of Garma's Key. Garma's Key is a small low laying island located astride the Garma Strait that separates the Islands of Celestia and Cascadia. The sea directly around the key is shallow and hosts coral reefs, but the south eastern coast is deep enough to harbour larger ships. It is on the south western coast where the settlement has been established. This strategic position guards the entrance to Safety Bay, a large deep water bay in which an entire fleet could easily shelter. The settlement itself sits on the most southern point of Garma's Key and the adjacent small tear-dropped shaped island just to the south has been earmarked for the sight of giant fortifications to guard the entry to Safety Bay. A naval base is also being established to protect Corlander commerce in the region. The settlement's purpose as a naval and military outpost, together with its unsuitability for cash-crop agriculture, have resulted in it being dwarfed in size by neighbouring commercial settlements such as Jameston and Mesabi Landing. Despite this, Port Woodhouse looks to be growing into the administrative capital and the seat of Corlander Colonial government in the Paradise Islands. The crabs that are abundant on the island are prized for the taste of their meat, and the island has quickly become known for the quantity of it's seafood. Properties licensed to exploit this have been observed to make a slightly larger profit than other similar properties. Original Information: Builds in Port Woodhouse Please help us out by posting your a link to your Port Woodhouse builds in this thread. Licensee is Listed after the type of licence. Properties: 20/31 Size for EGS purposes - Level 2 'Town' Required for Level 4 'Large Town' 13 properties of any type including 4 factories and 1 art and culture. Residences: 4 Infantry Barracks, medium residence, Ayrlego (+2 settlement size) Blackwood's Lodgings, medium residence, Ayrlego (+2 settlement size) Factories: Artisans: 5 Pottery Workshop,small artisan, Ayrlego (+1 settlement size) Armoury, medium artisan, Ayrlego (+2 settlement size) Heffrington's Inn, medium artisan, RSND (+2 settlement size) Commerce: 5 Crabber's Rock, medium commerce, Ayrlego (+2 settlement size) Seafood Stall, small commerce, Ayrlego (+1 settlement size) ETTC Office, medium commerce, ETTC (+2 settlement size) Art and Culture: Educational: 4 Naval Medicine Research Centre, medium education, Ayrlego (+2 settlement size) Office of the Royal Corps of Engineers, small education, Lord Buckethead (+1 settlement size) Bayonet Drill, small education, Ayrlego (+1 settlement size) Plantations: Mines: Forts: 2 Tower Battery, medium fort, Port Woodhouse (+2 settlement size) Troops: Other Buildings: Vessels stationed here: Other related builds:
  16. (Crest courtesy of @Kolonialbeamter) This thread encompasses all builds within King's Harbour and on the island of Cocovia (unless in another settlement) Military Governor's Office Outstanding contracts: - Class 1F w/ station: 40 db - Lumbermill: 25db - Coming soon: Quarry, Lumbermill, brick- and tileyard Outstanding offers: - The King's Harbour Foundation Name: King's Harbour Ownership: The Crown of Corrington Location: Cocovia Mayor: Military Governor, J. Cooke Trade Value: see accounts summary Town bank: see accounts summary Who can own property in King's Harbour: Any honourable Corlander. Further, foreigners are allowed property rights after agreement with the Governor/mayor. Who can freebuild in King's Harbour: Anyone. Maps: Location: City Map: Will be published soon. Description: King's Harbour is first and foremost a naval base, and most activity is geared towards the repair, provisioning, maintenance, and outfitting of naval and merchant vessels. Obviously, the many sailors passing through, as well as the craftsmen and workers living there, is likely to give rise to a number of secondary and tertiary services over time, as the naval base expands. Located in an excellent, defensible natural harbour, it is the perfect place for ships to refit, provision, and repair, or to take refuge from storms or enemies. The surrounding forests offers a reasonable source of cordage and timber for these purposes, as well as plenty of fruits, vegetables, and animals for provisions. Fresh water can be procured from multiple springs, or from the river flowing into the bay. The settlement is founded near a native settlement, and co-exists in close cooperation with the natives, the cultures of Corrington and the natives spilling over between them. The harbour is protected by two peninsulae, the northern arm being tall, overgrown, and rocky, and the southern more flat and accessible. Builds in King's Harbour: (Please help me out by posting a link to your King's Harbour builds in this thread.) Properties: Needed to grow to large city: 6 artisans, 1 commerce, 3 factories, 2 education (143/101) Fortress: 4 Fortress and Lighthouse, Chase Point, BrickOn, License status: Small fortress Colonial Half-battery, Mark I, Southern Arm, King's Harbour (Bregir), License status: Small fortress Modified half-battery, Northern Arm, King's Harbour (Ayrlego), License status: Medium fortress Residence: 68 Native riverside hut, King's Harbour, Bregir, License status: Small residence Cpt. Wolfson's Residence, King's Harbour, Brickwolf, License status: Small residence Lighthouse, Northern Arm, Puvel, License status: Medium residence Her Majesty's Winged Cuirassiers, King's Harbour, King's Harbour (Bregir), License status: Small residence Lawliet's house, King's Harbour, Flavius Gratian, License status: Small residence House by the River, King's Harbour, Elostirion, License status: not yet licensed Residential Neighbourhood, King's Harbour, Elostirion, License status: not yet licensed A resolution to the Prio / Sea Rats conflict?, King's Harbour, Capt Wolf, License status: Small residence Cooke's Country Residence, King's Harbour, Bregir, License status: Medium residence The Trial of Sinbad Part 4, King's Harbour, MKJoshA, License status: Small residence Plantation: 4 Cocoa Plantation, Hinterland, Ayrlego, License status: Small plantation Pig Farm, Hinterland, Puvel, License status: Small plantation Vineyard, Hinterland, Spud the Viking, License status: Small plantation Commerce: 17 Military Governor's Office, King's Harbour, Bregir, License status: Small Commerce Station for communication and Logistics vessel(s), King's Harbour, Bregir (via Kolonialbeamtr), License status: Medium commerce ETTC Warehouse, King's Harbour, ETTC (Bregir), License status: Medium commerce King's Harbour Dockside, King's Harbour, Bregir, License status: Large commerce Hiring Crews, King's Harbour, King's Harbour (via Bregir), License status: Small commerce King's Harbour Port, King's Harbour, LM71 Blackbird, License status: Large commerce Smoking Room, King's Harbour, FTA (Via Professor Thaum), License status: Small commerce Government Office, King's Harbour, Ayrlego, License status: unlicensed Dockside, King's Harbour, Gedren_Y, License status: Small commerce Notary, King's Harbour, MKJoshA, License status: Small commerce Rodsh Derr gets a letter, King's Harbour, Bart, License status: Medium commerce Education: 5 The Proceedings, King's Harbour, Royal Society of Nat. Phil. (Bregir), License status: Small education The Cutty Shark, King's Harbour, Royal Society of Nat. Phil. (Professor Thaum), License status: Small education The Royal Society School, King's Harbour, Royal Society of Nat. Phil. (Bregir), License status: Large education Artisan: 14 Butcher's Shop, King's Harbour, Puvel, License status: Small artisan Department of Time, King's Harbour, Captain Dee, License status: Large artisan Physician's Office, King's Harbour, Puvel, License status:Small artisan King's Harbour Boat Sheds, King's Harbour, King's Harbour (via Bregir), License status: Medium artisan Cannon Foundry, King's Harbour, King's Harbour (via Captain Dee), License status: Medium artisan Clockmaker, King's Harbour, Bregir, License status: Small artisan Chocolatier, King's Harbour, Corrington (via Ayrlego), License status: Small artisan Workshop, King's Harbour, Captain Genaro, License status: Medium artisan Masting Sheer, King's Harbour, Bregir, License status: ?part of a Royal? not yet licensed Factory: 13 Slipway, King's Harbour, Bregir, License status: Medium factory ETTC Royal Cocoa Factory, King's Harbour, ETTC (via Collaboration), License status: Royal factory ETTC Cocoa Drying Plant, King's Harbour, ETTC (via Puvel), License status: Large factory Dee Wheelworks of King's Harbour, King's Harbour, King's Harbour (Captain Dee), License status: Large factory Art and Culture: 17 The Majestic Gardens of King's Harbour, King's Harbour, BoC (via Captain Dee), License status: Royal art and culture Government House, King's Harbour, Bregir, License status: Medium art and culture Temple of Poseidon, King's Harbour, Bregir, License status: Medium art and culture Courthouse, King's Harbour, MKJoshA, License status: Medium art and culture Government Office, King's Harbour, Mesabi, License status: Small art and culture A Shrine in the Sunshine, King's Harbour, Gedren_Y, License status: small art and culture Government Bureau, King's Harbour, Drunknok, License status: small art and culture Another Government Bureau, King's Harbour, Drunknok, License status: small art and culture Government Courtyard, King's Harbour, Ayrlego, License status: unlicensed Courthouse, King's Harbour, Flavius Gratian, License status: Medium art and culture Mine: Fontonajo's Rock Quarry, Hinterland, Elostirion, License status: Rock Quarry Vessels stationed here: Colonial Gunboat, Mark I, Class 1 A, Bregir, License status: Unlicensed Ferret, Class 1F, Bregir (KB), License status: Unlicensed Rowboat, Class 0, Bregir (KB), License status: Unlicensed Other related builds: Letters from home, Freebuild, Bregir A morning swim, Freebuild, Bregir Elena Arrives and An Invitation, Freebuild, BrickOn Prospecting on Cocovia, Freebuild, Bregir
  17. Maybe the arrival of the Rover cutter was not as recent as suspected, at least not judging from what has been achieved at Cutlass Cay, the hideout of the Gentleman Privateer, which was now nearing completion. The last of the guns are currently being swayed onto the battlements in final preparation of the hideout The very gentleman himself, fencing with one of his mates Birds-eye view of the hideout The gentleman privateer is always interested in a mutually profitable deal, so if any like-minded would be interested in setting up a small network of hideouts, or brokering access to Cutlass Cay, feel free to pm me. C&C welcome - I find I enjoyed building something entirely piratical for a change. :)
  18. Name: Jameston Ownership: The Crown of Corrington Location: Celestia, East Prio Sea Map: Mayor: Trade Value: see accounts spreedsheet Town Bank: see accounts spreedsheet Who can own property in Jameston: Anyone Who can freebuild in Jameston: Anyone Description: On the 15th January 617, the first Corlanders landed in a large sheltered bay located on the western shores of Celestia. Rich with natural resources, it was here they established the first Corlander settlement in the Prio Sea; Jameston. The settlement is named for Queen Annetta's Grandfather, King James IV of Corrington. Located on the southern shore of Vanilla Bay, Jameston swiftly became one of the quickest growing settlements in the Empire and developed it's own unique style. Most buildings have sturdy lower floors built out of locally produced stone, while colourful timber framed upper stories add a rainbow of colours not normally associated with Corrish settlements. The small Alfred River empties into Vanilla bay at the site of the settlement, and upstream large tracts of fertile land have been cleared for sugar cane plantations. Jameston is one of the leading producers of sugar in the new world, and is the site of a Royal Sugar plantation. To the east of the settlement, think verdant jungle covers the land and here vanilla plants can be found growing naturally throughout the jungles. Corrish settlers were quick to exploit this valuable spice, the second most expensive spice known to man second only to saffron. Businesses taking advantage of the islands abundant vanilla plants are known to give investors a bonus in profits. Celestia holds perhaps the largest diversity of orchids yet seen in the world and the jungles are splashed with their bright and vibrant colours. Towards the end of 617, a rush of settlers flocked to Jameston in search of the rumoured 'Superb Orchid'. Hundreds of new species of flora and fauna were discovered and several species in particular have been labelled as the 'Superb Orchid'. It was during these expeditions that several sites were found with ruins of a long forgotten civilisation, thought to be related to the Myzec on the neighbouring island of Cascadia. Original Information: Builds in Jameston Please help us out by posting your a link to your Jameston builds in this thread. Licensee is Listed after the type of licence. Properties: 173/176 Size for EGS purposes - Level 16 'Large City' Required for Level 32 'Grand City': x6 artisans, x6 commerce, x16 factories. Artisans: 26 Tailor's Shop, small artisan, Ayrlego (+1 settlement size) Barbershop, small artisan, Ayrlego (+1 settlement size) The Lavender Inn, medium artisan, Ayrlego (+2 settlement size) The Garnet Inn, medium artisan, Drunknok (+2 settlement size) Basement House, small artisan, Elostirion (+1 settlement size) Captain's Daughter Inn, medium artisan, Jameston (via Blackdeathgr) (+2 settlement size) The Gilded Cup, large artisan, Gideon (+3 settlement size) The Captain's Daughter Inn, medium artisan, Mike S (+2 settlement size) The Colonist Inn, medium artisan, Faladrin (+2 settlement size) Jameston Haberdasher, small artisan, Spud the Viking (+1 settlement size) WTC Stand, small artisan, Drunknok (+1 settlement size) Wainwright, large artisan, Ayrlego (+3 settlement size) Alehouse, medium artisan, Jameston (+2 settlement size) Merrynight Tavern, large artisan, Ayrlego (+3 settlement size) Commerce: 26 Office of the Allcock Trading Company, small commerce, Ayrlego (+1 settlement size) Lighthouse and Pilot's Station, medium commerce, Jameston (+2 settlement size) WTC Warehouse, medium commerce, Mesabi (+2 settlement size) 'Soldiers' Wharf, small commerce, Ayrlego (+1 settlement size) Chocolate Shop, medium commerce, Ayrlego (+2 settlement size) MAESTRO Office, small commerce, MAESTRO (via Maxim I), (+1 settlement size) Autumn Trading House, large commerce, Jameston (+3 settlement size) Post Office, small commerce, Jameston (+1 settlement size) Royal Society of Navigation and Discovery Headquarters, large commerce, RSND (via Ayrlego) (+3 settlement size) Warehouse of the RSND, medium commerce, RSND (via Drunknok) (+2 settlement size) Local Harbour Administration, medium commerce, LM71 Blackbird (+2 settlement size) Stores Detail, small commerce, RSND (via Ayrlego) (+1 settlement size) Dockyard, large commerce, Ayrlego (+3 settlement size) Spud's wharf, small commerce, Spud the Viking (+1 settlement size) Dock scene, small commerce, undisclosed owner (+1 settlement size) Factories: 16 Sugar Factory, medium factory, Drunknok (+2 settlement size) Bottle Factory, medium factory, Mesabi (+2 settlement size) Jameston Distillery, large factory, Professor Thaum (+3 settlement size) WTC Musket Factory, medium factory, Mesabi (+2 settlement size) WTC Gunpowder Factory, medium factory, Mesabi (+2 settlement size) Fish Drying Factory, large factory, Ayrlego (+3 settlement size) Sugar Press, medium factory, Ayrlego (+2 settlement size) Residences: 62 Governor's temporary office, small residence, Ayrlego (+1 settlement size) CSC Plantation House, royal residence, Corrington (+5 settlement size) ETTC Sepoy Barracks, small residence, Jameston (+1 settlement size) Pied-à-terre, small residence, Professor Thaum (+1 settlement size) Temporary Diplomatic Office, small residence, Flavius Gratian (+1 settlement size) Converted Warehouse, small residence, Spud the Viking (+1 settlement size) Residential Wing, Montoya House, medium residence, Royal Society of Natural Philosophy (via Bregir) (+2 settlement size) Uncle's Tree House, small residence, Kai NRG (+1 settlement size) Stone residence, small residence, Flavius Gratian (+1 settlement size) Wooden residence, small residence, Flavius Gratian (+1 settlement size) Art and Culture: 8 Temple of Poseidon, small art and culture, Jameston (+1 settlement size) Oleon Consulate, medium art and culture, KotZ (+2 settlement size) White Glove Order (WGO) Lodge, small art and culture, Sir Stig (+1 settlement size) Grand Entrance Arch, Montoya House, small art and culture, Royal Society of Natural Philosophy (via Bregir) (+1 settlement size) Cascadian Temple Ruins, large art and culture, Corrington (via Ayrlego) (+3 settlement size) Educational: 17 The Academy for the Science of Sugar, large education, Drunknok (+3 settlement size) Schoolhouse, medium education, Brickwolf (+2 settlement size) Montoya House, large education Royal Society of Natural Philosophy (via Bregir) (+3 settlement size) Museum of Natural Sciences, large education, Drunknok (+3 settlement size) Botanical Gardens, large education, Elostirion, (+3 settlement size) Spud's Home of Indigenous Antiquities, small education, Spud the Viking (+1 settlement size) Plantations: 13 Vanilla plantation, medium plantation, ETTC, (+2 settlement size) Sugar plantation, royal plantation, Corrington, (+5 settlement size) Sugar plantation, small plantation, Ayrlego, (+1 settlement size) Bees and Honey, medium plantation, Elostirion, (+2 settlement size) Cotton Plantation, large plantation, Elostirion, (+3 settlement size) Mines: Forts: 3 Queen's Head Battery, small fort, Ayrlego (+1 settlement size) Fort Totie, medium fort, Jameston (via Spud the Viking) (+2 settlement size) Troops: 1st Company, 1st ETTC Regiment of Sepoys (ETTC) Other Buildings: Vessels stationed here: Other related builds: Surveying Celestia, Freebuild, Ayrlego
  19. Cruisers of Terra Nova Citizens of Corrington, shipwrights of the Brick Seas. The Royal Navy has decided to outfit several ocean-going cruisers for Terra Nova to counter the build-up of Olean, Eslandian, and Mardierian Forces. These cruisers will be sixth rate frigates, flanked by smaller consorts may be heavy sloops or post-ships. 6th rates and post-ships (bobs class 6) will be bought into service for a net of 100 dbs, while heavy sloops (bobs class 5) will be bought for 75 dbs. All vessels will be licensed by the crown as necessary and be granted the honour of bearing the prefix “HMS”. For each three vessels submitted, the best will be awarded a choice from the list of captured prizes. Signed Rear-Admiral Fletcher Commander, Royal Terra Novan Fleet Pledged vessels: HMS Wentham ( @Flavius Gratian), Brig-rigged sloop HMS Royal Oak by sir Dirk Allcock (@Ayrlego), 6th rate HMS... by sir Micah of Wolfhaven (@SilentWolf), 6th rate HMS... by Sir Aidan Coyle (@Mike S) HMS… by Sir Dee ( @Captain Dee) HMS... by the Montoya Estate ( @Bregir), 18 gun ship sloop under construction The crown aims at commissioning these vessels as they are launched to give the Royal Terra Novan Navy the means to protect the interests of Corrington in New Terra. Sign up now to help shore up the Oaken Wall protecting our freedom of thought and action. All vessels will be used for a wide variety of tasks including combat patrols, pirate hunting, escorts and assisting our land forces.
  20. Location: Mesabi Landing Type: Large Commercial Perhaps the most important section of Mesabi Landing was the offices of the WTC WTC offices by North White, on Flickr Inside, important WTC members waited for appointments. WTC offices by North White, on Flickr "How long does Tony have to wait before the meeting?" Said Tony "Mr. Mordo is a busy man." Said Cheryl, the secretary. "I feel like we been here since historical times..." Said Captain Angles. WTC offices by North White, on Flickr Upstairs, important matters were discussed using candles WTC offices by North White, on Flickr Meanwhile, Joseph Zumbro showed off WTC products after being fired in disgrace from the RNSD WTC offices by North White, on Flickr Mordo paced in his office, contemplating the official policy on "mystery meat" WTC products. He then set off for his meeting with Angles and Tony WTC offices by North White, on Flickr Mordo arrived at his meeting on the rooftop garden to find Captain Angles alone. "Where's Tony? This is an important meeting!" Said Mordo, "We have urgent and sinister plans to discuss..." He finished. FIN (to be continued....) Thanks for viewing my new build! I originally built this for GoH, but I'm recycling it here with a few modifications. C&C appreciated!
  21. Location: Mesabi Landing Type: Large Commercial Mordo drove the cargo wagon across the elevated railway through Mesabi Landing. As Chief Officer of Human Resources it was his job to inspect the railways that made Mesabi Landing the Awesome powerhouse of industry that it was. Mesabi Landing by North White, on Flickr He followed the rails over the bridge to the loading dock, where large ships were set to be loaded. Mesabi Landing by North White, on Flickr Meanwhile, the streets of Mesabi Landing were busy as usual, street cars and coaches traveled the many roads of the great city. Mesabi Landing by North White, on Flickr Mordo was excited to make sure the cargo got to the ship. Mesabi Landing never attracted much port traffic even though it was far more prosporous than Jamestown and Fatu Hiva Mesabi Landing by North White, on Flickr Mesabi Landing by North White, on Flickr Mordo disembarked, and unhitched the horse to lead it back around. They'd soon have to find a better way to do this, that kept the horse moving. Mesabi Landing by North White, on Flickr But business continued as usual in the landing, in small shops, and in large factories. Mesabi Landing by North White, on Flickr FIN Thanks for viewing my build. Originally the second half was a bit different, it was a lot flimsier, and then I dropped it, necessitating some improvements. I also don't really have the space to photograph it effectively, that's my couch in the background. C&C appreciated.
  22. Location: Mesabi Landing Type: Large Artisan It was evening in Mesabi Landing. Shadows stretched across the sand as Princess Isabella, Countess Agnes Mesabi, and Mordo walked to a pub. Waterfront in Mesabi Landing by North White, on Flickr "The Count has returned to known territory, and he has an... interesting... proposal." Said Mordo, not revealing his thoughts on the matter. "Yes, but this won't change anything with our plans for Gondova, will it?" asked Isabella with concern. Waterfront in Mesabi Landing by North White, on Flickr "No, and we're agreeing to his proposal. We just need the Queen to agree. If that's even possible..." Said Agnes. "We leave for Gonda tomorrow. We take the Red Queen, The Icarus Returning, the Destroying Angel, and as many troops as we can raise." Waterfront in Mesabi Landing by North White, on Flickr The three entered the pub. The pool players took one look at who had walked in, and offered their sticks to Agnes and the Princess. Waterfront in Mesabi Landing by North White, on Flickr "Tomorrow, Namere will begin a new chapter. but tonight? We get wasted!" Said Agnes. "Didn't you say that yesterday?" asked Mordo Continuing the story is @Drunknok... Later on the same day, Princess Isabella had already left, Agnes Mesabi was still playing billard, with a WTC crowd gathered around the table. And while Agnes enjoyed herself, Mordo had some other business to do right behind the pub. Agnes playing... ... Mordo leaving through the back door. . "Listen you two, this must not fall back on me. You get paid well, and you keep your mouths shut - if you know what is good for you. Take care of that thing with the guy in the place... make it look like an accident. You know... the usual." "Aye, Mr. M.!" Later on, the crowd left one by one, Agnes Mesabi was still playing, getting more drunk by the minute, slowly losing patience with the balls: . In the end, the game was still not finished, but the evening ended well for Lady Mesabi, snoring loudly: FIN Thanks for viewing my build. C&C appreciated. Also Mesabi Landing has elevated Rails now.
  23. In King's Harbour, word has been going around about Olean and Eslandian expeditions to Terraversa, and many are asking if not Corrington should follow suit. Some claim to have heard a "Mr. Barlow" in a tavern somewhere bragging about being in charge of such an expedition. While this may not be true, there is some truth to a diplomatic mission underway, and in preparation, the official yacht, the Amiable is undergoing trials in the bay. More elaborately decorated than most Corlander vessels, this ketch-rigged pleasure yacht houses a large cabin aft to convey any dignitary in style and comfort. However, it is no warship and must rely on escorts and speed to avoid any enemies, as it is entirely unarmed. _________________________________________________________________________ And unarmed pleasure yacht build for an upcoming mission for Corrington. I believe she is a class 4, being slightly longer, but of a slighter build than the Ironsides. C&C welcome.
  24. In the colonies, port protection is often an issue. Both ships and fortifications are often in short supply. Hence, alternative measures are often considered, such as the Corlander gun barge. Built on a heavy raft of logs, it is almost impossible impossible to sink. Armed with 18 pounders, it may be unhandy, but it has quite a bite. Sitting low in the water, it is a difficult target in a close engagement, although the open deck does leave the crew exposed. The barge has no propulsion of its own, and is hence only useful as a defensive measure. It must be towed to location where it will anchor and stand its ground. By use of two anchors, the guns can be lain sideways, but the only option of retreat is to cut the cables and drift ashore. Outside King's Harbour Gun barge no. 1 is currently running through trials in the bay, offering one of the young lieutenants a command of much more firepower than normally. However, protecting a port is far from the independent command of a sloop or frigate dreamt about by many of the young gentlemen... ___________________ A "ship" based on the gun barges used by the Danes at the battle of Copenhagen against the British to supplement the fleet. She is fairly large (class 4/5) but I am thinking she is a class 3 in BoBS terms, considering there is no rigging and only a simple hull. If she is ever licensed, I am thinking range 0, manoeuvre 1 (minimum) and a lot of firepower :) C&C welcome - mainly a fun build after reading about the battle of Copenhagen *shakes fists at the dastardly British thieves... Little better than pirates...*
  25. Camp Isaac, established as an entirely pacifist, scientific settlement, was initially unprotected, but wild animals and other threats have led the Royal Pioneers to erect a wooden palisade with blockhouses in the corners. The blockhouses allow for guards to be posted. In order to build the palisades, and to offer a clear view over the approaches to the camp, multiple trees had to be cut down. Camp Isaac's inhabitants could now sleep safely in their tents, not risking tigers, panthers, or... rats sneaking in at night. Will be licensed as a medium fortification.