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Author Topic: Fiefdoms @ War: Turn 15  (Read 127391 times)

Demonic Spoon

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Re: Fiefdoms @ War: Turn 15
« Reply #1800 on: April 30, 2011, 09:53:38 am »

Which would cost money.
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CyberGenesis

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Re: Fiefdoms @ War: Turn 15
« Reply #1801 on: April 30, 2011, 09:58:29 am »

Something like that I would easily do for the upkeep of the units +10%
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Evil Genius - Round 1 - Concluded
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Criptfeind

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Re: Fiefdoms @ War: Turn 15
« Reply #1802 on: April 30, 2011, 10:07:10 am »

Precedents made? Check.

Raider army crushed? Whoops, sneaky fuckers.
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Phantom

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Re: Fiefdoms @ War: Turn 15
« Reply #1803 on: April 30, 2011, 10:12:43 am »

Spoiler (click to show/hide)
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CyberGenesis

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Re: Fiefdoms @ War: Turn 15
« Reply #1804 on: April 30, 2011, 10:13:22 am »

Mmm Proper use of spies
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Criptfeind

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Re: Fiefdoms @ War: Turn 15
« Reply #1805 on: April 30, 2011, 10:31:11 am »

How much money does it take to buy a point of loyalty again?
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CyberGenesis

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Re: Fiefdoms @ War: Turn 15
« Reply #1806 on: April 30, 2011, 10:33:34 am »

350

And sheb's removal of the blockade negates my own anyway *sigh* damnit
« Last Edit: April 30, 2011, 10:41:23 am by CyberGenesis »
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Criptfeind

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Re: Fiefdoms @ War: Turn 15
« Reply #1807 on: April 30, 2011, 11:13:17 am »

Spoiler: Turn 16? (click to show/hide)
« Last Edit: April 30, 2011, 03:18:59 pm by Criptfeind »
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Dwarmin

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Re: Fiefdoms @ War: Turn 15
« Reply #1808 on: April 30, 2011, 12:30:16 pm »


-Turn complete!-
« Last Edit: May 02, 2011, 12:21:01 pm by Dwarmin »
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Iituem

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Re: Fiefdoms @ War: Turn 15
« Reply #1809 on: April 30, 2011, 02:27:01 pm »

Not really liking the disloyalty from neutral territories all of a sudden but whatever. What is in effect happening is you're punishing me for not expanding more sooner but instead building up.

Unfortunately, yes.  What I should have done was implement the loyalty penalties from the start, to avoid there being such a thing as the strategic consideration of employing certain tactics before the GM re-balances the rules.  But there are pluses and minuses to having a GM willing to alter rules as we go along; it has the advantage that if I spot an exploit or something which is unbalanced, it can be fixed - hopefully to the ultimate benefit of everyone.  But except for where I've simply made mistakes, I stand by the policy of not back-dating changes one way or another, simply to keep the workload down.  This game already takes a surprising amount of time to update, not least because I usually have to do the turns once most/all turns are in just in case people change them at the last minute (as does happen).
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Criptfeind

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Re: Fiefdoms @ War: Turn 15
« Reply #1810 on: April 30, 2011, 02:33:02 pm »

I stand by the policy of not back-dating changes one way or another

I like this, because it makes the Hilarius situation where John's capital is fine with me taking over, but if he takes it back they will rebel.
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CyberGenesis

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Re: Fiefdoms @ War: Turn 15
« Reply #1811 on: April 30, 2011, 02:35:28 pm »

lawl...that is rather entertaining actually

*continues scouting the mainland* tra la la...some of these zones hurt
« Last Edit: April 30, 2011, 02:41:59 pm by CyberGenesis »
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Criptfeind

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Re: Fiefdoms @ War: Turn 15
« Reply #1812 on: April 30, 2011, 03:19:16 pm »

Alright. Slight turn change
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Terenos

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Re: Fiefdoms @ War: Turn 15
« Reply #1813 on: April 30, 2011, 03:29:04 pm »



Fun times ahead.
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CyberGenesis

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Re: Fiefdoms @ War: Turn 15
« Reply #1814 on: May 01, 2011, 01:44:02 am »

Could I get a loan from anyone? Doing SCIENCE! AKA finding out how strong a dark green is.

I have surveyed several already ^.^ They hurt. To the magnitude of a large number of Longbows and Cavalry. You want specifics, send me 100 coins
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Evil Genius - Round 1 - Concluded
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