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Author Topic: Fiefdoms @ War: Turn 15  (Read 129932 times)

CyberGenesis

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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.
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Evil Genius - Round 1 - Concluded
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Planet@War: Starting Soon

Dwarmin

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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
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CyberGenesis

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Re: Fiefdoms @ War: Turn 14
« Reply #1727 on: April 27, 2011, 01:01:14 pm »

Maybe, they're kinda hard to hide though...
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Criptfeind

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

I don't see why.
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CyberGenesis

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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!
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Terenos

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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.
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CyberGenesis

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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 ^.^
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Criptfeind

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

Hum, can you do that?
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Taricus

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

Doubt it.
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adwarf

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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 !!!!!! )
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Johnfalcon99977

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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!
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Criptfeind

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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.
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Johnfalcon99977

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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.
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adwarf

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

What do I need to recruit Knights ?
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Criptfeind

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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.
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