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My pirate hideaway sells gambling, horse racing, and smuggling, but no one can find or invade. Why?

There is a story centered on pirates and rescue plays. The pirates have a large organization and are hidden in a hideaway like the Burberry coast. In addition to pirate acts, they bring rich people to gamble, earn numbers, and do many corruptions. However, the place is still an unexplored land. I want you to protect a hideaway so that you don't have to be barred and that you won't be overrun even if you get out. The world is unique. It is a pos t-implant steam punk, and the government has no empty in this question, so it is not possible to use the astronomical navigation. Since this area is an alien desert area, the landmark navigation cannot be used. In a civilized society, we use wireless beacons and lighthouses. There is no lighthouse near the shelter. So it's easy to hide. But trade/ gambling: Pirates are planning a lot of money, including horse racing, numbers, casinos, and buying and selling smuggling goods. The pirates allow them to enter the port only when they maneuver the ship, and the crew remains below. The pirates allow them to enter the port only when they maneuver the ship, and the crew remains down. In general, pirates can feel safe in this agreement, but the captain is suspicious. It's a matter of time that some Navy rolls in to tighten them. Don't just hide.

Why can't a small navy invade Haven?

I need to put the Haven's defense border from a single small navy attack of a civilization consisting of five cities that are well organized and maintained. At first, I was thinking of a fortress surrounded by a castle wall, but it was easy to find from a distance, so it was meaningless. So I got stuck, and this question came up.

Technology:

The world is a wasteful area after the Revelation and is a 19t h-century technology. There is no food outside of artificial residence, such as cities and this shelter, so there is a serious logistics restriction on a ship on board. The ore is mined and releases a large amount of energy in response to the toxic air. This is all power sources, from the engine to the air conditioner and electricity.

The Navy < SPAN> My pirate hideaway runs gambling, horse racing and smuggling, but no one can find it or invaded it. Why?

There is a story centered on pirates and rescue plays. The pirates have a large organization and are hidden in a hideaway like the Burberry coast. In addition to pirate acts, they bring rich people to gamble, earn numbers, and do many corruptions. However, the place is still an unexplored land. I want you to protect a hideaway so that you don't have to be barred and that you won't be overrun even if you get out. The world is unique. It is a pos t-implant steam punk, and the government has no empty in this question, so it is not possible to use the astronomical navigation. Since this area is an alien desert area, the landmark navigation cannot be used. In a civilized society, we use wireless beacons and lighthouses. There is no lighthouse near the shelter. So it's easy to hide. But trade/ gambling: Pirates are planning a lot of money, including horse racing, numbers, casinos, and buying and selling smuggling goods. The pirates allow them to enter the port only when they maneuver the ship, and the crew remains below. The pirates allow them to enter the port only when they maneuver the ship, and the crew remains down. In general, pirates can feel safe in this agreement, but the captain is suspicious. It's a matter of time that some Navy rolls in to tighten them. Don't just hide.

Why can't a small navy invade Haven?

I need to put the Haven's defense border from a single small navy attack of a civilization consisting of five cities that are well organized and maintained. At first, I was thinking of a fortress surrounded by a castle wall, but it was easy to find from a distance, so it was meaningless. So I got stuck, and this question came up.

Technology:

The world is a wasteful area after the Revelation and is a 19t h-century technology. There is no food outside of artificial residence, such as cities and this shelter, so there is a serious logistics restriction on a ship on board. The ore is mined and releases a large amount of energy in response to the toxic air. This is all power sources, from the engine to the air conditioner and electricity.

  • The Navy's pirate retreat operates gambling, horse racing, and smuggling, but no one can find or invade. Why?
  • There is a story centered on pirates and rescue plays. The pirates have a large organization and are hidden in a hideaway like the Burberry coast. In addition to pirate acts, they bring rich people to gamble, earn numbers, and do many corruptions. However, the place is still an unexplored land. I want you to protect a hideaway so that you don't have to be barred and that you won't be overrun even if you get out. The world is unique. It is a pos t-implant steam punk, and the government has no empty in this question, so it is not possible to use the astronomical navigation. Since this area is an alien desert area, the landmark navigation cannot be used. In a civilized society, we use wireless beacons and lighthouses. There is no lighthouse near the shelter. So it's easy to hide. But trade/ gambling: Pirates are planning a lot of money, including horse racing, numbers, casinos, and buying and selling smuggling goods. The pirates allow them to enter the port only when they maneuver the ship, and the crew remains below. The pirates allow them to enter the port only when they maneuver the ship, and the crew remains down. In general, pirates can feel safe in this agreement, but the captain is suspicious. It's a matter of time that some Navy rolls in to tighten them. Don't just hide.
  • Why can't a small navy invade Haven?
  • I need to put the Haven's defense border from a single small navy attack of a civilization consisting of five cities that are well organized and maintained. At first, I was thinking of a fortress surrounded by a castle wall, but it was easy to find from a distance, so it was meaningless. So I got stuck, and this question came up.
  • Technology:
The world is a wasteful area after the Revelation and is a 19t h-century technology. There is no food outside of artificial residence, such as cities and this shelter, so there is a serious logistics restriction on a ship on board. The ore is mined and releases a large amount of energy in response to the toxic air. This is all power sources, from the engine to the air conditioner and electricity. Navy It is a steam punk and all the ships are airships. There is no sea. In the case of an attack, the Navy is equipped with a small, quick frigate with light guns, mainly for ships between ships. They will bring a few "long tom" cannons that can do a lot of damage to a small number of targets (wisely). Because they are far from support, the battle will not last more than three days. If the Navy drags a floating turret or a supply ship, it will not change. In general, it does not have a net profit. Pirate defense

Pirate ships are equal to the Navy, most of which are frigate. The number is small, and the crew has not been trained in the naval battle. Therefore, evacuation shelters need to provide support. The cannon can be mounted on a turret or tower. It is difficult to hit the running frigate because the large cannon takes time and time to aim. However, small weapons are the only one with stopping power because they do not damage gas bags much. The wel l-arranged mulletel can be punched through a part of the gas bag, and the range of effects is moderate. There are multiple sharp spears in the trevision shet, and the window glass is broken to contaminate the intrusion ship. The range is very short, and the shots are scattered randomly. Falling shots have long cables in the cannon. It diffuses in the air and stains the screws and engines of the ship. It cannot be determined. But the dirty ship is a cool duck. The use of walls is limited, unless the ground vehicle attacks. In such a case, there is almost no hope to cross the wilderness, so it is necessary to carry a vehicle on an airship. The walls can reduce the effective range of lon g-range weapons and enable the ship behind it. Camouflage is only effective in hills and low mountains. The only way to hide yourself in a barren wilderness is to look like a mountain. Or a big rock. They don't have the technology for big camouflage. At least it would be cheaper to find a set of real hills (and cheap is good for greedy people).

How do pirates use these tools to protect their retreat? < SPAN> It's a steam punk, and all ships are airships. There is no sea. In the case of an attack, the Navy is equipped with a small, quick frigate with light guns, mainly for ships between ships. They will bring a few "long tom" cannons that can do a lot of damage to a small number of targets (wisely). Because they are far from support, the battle will not last more than three days. If the Navy drags a floating turret or a supply ship, it will not change. In general, it does not have a net profit.

Pirate defense#_#Pirate ships are equal to the Navy, most of which are frigate. The number is small, and the crew has not been trained in the naval battle. Therefore, evacuation shelters need to provide support. The cannon can be mounted on a turret or tower. It is difficult to hit the running frigate because the large cannon takes time and time to aim. However, small weapons are the only one with stopping power because they do not damage gas bags much. The wel l-arranged mulletel can be punched through a part of the gas bag, and the range of effects is moderate. There are multiple sharp spears in the trevision shet, and the window glass is broken to contaminate the intrusion ship. The range is very short, and the shots are scattered randomly. Falling shots have long cables in the cannon. It diffuses in the air and stains the screws and engines of the ship. It cannot be determined. But the dirty ship is a cool duck. The use of walls is limited, unless the ground vehicle attacks. In such a case, there is almost no hope to cross the wilderness, so it is necessary to carry a vehicle on an airship. The walls can reduce the effective range of lon g-range weapons and enable the ship behind it. Camouflage is only effective in hills and low mountains. The only way to hide yourself in a barren wilderness is to look like a mountain. Or a big rock. They don't have the technology for big camouflage. At least it would be cheaper to find a set of real hills (and cheap is good for greedy people).

How do pirates use these tools to protect their retreat? It is a steam punk and all the ships are airships. There is no sea. In the case of an attack, the Navy is equipped with a small, quick frigate with light guns, mainly for ships between ships. They will bring a few "long tom" cannons that can do a lot of damage to a small number of targets (wisely). Because they are far from support, the battle will not last more than three days. If the Navy drags a floating turret or a supply ship, it will not change. In general, it does not have a net profit.

Pirate defense

Pirate ships are equal to the Navy, most of which are frigate. The number is small, and the crew has not been trained in the naval battle. Therefore, evacuation shelters need to provide support. The cannon can be mounted on a turret or tower. It is difficult to hit the running frigate because the large cannon takes time and time to aim. However, small weapons are the only one with stopping power because they do not damage gas bags much. The wel l-arranged mulletel can be punched through a part of the gas bag, and the range of effects is moderate. There are multiple sharp spears in the trevision shet, and the window glass is broken to contaminate the intrusion ship. The range is very short, and the shots are scattered randomly. Falling shots have long cables in the cannon. It diffuses in the air and stains the screws and engines of the ship. It cannot be determined. But the dirty ship is a cool duck. The use of walls is limited, unless the ground vehicle attacks. In such a case, there is almost no hope to cross the wilderness, so it is necessary to carry a vehicle on an airship. The walls can reduce the effective range of lon g-range weapons and enable the ship behind it. Camouflage is only effective in hills and low mountains. The only way to hide yourself in a barren wilderness is to look like a mountain. Or a big rock. They don't have the technology for big camouflage. At least it would be cheaper to find a set of real hills (and cheap is good for greedy people).

How do pirates use these tools to protect their retreat?

The good answer is to draw these tools, drawing the surroundings that can not break through small navy. Since this answer is the answer of the World Build, the Navy restrictions are more free than I gave. However, it is assumed that a small navy can reach the shelter and fight for three days, but what makes the Navy stopped?

war

Military defense

Extreme percentage

Warfare

Fortress

Vogon poet

March 4, 2022 7:18

Vogon poet Vogon poet

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Isn't it inconsistent that no one can find a pirate even though there are customers in the pirates? At least the customer should be able to find them? Endgroup $.

Commented March 4, 2022 9:41

I think the questions should have been divided into two: one is to hide, and the other is to protect when attacked. I am going to answer one or the other.

$ ENDGROUP $

Comment: March 4, 2022 at 11:11

Alex P, you've found a problem. It's not two different issues, it's a problem because you need to do both: "My problem is that you have to do X and Y, which appears to be inconsistent with each other. Anyway, the question is already. It is specified: "Pirates allow you only if you control them, and your crew will stay below. Nobody can see how the pirates have arrived there. "$ ENDGROUP $

Comment: March 4, 2022 14:40

13 answers 13

BegingRoup $

I think the answer is hidden in your settings. I think the fact that the sky is invisible will greatly limit the way of the sky journey. Pirates don't need to be sel f-defense, just stay at a distance that no one can find without knowing the exact position.

In order to sail a long distance, you need to know where the ship is, how fast, and what direction you are facing. To do so, it is generally necessary to compare with fixed points, and for actual lines in history, almost all of the fixed points were in the empty. Obviously the stars, but the sun was also very important. The technical leap of the Navy naval sailing occurred when a tim e-taught clock was invented at the sea. By comparing the time of the clock and the local time shown by the sun on the head, pilots and navigators have become able to grasp their position more accurately, and as a result, they can navigate more complex routes.

"There is no sky" means that the position of the sun is not immediately known. This eliminates important positioning information, and probably focuses on a handful of known routes. The most commonly used route is probably somewhat visible to compare your position to know if the navigator arrives on the destination before supplies are short. You have to pass through the landmark. However, there are some routes that exist only because the pilot knows the measurement value. If the land distance is known, you can use a machine such as a clock or compass to make a flight plan to fly in that direction. Another way to set the route is to create a landmark to give the pilot the necessary information. This is a detailed information on how to operate a ship to arrive safely, from simple ones that stand up a huge mileage marker to the earth, to complex structures such as lighthouse and semaphodes. You can send it to the ship. Nevertheless, once made, the routes are made of stones, and most ships pass only the fixed routes around these landmarks, so many blanks will remain on the map.

Wireless technology will solve a part of these issues, probably used by the Navy. Limited explanations may be possible with rudimentary wireless scans, but in most cases wireless use still depends on infrastructure. The radio tower is radiated at a specific frequency, provides a fixed point to vessels with a wireless receiver, so that it can be accessed to the necessary information to sail safely. This may expand the route more than the visible landmark, but still has a limit and blind spot.

Another problem of wireless is that the obstruction is very easy. Not only pirates, but if there is a faction struggle in this world, for example, if there are cities, nations during war, or merchant groups that are competitive, relying on wireless will be extremely defenseless to the opponent. If the induced frequency is obstructed, the air route that remains near the permanent landmark that functions as a backup is probably essential. < SPAN> There is no sky "means that the position of the sun is not immediately known. This eliminates important positioning information, and probably focuses on a handful of known routes. The most commonly used route is probably somewhat visible to compare your position to know if the navigator arrives on the destination before supplies are short. You have to pass through the landmark. However, there are some routes that exist only because the pilot knows the measurement value. If the land distance is known, you can use a machine such as a clock or compass to make a flight plan to fly in that direction. Another way to set the route is to create a landmark to give the pilot the necessary information. This is a detailed information on how to operate a ship to arrive safely, from simple ones that stand up a huge mileage marker to the earth, to complex structures such as lighthouse and semaphodes. You can send it to the ship. Nevertheless, once made, the routes are made of stones, and most ships pass only the fixed routes around these landmarks, so many blanks will remain on the map.

Wireless technology will solve a part of these issues, probably used by the Navy. Limited explanations may be possible with rudimentary wireless scans, but in most cases wireless use still depends on infrastructure. The radio tower is radiated at a specific frequency, provides a fixed point to vessels with a wireless receiver, so that it can be accessed to the necessary information to sail safely. This may expand the route more than the visible landmark, but still has a limit and blind spot.

Another problem of wireless is that the obstruction is very easy. Not only pirates, but if there is a faction struggle in this world, for example, if there are cities, nations during war, or merchant groups that are competitive, relying on wireless will be extremely defenseless to the opponent. If the induced frequency is obstructed, the air route that remains near the permanent landmark that functions as a backup is probably essential. "There is no sky" means that the position of the sun is not immediately known. This eliminates important positioning information, and probably focuses on a handful of known routes. The most commonly used route is probably somewhat visible to compare your position to know if the navigator arrives on the destination before supplies are short. You have to pass through the landmark. However, there are some routes that exist only because the pilot knows the measurement value. If the land distance is known, you can use a machine such as a clock or compass to make a flight plan to fly in that direction. Another way to set the route is to create a landmark to give the pilot the necessary information. This is a detailed information on how to operate a ship to arrive safely, from simple ones that stand up a huge mileage marker to the earth, to complex structures such as lighthouse and semaphodes. You can send it to the ship. Nevertheless, once made, the routes are made of stones, and most ships pass only the fixed routes around these landmarks, so many blanks will remain on the map.

Wireless technology will solve a part of these issues, probably used by the Navy. Limited explanations may be possible with rudimentary wireless scans, but in most cases wireless use still depends on infrastructure. The radio tower is radiated at a specific frequency, provides a fixed point to vessels with a wireless receiver, so that it can be accessed to the necessary information to sail safely. This may expand the route more than the visible landmark, but still has a limit and blind spot.

Another problem of wireless is that the obstruction is very easy. Not only pirates, but if there is a faction struggle in this world, for example, if there are cities, nations during war, or merchant groups that are competitive, relying on wireless will be extremely defenseless to the opponent. If the induced frequency is obstructed, the air route that remains near the permanent landmark that functions as a backup is probably essential.

In other words, what is needed for pirates is that the location is out of the normal aviation route and is constantly obstructing the radio frequency. The actual island will be perfect. It would be very difficult to move on the water in a situation you explained. However, if it is a desert, an unnamed flat, the same quality forests and swamps, the airship is treated as a dead zone, and it can provide a large area that does not fly over the sky. Since the ship costs maintenance, people will not use the ship until danger. Even the Navy will think well before sailing to an unexplored land. Especially if wireless communication is in danger in the area.

The only pirate can reach the place when no one can reach it. This may simply calculate how they know the exact accurate position and how much to move. Also, there is probably one secret radio frequency that is changed regularly, and it may be clearly broadcast from the base while all other frequencies are obstructed. The pirates are synchronized with the frequency and sails there. It can also access old navigation technology. The north and south positions are clear, using a compass that nobody is used, or if you have an appropriate type of telescope, you know that you can actually see the stars, and rely on them. What you really need is one fixed point to compare with ourselves, and you can access the information that tells you where your ship is, how fast, and in the direction. Unless the Navy has that information, it will not navigate to an unexpected land.

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Keeping our house clean is essential for ensuring the health of its residents. < SPAN>, that is, what is needed for pirates is that the location is out of the normal aviation route and is constantly hindering the wireless frequency. The actual island will be perfect. It would be very difficult to move on the water in a situation you explained. However, if it is a desert, an unnamed flat, the same quality forests and swamps, the airship is treated as a dead zone, and it can provide a large area that does not fly over the sky. Since the ship costs maintenance, people will not use the ship until danger. Even the Navy will think well before sailing to an unexplored land. Especially if wireless communication is in danger in the area.

The only pirate can reach the place when no one can reach it. This may simply calculate how they know the exact accurate position and how much to move. Also, there is probably one secret radio frequency that is changed regularly, and it may be clearly broadcast from the base while all other frequencies are obstructed. The pirates are synchronized with the frequency and sails there. It can also access old navigation technology. The north and south positions are clear, using a compass that nobody is used, or if you have an appropriate type of telescope, you know that you can actually see the stars, and rely on them. What you really need is one fixed point to compare with ourselves, and you can access the information that tells you where your ship is, how fast, and in the direction. Unless the Navy has that information, it will not navigate to an unexpected land.

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Keeping our house clean is essential for ensuring the health of its residents. In other words, what is needed for pirates is that the location is out of the normal aviation route and is constantly obstructing the radio frequency. The actual island will be perfect. It would be very difficult to move on the water in a situation you explained. However, if it is a desert, an unnamed flat, the same quality forests and swamps, the airship is treated as a dead zone, and it can provide a large area that does not fly over the sky. Since the ship costs maintenance, people will not use the ship until danger. Even the Navy will think well before sailing to an unexplored land. Especially if wireless communication is in danger in the area.

The only pirate can reach the place when no one can reach it. This may simply calculate the actual accurate position and calculate how long to move. Also, there is probably one secret radio frequency that is changed regularly, and it may be clearly broadcast from the base while all other frequencies are obstructed. The pirates tune with the frequency and navigate there. It can also access old navigation technology. The north and south positions are clear, using a compass that nobody is used, or if you have an appropriate type of telescope, you know that you can actually see the stars, and rely on them. What you really need is one fixed point to compare with ourselves, and you can access information that tells you where your ship is, how fast, and how to go. Unless the Navy has that information, it will not navigate to an unexpected land.

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Keeping our house clean is essential for ensuring the health of its residents.

Normally, you can use simple dust removal, a little tidy, and outdoor water, but deep cleaning is completely different. Especially in places where dust is hardened and it is quite difficult to remove. It may be effective to apply water and rub it, but it takes time and time to clean it. So what should we do with stubborn dirt sticking to the walls and floors of the house?

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Elim Rim - Journalist, creative writer

Last modified 01.11.2024

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