Jan 2, 2017
Airships: Conquer the Skies - Zarkonnen
As the rather stuffy writer of the Bestiary states, “Pirates have their own crude tradition of flags and symbols.” This is true in the real world as well, though I actually think that pirate flags are a rather fascinating topic. And given just how blood-drenched some real-world lords and knights were, I’d accord their heraldry the same amount of respect as I would a pirate flag. That is no actual respect at all, just a healthy dose of terror.

So, pirate flags. Your fully traditional flag is the Jolly Roger, a human skull with two long bones crossed underneath it, white on black. This symbol significantly predates its use by pirates. It possibly came about because it was common to arrange skulls and bones like this in ossuaries, or out of the medieval dance of death symbolism.

From there it found its way to military insignia, used to denote fierceness, to say “not only will you die one day, that day will in fact be today because I am running you through with my sword now”. And from there to pirate flags.

The point of flags in general is communication, and the point of a pirate flag in particular is to scare the viewer into submission. Pirates didn’t actually want to fight, they wanted to plunder and get away with the least amount of effort. And so it was as important to look fierce as to actually be fierce. Blackbeard, probably the most famous pirate of them all, cultivated a fearsome image, but did not do that much fighting, and treated his captives reasonably well. After all, ransom money does not flow if your captives are assumed to be dead anyway.


Capture of the Pirate Blackbeard, Jean Leon Gerome Ferris

Beyond the skull and crossbones, pirates used a number of common symbols, all on the theme of death. Skeletons were popular, especially dancing ones. Hourglasses were also common, another element borrowed from memento mori imagery: your time has come.


Vanitas, Philippe de Champaigne

Two questions still vex us. Why were pirate flags called “Jolly Roger”, and were they always black?

“Jolly Roger” did seem to be the generally accepted term for pirate flags. It may have come from “Old Roger”, a nickname for the devil. Other theories include derivation from “Ali Rajah” (king of the sea) or “Joli Rouge” (pretty red), though Wikipedia insists the latter is clearly false.

But wait, “pretty red”? Pirate flags are black! It turns out to have been a bit more complicated than that, which brings us back to the idea of flags as communication. Most of the time, pirate ships did not fly a pirate flag at all. There was no point in bringing unwanted attention to yourself, after all. And indeed, mere possession of a pirate flag was seen as sufficient evidence to convict you of piracy!

Instead, pirates flew some harmless-looking flag, and only hoisted the pirate flag when it was time to strike. In other words, they were “sailing under false colours” and “showing their true colours” only when attacking.

And at least in some cases, pirates actually had two flags, a black one and a red one. When approaching their prey, they would hoist the black flag and fire off a warning shot. If their prey then surrendered, they would “give quarter” - not harm anyone, and simply take their valuables. But if the other ship tried to flee or fight, the red flag would be raised, meaning “no quarter”. The pirates would take the ship by force and show no mercy.


A French Ship and Barbary Pirates, ca. 1615

This mattered because pirates were not the only possible attackers for merchant ships. Vessels of governments at war with the ship’s country would do “commerce raiding”, and so would privateers commissioned by such governments. But both were required to give quarter to civilians. They could not threaten to slaughter the merchant ship’s crew, and so even though their ships might have been stronger and faster than pirate ships, it was safer to resist them. Pirates, operating outside the law, had no such limits. A privateer might be better-armed and faster, but a pirate was still far more dangerous.

This lets us construct a nice 2x2 payoff matrix for the potential victim:

Resist Surrender Pirate Maybe escape, maybe die horribly. Lose your cargo. Privateer Maybe escape, maybe lose your cargo. Lose your cargo.

And so the two colours of flags were very useful means of communicating a specific threat: “cooperate immediately, or we will kill you”.

Interestingly, this was much the same tactic as used by the Mongols in their conquests. The Mongol army would arrive at a city and give them a choice: surrender, and pay tribute, and be spared. Or resist, and if we breach your walls, we will put you to the sword.


Mongols at the Walls of Vladimir, Vasily Maksimov

A few survivors would be allowed to escape, to spread knowledge of the terror of the Mongol horde. Soon, even cities with very good chances at resisting a siege would surrender rather than open themselves to the possibility, however slim, of wholesale slaughter.

So there you go. To get what you want, all you need to do is persuade people.

How does Airships handle all this? By using the real world as source material while not worrying too much about details like red vs black flags. Here are some example pirate flags you will encounter in-game:

Jan 2, 2017
Airships: Conquer the Skies - Zarkonnen
As the rather stuffy writer of the Bestiary states, “Pirates have their own crude tradition of flags and symbols.” This is true in the real world as well, though I actually think that pirate flags are a rather fascinating topic. And given just how blood-drenched some real-world lords and knights were, I’d accord their heraldry the same amount of respect as I would a pirate flag. That is no actual respect at all, just a healthy dose of terror.

So, pirate flags. Your fully traditional flag is the Jolly Roger, a human skull with two long bones crossed underneath it, white on black. This symbol significantly predates its use by pirates. It possibly came about because it was common to arrange skulls and bones like this in ossuaries, or out of the medieval dance of death symbolism.

From there it found its way to military insignia, used to denote fierceness, to say “not only will you die one day, that day will in fact be today because I am running you through with my sword now”. And from there to pirate flags.

The point of flags in general is communication, and the point of a pirate flag in particular is to scare the viewer into submission. Pirates didn’t actually want to fight, they wanted to plunder and get away with the least amount of effort. And so it was as important to look fierce as to actually be fierce. Blackbeard, probably the most famous pirate of them all, cultivated a fearsome image, but did not do that much fighting, and treated his captives reasonably well. After all, ransom money does not flow if your captives are assumed to be dead anyway.


Capture of the Pirate Blackbeard, Jean Leon Gerome Ferris

Beyond the skull and crossbones, pirates used a number of common symbols, all on the theme of death. Skeletons were popular, especially dancing ones. Hourglasses were also common, another element borrowed from memento mori imagery: your time has come.


Vanitas, Philippe de Champaigne

Two questions still vex us. Why were pirate flags called “Jolly Roger”, and were they always black?

“Jolly Roger” did seem to be the generally accepted term for pirate flags. It may have come from “Old Roger”, a nickname for the devil. Other theories include derivation from “Ali Rajah” (king of the sea) or “Joli Rouge” (pretty red), though Wikipedia insists the latter is clearly false.

But wait, “pretty red”? Pirate flags are black! It turns out to have been a bit more complicated than that, which brings us back to the idea of flags as communication. Most of the time, pirate ships did not fly a pirate flag at all. There was no point in bringing unwanted attention to yourself, after all. And indeed, mere possession of a pirate flag was seen as sufficient evidence to convict you of piracy!

Instead, pirates flew some harmless-looking flag, and only hoisted the pirate flag when it was time to strike. In other words, they were “sailing under false colours” and “showing their true colours” only when attacking.

And at least in some cases, pirates actually had two flags, a black one and a red one. When approaching their prey, they would hoist the black flag and fire off a warning shot. If their prey then surrendered, they would “give quarter” - not harm anyone, and simply take their valuables. But if the other ship tried to flee or fight, the red flag would be raised, meaning “no quarter”. The pirates would take the ship by force and show no mercy.


A French Ship and Barbary Pirates, ca. 1615

This mattered because pirates were not the only possible attackers for merchant ships. Vessels of governments at war with the ship’s country would do “commerce raiding”, and so would privateers commissioned by such governments. But both were required to give quarter to civilians. They could not threaten to slaughter the merchant ship’s crew, and so even though their ships might have been stronger and faster than pirate ships, it was safer to resist them. Pirates, operating outside the law, had no such limits. A privateer might be better-armed and faster, but a pirate was still far more dangerous.

This lets us construct a nice 2x2 payoff matrix for the potential victim:

Resist Surrender Pirate Maybe escape, maybe die horribly. Lose your cargo. Privateer Maybe escape, maybe lose your cargo. Lose your cargo.

And so the two colours of flags were very useful means of communicating a specific threat: “cooperate immediately, or we will kill you”.

Interestingly, this was much the same tactic as used by the Mongols in their conquests. The Mongol army would arrive at a city and give them a choice: surrender, and pay tribute, and be spared. Or resist, and if we breach your walls, we will put you to the sword.


Mongols at the Walls of Vladimir, Vasily Maksimov

A few survivors would be allowed to escape, to spread knowledge of the terror of the Mongol horde. Soon, even cities with very good chances at resisting a siege would surrender rather than open themselves to the possibility, however slim, of wholesale slaughter.

So there you go. To get what you want, all you need to do is persuade people.

How does Airships handle all this? By using the real world as source material while not worrying too much about details like red vs black flags. Here are some example pirate flags you will encounter in-game:

Dec 24, 2016
Airships: Conquer the Skies - Zarkonnen
  • Prevented the No Suspendium mod from messing up mod loading. (Yeah, that's my own mod. Oops.)
  • Fixed a crash during strategic mode.
  • Fixed a crash post-combat if the combat was over immediately.
Dec 24, 2016
Airships: Conquer the Skies - Zarkonnen
  • Prevented the No Suspendium mod from messing up mod loading. (Yeah, that's my own mod. Oops.)
  • Fixed a crash during strategic mode.
  • Fixed a crash post-combat if the combat was over immediately.
Dec 22, 2016
Airships: Conquer the Skies - Zarkonnen
  • Mod loading was taking a very long time (looking as if the game had crashed) under some circumstances. This should now be fixed. If you are still encountering the problem, go into %APPDATA%\AirshipGame and delete the "steam" directory, then start up the game again. It will re-download your workshop subscriptions and should then function normally.
  • Fixed a bunch of in-combat crashes.
  • Fixed a crash when disabling a mod.
  • No, you can't have weapons with 0 reload time. :)
Dec 22, 2016
Airships: Conquer the Skies - Zarkonnen
  • Mod loading was taking a very long time (looking as if the game had crashed) under some circumstances. This should now be fixed. If you are still encountering the problem, go into %APPDATA%\AirshipGame and delete the "steam" directory, then start up the game again. It will re-download your workshop subscriptions and should then function normally.
  • Fixed a bunch of in-combat crashes.
  • Fixed a crash when disabling a mod.
  • No, you can't have weapons with 0 reload time. :)
Airships: Conquer the Skies - Zarkonnen
I'm starting a new series of blog posts showcasing Airships Let's Plays on YouTube. First and foremost has to be Stuff+, who's been making videos about the game for more than two years. A lot of you probably already know him because he introduced you to it!



There's now 48 videos in total, chronicling the game from early efforts until recent developments like torpedoes and monsters.

What else does Stuff+ do? He does regular in-depth previews, a lot of strategy / construction stuff like Aven Colony or Scrap Mechanic, but also other games like Space Hulk: Deathwing.

He also has a number of ongoing series about specific games at any given point, recently covering Planet Coaster, Stellaris, Transport Fever and Factorio. Plus, he has an adorable northern accent, so you should definitely check out his channel.
Airships: Conquer the Skies - Zarkonnen
I'm starting a new series of blog posts showcasing Airships Let's Plays on YouTube. First and foremost has to be Stuff+, who's been making videos about the game for more than two years. A lot of you probably already know him because he introduced you to it!



There's now 48 videos in total, chronicling the game from early efforts until recent developments like torpedoes and monsters.

What else does Stuff+ do? He does regular in-depth previews, a lot of strategy / construction stuff like Aven Colony or Scrap Mechanic, but also other games like Space Hulk: Deathwing.

He also has a number of ongoing series about specific games at any given point, recently covering Planet Coaster, Stellaris, Transport Fever and Factorio. Plus, he has an adorable northern accent, so you should definitely check out his channel.
Airships: Conquer the Skies - Zarkonnen
After a great deal of time in development, the next major release of Airships is done! Headline features include monsters like dragons and giant spiders, new music, and player-created combat scenarios.

Watch the Trailer

Monsters and Monster Nests

Apart from cities, the strategic map now contains monster nests, remote locations within city territories where a variety of menaces can take hold. Occupied nests reduce the income of the city, and some of them also conduct periodic raids, damaging the city and carrying away loot that lets them grow faster.



When your city is being raided, a bar appears at the top of the screen during combat indicating how badly the city has been looted. The sooner you can get the raiders to retreat, the better. Ideally, you wipe out the raiders entirely so they can't carry home the loot.



Monster nests grow over time, and the only permanent solution is to send a fleet to wipe them out. You will have to do so to strengthen your empire.

And what are those monsters like? To answer this question, I have prepared a bestiary entry for each of them, scattered throughout this post.

Bestiary: Pirates



Alliances

As conquests proceed and empires begin to dominate, weaker states will now band together into alliances, seeking to match the strength of their opponents. This means that getting a head start on conquest is no longer enough to win, as the remaining cities will unify against you, keeping the outcome of the game in the balance for longer.



When two empires merge, the new alliance has a coat of arms that incorporates the arms of its constituents, according to proper heraldic rules.

Bestiary: Fleshcrackers



Missions

Players can now create and share custom challenges. Each mission is a combat scenario against some opponents, using either a fixed fleet, a budget to put together your own, or a mixture of the two. You can edit every aspect of the scenario, including the weather, terrain, heraldry and the intelligence of the opponent. Monsters can be placed into missions, and the entire thing is compatible with mods: you can create missions that use mods, and you can put missions into your mods to showcase your additions.



Missions can be shared via Steam workshop or exported as files, and unlike modding, no external tools are needed to create them. So you can create missions as simple as "I made a ship, can you beat it within this budget", or as complex as a finely tuned and landscaped battle making extensive use of mods.

Bestiary: Dragons



Music

This update adds five new tracks by Curtis Schweitzer, played to accompany particular monsters.

Additional Improvements
The lighting system has been updated to use ambient light, giving the graphics a more unified look.

Damage to external parts such as sails and chimney is now more visible.



The ship editor now supports undo/redo and has a new overlay indicating the paths crew can take. In general, the GUI's been refined based on player feedback.



The game loads a lot faster, by about a factor of five. This is done by using uncompressed graphics, which also means the install size is somewhat larger, but still pretty moderate.

Boarder pathing and leg placement have been improved, and airships no longer timidly brake to avoid harmless collisions.

Your crew will now occasionally pop up in the bottom left corner during combat to express their feelings.

Bestiary: Giant Spiders



Next Steps

With this major release out, what's next? There's a bunch of monsters that didn't make the cut which I'll be adding over the next weeks and months, creating bestiary entries as they appear. I also want to improve support for small monsters like the spiderlings.

Bestiary: Addenda



After that comes the final major development cycle before release, dev 10, where I'll be concentrating on further detail and balance for conquest as well as rounding out some other features. As always, the GUI, tutorial, and balance will be undergoing refinements. And then, version one point zero!
Airships: Conquer the Skies - Zarkonnen
After a great deal of time in development, the next major release of Airships is done! Headline features include monsters like dragons and giant spiders, new music, and player-created combat scenarios.

Watch the Trailer

Monsters and Monster Nests

Apart from cities, the strategic map now contains monster nests, remote locations within city territories where a variety of menaces can take hold. Occupied nests reduce the income of the city, and some of them also conduct periodic raids, damaging the city and carrying away loot that lets them grow faster.



When your city is being raided, a bar appears at the top of the screen during combat indicating how badly the city has been looted. The sooner you can get the raiders to retreat, the better. Ideally, you wipe out the raiders entirely so they can't carry home the loot.



Monster nests grow over time, and the only permanent solution is to send a fleet to wipe them out. You will have to do so to strengthen your empire.

And what are those monsters like? To answer this question, I have prepared a bestiary entry for each of them, scattered throughout this post.

Bestiary: Pirates



Alliances

As conquests proceed and empires begin to dominate, weaker states will now band together into alliances, seeking to match the strength of their opponents. This means that getting a head start on conquest is no longer enough to win, as the remaining cities will unify against you, keeping the outcome of the game in the balance for longer.



When two empires merge, the new alliance has a coat of arms that incorporates the arms of its constituents, according to proper heraldic rules.

Bestiary: Fleshcrackers



Missions

Players can now create and share custom challenges. Each mission is a combat scenario against some opponents, using either a fixed fleet, a budget to put together your own, or a mixture of the two. You can edit every aspect of the scenario, including the weather, terrain, heraldry and the intelligence of the opponent. Monsters can be placed into missions, and the entire thing is compatible with mods: you can create missions that use mods, and you can put missions into your mods to showcase your additions.



Missions can be shared via Steam workshop or exported as files, and unlike modding, no external tools are needed to create them. So you can create missions as simple as "I made a ship, can you beat it within this budget", or as complex as a finely tuned and landscaped battle making extensive use of mods.

Bestiary: Dragons



Music

This update adds five new tracks by Curtis Schweitzer, played to accompany particular monsters.

Additional Improvements
The lighting system has been updated to use ambient light, giving the graphics a more unified look.

Damage to external parts such as sails and chimney is now more visible.



The ship editor now supports undo/redo and has a new overlay indicating the paths crew can take. In general, the GUI's been refined based on player feedback.



The game loads a lot faster, by about a factor of five. This is done by using uncompressed graphics, which also means the install size is somewhat larger, but still pretty moderate.

Boarder pathing and leg placement have been improved, and airships no longer timidly brake to avoid harmless collisions.

Your crew will now occasionally pop up in the bottom left corner during combat to express their feelings.

Bestiary: Giant Spiders



Next Steps

With this major release out, what's next? There's a bunch of monsters that didn't make the cut which I'll be adding over the next weeks and months, creating bestiary entries as they appear. I also want to improve support for small monsters like the spiderlings.

Bestiary: Addenda



After that comes the final major development cycle before release, dev 10, where I'll be concentrating on further detail and balance for conquest as well as rounding out some other features. As always, the GUI, tutorial, and balance will be undergoing refinements. And then, version one point zero!
...