Yeah, but third generation steam engines (or maybe we're on the fourth design phase for those, I've lost track), should be able to outpace small sailboats.
Um. They are outpacing our ships? It said so in the quote I gave? Even though our ships are using wind magic as propulsion? Hell, they're basically outrunning our flying carpets as well, which really shouldn't be a surprise because they're also using the same wind magic as propulsion.
We have 4 fireball versions, AND it was our wand spell. Yet in one turn (1 design and 1 revision, maybe an additional revision for the ballista aspect) you got something equally as deadly. Probably more than equally since you all can shoot our soldiers in the eye from an incredible distance and rarely miss with your ballistas.
I'll admit that the shells were about equally as deadly, but that was a splash range zone issue and the Saint fixed that, remember? I mean, sure, anyone inside the area of effect is basically dead, but the same applies for anyone within a fireball's aoe, or hell anyone given a solid hit from an arrow given the lack of healing spells, and you have a lot more fireball casters as well as better aoe. Beyond that, claiming that it was one design and one revision is an inaccurate claim. The payload was a Design and a Revision both with natural sixes, but it's being shot out of an enchanted Ballista that we've spent like four or five turns on designing and upgrading that is being manned by a wizard, as well as an aim assist by Lucky Strike, which was one of our spellbook spells.
If you took away any of that other stuff, the Fire shells would range from 'a lot less useful' to 'totally useless'.
Little off topic here, but you really shouldn't have even been able to make Greek fire in one turn. Its incredibly complex and when the bulgarians captured some, they couldn't even use it because it because it has to be properly prepared heated and pressurized right before deployment and then shot out of a siphon. You all have molotovs, not Greek fire.
We use magic to brew it, remember? Also, I highly doubt we're actually using proper same recipe 'Greek Fire' anymore then we're literally using a napalm recipe with magic on top. But calling it 'Greek Fire' is a lot simpler then calling it 'Sticky Flame that is hard to put out' and gets the idea across better.
I mean, it could just be Molotov style incendiaries with 'keep burning' and 'stick to stuff' enchantments brewed into it for all we know.
You're just going to have to trust me on the steam engines, Happerry. I'm not going to give you the exact details of our designs.
Also what Roboson said.
That's 100% fair enough, but that's also why there's so much complaining in this game. None of us can get a good view on what the other side has been doing or how hard things were to make without cheating, so when the other side gets something cool we all can only see the cool thing and not how much effort went into it, how many actions that got spent on it, if it has any not immediately apparent flaws...
I mean, like, 'After you cast it, your spellcaster can never use magic again' is a giant flaw, wouldn't you agree? It was the flaw that our early generation anti-magic had... and if no one mentioned it in this thread, would any of your team who wasn't reading the other side's thread have ever found out about it until after the game was over and it was ok to read the the Moskurg thread?
But other than that, Warjacks are actually a really good idea and you've just inspired me.
When we have mechs tearing through your troops, Happerry, they're going to have you to blame.
Oh dear. Welp, good luck with the rolls I guess, I'll just have to get started on that 'Touch of the Rust Monster' spell...