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Author Topic: Fiefdoms @ War: Turn 15  (Read 127785 times)

adwarf

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Re: Fiefdoms @ War: Turn 9
« Reply #1140 on: April 03, 2011, 03:24:30 pm »

Territories

Farland W (£574/turn):  2 spearmen.  Palace, Farm.  Grain. 
 (+£29/turn from grain)
 (+£100: Farm)
 (upk: -£40)
Farland S (£159/turn):  2 spearmen.  Farm. 
 (+£100: Farm)
 (upk: -£40)
Farland C (£15/turn):  2 spearmen.  Farm.  Sheep. 
 (+£1/turn from sheep)
 (+£100: Farm)
 (upk: -£40)

Finances:

Cash Reserves:  £0
Revenue:  +£1078
Trade Pact(Arcadia): +£162 [Access lumber, game, iron, gold, coal]
Trade Pact(Brent): +£232 [Access fish, copper, wine]
Upkeep: -£270  [6 spearmen, 3 light macemen.]

Total:  £1202

Construction/Recruitment
None

Research
All into Flying Machines ( Gnome Copters )

Troop Movements
None.



Techs

Adaptive Farming I
Infrastructure I
Machinery I

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Pillow_Killer

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Re: Fiefdoms @ War: Turn 9
« Reply #1141 on: April 03, 2011, 03:25:48 pm »

I am willing to trade with all the people. I'd like bleater for myself, tho, perhaps you would concider Icedale instead?
OR we might arrange a territory swap, with us taking over bleater and icedale, and then swapping, if you want it so much, bleater for icedale.
-edit-
Changed my turn to attack Icedale instead. You should take bleater.
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Kashyyk

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Re: Fiefdoms @ War: Turn 9
« Reply #1142 on: April 03, 2011, 03:27:44 pm »

Sure, I can do that. I was kinda pushing my luck, going after Bleater as well. :D

Edit: You sure? Ok then.
« Last Edit: April 03, 2011, 03:42:30 pm by Kashyyk »
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Johnfalcon99977

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Re: Fiefdoms @ War: Turn 9
« Reply #1143 on: April 03, 2011, 03:31:08 pm »

Ahem, Adwarf? I don't think your'll be able to get flying machines off the bat.

And even if you do, don't be selfish and make it a unit unique to your race.

Edit: I fact, helicopters should be at the END of the flying tier. Helicopters and effective warplanes weren't resreached intill WWII.
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Criptfeind

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Re: Fiefdoms @ War: Turn 9
« Reply #1144 on: April 03, 2011, 03:33:57 pm »

I am sure any flying units he gets are going to be generic, just with differing fluff.

But yeah, somehow I doubt that you will be able to research them right off the bat, more levels in Machinery are most likely needed.
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Johnfalcon99977

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Re: Fiefdoms @ War: Turn 9
« Reply #1145 on: April 03, 2011, 03:35:41 pm »

And I guess aerodynamics will come into the pitcure at some point.

Flying units will most likely be late game.
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Criptfeind

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Re: Fiefdoms @ War: Turn 9
« Reply #1146 on: April 03, 2011, 03:43:33 pm »

Or, less technical units I can see. Like trained eagles Ariani with rockets strapped to them.
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Johnfalcon99977

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Re: Fiefdoms @ War: Turn 9
« Reply #1147 on: April 03, 2011, 03:47:07 pm »

... Raven Ariani can barely get off the ground.

Just 3 feet at best If I remember correctly. Not to forget how exhausting.

And if they do that they will also greatly piss off my culture because Ravens are very often priests.
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Taricus

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Re: Fiefdoms @ War: Turn 9
« Reply #1148 on: April 03, 2011, 03:47:50 pm »

Ohh, I've got plans now.
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adwarf

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Re: Fiefdoms @ War: Turn 9
« Reply #1149 on: April 03, 2011, 03:54:00 pm »

I just want the basic one really like maybe a glider or something. I shouldn't get my copters until Machinery 3, and yes they are supposed to be unique to my race since gnomes are small, and very light weight
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Taricus

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Re: Fiefdoms @ War: Turn 9
« Reply #1150 on: April 03, 2011, 03:57:33 pm »

My money's on Machinery 8.
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Johnfalcon99977

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Re: Fiefdoms @ War: Turn 9
« Reply #1151 on: April 03, 2011, 04:11:25 pm »

I just want the basic one really like maybe a glider or something. I shouldn't get my copters until Machinery 3, and yes they are supposed to be unique to my race since gnomes are small, and very light weight

Doesn't change the fact that its highly advanced. I'd wait till advanced rifling* before that happens.

I bet basic flying machines will be at Machinery 15.

((* M1-Grand kind of rifling.))
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Phantom

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Re: Fiefdoms @ War: Turn 9
« Reply #1152 on: April 03, 2011, 04:12:59 pm »

I just want the basic one really like maybe a glider or something. I shouldn't get my copters until Machinery 3, and yes they are supposed to be unique to my race since gnomes are small, and very light weight

Doesn't change the fact that its highly advanced. I'd wait till advanced rifling* before that happens.
((* M1-Grand kind of rifling.))
So basically semi-automatics and ordinary rifles, huh?
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Taricus

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Re: Fiefdoms @ War: Turn 9
« Reply #1153 on: April 03, 2011, 04:15:50 pm »

Shush you!
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adwarf

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Re: Fiefdoms @ War: Turn 9
« Reply #1154 on: April 03, 2011, 04:28:23 pm »

I am not using guns. They seem like cheating to me.
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