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Author Topic: Fiefdoms @ War: Turn 15  (Read 130224 times)

Taricus

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Re: Fiefdoms @ War: Turn 10
« Reply #1395 on: April 13, 2011, 09:10:11 am »

Why do I have the feeling the pirates came from there?
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Dwarmin

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Re: Fiefdoms @ War: Turn 10
« Reply #1396 on: April 13, 2011, 09:12:02 am »

I'll take "choke their rivers with my dead" for $400 Alex.

That territory is going down.

The only thing I can't forgive Iituem, is that you didn't include any RP fluff on my epic loss. It's like I got punched in the face with a horseshoe in a boxing glove.

Who are those guys anyway?
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Demonic Spoon

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Re: Fiefdoms @ War: Turn 10
« Reply #1397 on: April 13, 2011, 09:50:46 am »

I have to ask, did you remember to add in my avatar of the hive's guerilla an raider promotion bonuses?
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Sheb

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Re: Fiefdoms @ War: Turn 10
« Reply #1398 on: April 13, 2011, 12:59:30 pm »

Well, the Pirate's ships come from Aelstrom and Farland. But yeah, it'll hurt. On the other hand, you'll get plenty of money once you get them.
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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.

Iituem

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Re: Fiefdoms @ War: Turn 10
« Reply #1399 on: April 13, 2011, 02:32:30 pm »

Yeah, promotions were added to the Avatar.  Updated the code so it's harder for me to forget to add techs as well.

Your fluff was left out because I was in a rush to get off to auditions and frankly it was that or no turn for a week.  I spent more time on others simply because they got their turns in first and I had more time at that point.  =/
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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.

Iituem

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Re: Fiefdoms @ War: Turn 10
« Reply #1400 on: April 14, 2011, 06:23:36 am »

Working on the turn today.  Whilst I'm here, time to stat out Mechanics III.  It provides the following building:

Machine Shop:  £1000.  Upkeep £50.  Requires and replaces Powered Workshop.  Industry bonus increases to 110% of basic income.  Bonus increases by 15% with access to each of the following resources; iron, copper, lumber.  Tech:  Mechanics III

Mechanics and Masonry IV cannot be researched until Mathematics has been researched.  Unfortunately, there aren't really any more advances to the Sawmill or Windmill buildings.
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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.

Iituem

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Re: Fiefdoms @ War: Turn 10
« Reply #1401 on: April 14, 2011, 10:05:31 am »

Dwarmin:  When you change your turn, edit or at least cross out the original post.  I nearly missed your new post and kept the old turn information.
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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.

Sheb

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Re: Fiefdoms @ War: Turn 10
« Reply #1402 on: April 14, 2011, 10:11:15 am »

Iituem, wouldn't it be easier for you if we were to send turns by PM?
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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.

Iituem

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Re: Fiefdoms @ War: Turn 10
« Reply #1403 on: April 14, 2011, 10:27:41 am »

No, because of the editing turns issue.  Every time someone wants to change their turn, I'll have to get a new PM to scroll through.  I dislike being overspammed by them.  Turn up soon.
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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.

Terenos

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Re: Fiefdoms @ War: Turn 10
« Reply #1404 on: April 14, 2011, 10:30:45 am »

I am needlessly excited. How about everyone else?
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Hubris Incalculable

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Re: Fiefdoms @ War: Turn 10
« Reply #1405 on: April 14, 2011, 10:38:07 am »

I am needlessly excited. How about everyone else?

I'm simply Rrriveted.
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Demonic Spoon

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Re: Fiefdoms @ War: Turn 10
« Reply #1406 on: April 14, 2011, 10:41:30 am »

I am needlessly excited. How about everyone else?

Indeed. Though my turn will probably be boring.
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Sheb

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Re: Fiefdoms @ War: Turn 10
« Reply #1407 on: April 14, 2011, 10:50:34 am »

Wow. Next turn should either bring a large trade increase, even larger revenue increase or further proof of Iituem's schred GMing.
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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.

Dwarmin

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Re: Fiefdoms @ War: Turn 10
« Reply #1408 on: April 14, 2011, 11:06:56 am »

Bah, my next few turns will be snorefests. Mostly rebuilding my army and a possible exploratory attack into Owldale.
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Dwarmin's fell gaze has fallen upon you. Sadly, Your life and your quest end here, at this sig.

"The hats never coming off."

Iituem

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Re: Fiefdoms @ War: Turn 10
« Reply #1409 on: April 14, 2011, 11:16:27 am »

Taking a bit longer due to some successful research rolls.

The subject of turns by PM has raised a question, though.  Would players be interested in doing turns by PM and having the crunch of their results go by PM as well?  On the one hand, it would mean that one could hide the exact distribution of one's forces.  On the other hand, more overhead for me and potentially less fun from watching the turns of others.  Invisible units are coming in anyway eventually, but it's worth asking.
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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.
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