Mhm. I might find an actual CODE to use for later stuff, but I'm lazy right now.
While it is good for roleplay, can you put a summary of the orders in a spoiler at the bottom of your turn? If you are going to be doing this every turn, then it is going to be one
MASSIVE pain to sort through, and it would be likely that I would miss most of the orders.
1920-1940 are the high days of airship technolgy. If not for that unfortunate accident, and the 2 Wars playing up with development, a carrier as large as mine could have been build. (It's only 50% larger than the Hindenburg, after all).
Speaking of which, here are some working prototypes. 1919, 1923-1924*, 1929 and 1933
History sure is interesting. The only difference is that my ship is a bit bigger, significantly better armed, and modified for dragons. The design it was based on was developped in the 1940's.
For me and others, the difference in time is also highly important. It makes the life of a revolutionary much, much harder. After all, it's the governement which owns and operates all these new technologies. Also the question of how the wars work in a time where MAD is, due to the territorial rivality of dragons, widespread. And it Basically invalidates most of the character concept, and requires a complete redesign of the ships. It also means a difference between an effective fighting unit, and a glorified transport ship**.
*Prototype
**Can't outrun, nor outmanoevre, nor avoid any enemy. Radar, sattelites, missile technology all result in this thing being absolutely useless as anything else than target practise.
Oh, THOSE kind of airships. I was thinking more of a flying version of the current day naval vessals, which would make sense of being prototypical in this setting.