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Gnuh?

Gnok!
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Gnak!
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Total Members Voted: 0

Voting closed: November 06, 2010, 04:46:33 pm


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Author Topic: Re: Countries @ War: Turn 29 Braaiiiiiiiiiins!  (Read 83476 times)

Sheb

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Re: Countries @ War: Turn 27
« Reply #1080 on: February 12, 2011, 08:21:38 pm »

I edited the tech lists in the OP. Feel free to make any remark or point out any error I made.
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Archangel

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Re: Countries @ War: Turn 27
« Reply #1081 on: February 13, 2011, 01:31:06 am »

Improved Rifles gives a +3 bonus, not +2.
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There's about 25 of the fuckers and the three sarge killed were at point blank range - it's got to be zombies or a bunch of really dumb terrorists with knives.
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RAM

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Re: Countries At War:Turn 9: Fear the URIST!
« Reply #1082 on: February 14, 2011, 02:09:30 am »

Money

Revenue: $1210
Money Available: $$200

Research Clone division(specific unit designed to take advantage of cloning by synchronising easily manufactured equipment, standardised training with cloned instructors to meet demand and all of it tailored to meet the exact specifications of the clones. They will be predictable, but hopefully good value...): 600

Research The Force(The ability to destroy a planet is insignificant...):600

Invest in Improving the road network in Hot-Dog Stand: 210

Give -Improved Research Equipment- to Morgan Industries.

Money Available: 0$

Armies
-Mauritania: 1 Gauss Ship -> weigh anchor off the coast of Brazil(my map doesn't have the same water territories as yours does, so I don't really know what to name them...)
-Equatorial Guinea: 1 Destroyer -> weigh anchor off the coast of Brazil
-Gabon: 1 Ranger, 1 Militia -X Uganda

Spend any money sent to me for investment on improving the road network in Congo...
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RAM

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Re: Countries @ War: Turn 27
« Reply #1083 on: February 14, 2011, 02:20:20 am »

If I could get my hands on some of Morgan Industries' turret technology that would be... appreciated...
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Iituem

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Re: Countries @ War: Turn 27
« Reply #1084 on: February 14, 2011, 03:13:21 am »

As much as we're trying to keep that from entering the Public Domain, I'm happy to pass on Manual Turrets so long as you don't re-sell it.  Once it hits 5 players, everyone gets it, including the NPC countries.  That's going to make invasions really difficult for everyone.

Editing turn to reflect.
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RAM

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Re: Countries @ War: Turn 27
« Reply #1085 on: February 14, 2011, 04:44:24 am »

I do not expect to pass on the turret technology.
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Johnfalcon99977

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Re: Countries @ War: Turn 27
« Reply #1086 on: February 14, 2011, 04:08:21 pm »

Oi. The Force is better described as telekinesis.

And it is really the driving life force of everything in Star Wars. You can't "Research" the force.
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Iituem

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Re: Countries @ War: Turn 27
« Reply #1087 on: February 14, 2011, 04:31:51 pm »

Oi. The Force is better described as telekinesis.

And it is really the driving life force of everything in Star Wars. You can't "Research" the force.

I think we can let Sheb be the judge of that.  At the very worst, it'll be on the level of Time Travel; be prepared to spend a whole lot of time researching it, but it'd be a game changer if you ever got it to work.  There's technological means to replicate the apparent effects of the Force, though.
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Let's Play Arcanum: Of Steamworks & Magic Obscura! - The adventures of Jack Hunt, gentleman rogue.

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Johnfalcon99977

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Re: Countries @ War: Turn 27
« Reply #1088 on: February 14, 2011, 04:34:11 pm »

Oi. The Force is better described as telekinesis.

And it is really the driving life force of everything in Star Wars. You can't "Research" the force.

I think we can let Sheb be the judge of that.  At the very worst, it'll be on the level of Time Travel; be prepared to spend a whole lot of time researching it, but it'd be a game changer if you ever got it to work.  There's technological means to replicate the apparent effects of the Force, though.

So yeah, I'm going with the safer "not-most-likely-to-spend-the-game-trying-to-get-it-way". By telekinesis.
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Iituem

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Re: Countries @ War: Turn 27
« Reply #1089 on: February 14, 2011, 04:51:56 pm »

Hey, the Moon Cannon was viable (with dangerously impressive results to follow!).

"Now witness the power of this fully armed and operational Moon Cannon!"
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Let's Play Arcanum: Of Steamworks & Magic Obscura! - The adventures of Jack Hunt, gentleman rogue.

No slaughtering every man, woman and child we see just to teleport to the moon.

Johnfalcon99977

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Re: Countries @ War: Turn 27
« Reply #1090 on: February 14, 2011, 04:54:40 pm »

Hey, the Moon Cannon was viable (with dangerously impressive results to follow!).

"Now witness the power of this fully armed and operational Moon Cannon!"

How long has it gone unfinished? It still says "BFLG part" on the moon and theres a part on Earth still.

At least, I assume its not operational.

Edit: And honestly, I don't care if turrets go public domain, just as long as its after I take the Balkan, and hopefully an investment in ICELAND!
« Last Edit: February 14, 2011, 05:00:36 pm by Johnfalcon99977 »
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RAM

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Re: Countries @ War: Turn 27
« Reply #1091 on: February 15, 2011, 05:33:01 am »

The force will probably be theoretical anyway. Fully functioning Jedi are probably a half-a-dozen researches away...
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Sheb

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Re: Countries @ War: Turn 27
« Reply #1092 on: February 15, 2011, 07:40:48 am »

Yup. It'll take ages if you want it to be really powerful. What Johnfalcon aparrently hasn't understood yet is that there are no tech that are both easy to develop an dreally powerful. Some effectiveness/cost ration are higher than other (Eg, it would have been cheaper to design an orbital laser station than a moon gun) but if you want something powerful, you'll have to pay for it. The BFLG is incredibly powerful, but it has been in project almost since turn 1 and cost 10,000$ to build and launch, not counting the R&D and ammunitions.

So yeah, you could eventually find out stuff about the force. Refine it. Make Jedi. But if they are really powerful, they will take dozens of turns and ten of thousands of dollar to devellop.
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Johnfalcon99977

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Re: Countries @ War: Turn 27
« Reply #1093 on: February 15, 2011, 04:20:24 pm »

Yup. It'll take ages if you want it to be really powerful. What Johnfalcon aparrently hasn't understood yet is that there are no tech that are both easy to develop an dreally powerful. Some effectiveness/cost ration are higher than other (Eg, it would have been cheaper to design an orbital laser station than a moon gun) but if you want something powerful, you'll have to pay for it. The BFLG is incredibly powerful, but it has been in project almost since turn 1 and cost 10,000$ to build and launch, not counting the R&D and ammunitions.

So yeah, you could eventually find out stuff about the force. Refine it. Make Jedi. But if they are really powerful, they will take dozens of turns and ten of thousands of dollar to devellop.
`

So I guess this means going after Jedi or some other super-power star-wars referenced thing will just be large waste of money when you could've used that money more effectively by creating an army 5 times as powerful as the single unit? I'm cool with that, at least if my plans for my Railguns won't have to be massively extended. A Railgun is powerful, but it has some pretty big disavantages in terms of money and maintance. It cost money just to fire the damned thing.

Also, what about just telekinesis? Just lifting things with your mind (No special powers)? How long will that take?
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Phantom

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Re: Countries @ War: Turn 27
« Reply #1094 on: February 15, 2011, 05:28:56 pm »

Considering what a person could probably do with that...
((Pick up tank and throw it several kilometers away.))
...It's gonna take a long time dude.
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