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Author Topic: (4X) Fiefdoms at War - Turn 10  (Read 32809 times)

RulerOfNothing

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Re: (4X) Fiefdoms at War - Turn 1
« Reply #180 on: June 17, 2017, 06:54:20 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)
1) I think there was a technology in the first Fiefdoms at War that allowed you to make non-militia infantry without using metal
2) yes, industry buildings (or at least the ones we have access to) only affect the territory they are built in
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Khan Boyzitbig

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Re: (4X) Fiefdoms at War - Turn 1
« Reply #181 on: June 17, 2017, 07:00:02 am »

I have decided to reconsider my actions this turn. The updated plans are as follows:
Spoiler:  update to plan (click to show/hide)
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Kashyyk

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Re: (4X) Fiefdoms at War - Turn 1
« Reply #182 on: June 17, 2017, 07:31:25 am »

Without metal, you can produce spearmen, archers and longbowmen by default. Research can unlock other units. If there's a particular type of unit you're after, let me know and we'll work something.

The available buildings are tied directly to the territory they are in. Thus any requirements they have or revenue they produce are associated with that territory only. The exception is when a building says it needs "access" to something, in the case of marketplaces and workshops.
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RulerOfNothing

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Re: (4X) Fiefdoms at War - Turn 1
« Reply #183 on: June 18, 2017, 08:05:45 am »

So while we're waiting for turn 2 I have some questions Kashyyk:
1) roughly how difficult is basic magic research?
2) is it possible to get a hero upgrade which can grant a bonus to multiple units?
« Last Edit: June 18, 2017, 08:34:07 am by RulerOfNothing »
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Nirur Torir

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Re: (4X) Fiefdoms at War - Turn 1
« Reply #184 on: June 18, 2017, 08:09:10 am »

2) is it possible to get a hero upgrade which can grant a bonus to multiple units?
From my understanding, only one unit can fight at a time, and the hero will move around to always be attached to the unit doing the fighting.
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RulerOfNothing

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Re: (4X) Fiefdoms at War - Turn 1
« Reply #185 on: June 18, 2017, 08:33:50 am »

From my understanding, only one unit can fight at a time, and the hero will move around to always be attached to the unit doing the fighting.
This appears to be correct, my mistake.
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Kashyyk

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Re: (4X) Fiefdoms at War - Turn 1
« Reply #186 on: June 18, 2017, 08:41:22 am »

1) roughly how difficult is basic magic research?

Magic is split into schools,  the basics of each is just as difficult the basic of any other technology.
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RulerOfNothing

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Re: (4X) Fiefdoms at War - Turn 1
« Reply #187 on: June 18, 2017, 08:44:52 am »

Magic is split into schools,  the basics of each is just as difficult the basic of any other technology.
So Chaos magic [Foundation] (for example) is as difficult as Machinery I?
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PaPaj

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Re: (4X) Fiefdoms at War - Turn 1
« Reply #188 on: June 18, 2017, 09:28:59 am »

can we send letter even after we done our turns?
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Kashyyk

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Re: (4X) Fiefdoms at War - Turn 1
« Reply #189 on: June 18, 2017, 09:47:39 am »

@Ruler: Correct.  However it is purely theoretical. You'd then have to research further to get something of use.

@Papaj: Of course.
« Last Edit: June 18, 2017, 10:21:24 am by Kashyyk »
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Nirur Torir

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Re: (4X) Fiefdoms at War - Turn 1
« Reply #190 on: June 18, 2017, 10:02:51 am »

Can everyone who's planning a particularly dangerous magic school speak up? Or at least PM an ally to speak up for them?

It might cause bad events if public domain knowledge includes demon summoning and necromancy, and I'd like to avoid that.

Edit: Even if you don't want to give up intel, just "I'm planning dangerous magic" would help, since we can find some way to coordinate if lots of people are planning it. (Probably Tiruin.)
« Last Edit: June 18, 2017, 10:11:45 am by Nirur Torir »
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Khan Boyzitbig

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Re: (4X) Fiefdoms at War - Turn 1
« Reply #191 on: June 18, 2017, 11:21:58 am »

Depends what kinds of magic are available, My people will not be going into necromancy or demon summoning though, we aren't evil and such magics will cause no end of trouble especially if, as you said, it becomes public domain.
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Tiruin

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Re: (4X) Fiefdoms at War - Turn 1
« Reply #192 on: June 18, 2017, 01:54:22 pm »

Edit: Even if you don't want to give up intel, just "I'm planning dangerous magic" would help, since we can find some way to coordinate if lots of people are planning it. (Probably Tiruin.)
Love you too Nirur ♥ :P
But nope--I'm irenic this game, so peace and alliances \o/ So I'm most likely going onto tech soon enough.

...Once I get a darn province to boost. :I
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Taricus

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Re: (4X) Fiefdoms at War - Turn 1
« Reply #193 on: June 18, 2017, 02:01:38 pm »

You can boost your home province as well though Tir.
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Criptfeind

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Re: (4X) Fiefdoms at War - Turn 1
« Reply #194 on: June 18, 2017, 02:20:59 pm »

Well. I'm going into demon summoning. Tieflings yo.
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