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Author Topic: Fiefdoms @ War: Turn 15  (Read 127517 times)

Taricus

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Re: Fiefdoms @ War: Turn 14
« Reply #1680 on: April 25, 2011, 07:24:52 am »

Ah, Okay. Though I'd prefer it if we had to research espionage for a fair bit in order to do so.
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CyberGenesis

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Re: Fiefdoms @ War: Turn 14
« Reply #1681 on: April 25, 2011, 08:40:20 am »

Mine isnt in yet either...finalizing some business ventures in new lands. Which also accounts for 2 other players.
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------------------------------------------------------
Evil Genius - Round 1 - Concluded
Evil Genius - Round 2 - Scrapped
Planet@War: Starting Soon

adwarf

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Re: Fiefdoms @ War: Turn 14
« Reply #1682 on: April 25, 2011, 03:13:18 pm »

Mine is in I sent it via PM
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Sheb

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Re: Fiefdoms @ War: Turn 14
« Reply #1683 on: April 25, 2011, 03:34:06 pm »

You can only send troops movement by PM, all the rest (Research, building, investing, recruitment...) has to be done on the thread.
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adwarf

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Re: Fiefdoms @ War: Turn 14
« Reply #1684 on: April 25, 2011, 03:35:58 pm »

You can only send troops movement by PM, all the rest (Research, building, investing, recruitment...) has to be done on the thread.

Oh well I can't remember my turn so I will need to get it sent back or for Iiteum to post it.
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Johnfalcon99977

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Re: Fiefdoms @ War: Turn 14
« Reply #1685 on: April 26, 2011, 02:19:07 pm »

I think I am making a text game set around eight hundred years in the future of this game, set in a yet un-united Garyita. It makes a few assumtions to the future of the game, like me losing the war with Cript (Although I am Liberal about the time I held out. Around 6 - 12 years before the last Ariani soldier fell. :P)

Still setting up the basics, but it'll take place in the third Civil War of the Ariani. A civil war for the Ariani is different from our civil wars, seeing as they call something a civil war when many clans and countries declare war at one time, and the kill-count is in the billions. What do you think?
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Sheb

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Re: Fiefdoms @ War: Turn 14
« Reply #1686 on: April 26, 2011, 02:29:19 pm »

Well, a few advice from a former GM:
-Plan your rules well.
-Let your players free to roam around and don't try to coax them if they don't want it.
-Be ready for it to take a long time. If you cannot spend 4h a week on it, don't even think about it.
-Keep your rules simple, or learn to code.
-Don't put too many territories.
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Quote from: Paul-Henry Spaak
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Johnfalcon99977

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Re: Fiefdoms @ War: Turn 14
« Reply #1687 on: April 26, 2011, 02:32:33 pm »

Accually, this is a text game, as in, through the eyes of three or four people.

There will be a map, and the NE's still going to be around, although they have little territory in the area near Garyita. The map I am going to use to show what the world is like will only be a section of the main map.
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Pillow_Killer

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Re: Fiefdoms @ War: Turn 14
« Reply #1688 on: April 26, 2011, 02:35:09 pm »


Spoiler (click to show/hide)
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adwarf

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Re: Fiefdoms @ War: Turn 14
« Reply #1689 on: April 26, 2011, 02:38:01 pm »

Time to reveal my next project !!!!!!!!!


* Drum Roll *

THE ZEPPLIN, AND A FLYING CARAVAN !!!!!!!!!!!!!!!!!!!!!!!1
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Johnfalcon99977

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Re: Fiefdoms @ War: Turn 14
« Reply #1690 on: April 26, 2011, 02:43:27 pm »

...
...
...
Are you serious? The Zepplin was invented in the 20th century, and not even gunpowder has been invented yet, so the Zepplin is most likely NEVER going to show up.

EVER.
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Terenos

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Re: Fiefdoms @ War: Turn 14
« Reply #1691 on: April 26, 2011, 03:11:21 pm »

Simply because it took that long to create doesn't mean its a complete implausibility for Adwarf to build. He'd likely need leatherworking research to contain whatever gas he's using to lift the rest of the device. He'd also need a reasonable understanding of chemistry to understand what gases are lighter than air, and could be utilized in this manner. Its likely to be a pricey thing, and not hugely useful to start, but shouldnt be more than 10-14 techs away.

Gnomes dream of flying, Is that so wrong?
Anywho. Fluff thread guys, cmon. And we are.. 4 turns out? Sheb, Cript, John and Hubris. and you Adwarf but yeah.
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Sheb

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Re: Fiefdoms @ War: Turn 14
« Reply #1692 on: April 26, 2011, 03:16:05 pm »

Yup, John, you're tiring. I think it's clear we can do whatever we like, given enough time and tech. As for my turns, I am waiting for a few answer from Iituem.
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Dwarmin

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Re: Fiefdoms @ War: Turn 14
« Reply #1693 on: April 26, 2011, 03:50:01 pm »

If Gnomes dream of flying, then Kobolds dream of anti-aircraft guns.

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Criptfeind

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Re: Fiefdoms @ War: Turn 14
« Reply #1694 on: April 26, 2011, 03:58:44 pm »

He'd also need a reasonable understanding of chemistry to understand what gases are lighter than air

I don't see why.

Also, my turn was PMed in a while ago. Despite what Sheb said, Iituem seems to be fine with it.
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