I actually just had a great idea for the next Crystalclad.
Design: AS-SPB-3 "Dreadnought"(Uses Research Credit)The Dreadnought is an astounding example of Arstotzkan engineering. Even bigger than a Crystalclad, a Dreadnought brings all our engineering experience together to be made.
The ship is, of course, made using a completely crystal hull. The shape of the ship has been tweaked from the earlier Crystalclad to avoid capsizing in bad weather, and some very minor tweaks were made to the crystal used in flooring to give it a tad bit more friction and thus preventing its crew from slipping.
Instead of a typical helm on top of the ship, we use a new room type - the Bridge. The Bridge is raised from the rest of the vessel and is completely enclosed. Inside the bridge lies (relatively) comfortable seating for the more senior crew of the ship, and the controls for acceleration and steering. We've brought over our improvements in mechanical controls for the steam engine from the Restless here, making controlling the Dreadnought easier than a Crystalclad. Cut through the crystal here are viewing ports to allow the bridge crew to see outside for spotting and steering. The ports are quite large in order to avoid sacrificing visibility and could theoretically allow an
extremely lucky ballista bolt to hit the bridge, but the bolt would have to be coming from a
perfect angle to do so, not even possible for their lucky shot spell to reliably hit. But the viewing ports can be closed, and because the interior is also made of crystal, a bolt getting in wouldn't do much.
A notable difference from the original Crystalclad is the layout of the Dreadnought. It's specifically designed to enclose its weapons, crew, and engine. There should be nothing on the exterior of the ship not made of crystal, and nothing that'd be vulnerable to attack from outside. Everything has been put inside the multiple-deck Crystalclad.
Perhaps the biggest innovation of the Dreadnought is the layout of its weapons. The Dreadnought uses "turrets", based off of the design of the AS-HAC-1. These turrets are essentially coverings for our cannons. They can be rotated up/down and side/side using the same style of gears used in the AS-HAC-1, but scaled up. The turret base is larger to allow for a crew to operate the cannon from within, and everything from the base to the barrel is enclosed in crystal.
Each turret is able to rotate up to 60 (or 50) degrees up, and with 360 degrees of horizontal rotation. Each turret has a magazine stored under-deck, filled with water and ammo. The magazine is accessible from the turret base to allow for quick reloading of a turret.
The Dreadnought has two turrets - the first turret is an HA1, and the second is actually two HC1-Es in the same base effectively making a turret with two barrels.
Located on the front and back of the Dreadnought's exterior are two AS-HAC-1s. These cannons are built as a part of the ship, and include some crystal-based protection for the operator, while their ammunition is easily accessible from a crystal-enclosed magazine.
A simple Magegem battery is connected to every magitech item in the ship via Crystal conduit. While the battery can't last for any amount of time powering any part of the ship, it allows the ship's mage(s) to simply sit in one location and power the entire ship at once, instead of having to power each individual piece of magitech.
Finally, the Dreadnought uses a "screw propeller" - a minor innovation that harnesses the mechanical power from the steam engines more efficiently than our paddles in order to move the ship. The Dreadnought's screw propeller allows it to move notably faster with the same amount of power, though this is a bit more low priority than the rest of the design. Our extensive experience with harnessing mechanical power since we made the Crystalclad should help significantly here.
The result is obvious. The Dreadnought has increased firepower - an HA1, two HC1-Es, and two AS-HAC-1s. The Dreadnought should at the very least match the Crystalclad in speed, if it isn't faster already thanks to its screw propeller. There are no weakpoints as any possible weakpoint and everything important is moved inside the crystal hull. The HA1 and 2x HC1-Es are built in turrets, allowing for increased firing angles and protecting them from attack thanks to the crystal-based protection of the turrets.
The Dreadnought should become a symbol of Arstotzkan dominance at sea. Its HA1 may not be able to fire extra-LOS right off the bat, but it can bombard shore targets based on flares, reliably+easily punch through their armor, and when we improve our spotting it will be able to fire extra-LOS.
Entirely Crystal-Enclosed HullThe ship is entirely enclosed in crystal. The steam engines, weapons, crew - everything - are inside the hull. The ship gets the Crystalworks bonus, and is notably larger than a Crystalclad.
BridgeThis is mostly just flavor/fluff for the ship. It shouldn't contribute to the difficulty at all, as it's just a room in a certain place. It does ensure we can continue spotting though.
ArmamentTwo turrets - one HA1 turret and one 2x HC1-E turret. Two AS-HAC-1s are placed on the front and back of the ship for protection from nearby threats and carpets. The AS-HAC-1s are made out of crystal already, and some basic protection has been added for the operator to prevent them from immediately dying.
The turrets are basically just crystal enclosures for the cannons that can rotate using a scaled-up version of the mechanics behind the AS-HAC-1's rotation.
Think like a much simple version of this.A turret can be rotated 360 degrees horizontally and
hopefully up to ~60 degrees upwards.
Magical ConduitA basic magegem battery is linked to the weapons and steam engines via crystal conduit. The battery shouldn't add to the cost, and also shouldn't really be able to last for any amount of time whatsoever. The point of the battery is to
allow one(?) mage to power the entire ship from one location. Lower priority.
Screw PropellerA screw propeller(s?) is used for propulsion instead of paddle wheels. Lower-priority, but also pretty simple to do and should notably increase speed.
TL;DR: Basically, a large crystal battleship.
I'm thinking of including basic self-loading for the turrets. If people think it's possible, I'll add it in. Also let me know if you think there's any part that's too ambitious.
1 AS-SPB-3 "Dreadnought" (w/ Research Credit): Chiefwaffles
0 Explosive + Flak Shells
0 Ritual of the Enflamed Wasp
0 Jetbirds
0 Pillar of unmagic
I removed my design summaries from the list to avoid making it unnecessarily huge. If someone wants one of the designs that I posted earlier, feel free to write your own version of it, copy+paste one of my actual designs for it from before, or just ask me to do that/write a new one.
Anyways, here's what we need to counter:
1.) Their air units. The AS-HAC-1 + Falcons make their carpets manageable, but at least on sea, their airships take too long to be destroyed and can destroy our Crystalclads with lightning before they're destroyed.
2.) Their lightning. They're upgrading this and it's scary, given how powerful lightning is against our magitech.
3.) Their time
travel magic. It's not useful now, but if they upgrade it. I actually have an idea for this - Faint antimagic. Incorporate antimagic into all our magitech that's way too weak to actually affect our stuff, but powerful enough to "muffle" the magitech's operation to their time magic. Kind of like a time silencer.
EDIT: I'm not completely sold on the Dreadnought, since it is only going to help us at sea. Best case scenario, it helps us much later when we gain control of the seas, but that takes a while. I'd be fine with something else, but at the moment I think the Dreadnought is the best option.
Regarding the Revision challenge, here's what I got so far:
First, we send the heir to the Academy. At the Academy, he will be treated with the utmost of priority. Our best teachers will be assigned to him to teach him the fundamentals and theories of magic. If we're going to have a ruler in this era of magic, the ruler should know exactly how magic works and how to exploit it. The courses are extensive and hard, but given that Bjorn is of noble blood and given the most attention with the best teachers, it shouldn't be a problem for him. By the end of his studying at the Academy, he shall know everything there is to know about the theory of Magic. Mathemagics, Circuits, conjuration, energy conductivity, and more. Of course, his time at the Academy will be much less than other students due to the fact that he has other things to do in the year.
Once he has learned the bases and theories of magic at the Academy from our best teachers, he shall accompany Myark. Myark's top task will be to (safely!) teach him magic through practical experience. Bjorn Lodbrok, now knowledgable in the fine points of magic and under the guidance of Myark, should learn spells easily.
At first, Bjorn shall be given his own top-of-the-line Falcon. This should take a relatively short amount of time, and give him plenty of time in the field to become attuned with what's essentially his familiar.
Then, Bjorn shall learn the spell most important to Arstotzkan society - the fireball. Using his wisdom from the Academy and Myark's aid, Bjorn shall learn how to expertly use the fireball and all its variants.
Next is the frost tower. Myark shall guide Bjorn through the inner workings of a Tower of Frost and how it applies its effects to the theatre. This will be a short and quick task, given Bjorn's experience with the fireball at this point, and his knowledge of circuitry and the like from the Academy.
Once this is finished, Myark and Bjorn shall embark upon one of our Crystalclads on a voyage. During the voyage, Bjorn will learn how to expertly operate our weapons and cannons, which should all be easy thanks to his experience with Fire magic at this point. Bjorn shall also be taught in depth on the practical effects of crystal, repairing it in the field, and summoning new crystal. This voyage will have Bjorn become a practical expert on operating Arstotzkan machinery such as the steam engine and cannons, and give him some vital knowledge of the more gritty details of Crystal not given as much detail at the Academy.
The voyage shall end at the port closest to Arstotzka, but not immediately at it. Once his voyage ends, Bjorn will operate a Restless using his newfound knowledge of Arstotzkan Magitech a short distance to Arstotzka.
Finally, Bjorn will end his trip at the Crystalworks, where he gets an indepth look on how crystal is made.
TL;DR:1.) Short time at the Academy where Bjorn is given extreme attention + our best teachers. Here, Bjorn will learn the theories and math behind magic and how exactly it works and how Arstotzkan Mathemagics uses it. (And crystal stuff of course.)
2.) Given Falcon familiar to grow familiar with (heh) throughout the rest of the year.
3.) Acccompanies Myark to the field where Bjorn will learn how to effectively use the Fireball and its variants.
4.) Crystalclad voyage back to a port
near Arstotzka. Here, Myark will teach Bjorn practical use of our weaponry and the steam engine. Bjorn will also learn about the more gritty details of crystal, like field repair and how it self-regenerates.
5.) Bjorn operates a Restless from the port to Arstotzka, using all his knowledge learned thus far to competently run a steam engine.
6.) Bjorn arrives back at Arstotzka, where he takes a brief tour of the Crystalworks to learn how modern Crystal is made.