Experiences

  • TEA - Power Station Maris [RAID HERE]

    THE INITIAL RATIO OF TEA TO RAIDERS CANNOT EXCEED 1:2 FOR A RAID TO COUNT AS A TEA LOSS. TEA's first base has been put into service as a completely fair battleground for TEA and it's enemies. Holding the main compound for 12 minutes result in victory for your faction, and an official loss for TEA. A TEA HR (blackcoat) must bear honorable witness to a raider victory/loss. 10 years ago, there was a planet with no name at all. It was completely uninhabited, and almost entirley covered by water. Ezar took over this unclaimed planet, and dubbed it Sperenta. After that, Power Station Maris was built on one of the islands, and is now the galaxy's most productive water-powered energy source.

    • Playing
      0
    • Visits
      5,116
  • TEA - Camp Quarry

    EXTREMELY UNBALANCED TOWARDS "RAIDERS," NO WAY TO WIN, JUST OBSTRUCT TRAINING. A secluded outpost in the misty flatlands of Ezar, this abandoned alloy forge has become home to the training epicenter of the Elite Ezarian Guard program, as well as more basic programs in place to train the ranks of Ezar's airforce and army.

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      0
    • Visits
      2,165
  • TEA - Alexandria Airfield

    NOT RAIDABLE. Once a private civilian airport in Ezar's lush river valley, it was adopted by the TEA for it's secluded location and quaint facilities. In it's unimpressive hangar-bays lie The Army's greatest weapons of war. The field is commonly used to make recruits familiar, tried and true at the helm of our fleet and it's counterparts.

    • Playing
      0
    • Visits
      2,036
  • TEA- Rally Centre

    This is a simple base that is used for parties, meetings, elections, court cases, and other events. It contains a lounge, a full auditorium/courtroom, a meeting room, and a photo gallery that includes an up to date datafile of the planets under TEA's control.

    • Playing
      0
    • Visits
      698
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