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Author Topic: Fiefdoms @ War: Turn 15  (Read 129918 times)

Johnfalcon99977

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Re: Fiefdoms @ War: Turn 3
« Reply #465 on: March 20, 2011, 09:45:08 am »

Didn't see that X(...
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Terenos

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Re: Fiefdoms @ War: Turn 3
« Reply #466 on: March 20, 2011, 09:48:31 am »

Tis alright. Didn't impact you, course you wouldn't watch for it.
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But despite what you've been told, I once had a soul. Left somewhere behind...

adwarf

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Re: Fiefdoms @ War: Turn 3
« Reply #467 on: March 20, 2011, 10:05:01 am »

Territories

Farland Wes (£574/turn):  Palace, Farms.  [Grain]
 (+£29/turn from grain)
 (+£100: Farm)

Farland Sou (£159/turn):  1+2 Light Macemen.  (upk: -£150)

Finances:

Cash Reserves:  £6
Revenue:  +£862
Trade Pact (Arcadia):  +£83  (Access Lumber, Game)
Upkeep:  -£150  [3 light macemen]

Total:  £795

Construction/Recruitment
None

Research
$795 - Underground Farms

Troop Movements
3 Macemen to Central Farland ( Don't Utterly kill me Kashykk Plz )
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Taricus

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Re: Fiefdoms @ War: Turn 3
« Reply #468 on: March 20, 2011, 10:09:14 am »

Spoiler (click to show/hide)
« Last Edit: March 20, 2011, 11:01:11 am by Taricus »
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Kashyyk

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Re: Fiefdoms @ War: Turn 3
« Reply #469 on: March 20, 2011, 10:23:09 am »

Troop Movements
3 Macemen to Central Farland ( Don't Utterly kill me Kashykk Plz )

muhahaha :D

Spoiler: Turn 3 (click to show/hide)

Also, Hubris: Trade Agreement. Yay or Nay?
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Johnfalcon99977

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Re: Fiefdoms @ War: Turn 3
« Reply #470 on: March 20, 2011, 10:28:29 am »

Kashyyk. If you kill off adwarf, you shall forever be thanked and praised in the Western Dominion.
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Kashyyk

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Re: Fiefdoms @ War: Turn 3
« Reply #471 on: March 20, 2011, 10:53:15 am »

Yes, but where will I get my trust as a trading partner from?
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Johnfalcon99977

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Re: Fiefdoms @ War: Turn 3
« Reply #472 on: March 20, 2011, 10:55:34 am »

Western Dominion. Why get grain when you can have ELEPHANTS!
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Kashyyk

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Re: Fiefdoms @ War: Turn 3
« Reply #473 on: March 20, 2011, 11:09:50 am »

It's a bit of a gap between us. Come closer and we might be able to sort something out.

off-convo, Iituem: Do the passengers on a ship get involved in the naval battles that the ship is in?
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Johnfalcon99977

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Re: Fiefdoms @ War: Turn 3
« Reply #474 on: March 20, 2011, 11:11:52 am »

I do not think the distance will affect much. Do you want extra grains, or gaint war ready ELEPHANTS!
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adwarf

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Re: Fiefdoms @ War: Turn 3
« Reply #475 on: March 20, 2011, 11:13:18 am »

Hey Kashyyk want to form an alliance ?
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Johnfalcon99977

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Re: Fiefdoms @ War: Turn 3
« Reply #476 on: March 20, 2011, 11:17:45 am »

Its either War Elephants or the most powerful faction (collectively, seeing as our alliance could be considered as a single faction) hates you and crusades your ass. Your choice.
« Last Edit: March 20, 2011, 11:24:42 am by Johnfalcon99977 »
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Iituem

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Re: Fiefdoms @ War: Turn 3
« Reply #477 on: March 20, 2011, 11:31:50 am »

Metal should be a optional to them. Without metal they can still be made but they will be weaker. If they have Iron or copper they will become stronger.

Edit: May I ask WTF is that camel on the map doing?

Yeah, the problem with that is that I do code these units in, and short of giving you two different unit types that's not going to happen.  So you can have a souped up general infantry unit that uses metal or a slightly downgraded general infantry unit (maceman level) that doesn't.  Which would you prefer?

Also, don't take that as any guarantee you have the tech.  You've a good chance as you put plenty of cash into the research, but I haven't done the roll yet and I won't until I compile the turn.

Kashyyk:  No, unless they have a special to permit that.  Naval units stacked together can fight in a battle, but passengers go down with the ship if it's destroyed.  I suppose flying units might be able to, but I haven't decided if I'll be doing flying units Master of Magic style (normal unit, but with flying bonuses) or Civ IV style (can hit anywhere within a certain number of terrains).  Probably the former, in which case they wouldn't be passengers anyway.
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Kashyyk

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Re: Fiefdoms @ War: Turn 3
« Reply #478 on: March 20, 2011, 11:34:56 am »

JF, I got the impression that the others don't want to gank adwarf. At least not right now, although War Elephants of DOOM do sound pretty awesome.

adwarf, a Full Alliance I can't accept. Some sort of Mutual Protection I can go with though.
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Criptfeind

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Re: Fiefdoms @ War: Turn 3
« Reply #479 on: March 20, 2011, 11:39:21 am »

Sounds like good rules GM, we have deleted this meeting already, but I will be sure to send you a link to the next ones.

Also the speaker position should be in flux at all time, never spending very long with one person. Apparently that is not happing right now  :-\, but soon.

Spoiler: Turn 4 (click to show/hide)
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