Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 114 115 [116] 117 118 ... 125

Author Topic: Fiefdoms @ War: Turn 15  (Read 127492 times)

CyberGenesis

  • Bay Watcher
    • View Profile
Re: Fiefdoms @ War: Turn 14
« Reply #1725 on: April 27, 2011, 12:02:41 pm »

Not everything has a direct military use, but it has use :) As i said in fluff, i can make profit from anything in some way.
Logged
Everything below this line is a distant memory
------------------------------------------------------
Evil Genius - Round 1 - Concluded
Evil Genius - Round 2 - Scrapped
Planet@War: Starting Soon

Dwarmin

  • Bay Watcher
  • Where do we go from here?
    • View Profile
Re: Fiefdoms @ War: Turn 14
« Reply #1726 on: April 27, 2011, 12:18:45 pm »

Well, CyberGenesis just got catapults. He can surely use THOSE! lol
Logged
Dwarmin's fell gaze has fallen upon you. Sadly, Your life and your quest end here, at this sig.

"The hats never coming off."

CyberGenesis

  • Bay Watcher
    • View Profile
Re: Fiefdoms @ War: Turn 14
« Reply #1727 on: April 27, 2011, 01:01:14 pm »

Maybe, they're kinda hard to hide though...
Logged
Everything below this line is a distant memory
------------------------------------------------------
Evil Genius - Round 1 - Concluded
Evil Genius - Round 2 - Scrapped
Planet@War: Starting Soon

Criptfeind

  • Bay Watcher
    • View Profile
Re: Fiefdoms @ War: Turn 14
« Reply #1728 on: April 27, 2011, 01:04:26 pm »

I don't see why.
Logged

CyberGenesis

  • Bay Watcher
    • View Profile
Re: Fiefdoms @ War: Turn 14
« Reply #1729 on: April 27, 2011, 01:18:46 pm »

I'll just paint the markings of United Provinces, Foul Empire and Brent on them. That should work fine!
Logged
Everything below this line is a distant memory
------------------------------------------------------
Evil Genius - Round 1 - Concluded
Evil Genius - Round 2 - Scrapped
Planet@War: Starting Soon

Terenos

  • Bay Watcher
    • View Profile
Re: Fiefdoms @ War: Turn 14
« Reply #1730 on: April 27, 2011, 01:37:32 pm »

Hey! Don't do...ah screw it he'll just do it anyways.
Logged
But despite what you've been told, I once had a soul. Left somewhere behind...

CyberGenesis

  • Bay Watcher
    • View Profile
Re: Fiefdoms @ War: Turn 14
« Reply #1731 on: April 27, 2011, 01:46:48 pm »

Then I'll make them randomly appear in Downtown Storm C ^.^
Logged
Everything below this line is a distant memory
------------------------------------------------------
Evil Genius - Round 1 - Concluded
Evil Genius - Round 2 - Scrapped
Planet@War: Starting Soon

Criptfeind

  • Bay Watcher
    • View Profile
Re: Fiefdoms @ War: Turn 14
« Reply #1732 on: April 27, 2011, 02:07:43 pm »

Hum, can you do that?
Logged

Taricus

  • Bay Watcher
    • View Profile
Re: Fiefdoms @ War: Turn 14
« Reply #1733 on: April 27, 2011, 02:14:01 pm »

Doubt it.
Logged
Quote from: evictedSaint
We sided with the holocaust for a fucking +1 roll

adwarf

  • Bay Watcher
    • View Profile
Re: Fiefdoms @ War: Turn 14
« Reply #1734 on: April 27, 2011, 02:24:47 pm »

The Gnomes thank you for the technology you have given us.

CG got catapults that is not good. Here I come Great Wall of China ( Break that with a catapult !!!!!! )
Logged

Johnfalcon99977

  • Bay Watcher
  • The Herp Derp Assassin
    • View Profile
Re: Fiefdoms @ War: Turn 14
« Reply #1735 on: April 27, 2011, 02:29:13 pm »

I also take the offer. I will need as much as I can get for this coming battle!
Logged
Also known as the Knowlagable, the Forgetful, and/or the Ignored

Please excuse my horrible awful linguistic skills.

Criptfeind

  • Bay Watcher
    • View Profile
Re: Fiefdoms @ War: Turn 14
« Reply #1736 on: April 27, 2011, 02:34:28 pm »

Honestly, the only two direct applications are mathematics and weapon smithy. I am the attacker, so the mathematics helps me more, and I have more troops, so the weapon smithy helps me more.
Logged

Johnfalcon99977

  • Bay Watcher
  • The Herp Derp Assassin
    • View Profile
Re: Fiefdoms @ War: Turn 14
« Reply #1737 on: April 27, 2011, 02:39:42 pm »

Still, better I have them then not have them at all. Besides, with this many takers, there all going to become Public Domain anyway.
Logged
Also known as the Knowlagable, the Forgetful, and/or the Ignored

Please excuse my horrible awful linguistic skills.

adwarf

  • Bay Watcher
    • View Profile
Re: Fiefdoms @ War: Turn 14
« Reply #1738 on: April 27, 2011, 02:41:00 pm »

What do I need to recruit Knights ?
Logged

Criptfeind

  • Bay Watcher
    • View Profile
Re: Fiefdoms @ War: Turn 14
« Reply #1739 on: April 27, 2011, 02:43:18 pm »

Chivalry. Horses. Maybe some other techs like weapon and armor smithies.
Logged
Pages: 1 ... 114 115 [116] 117 118 ... 125