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Airships: Conquer the Skies News

Calendars, Moons, Festivals, Heresies

[h3]Time Scales[/h3]
Until recently, time has been a bit... vague in the game. Ships took some time to build, some time to move somewhere. But it's useful for players to be able to tell how long a process will actually take.

Which led to the question: how much in-game time passes in a second of the player's time? Obviously, an airship takes longer than a minute to build, so there's some time warp factor at work. Interestingly, ships do have a speed expressed in km/h, and since they move at a certain speed on the conquest map, picking a time factor also implies picking a scale for the map.

So I started juggling around some numbers and trying to figure out a time factor that felt right, that didn't make the map weirdly tiny or huge. In the end (and after some player feedback) we've ended up with one in-game day taking 0.4 seconds of player time.

[h3]Calendars[/h3]
The second question was how to display this time. Airships is set in a fictional universe, so it would be jarring for dates like "November 5, 2020" to appear in the game. At the same time, players need to have a reasonable grasp of timespans. A month should be roughly thirty days, a year roughly 365. A date like "six-moon, ninth period of the goat" or a time interval like "four plorkengs" tells the player nothing.

Then Orang on the Discord pointed out that the calendar should be lunar, given that the religions in the game revolve around the moons. Lunar calendars also have the advantage that each month is the same length, and given that I didn't want to go even more overboard with all the intricacies of real calendars, that was a nice simplification.

So the calendar in the game is a lunar one, where each year is 13 months and each month is 28 days, for 364 days in a year. On Earth, lunar calendars require constant adjustment so they don't drift out of phase with the year, but in the world of Airships, the year is conveniently really exactly 364 days long. The month names are taken from the old Babylonian calendar.



Of course, the world of Airships has three moons. The calendar uses the cycle of the largest one, but there are two others with different cycles.

And this being Airships, the moons are moddable. Yes, the game has data-driven moons. And data-driven calendars, which can be different for different players.

Here are the moons:

[h3]Ea, Bringer Of Floods[/h3]



28 day period. The big moon that has the major influence on the tides. Associated with fertility. The current mainstream Trilunar religion was predated by a Mono-Lunar religion that only worshipped this moon. There are still Monolunarists around, mostly in rural areas, and they're tolerated if considered backwards. And there's varying enthusiasm for the worship of the two other moons within the Trilunar church as well, bordering on crypto-monolunarism.

[h3]Tessagon, Festival Moon[/h3]



61 day period. When Tessagon is full, there is a minor religious festival where people get together in their communities, relax and get drunk. It's also considered a good time for fishing.

[h3]Mith, The Unwanted[/h3]



109 day period. A smaller moon with an eccentric orbit. The sophisticated theological position is that Mith is the moon of things that are unexpected, unplanned, and out of season. The folkloristic view is that it's the moon of death, accidents, and monsters. A child born when Mith is full is considered cursed.

[h3]Festivals[/h3]
The major religious celebrations happen when two or three moons are full at the same time. Ea and Tessagon coincide every 1708 days, and the festival is a time of renewal. Mith and Tessagon coincide about once every 18 years, and that festival is a raucous but spooky celebration. Ea and Mith coincide about every eight years. This is a muted festival, and its main function is that debts are cleared and illegitimate children are accepted by their families.

Finally, all three moons are full about once every 511 years. These grand conjunctions are considered the start of a new epoch, though history rarely obliges. The old empire fell partway into the current epoch, on an indistinguished day. Other combinations also happen every 511 years, like the day when Ea and Tessagon are full and Mith is nowhere to be seen, or the darkest night, when there are no moons shining at all.

[h3]Heresies[/h3]
So if there are Trilunarists and Monolunarists, are there Bilunarists? Well, yes! Three kinds, because there's three combinations of two moons to choose from.

The ones that believe in Ea and Tessagon, but not Mith are the most numerous. Worship of Mith and the associated festivals are not very popular in some regions. While declared Ea-Tessagon Bilunarists are rare, there are plenty of congregations that choose to downplay or outright ignore Mith.

Believing in Ea and Mith, but not Tessagon, is a position held by a few austere reformist thologians. Unlike Ea-Tessagon Bilunarists they're very outspoken about their beliefs, and are roundly ignored.

Finally, Tessagon-Mith Bilunarism is what secret Monolunarists accuse others of being, because they don't put enough emphasis on the actually important moon, Ea.

And what if you're a Worm Eye cultist? You use a completely different calendar of twelve 30-day months, because of course you don't believe in all that moon stuff!

Version 1.0.18.5

  • Fixed crash in tech tree when you're not generating any research.
  • Fixed possible data corruption when saving melee boarders.

1.0.18.4 Titan Bladeweed

A wondrous All Hallows' Eve to you! Here is small update, featuring a new monster, as is traditional:

  • New plant-monster type, the Titan Bladeweed.
  • Aerial torpedoes and guided missiles now get the powerful explosives bonus.
  • Updated ship set by Towarish.
  • Replays should finally no longer diverge.
  • Additional times of day for the winter months.
  • Defence and espionage screens now show the right weather for the season.


(And no, it's not DLC, it's a game update. Steam is just mis-labelling the event.)

Version 1.0.18.3

I've completely reworked the conquest mode victory and defeat screens. There are now pretty new artworks courtesy of Karina, and a set of graphs and replays.





There is now a calendar. Research, construction, and city takeovers now show how long they will take. The calendar is moddable, and different for cultist empires.



There are also seasons now, affecting the kind of weather you get.

[h3]Fixes[/h3]

  • Injured crew now have visible wounds.
  • Injured crew no longer get up to flinch when they are hit.
  • Injured crew no longer change into an air sailor outfit when they are picked up.
  • Game logs older than 30 days are now automatically deleted to save your disk from filling up.
  • Particles now obey the combat speed rather than always moving at the same speed.
  • Harpoons no longer produce a disappointed message that they didn't penetrate heavy armour.
  • Recordings of combats run at fractional speeds may still diverge, but no longer complain about it.
  • Fixed a physics exploit that allowed landships to fly. Thanks kouwei32 for the detailed report, including a mission demonstrating the exploit.
  • The industrial production bonus from the bee heraldic charge now actually works. This would be less embarassing if I didn't make the exact same mistake for the scales heraldic charge, which also was non-operational for a long time. Oh well.


[h3]Community-sourced Balance Changes[/h3]

  • Stone wall blast damage absorb 2 -> 4
  • Brick wall blast damage absorb 0 -> 2
  • Brick wall piercing damage absorb 0 -> 1
  • Dragon rider cost 3000 -> 2000
  • Grenade damage 30 -> 20 but +5 with advanced explosives
  • Guided missile explode damage 500 -> 250
  • Biplane, triplane and bomber costs 300 -> 200 (but not torpedo bomber)
  • Monocoque construction now reduces plane maintenance cost by half


[h3]Clarifications[/h3]

  • Guided missile explode damage refers to the damage caused by the module exploding, not the damage the weapon does.
  • Game logs are technical files used for bug fixing. They're not your saves. Your saves are safe.


[h3]1.0.18.3.1 Hotfix AKA Let's Do The Time Warp Again[/h3]

  • Fixed crash in conquest main map when sending fleets.
  • +5 damage bonus to grenades from advanced explosives now actually works.
  • Days are twice as long now.

Version 1.0.18.2


In this release, I've focused on fixing up the rules of combat and what happens after combats, and the AI of boarders and planes. Also, there is now a "Send Feedback" button in the replay system that lets you send me the replay with a comment and bookmark of what you're seeing.

[h3]Combat and Post-Combat[/h3]
  • There is now a one-minute countdown to a draw if nothing interesting happens in a combat. There's an overlay that turns up and counts down the final 20 seconds.
  • Landships are no longer lost if they're in the reserve or one side withdraws before the fight starts.
  • You can only move ships into or out of the reserve during combat once.
  • Post-combat report now indicates whether ships were repaired and why.
  • Modules that were about to explode when combat ended no longer continue exploding in the next combat.
  • Partial repair no longer restores decals.


[h3]Boarders and Planes[/h3]
  • Boarding Action mission no longer causes grenadiers to smash themselves into the ground.
  • Fixed problems with grenadiers getting stuck on rocks halfway to their boarding target.
  • Boarders should no longer fall off ships when trying to move to the entrance.
  • Grenadiers should no longer release their grappling hooks early and fall to their deaths.
  • Robot spiders and marines should no longer walk back and forth failing to make a jump.
  • Removed some cases of animation flicker for boarders moving along the outside of things.
  • Grenadiers now account for the speed of the thing they're throwing a hook at.
  • Planes no longer attack ships that have gone into the reserve.
  • Planes that are landed should no longer crash to the ground on death.
  • Hussars have better acceleration and should no longer flicker back and forth.


[h3]Other[/h3]
  • Feedback button in replays.
  • Pirates and guardians give a bit less money, shellwalkers a bit more.
  • Better folder support in the replays list.