Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 10 11 [12] 13 14 ... 31

Author Topic: (4X) Fiefdoms at War - Turn 10  (Read 33340 times)

RulerOfNothing

  • Bay Watcher
    • View Profile
Re: (4X) Fiefdoms at War - Turn 1
« Reply #165 on: June 16, 2017, 07:07:14 pm »

Spoiler: League Orders (click to show/hide)
Logged

Nirur Torir

  • Bay Watcher
    • View Profile
Re: (4X) Fiefdoms at War - Turn 1
« Reply #166 on: June 16, 2017, 07:19:46 pm »

NPC units that retreat will reinforce another NPC in range.
I thought they were already near what they can afford. Do extras disband after a few turns, or do they just start wandering around?

They're all against us I tells you!
New proposal for the Magical U.N.: It's not a warcrime if it's against NPCs :v
Logged

Kashyyk

  • Bay Watcher
  • One letter short of a wookie
    • View Profile
Re: (4X) Fiefdoms at War - Turn 1
« Reply #167 on: June 16, 2017, 07:36:55 pm »

They'll disband after a few turns if the territory can't support them.
Logged

Criptfeind

  • Bay Watcher
    • View Profile
Re: (4X) Fiefdoms at War - Turn 1
« Reply #168 on: June 16, 2017, 08:14:41 pm »

Logged

Tiruin

  • Bay Watcher
  • Life is too short for worries
    • View Profile
Re: (4X) Fiefdoms at War - Turn 1
« Reply #169 on: June 16, 2017, 11:57:20 pm »


((Soooooo, a range of 2-4 spearmen and archers for an ORANGE neutral.
o_o
Well I'm perceiving this whole wincondition of world domination as Allied States domination \o/
And then Kashyyk throws a world enemy event when he sees us grow and develop peacefully c:
Please do that.

Also query: When do we know that we've a tech we can research?))

As an aside: TFW no army has scouts ever: Turn 0 battle results happen. :P
I am appreciative of how you flavor'd my advisor though!

NPC units that retreat will reinforce another NPC in range.
I thought they were already near what they can afford. Do extras disband after a few turns, or do they just start wandering around?
"In range" as in 'in those 2 tiles' right?

Got dang npc circle jerk. They're all against us I tells you!

BTW: Happiness levels? I don't see them.
I will be totally irenic land peoples and ally with everyone ever.
Plees no backstabs. :3
But wow, I love reading the combat reports [and know to not bias myself against any other player that way, I just love the flavor >_> and skim-skip to reading that]

Also on that note of happy...

BTW: Happiness levels? I don't see them.

They're a hidden stat, but you'll know if anything happens that reduces happiness.
Do you mean this by 'reaching a threshold value', as in "We'll never really know unless we do something [can we RP? :P], as like a happiness range of 40-60 won't be told until we cross either extremes"
OR
"You don't really know the value but you will know if you do something that changes that one way or the other"?

Quote
Captured units convert to the winning side. Any surviving damaged units on each side (including captured units) must spend a full turn recovering to return to full strength.
Also just to ask, damaged units still require full upkeep right?
« Last Edit: June 17, 2017, 04:49:18 am by Tiruin »
Logged

Sheb

  • Bay Watcher
  • You Are An Avatar
    • View Profile
Re: (4X) Fiefdoms at War - Turn 1
« Reply #170 on: June 17, 2017, 02:04:35 am »

« Last Edit: June 18, 2017, 02:23:08 am by Sheb »
Logged

Quote from: Paul-Henry Spaak
Europe consists only of small countries, some of which know it and some of which don’t yet.

Kashyyk

  • Bay Watcher
  • One letter short of a wookie
    • View Profile
Re: (4X) Fiefdoms at War - Turn 1
« Reply #171 on: June 17, 2017, 02:38:26 am »

Please remember,  unless you're hiring mercenaries, any units you recruit will not be able to act this turn.

Also, heroes cost £600 to recruit.
Logged

Tiruin

  • Bay Watcher
  • Life is too short for worries
    • View Profile
Re: (4X) Fiefdoms at War - Turn 1
« Reply #172 on: June 17, 2017, 03:34:20 am »

Please remember,  unless you're hiring mercenaries, any units you recruit will not be able to act this turn.

Also, heroes cost £600 to recruit.
Ooo, I forgot all about heroes.

Edited my orders :3
This should've been the first thing to do at Turn 0, in hindsight. So much hindsight.
« Last Edit: June 17, 2017, 03:42:20 am by Tiruin »
Logged

Sheb

  • Bay Watcher
  • You Are An Avatar
    • View Profile
Re: (4X) Fiefdoms at War - Turn 1
« Reply #173 on: June 17, 2017, 03:53:00 am »

Please remember,  unless you're hiring mercenaries, any units you recruit will not be able to act this turn.

Also, heroes cost £600 to recruit.

Sorry, I've fixed it.
Logged

Quote from: Paul-Henry Spaak
Europe consists only of small countries, some of which know it and some of which don’t yet.

Kashyyk

  • Bay Watcher
  • One letter short of a wookie
    • View Profile
Re: (4X) Fiefdoms at War - Turn 1
« Reply #174 on: June 17, 2017, 04:16:40 am »

Tiruin, if you're hiring a hero this turn, it won't be available until the start of the next turn.

Quote
Also query: When do we know that we've a tech we can research?
You can research anything you want, whenever. There's a suggested list in the OP.

Quote
"In range" as in 'in those 2 tiles' right?
Yup

Quote
Happiness
If there is anything that will change happiness from the default of 0, you'll be told.

Quote
Also just to ask, damaged units still require full upkeep right?
Yes
Logged

Ghazkull

  • Bay Watcher
  • Can Improve, will give back better...
    • View Profile
Re: (4X) Fiefdoms at War - Turn 1
« Reply #175 on: June 17, 2017, 04:35:56 am »

Spoiler:  Bannerlands Orders (click to show/hide)
Logged

Tiruin

  • Bay Watcher
  • Life is too short for worries
    • View Profile
Re: (4X) Fiefdoms at War - Turn 1
« Reply #176 on: June 17, 2017, 04:48:04 am »

Tiruin, if you're hiring a hero this turn, it won't be available until the start of the next turn.
Right ._. I'll just edit my turn then, thank you :)
Logged

micelus

  • Bay Watcher
  • If you wait long enough, it moves.
    • View Profile
Re: (4X) Fiefdoms at War - Turn 1
« Reply #177 on: June 17, 2017, 06:10:26 am »

Spoiler: orders (click to show/hide)
Logged
Do you hear that, Endra? NONE CAN STAND AGAINST THE POWER OF THE DENTAL, AHAHAHAHA!!!
You win Nakeen
Marduk is my waifu
Inanna is my husbando

Kashyyk

  • Bay Watcher
  • One letter short of a wookie
    • View Profile
Re: (4X) Fiefdoms at War - Turn 1
« Reply #178 on: June 17, 2017, 06:34:20 am »

Micelus: you don't have access to iron or copper,  so you can't twin units that  require them.
Logged

Tiruin

  • Bay Watcher
  • Life is too short for worries
    • View Profile
Re: (4X) Fiefdoms at War - Turn 1
« Reply #179 on: June 17, 2017, 06:45:59 am »

Micelus: you don't have access to iron or copper,  so you can't twin units that  require them.
Without lookin', I'll assume all we got is ARCHERS/SLINGERS and SPEARMEN spam until we get a territory that has one :P
That being said--a region is a collection of territories, and a territory is a single place on the map enclosed by borders, right?

So all of those industrial buildings requiring an industrial building are territory-tied, even in their income calculations, right? (eg I have all of Owldale; as it has 'Grain' [or Citrus], I'm able to build a Bakery. The Bakery's +% to the income only affects all calculations for that region or at LEAST all territories in that region under my control)
Logged
Pages: 1 ... 10 11 [12] 13 14 ... 31