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Author Topic: (4X) Fiefdoms at War - Turn 10  (Read 33328 times)

Kashyyk

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Re: (4X) Fiefdoms at War - Turn 3
« Reply #285 on: June 21, 2017, 05:04:36 pm »

The program throws a bunch of dice to generate the revenue,  color just tracks how many dice are involved. What you have there is a very high and low score respectively.
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Criptfeind

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Re: (4X) Fiefdoms at War - Turn 3
« Reply #286 on: June 21, 2017, 05:06:01 pm »

Lucky me on both counts then.
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RulerOfNothing

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Re: (4X) Fiefdoms at War - Turn 3
« Reply #287 on: June 21, 2017, 10:34:11 pm »

Quick question: what kind of resource is tea?
Spoiler: League Orders (click to show/hide)
While the defeat in North Presst was a substantial blow to the League's ambitions, the Council decided to send more divisions of spearrats into North Presst to pacify the region. In light of losses suffered due to territorial expansion, the Council also decided to promote a highly skilled commander in Upper Presst to the rank of Strategos, in order to more effectively lead the League's armies.

EDIT: also is it possible to investigate (in the context of the events that we had this turn) neutral territories with military units without invading them?
« Last Edit: June 21, 2017, 10:40:58 pm by RulerOfNothing »
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PaPaj

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Re: (4X) Fiefdoms at War - Turn 3
« Reply #288 on: June 21, 2017, 10:44:49 pm »

Marcos slams his head onto the desk
Why can't anything go my way?
Spoiler: Actions (click to show/hide)
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snow dwarf

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Re: (4X) Fiefdoms at War - Turn 3
« Reply #289 on: June 22, 2017, 01:38:09 am »

Painters and artists are starting to arrive at the newly formed kingdom of Yorturim. Government officials are reassuring the common folk that the 'shadow' situation is under control.

Spoiler: orders (click to show/hide)


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Khan Boyzitbig

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Re: (4X) Fiefdoms at War - Turn 3
« Reply #290 on: June 22, 2017, 04:56:27 am »


Rumours of creatures in the water are spreading through the kingdom, many wonder what is happening and why


Why did it take me about 10 minutes to spell rumour?

 
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Kashyyk

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Re: (4X) Fiefdoms at War - Turn 3
« Reply #291 on: June 22, 2017, 05:42:28 am »

A couple more questions have been asked:

There's about a 50/50 chance for a territory to have a resource in it, so don't be surprised if some don't get resources.

At the end of your turn and before income for the next turn, you must have £0 or more available. You can't use next turn's income in advance. If you can't afford the thing now, you just gotta save up.
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snow dwarf

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Re: (4X) Fiefdoms at War - Turn 3
« Reply #292 on: June 22, 2017, 05:49:50 am »

« Last Edit: June 22, 2017, 05:51:25 am by snow dwarf »
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Khan Boyzitbig

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Re: (4X) Fiefdoms at War - Turn 3
« Reply #293 on: June 22, 2017, 05:57:48 am »

Spoiler: update to orders (click to show/hide)
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Sheb

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Re: (4X) Fiefdoms at War - Turn 3
« Reply #294 on: June 22, 2017, 06:02:29 am »

I dunno if you changed things, but it's probably easier for Kashyyk if you update the first spoiler.
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Iituem

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Re: (4X) Fiefdoms at War - Turn 3
« Reply #295 on: June 22, 2017, 06:19:13 am »

A couple more questions have been asked:

There's about a 50/50 chance for a territory to have a resource in it, so don't be surprised if some don't get resources.

At the end of your turn and before income for the next turn, you must have £0 or more available. You can't use next turn's income in advance. If you can't afford the thing now, you just gotta save up.

Couple more questions:

1.  Relating to expenditure, can players transfer funds between each other on the same turn?  In essence, can one player act as a bank for others by lending money (and hoping the other will not default on the loan)?

2.  Fortifications provide a set bonus to defence (e.g. Walls provide +5 Defence vs ground units) and have a Siege Resistance level (1 for Walls).  Am I correct in understanding that Engineers can be used either side of a siege, both to break down and buff up Siege Resistance?

Ex. 1:  Alice has a province with 1 Archer and Walls.  Bob attacks with 1 Macemen and an Engineer.  Bob's Engineer has a Siege Break value of 1, which is equal to the Walls' Siege Resistance value of 1.  Therefore Alice's archer fights without the wall bonus of +5.

Ex. 2:  Alice has a province with 1 Archer, 1 Engineer and Walls.  Bob attacks with 1 Macemen and an Engineer.  Bob's Engineer has a Siege Break value of 1, which is equal to the Walls' Siege Resistance value of 1.  However, Alice's Engineer adds Siege Resist 1 by virtue of being in the territory and defending.  Therefore Bob's total Siege Break is 1 while Alice's Siege Resist is 2.  Alice's Archer therefore gets the +5 defence bonus because the walls are intact (the engineers are mining and counter-mining, presumably).

Ex 3:  Alice has a province with 1 Archer, 2 Engineers and Walls.  Bob attacks with 1 Macemen and an Engineer.  This time Alice has Siege Resist 3 and Bob has Siege Break 1.  Although Alice has plenty of Siege Resistance, additional engineers do not increase the defensive value, so the Archer still only gets the +5 defence bonus.
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Kashyyk

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Re: (4X) Fiefdoms at War - Turn 3
« Reply #296 on: June 22, 2017, 06:46:50 am »

I dunno if you changed things, but it's probably easier for Kashyyk if you update the first spoiler.

Thank you Sheb. If anyone does need to change their orders, please edit your post, and then make another saving you've done so.

1.  Relating to expenditure, can players transfer funds between each other on the same turn?  In essence, can one player act as a bank for others by lending money (and hoping the other will not default on the loan)?
As long as you have an active trade route, I'll allow lending of money between nations. The terms and enforcement of any loans is the players' responsibility though.

2.  Fortifications provide a set bonus to defence (e.g. Walls provide +5 Defence vs ground units) and have a Siege Resistance level (1 for Walls).  Am I correct in understanding that Engineers can be used either side of a siege, both to break down and buff up Siege Resistance?

Ex. 1:  Alice has a province with 1 Archer and Walls.  Bob attacks with 1 Macemen and an Engineer.  Bob's Engineer has a Siege Break value of 1, which is equal to the Walls' Siege Resistance value of 1.  Therefore Alice's archer fights without the wall bonus of +5.

Ex. 2:  Alice has a province with 1 Archer, 1 Engineer and Walls.  Bob attacks with 1 Macemen and an Engineer.  Bob's Engineer has a Siege Break value of 1, which is equal to the Walls' Siege Resistance value of 1.  However, Alice's Engineer adds Siege Resist 1 by virtue of being in the territory and defending.  Therefore Bob's total Siege Break is 1 while Alice's Siege Resist is 2.  Alice's Archer therefore gets the +5 defence bonus because the walls are intact (the engineers are mining and counter-mining, presumably).

Ex 3:  Alice has a province with 1 Archer, 2 Engineers and Walls.  Bob attacks with 1 Macemen and an Engineer.  This time Alice has Siege Resist 3 and Bob has Siege Break 1.  Although Alice has plenty of Siege Resistance, additional engineers do not increase the defensive value, so the Archer still only gets the +5 defence bonus.
Your examples are all correct.
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RulerOfNothing

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Re: (4X) Fiefdoms at War - Turn 3
« Reply #297 on: June 22, 2017, 06:55:09 am »

Kashyyk, are there any special rules for investigating things like what popped up due to the random events this turn?
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Kashyyk

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Re: (4X) Fiefdoms at War - Turn 3
« Reply #298 on: June 22, 2017, 07:18:43 am »

It'll depend on the event, but a simple "send this unit to investigate" will be enough to tell you more. They may end up in combat, attempt diplomacy, or something else, depending on the units you send and the nature of the event.
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Sheb

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Re: (4X) Fiefdoms at War - Turn 3
« Reply #299 on: June 22, 2017, 07:42:42 am »

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