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Author Topic: Fiefdoms @ War: Turn 15  (Read 129881 times)

adwarf

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Re: Fiefdoms @ War: Turn 14
« Reply #1770 on: April 27, 2011, 06:13:51 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.

THAT IS BLASPHEMY !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! KAIN IS THE FATHER OF THE GNOMES !!!!!!!!!!!!!!!!!!!!!!!!!!!! HE HIMSELF IS THE SHIELD !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
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Dwarmin

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Re: Fiefdoms @ War: Turn 14
« Reply #1771 on: April 27, 2011, 06:15:25 pm »

Then the truth really is, the Gnomes built Kain himself?

Once they realize that, they will no longer need him to protect them, and thus, Kain will no longer exist. O-o
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Johnfalcon99977

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Re: Fiefdoms @ War: Turn 14
« Reply #1772 on: April 27, 2011, 06:16:12 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.

... You do relize Sheb issued Imperialism as the religon of the Empire?

So you would be unable to keep that religon, in pratice.

Also, would you REALLY want the Gnomes to have a religon? I have a far more detailed and beatiful religon over here, with plenty of fluff and good reasoning, and the Gnomes religon would most likely be "Oh yeahz we have a relgion afre random dude lolz"
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Dwarmin

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Re: Fiefdoms @ War: Turn 14
« Reply #1773 on: April 27, 2011, 06:16:48 pm »

Also, lets continue on the fluff thread before someone has a fit.
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Iituem

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Re: Fiefdoms @ War: Turn 14
« Reply #1774 on: April 28, 2011, 02:58:08 pm »

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

Provided you destroy all other traces of the religion (except that central spot) you can obliterate a holy site, yes.  Unlike destroying other buildings (which gets you back half the construction cost) destroying a holy site generates no benefits.  It would free up a major religion spot, though.
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Criptfeind

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Re: Fiefdoms @ War: Turn 14
« Reply #1775 on: April 28, 2011, 03:00:07 pm »

Bluh.

Well, the beast man religion has nothing else right? So I could do that this turn if I so wished?
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Johnfalcon99977

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Re: Fiefdoms @ War: Turn 14
« Reply #1776 on: April 28, 2011, 04:54:44 pm »

And would you?

It generates no pros other then another free religon slot, and puts out a very large amount of cons.
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Criptfeind

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Re: Fiefdoms @ War: Turn 14
« Reply #1777 on: April 28, 2011, 05:31:51 pm »

Name two cons.
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Johnfalcon99977

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Re: Fiefdoms @ War: Turn 14
« Reply #1778 on: April 28, 2011, 06:08:49 pm »

You will get a massive loyalty hit, coupled with the already massive one you got for conquering my land. It will trigger an instant revolt.

Another thing is that it will decrease the overall value of my land, resulting in less money.
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CyberGenesis

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Re: Fiefdoms @ War: Turn 14
« Reply #1779 on: April 28, 2011, 06:32:59 pm »

both temporary and easily bought off
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Everything below this line is a distant memory
------------------------------------------------------
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 #1780 on: April 28, 2011, 06:34:14 pm »

Also after taking all that money from your people I am sure if Cript tears the thing down, and gives the money to the citizens of those territories they would like him way better than you JF.
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Johnfalcon99977

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Re: Fiefdoms @ War: Turn 14
« Reply #1781 on: April 28, 2011, 06:44:50 pm »

...
Are you serious? I have most likely given more money to my people then I have taken by force?

Also, Iituem said himself that destorying a holysite give NO benefits. Considering the way I have been acting fluff wise, I may as well be my peoples BEST leader.

I have managed to consoildate all their stray cultural beliefs, I have given large amounts of money into developing the peoples land, I have given them great labouring opprotunities, I also managed to unify more land in Graiyita then any other Ariani nation has ever, not to forget overthrowing the last despotic warlords and crule tyrants of Steel and Maver. Fluff and Detail wise, I was an AWSOME leader, highly idolized and respected.
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CyberGenesis

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Re: Fiefdoms @ War: Turn 14
« Reply #1782 on: April 28, 2011, 06:50:44 pm »

John you act like fluff is canon to the game mechanics or that loyalty has anything more to do with the game than BEING a mechanic...
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Johnfalcon99977

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Re: Fiefdoms @ War: Turn 14
« Reply #1783 on: April 28, 2011, 06:54:43 pm »

I never said that it would effect gameplay, I am saying that if this was far closer to real-life, then I would be written off as one of the greatest rulers of all time. Or at least a very good one.

Too bad this ISN'T closer to real life, and my fluff has no effect on gameplay.
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Sheb

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Re: Fiefdoms @ War: Turn 14
« Reply #1784 on: April 29, 2011, 07:08:04 am »

The problems with fluff is that it only represent your point of view, or your race's. You can write all the fluff you want about you being awesome and liked, it only means you're doing Korea-style propaganda if the facts doesn't follow.

Now the facts are that your people aren't more loyal to you than mine are to me or Terenos are to him and that you failed to protect them while pouring huge amount f money into useless project (Spending £2000 for that religion was the most stupid move I saw in the game).
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