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Author Topic: Fiefdoms @ War: Turn 15  (Read 127464 times)

Iituem

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Re: Fiefdoms @ War: Turn 4
« Reply #750 on: March 24, 2011, 08:08:06 pm »

Alliance, vassalage and treaties belong here.  Fluff and in-character arguments belong in the fluff thread (which I do not moderate).  OOC arguments belong in PM.

Back.  Turn tomorrow, if we've got everyone's turns.

Phantom:  Underground bunkers are a possibility.  You could just research fortifications > castles > fortresses > citadels (Masonry/Engineering techs, with increasing levels of defense vs ground troops) as well.  Though underground bunkers would probably give you protection vs fliers which city walls don't.
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Johnfalcon99977

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Re: Fiefdoms @ War: Turn 4
« Reply #751 on: March 24, 2011, 08:10:00 pm »

The alliance may be going to disorder. I will try to get it back together, but you may want to expand the Alliance faction rules so it aplies to any combined alliance factions.

You may also wish to update the units and tech list.
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Criptfeind

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Re: Fiefdoms @ War: Turn 4
« Reply #752 on: March 24, 2011, 08:16:16 pm »

Alright. I think it is pretty much official. The western empire is gone and the new shebdilan empire has arose.

Also, what special rules do we need for alliances, should that not be covered in player interaction and troop movement already?
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Johnfalcon99977

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Re: Fiefdoms @ War: Turn 4
« Reply #753 on: March 24, 2011, 08:17:05 pm »

Woops. Forgot what this post said and edited it in stead of posting. My bad.
« Last Edit: March 24, 2011, 08:20:36 pm by Johnfalcon99977 »
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Taricus

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Re: Fiefdoms @ War: Turn 4
« Reply #754 on: March 24, 2011, 08:18:01 pm »

Depends if phantom is still in that alliance.
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Phantom

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Re: Fiefdoms @ War: Turn 4
« Reply #755 on: March 24, 2011, 08:18:22 pm »

...No, I am with Sheb.
May the Arakael's help your soul.
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Johnfalcon99977

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Re: Fiefdoms @ War: Turn 4
« Reply #756 on: March 24, 2011, 08:19:58 pm »

Why Phantom? I could make a treaty with the NE if...

Aw hell to it. I'm joining it too. Still keeping the Dominion flag as my Soldier's banner, though.
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Phantom

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Re: Fiefdoms @ War: Turn 4
« Reply #757 on: March 24, 2011, 08:20:54 pm »

Well. Erm.


How about next turn we all pool together funds and bring up Heroes for some random plot that Iituem or we'll come up with?
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Taricus

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Re: Fiefdoms @ War: Turn 4
« Reply #758 on: March 24, 2011, 08:21:33 pm »

Na, I still need to exterminate a few mistakes first.
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Johnfalcon99977

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Re: Fiefdoms @ War: Turn 4
« Reply #759 on: March 24, 2011, 08:22:46 pm »

Are you refering to me?

Because I just joined Sheb as well. The Western Dominion is full absorbed into the NE.
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Criptfeind

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Re: Fiefdoms @ War: Turn 4
« Reply #760 on: March 24, 2011, 08:39:44 pm »

Are you refering to me?

Because I just joined Sheb as well. The Western Dominion is full absorbed into the NE.

Did Sheb let you in? Cause one of the terms of our coming over to his side, as I selectively remember it, was that we would not bring you.
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Johnfalcon99977

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Re: Fiefdoms @ War: Turn 4
« Reply #761 on: March 24, 2011, 08:43:18 pm »

Why not? Sheb said he would bring as many players into it as possible, and I am not a warmongering idiot. I was just really annoyed at adwarf, but I wouldn't have delcared war on him if I hadn't read that resolution wrong. (I guess it was a joke, but I took it seriously. Bad move on my part.)
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Taricus

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Re: Fiefdoms @ War: Turn 4
« Reply #762 on: March 24, 2011, 08:44:08 pm »

Er, Adwarf is one of his vassals...
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Johnfalcon99977

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Re: Fiefdoms @ War: Turn 4
« Reply #763 on: March 24, 2011, 08:45:00 pm »

I'll make peace with him then. No big deal. I declared war on him because of that misread resolution.
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Iituem

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Re: Fiefdoms @ War: Turn 4
« Reply #764 on: March 24, 2011, 09:15:09 pm »

I haven't seen evidence in this thread yet that Sheb has accepted your fealty.

The alliance rules I posted were in case people decided to create a sort of 'holding' faction for jointly-owned territories.  Otherwise, everything an alliance can do is covered under existing player interaction rules.  You can invite troops to move freely through your territories, even to defend them for you.  Betrayal is possible; if you declare war on your ally whilst you're still in his territory, combat will happen in every territory immediately and none of the troops on either side will be able to move (that are in contested territories) until the turn has happened and combats are resolved.  You can even give this order to betray through PM to me, and they won't find out until the turn happens.

On vassalage and troops:  You can give command of troops over to a feudal lord (or ally, or any other player) without renouncing ownership.  So long as your giving command was clear to me (i.e. posted in your turn post in this thread), I will respect the recipient player's commands over that unit.  You will continue to pay upkeep of the unit and if it is, say, a caster unit, that caster's spells will be determined by your technologies.
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Let's Play Arcanum: Of Steamworks & Magic Obscura! - The adventures of Jack Hunt, gentleman rogue.

No slaughtering every man, woman and child we see just to teleport to the moon.
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