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Author Topic: Fiefdoms @ War: Turn 15  (Read 130126 times)

Iituem

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Re: Fiefdoms @ War: Turn 13
« Reply #1545 on: April 17, 2011, 08:16:46 pm »

Error on my part, forgot to add the overlay for the territories.  If I get time before I leave tomorrow, I'll fix it.  Going to bed now though, have a cross-country coach to catch in the morning.  Won't be able to look at turns 'til Wednesday at the earliest.
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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.

Criptfeind

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Re: Fiefdoms @ War: Turn 13
« Reply #1546 on: April 17, 2011, 08:17:53 pm »

You might want to repeat that question at the end of the post. It seems some have missed it.
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Criptfeind

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Re: Fiefdoms @ War: Turn 13
« Reply #1547 on: April 17, 2011, 08:27:18 pm »

How many moves does a galleon have?
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Taricus

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Re: Fiefdoms @ War: Turn 13
« Reply #1548 on: April 17, 2011, 08:29:01 pm »

Three.
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Hubris Incalculable

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Re: Fiefdoms @ War: Turn 13
« Reply #1549 on: April 17, 2011, 09:00:30 pm »

My goodness, I'm watching too much Red Dwarf. I imagined all of the fluff at the beginning of the post to be read by Kryten.

Spoiler (click to show/hide)

Also, Iituem, any chance of an update to the second post? the building list, the unit list and the turn list are quite behind.
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Demonic Spoon

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Re: Fiefdoms @ War: Turn 13
« Reply #1550 on: April 17, 2011, 11:21:33 pm »

I still need some trade pacts? Like ones with Arcadia and Grouting and PEPPPR?

Just read sheb's turn. Ouch.
« Last Edit: April 17, 2011, 11:42:04 pm by Demonic Spoon »
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Criptfeind

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Re: Fiefdoms @ War: Turn 13
« Reply #1551 on: April 17, 2011, 11:43:48 pm »

So, thats about... six thousand pounds lost per turn because of pirates? I think we all got a new goal to work together on.
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Phantom

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Re: Fiefdoms @ War: Turn 13
« Reply #1552 on: April 17, 2011, 11:45:26 pm »

...
So Eastern Cauldron is worth NOTHING!?
FUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUU-
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Criptfeind

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Re: Fiefdoms @ War: Turn 13
« Reply #1553 on: April 18, 2011, 12:03:16 am »

Actually, it is worth 1/6 of what is going to be a sizeable unification bonus.
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Terenos

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Re: Fiefdoms @ War: Turn 13
« Reply #1554 on: April 18, 2011, 02:01:05 am »

Probably quite a sizeable one, considering 3 Light green provinces.

So. I am in the market to buy Diplomacy I. Hubris, Kashyyk, your requests for this substantially valuable technology?
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Iituem

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Re: Fiefdoms @ War: Turn 13
« Reply #1555 on: April 18, 2011, 03:44:58 am »

Also, Iituem, any chance of an update to the second post? the building list, the unit list and the turn list are quite behind.

Yeah, I'll do a full review when I get back on Wednesday.  Galleon has 3 moves.

Quote from: Reposted Question
I wound like to take a sounding on what players think about turns being submitted via PM.  The results of turns (except for actions such as spy actions) will still be published publically, but this would allow players to take tactical actions without their opponents being aware of it until the action is taking place.

For example, if Johnfalcon wanted to launch a strike of several skirmishers on Triremes on the Isle of Tempests, he could order that strike force off and Criptfeind wouldn't know about it until the turn happened (or if he had a spy network in the intervening territories to detect troop movements.)
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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.

Dwarmin

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Re: Fiefdoms @ War: Turn 13
« Reply #1556 on: April 18, 2011, 04:14:42 am »

« Last Edit: April 18, 2011, 01:35:49 pm by Dwarmin »
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Kashyyk

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Re: Fiefdoms @ War: Turn 13
« Reply #1557 on: April 18, 2011, 04:39:34 am »

So. I am in the market to buy Diplomacy I. Hubris, Kashyyk, your requests for this substantially valuable technology?

I'll sell it to you for £800 £650 (undercutting for the win) :)

Iituem: I think only Spies and Mercenary Bids should be secret. It would just get complicated otherwise, as you'd then tell the other player if they had a spy and then wait for them to react through that, just making everything take longer.

Spoiler: Turn14 (click to show/hide)

fluff
« Last Edit: April 18, 2011, 04:57:27 am by Kashyyk »
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Sheb

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Re: Fiefdoms @ War: Turn 13
« Reply #1558 on: April 18, 2011, 04:51:11 am »

Terenos, I'll sell it to you for £700. I really need the cash.

Also, I'd vote for submitting orders by PM. It'll take time, but it'll allow for more occasions to betray, lie, and generally do diplomacy. :p
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Terenos

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Re: Fiefdoms @ War: Turn 13
« Reply #1559 on: April 18, 2011, 04:58:49 am »

I must be blind, I didn't even notice you had it Sheb. Well, barring Hubris making me a better offer, It'll be you I sell to. You got hit hard. And using this as an opportunity to buy your tech seems totally right to me.

As far as turns by PM go, it -could- be a burden on Iituem. Certain things should certainly go by PM (Espionage, and Merc bidding spring immediately to mind).
Troop movements -could- go by PM, if you don't wish to advertise your movements.
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But despite what you've been told, I once had a soul. Left somewhere behind...
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