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Author Topic: Fiefdoms @ War: Turn 15  (Read 129900 times)

CyberGenesis

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Re: Fiefdoms @ War: Turn 14
« Reply #1755 on: April 27, 2011, 04:12:29 pm »

*completely ignores the posts of his support*

Druid-winds would assist the lack of lightweight materials used in the construction. After you get aerodynamics down, then you can go into the materials research. After that always comes miniaturization of ballistae to mount to the blimps.
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Everything below this line is a distant memory
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Evil Genius - Round 1 - Concluded
Evil Genius - Round 2 - Scrapped
Planet@War: Starting Soon

Criptfeind

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Re: Fiefdoms @ War: Turn 14
« Reply #1756 on: April 27, 2011, 04:58:20 pm »

We can destroy building in our territories to gain some of the spent money back, right? I thought that was a rule at least, but I can not find it any where.
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Sheb

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Re: Fiefdoms @ War: Turn 14
« Reply #1757 on: April 27, 2011, 05:01:12 pm »

King Bearskin was just now emerging from the long months of coma that had followed his injury in the raids on Lower Brent. Luckily the pirate hadn't recognized him, or he would have been taken away, like Capt'n Simo.

Luckily, his adviser had done some nice works while he was gibbering nonsense, bedridden by infections and fever. They had drastically lowered taxes on markets, allowing them to survive the blockade. They would never bring as much money as they did before the Pirate attacks, but at least they were still supporting the War effort. A nice side-effect was that King worldwide had to lower taxes as well, to keep in line.

They also had gone East and West, gathering money from Brent's former vassals and allies, to raise a fleet more powerful even that the Pirate's. Old Sheb did a lot of wrong, including letting the Pirate menace grow, but at least he had set up a nice network of friends, and an even nicer network of trade. With Brent as the linchpin, nobody had interest in letting it go down.

All in all, they had done a pretty nice job, keeping the leaderless, powerless, moneyless Kingdom from floundering. But they could only do so much. It tooks really good adviser to prevent a country from giving up against such odds. But it took a King to lead his people to victory, to inspire Hope to his men has he was leading so many of them to death.

Only him could finally break Roberts and make Brent a world power again. Conscious of his power and duty, Bearskin rose from his bed and ordered his servants to bring him his armor. Tonight, there would be War.

Spoiler: State of The Kingdom (click to show/hide)

Spoiler: Royal Orders and Fluff (click to show/hide)

P.S. Yes you can, I did destroy some fortifications I didn't need.
« Last Edit: April 28, 2011, 10:15:29 am by Sheb »
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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.

Criptfeind

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Re: Fiefdoms @ War: Turn 14
« Reply #1758 on: April 27, 2011, 05:04:04 pm »

Alright. Could I theoretically tear down a holy site then?
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Sheb

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Re: Fiefdoms @ War: Turn 14
« Reply #1759 on: April 27, 2011, 05:05:13 pm »

Well, you could. I guess you'd take a loyalty hit from any region you own that venerate it though. Or something equally nasty (I guess Iituem ca invent a Jihad faction for you. :p)
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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.

Johnfalcon99977

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Re: Fiefdoms @ War: Turn 14
« Reply #1760 on: April 27, 2011, 05:06:31 pm »

Alright. Could I theoretically tear down a holy site then?

From what I could tell, it'd only make things much worse.

May as well keep it around, seeing as destorying it will just bring bad things.
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Sheb

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Re: Fiefdoms @ War: Turn 14
« Reply #1761 on: April 27, 2011, 05:07:27 pm »

Well, ripping it off would mean a new religion spot would be open. Other than that, in gameterm it would only have bad effect, except for the instant cash bonus.
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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.

Criptfeind

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Re: Fiefdoms @ War: Turn 14
« Reply #1762 on: April 27, 2011, 05:07:59 pm »

Some how I do not think anyone will be up in arms over me wiping out the worship of furries. Specially since it has only been around for... What... Like a year?
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Dwarmin

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Re: Fiefdoms @ War: Turn 14
« Reply #1763 on: April 27, 2011, 05:52:53 pm »

Eh, one less Religion "slot" right?

It depends if JF bothered to spread it around, which he might actually have done.

I noticed my upkeep seems weird lately, but that may just be I'm bad at math.
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Johnfalcon99977

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Re: Fiefdoms @ War: Turn 14
« Reply #1764 on: April 27, 2011, 05:59:25 pm »

I think the Cons of destorying it outweigh the Pros.

After all, its another way to make money as well, seeing as you do not have any religon holy sites.
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Sheb

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Re: Fiefdoms @ War: Turn 14
« Reply #1765 on: April 27, 2011, 05:59:45 pm »

Well, he didn't, he barely can afford Spearmen, much less priests.
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Quote from: Paul-Henry Spaak
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adwarf

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Re: Fiefdoms @ War: Turn 14
« Reply #1766 on: April 27, 2011, 06:05:38 pm »

I don't think anyone, but JF would get made at you for tearing it down, so go ahead, and do it if you want, but Gnomes have a religion which I am going to start if there is room so yeah tear it down, and let me make mine plz.
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Dwarmin

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Re: Fiefdoms @ War: Turn 14
« Reply #1767 on: April 27, 2011, 06:08:55 pm »

lemme guess... The Gnomes worship "The Grand Gear" upon which all time and space rolls in perfect balance?
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adwarf

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Re: Fiefdoms @ War: Turn 14
« Reply #1768 on: April 27, 2011, 06:10:51 pm »

lemme guess... The Gnomes worship "The Grand Gear" upon which all time and space rolls in perfect balance?

Nope its in my fluff the worship the Earth God Kain, The Shield of the Weak
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Dwarmin

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Re: Fiefdoms @ War: Turn 14
« Reply #1769 on: April 27, 2011, 06:12:31 pm »

But, the truth of your belief should be that the shield Kain uses to protect the weak...was built by the Gnomes.

Teach your people self reliance.
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Dwarmin's fell gaze has fallen upon you. Sadly, Your life and your quest end here, at this sig.

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