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Author Topic: (4X) Fiefdoms at War - Turn 10  (Read 32821 times)

Kashyyk

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Re: (4X) Fiefdoms at War - Turn 0!
« Reply #90 on: June 15, 2017, 02:19:28 am »

Answering questions in no particular order:

Maps?
There is indeed a wealth and a terrain map,  but I forgot to upload them. I'll get that done during my lunch break.

Industry Buildings?
Currently you may only have one per territory,  but research will break that rule for you.

Neutral Territory?
They are in fact independent states much like your own,  except they don't have such visionary leaders. Thus they do have defenders you will need to overcome in some way. The amount of defence is relative to the wealth of the territory,  hence that forgotten wealth map.

Heroes?
Also something I forgot.  I'll add it it the OP after this post,  but standard heroes cost £600, with an upkeep of £30. They give a +5 bonus to all combat and can be upgraded to do more stuff.

Turn layout
Keep all your actions in distinct groups please. Fluff is welcome too.

Player Etiquette
Not that I can stop you, but I would appreciate it if you do not read spoilers that are not for you. Otherwise potential espionage actions will be pointless.

Happiness?
You want to keep your territories above negative happiness or bad things happen. I also meant to put this in the OP.


The takeaway?
Don't post things at one in the morning.
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RulerOfNothing

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Re: (4X) Fiefdoms at War - Turn 0!
« Reply #91 on: June 15, 2017, 02:36:50 am »

Actually Kashyyk, I noticed that we all start off with Infrastructure I. Does this mean that Infrastructure II is the tech that gives us the £500/turn investment limit and so Infrastructure III is needed for the second industry slot, or am I guessing incorrectly?
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Kashyyk

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Re: (4X) Fiefdoms at War - Turn 0!
« Reply #92 on: June 15, 2017, 02:46:10 am »

You are correct.
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snow dwarf

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Re: (4X) Fiefdoms at War - Turn 0!
« Reply #93 on: June 15, 2017, 02:59:16 am »

Just wanted to let you know that I'm still around but didn't have the time yet to do my turn.
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Khan Boyzitbig

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Re: (4X) Fiefdoms at War - Turn 0!
« Reply #94 on: June 15, 2017, 03:34:00 am »

Right, lets see then.
Spoiler (click to show/hide)

I think this will suffice.
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micelus

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Re: (4X) Fiefdoms at War - Turn 0!
« Reply #95 on: June 15, 2017, 05:26:09 am »

Spoiler: Orders (click to show/hide)
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Lord_lemonpie

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Re: (4X) Fiefdoms at War - Turn 0!
« Reply #96 on: June 15, 2017, 05:42:45 am »

Ptw/waitlist, if there is one.
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Sheb

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Re: (4X) Fiefdoms at War - Turn 0!
« Reply #97 on: June 15, 2017, 06:22:39 am »

« Last Edit: June 15, 2017, 06:33:03 am by Sheb »
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Sheb

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Re: (4X) Fiefdoms at War - Turn 0!
« Reply #98 on: June 15, 2017, 06:27:31 am »

Question: when researching, we need to choose what to research, right? Or is it entirely blind? Also, can we have an idea of the general range of research modifier? Also, can we send multiple caravans to another realm?
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Quote from: Paul-Henry Spaak
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snow dwarf

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Re: (4X) Fiefdoms at War - Turn 0!
« Reply #99 on: June 15, 2017, 07:32:05 am »

As time passes nothing happens in the Yorturim Chiefdom. The Dragonborn continue leading their simple lives, more gems being extracted every day. The warriors leave the capital for the close by settlement, but civilians don't take notice as clan wars are a very common sighting. Human traders have been visiting and buying gems, but they were not greeted warmly by the Dragonborn who are not that happy about opening the borders to outlanders, which is how they call anybody who isn't a Dragonborn or from the far north.

Spoiler: actions (click to show/hide)

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Kashyyk

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Re: (4X) Fiefdoms at War - Turn 0!
« Reply #100 on: June 15, 2017, 07:49:56 am »

Question: when researching, we need to choose what to research, right? Or is it entirely blind?
Yes. You can choose what you to research, you just don't get to see your progress with it.

Also, can we have an idea of the general range of research modifier?
I'll be happy to give you an "easy, medium, hard" sort of categorisation.

Also, can we send multiple caravans to another realm?
Yes you may. High levels of trade, and especially caravans are likely to cause NPC pirates and bandits to spawn however.
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Criptfeind

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Re: (4X) Fiefdoms at War - Turn 0!
« Reply #101 on: June 15, 2017, 07:53:12 am »

A quick check to make sure since the wording is slightly ambiguous, research progress keeps between checks right? So if you invest 500 into a technology and fail the 500 roll, and next turn you invest another 500, you get the 1000 roll?

Also uh. How does the order of operations between players work? Especially far as recruitment and combat and double especially complex maneuvers involving multiple armies?

Like if you had something like this going on, how would it be resolved?
Spoiler (click to show/hide)
« Last Edit: June 15, 2017, 07:56:30 am by Criptfeind »
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Iituem

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Re: (4X) Fiefdoms at War - Turn 0!
« Reply #102 on: June 15, 2017, 08:21:06 am »

OOC:  There's a good chance I'll be away the next three days, so I'm going to drop this as the default orders in case I'm not around for the next two turns.
Edit:  Changed because oh goodness my surroundings.

« Last Edit: June 15, 2017, 01:25:32 pm by Iituem »
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snow dwarf

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Re: (4X) Fiefdoms at War - Turn 0!
« Reply #103 on: June 15, 2017, 08:22:56 am »

A question: How would trade and caravans work for me as an island faction?
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Taricus

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Re: (4X) Fiefdoms at War - Turn 0!
« Reply #104 on: June 15, 2017, 08:25:28 am »

Sea provinces count as three land ones, and presumably you don't need a ship to carry the caravan.
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