Life in wormhole space is sometimes strange. This weekend a Drake battle cruiser was found floating, pilotless, in the AIGP C1.
Not only was the Drake fully fit, it also was filled with loot.
Such are the strange events you will find living in wormhole space.
Monday, November 14, 2016
Thursday, October 27, 2016
I made this!
Todays I made this is the Magpulse Thruster. A critical tech 2 Caldari ship component used in the production of AIGP Buzzard, Kitsune, Cerberus, and Rook ships. AIGP produces all Caldari ship components, allowing it to bring advanced Caldari ships to the Amarr markets.
Tuesday, October 25, 2016
Factory Worlds
Factory worlds, the engines of AIGP production. Working 24/7 producing AIGP branded Robotics. These worlds provide AIGP with consistent and reliable income from deep within J space.
Monday, October 24, 2016
Thursday, September 29, 2016
AIGP - Acadia Investment Group

Acadia Investment Group (AIGP) was formed as a vanity corp to explore Corporation and Deployable Facility gameplay in EVE Online. Operations are located primarily in wormhole space, and activities have been limited to exploration and manufacturing.
AIGP will shortly begin open recruitment of new pilots, for the goal of fully exploiting wormhole space from its base in the C1 hole "Acadia".
AIGP can offer a decade of experience in New Eden, covering everything from trade, manufacturing, and combat experience ranging from small gangs to capital fleet scale operations.
Acadia, home of AIGP, is a C1 with a high security static. Acadia can provide solo and small group content for explorers, bears, and hunters alike.
Thursday, September 26, 2013
Firestorm Armada - The (Independent) Kingdom - Overview Cont.
Before the war, The Kingdom vessels were only ever encountered when they intervened on the behalf of civilian vessels under attack by pirates. The patrol cruisers and escort craft of the Long Range Patrol squadrons were more than a match for all but the largest pirate group. However as nothing larger than an LRP was ever reported, the major powers wrote off TK as an inconsequential curiosity.
As the war progressed, military logistics were unable to keep up with the supply demands of total war. Both powers relied increasingly on civilian contractors and shipping to make up the shortfall. As the numbers of civilian ships increased, so did the privateers and marauders of the opposing powers. The Kingdom continued to pursue its policy of protecting civilian shipping, engaging and saving the privateers and civilian vessels of both sides. While both powers seemed to forget how many of their civilian contractors were saved, they certainly remembered their naval losses. And so the major powers both began to consider The Kingdom a hostile organization.
Still, at that point, the major powers continued to believe that TK was nothing more than a minor economic player with little actual naval capability. Certainly not the equivalent of even an alliance member. That would soon change.
It was a Dindrenzi corporate fund management division, tasked with finding cost effective resource exploitation, that would bring The Kingdom into the war. The Dindrenzi fund managers struck upon the idea that rather than spend the money exploring the Storm Zone for resources, it would be more cost effective to simply take over and existing known TK system. After all TK must be exploiting some worthwhile resource in their larger operations. And with little military capability TK system would roll right over to even a small Dindrenzi fleet.
A Long Range Patrol squadron picked up the Dindrenzi task force half way to it's destination. The Dindrenzi admiral dismissed TK as mere pirates. After all, what could a destroyer and a few escorts hope to do against a dozen Dindrenzi cruisers and his battleship.
Upon arrival at the target system, the Dindrenzi fleet was met, not with more small craft, but an opposing fleet consisting of cruisers and battleships. The Dindrenzi fleet was all but wiped out. Survivors reported that TK ships wielded fearsome energy weapons, and used concentrated turret fire to great effect.
The major powers would not make the same mistake twice. Soon after all known TK systems were systematically targeted and wiped out. But not without heavy losses. In return, The Kingdom has apparently declared war on both powers. Often waiting for the two sides to complete a battle before pouncing on the victor.
The Kingdom's greatest strategic advantage is that no one really knows where they are from or which systems they operate out of in the Storm Zone. TK fleets seem to come from no where and leave for no where. They continue to stand by their policy of civilian neutrality, likely because they rely on civilian trade and commerce as much as anyone else. Naval vessels, armed or not, are free game however. It's hypothesized that The Kingdom is attempting to make the war so costly for both sides that they will simply leave the Storm Zone. However considering the size of the major powers, this is an impossibly task. It is likely that TK simply does not really know who the major powers are.
As the war progressed, military logistics were unable to keep up with the supply demands of total war. Both powers relied increasingly on civilian contractors and shipping to make up the shortfall. As the numbers of civilian ships increased, so did the privateers and marauders of the opposing powers. The Kingdom continued to pursue its policy of protecting civilian shipping, engaging and saving the privateers and civilian vessels of both sides. While both powers seemed to forget how many of their civilian contractors were saved, they certainly remembered their naval losses. And so the major powers both began to consider The Kingdom a hostile organization.
Still, at that point, the major powers continued to believe that TK was nothing more than a minor economic player with little actual naval capability. Certainly not the equivalent of even an alliance member. That would soon change.
It was a Dindrenzi corporate fund management division, tasked with finding cost effective resource exploitation, that would bring The Kingdom into the war. The Dindrenzi fund managers struck upon the idea that rather than spend the money exploring the Storm Zone for resources, it would be more cost effective to simply take over and existing known TK system. After all TK must be exploiting some worthwhile resource in their larger operations. And with little military capability TK system would roll right over to even a small Dindrenzi fleet.
A Long Range Patrol squadron picked up the Dindrenzi task force half way to it's destination. The Dindrenzi admiral dismissed TK as mere pirates. After all, what could a destroyer and a few escorts hope to do against a dozen Dindrenzi cruisers and his battleship.
Upon arrival at the target system, the Dindrenzi fleet was met, not with more small craft, but an opposing fleet consisting of cruisers and battleships. The Dindrenzi fleet was all but wiped out. Survivors reported that TK ships wielded fearsome energy weapons, and used concentrated turret fire to great effect.
The major powers would not make the same mistake twice. Soon after all known TK systems were systematically targeted and wiped out. But not without heavy losses. In return, The Kingdom has apparently declared war on both powers. Often waiting for the two sides to complete a battle before pouncing on the victor.
The Kingdom's greatest strategic advantage is that no one really knows where they are from or which systems they operate out of in the Storm Zone. TK fleets seem to come from no where and leave for no where. They continue to stand by their policy of civilian neutrality, likely because they rely on civilian trade and commerce as much as anyone else. Naval vessels, armed or not, are free game however. It's hypothesized that The Kingdom is attempting to make the war so costly for both sides that they will simply leave the Storm Zone. However considering the size of the major powers, this is an impossibly task. It is likely that TK simply does not really know who the major powers are.
Sunday, July 31, 2011
Kingdom Fleet Composition
Advanced Battleships, Battleships, Carriers in squadrens of one.
Cruisers in squadrens of four. Cruiser squadrens may add one Patrol Cruiser in additon.
Frigates in squadrens of five.
Two to Four Escorts may be added to an Adv. Battleship, Battleship, or Carrier.
One Patrol Cruiser and Two Escorts may be fielded as a Long Range Patrol squadren.
Cruisers in squadrens of four. Cruiser squadrens may add one Patrol Cruiser in additon.
Frigates in squadrens of five.
Two to Four Escorts may be added to an Adv. Battleship, Battleship, or Carrier.
One Patrol Cruiser and Two Escorts may be fielded as a Long Range Patrol squadren.
EDF Long Range Patrol
Before the war, the most common sightings of Kingdom ships were the Kingdom's long range patrols. These squadrens often appeared from seemingly no-where to aid civilian ships under pirate attack.
If you're fleet contains civilian vessels, you can field one long range patrol squadren. The squadren will only remain on the field as long as there are civilian vessels to protect. The patrol is not deployed with the rest of your fleet, instead coming in on one of the edges on the second turn.
A long range patrol squadren consists of one Patrol Cruiser and two Escort Destroyers.
This is one of the few exceptions when an escort is attached to a smaller vessel.
If you're fleet contains civilian vessels, you can field one long range patrol squadren. The squadren will only remain on the field as long as there are civilian vessels to protect. The patrol is not deployed with the rest of your fleet, instead coming in on one of the edges on the second turn.
A long range patrol squadren consists of one Patrol Cruiser and two Escort Destroyers.
This is one of the few exceptions when an escort is attached to a smaller vessel.
Friday, May 6, 2011
Firestorm Armada - The (Independent) Kingdom - Overview of New Faction
The Kingdom
The Kingdom (sometimes referred to as The Independent Kingdom) is a minor non-aligned power operating in, but not based in, the Storm Zone.
Not much is known about The Kingdom, but the following has been pieced together by various intelligence, journalist, economic, and think-tank organizations.
The Kingdom (TK) is not actually located within the Storm Zone. It's not entirely clear where the Kingdom is located. However it appears that TK exploited the power vacuum between the major powers and set up numerous resource gathering, heavy zero-grav industries, and logistical outposts throughout the Storm Zone.
TK systems appear to be located at random throughout the zone. Scattered and isolated, they appear to be connected by chains of hidden logistical outposts. There is no clear count of TK systems as TK seems to jealously protect their existence by eliminating any ships that stumble upon them. There are only a few known hubs, which serve as market hubs for pirates, traders, and corporations, which are open to the public. Though access and movement throughout these orbital stations is tightly controlled.There are even fewer known mining and manufacturing systems.Only those operations that are simply too large to hide are known. Even in these couple of systems ships are warned to leave immediately or be destroyed.
In what may seem like a contradiction to the above behavior, TK seems to have a rather benevolent view of civilian shipping. TK naval patrols often aid civilian merchant vessels in distress or under pirate attack. Infact the TK seems to follow some sort of agressive policy of neutrality of civilian shipping. Recently this has brought it into conflict with the major powers as both sides regularly raid what they view as enemy merchant vessles.
(to be continued)
The Kingdom (sometimes referred to as The Independent Kingdom) is a minor non-aligned power operating in, but not based in, the Storm Zone.
Not much is known about The Kingdom, but the following has been pieced together by various intelligence, journalist, economic, and think-tank organizations.
The Kingdom (TK) is not actually located within the Storm Zone. It's not entirely clear where the Kingdom is located. However it appears that TK exploited the power vacuum between the major powers and set up numerous resource gathering, heavy zero-grav industries, and logistical outposts throughout the Storm Zone.
TK systems appear to be located at random throughout the zone. Scattered and isolated, they appear to be connected by chains of hidden logistical outposts. There is no clear count of TK systems as TK seems to jealously protect their existence by eliminating any ships that stumble upon them. There are only a few known hubs, which serve as market hubs for pirates, traders, and corporations, which are open to the public. Though access and movement throughout these orbital stations is tightly controlled.There are even fewer known mining and manufacturing systems.Only those operations that are simply too large to hide are known. Even in these couple of systems ships are warned to leave immediately or be destroyed.
In what may seem like a contradiction to the above behavior, TK seems to have a rather benevolent view of civilian shipping. TK naval patrols often aid civilian merchant vessels in distress or under pirate attack. Infact the TK seems to follow some sort of agressive policy of neutrality of civilian shipping. Recently this has brought it into conflict with the major powers as both sides regularly raid what they view as enemy merchant vessles.
(to be continued)
Tuesday, May 3, 2011
Firestorm Armada - Comet Empire Carrier - Ship Stats
Comet Empire Carrier
DR: 5 CR: 9 MV: 7 HP: 8 CP: 7 AP: 5 PD: 6 SH:1 FW: 8
Weapon Systems
Port/Starboard RB1: 7 RB2: 8 RB3: 6
Torps Forward RB1: 7 RB2: 7 RB3: 8 RB4: 8
MARs
Experienced Engineers, Deck Crews
Points: 115
Wednesday, April 27, 2011
Firestorm Armada - Alternate Weapon Systems for EDF ships
The EDF battleships both sport powerful but single target weapon systems. While this does make the EDF ships cheaper, at also leaves them more inflexible as they are unable to engage more than one target. A possible solution would be to split the forward and aft turret batteries into two separate weapon systems.
Single System Turret
RB1: 12 RB2: 16 RB3: 8 RB4: 5
Fore/Aft Turrets
RB1: 8 RB2: 11 RB3: 6 RB4: 4
Linked, this would give approximately the same effectiveness against a single target, and add more flexibility.
There is an issue with the escort in that escorts cannot have turrets. A possible fix would be to make the weapon forward arc, and add +1 to PD.
Single System Turret
RB1: 12 RB2: 16 RB3: 8 RB4: 5
Fore/Aft Turrets
RB1: 8 RB2: 11 RB3: 6 RB4: 4
Linked, this would give approximately the same effectiveness against a single target, and add more flexibility.
There is an issue with the escort in that escorts cannot have turrets. A possible fix would be to make the weapon forward arc, and add +1 to PD.
Firestorm Armada - EDF Super-Battleship Andromeda - Ship Stats
EDF Super-Battleship Andromeda
DR: 8 CR: 11 MV: 7 HP: 10 CP: 6 AP: 6 PD: 7 SH: 2
Weapon Systems
Turrets (360deg) RB1: 12 RB2: 16 RB3: 8 RB4: 5
Wave Motion Gun* RB1: 15 RB2: 18 RB3: 12 RB4: 9
Torps (360deg) RB1: 7 RB2: 7 RB3: 8 RB4: 8
* Cannot fire turrets or torps when using WMG. WMG is Fixed Forward arc.
MARs
Experienced Engineers, Hull Tearer Ammo (Turrets)
Cost: 200
Firestorm Armada - EDF Escort Destroyer - Ship Stats
EDF Escort Destroyer
DR: 3 CR: 6 MV: 10 HP: 2 CP: 2 AP: 1 PD: 1
Weapon Systems
Turrets (360deg) RB1: 3 RB2: 4
MARs
Small Target, Target Resolution
Cost: 20
DR: 3 CR: 6 MV: 10 HP: 2 CP: 2 AP: 1 PD: 1
Weapon Systems
Turrets (360deg) RB1: 3 RB2: 4
MARs
Small Target, Target Resolution
Cost: 20
Firestorm Armada - EDF Patrol Cruiser - Ship Stats
EDF Patrol Cruiser
DR: 4 CR: 6 MV: 10 HP: 4 CP: 3 AP: 2 PD: 3 SH: 1
Weapon Systems
Turrets (360deg) RB1: 4 RB2: 6 RB3: 4
Wave Motion Gun* RB1: 6 RB2: 7 RB3: 5 RB4: 4
* Cannot fire turrets or torps when using WMG. WMG is Fixed Forward arc.
MARs
Scout, Counter Measures
Cost: 50
DR: 4 CR: 6 MV: 10 HP: 4 CP: 3 AP: 2 PD: 3 SH: 1
Weapon Systems
Turrets (360deg) RB1: 4 RB2: 6 RB3: 4
Wave Motion Gun* RB1: 6 RB2: 7 RB3: 5 RB4: 4
* Cannot fire turrets or torps when using WMG. WMG is Fixed Forward arc.
MARs
Scout, Counter Measures
Cost: 50
Firestorm Armada - EDF Destroyer - Ship Stats
EDF Destroyer (cruiser in FA)
DR: 4 CR: 7 MV: 8 HP: 4 CP: 4 AP: 3 PD: 3 SH: 1
Weapon Systems
Turrets (360deg) RB1: 4 RB2: 6 RB3: 4
Turrets (360deg) RB1: 4 RB2: 6 RB3: 4
Fixed Forward RB1: 4 RB2: 6 RB3: 4
MARs
Experienced Engineers
Cost: 65
DR: 4 CR: 7 MV: 8 HP: 4 CP: 4 AP: 3 PD: 3 SH: 1
Weapon Systems
Turrets (360deg) RB1: 4 RB2: 6 RB3: 4
Turrets (360deg) RB1: 4 RB2: 6 RB3: 4
Fixed Forward RB1: 4 RB2: 6 RB3: 4
MARs
Experienced Engineers
Cost: 65
Firestorm Armada - EDF Main Force Battleship - Ship Stats
EDF Main Force Battleship
DR: 6 CR: 11 MV: 6 HP: 8 CP: 4 AP: 4 PD: 6 SH: 2
Weapon Systems
Turrets (360deg) RB1: 12 RB2: 16 RB3: 8 RB4: 5
Wave Motion Gun* RB1: 15 RB2: 18 RB3: 12 RB4: 9
Torps (360deg) RB1: 6 RB2: 6 RB3: 7 RB4: 7
* Cannot fire turrets or torps when using WMG. WMG is Fixed Forward arc.
MARs
Experienced Engineers, Hull Tearer Ammo (Turrets)
Cost: 180
Tuesday, April 26, 2011
First!
Test post.
Current Projects
Current Projects
- Painting
- FoW Jagdpanther
- FoW Terrain
- Rules
- EDF ship stats for Firestorm Armada
- Campaign rules for Firestorm Armada
- Online
- EVE
- World of Tanks
- Wargamming
- FoW
- Firestorm Armada
Subscribe to:
Posts (Atom)









