Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 2 [3] 4 5 ... 125

Author Topic: Fiefdoms @ War: Turn 15  (Read 127436 times)

Taricus

  • Bay Watcher
    • View Profile
Re: Fiefdoms @ War: Turn 0
« Reply #30 on: March 16, 2011, 02:44:24 pm »

Agreed.
Logged
Quote from: evictedSaint
We sided with the holocaust for a fucking +1 roll

Kashyyk

  • Bay Watcher
  • One letter short of a wookie
    • View Profile
Re: Fiefdoms @ War: Turn 0
« Reply #31 on: March 16, 2011, 02:44:30 pm »

Iituem: By Regular infantry divisions, what sort of infantry do you mean?
Logged

Iituem

  • Bay Watcher
    • View Profile
Re: Fiefdoms @ War: Turn 0
« Reply #32 on: March 16, 2011, 02:45:09 pm »

Oof, yes.  I'll fix that.  You will start with 4 Light Macemen, regardless of whether or not you have the necessary resource (copper or iron) to have built them.  Not having the resource may stop you building more, of course.

I've set up a quick and dirty code which will tell me based on the revenue of the territory what sort of defenders it will have (and vice versa, really).  With the exception of the Foul Empire (who is right next to the Old Empire), you are all starting in downright impoverished areas, so the territories surrounding you will be guarded on average by 2-4 spearmen rather than more serious defences and will have appropriate wealth to match them.  I will add a Wealth map of the world to the start post shortly so you can have a good idea as to where you may be able to expand.

Edit:  Adwarf, you need to pick a specific territory within Farland.  Available territories are Farland West, Farland Central, Farland East and Farland South.

Spoiler: Turn Template (click to show/hide)
« Last Edit: March 16, 2011, 02:47:19 pm by Iituem »
Logged
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.

adwarf

  • Bay Watcher
    • View Profile
Re: Fiefdoms @ War: Turn 0
« Reply #33 on: March 16, 2011, 02:47:52 pm »

Question may I instead start with four groups of Armed Gnome Militia ( weaker attack than macemen, but cheaper. ) ?
Logged

Iituem

  • Bay Watcher
    • View Profile
Re: Fiefdoms @ War: Turn 0
« Reply #34 on: March 16, 2011, 02:55:00 pm »

Added the following Wealth map:

Spoiler: Maps (click to show/hide)

Green areas are the wealthiest, red the poorest.  The red areas are generally only protected by spearmen and have appropriate levels of wealth.

Adwarf:  Your macemen are smaller and weedier than other types, but you can field more of them so it balances it out.  In other words, you start with the same basic unit types as everyone else.  You may however research Advanced Gnome Militia as a technology, which will be cheap because your people are gnomes and it does not represent a particularly great power jump above the baseline.
Logged
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.

Taricus

  • Bay Watcher
    • View Profile
Re: Fiefdoms @ War: Turn 0
« Reply #35 on: March 16, 2011, 02:57:09 pm »

Looks like I'm going the athens route AKA Navy time!
Logged
Quote from: evictedSaint
We sided with the holocaust for a fucking +1 roll

Hubris Incalculable

  • Bay Watcher
    • View Profile
Re: Fiefdoms @ War: Turn 0
« Reply #36 on: March 16, 2011, 03:06:00 pm »

Hay Kashyyk, Since we are on the same continent, would you care for a trade agreement? some sort of alliance-thingummy
Logged
Code: (Bay 12 Lower Boards IRC) [Select]
server = irc.darkmyst.net
channel = #bay12lb

Criptfeind

  • Bay Watcher
    • View Profile
Re: Fiefdoms @ War: Turn 0
« Reply #37 on: March 16, 2011, 03:09:02 pm »

Spoiler: Turn 1 (click to show/hide)

Hay Kashyyk, Since we are on the same continent, would you care for a trade agreement? some sort of alliance-thingummy

That is not really how it works, you need to be adjacent.

Wow, you edited so fast that it changed my quote.
« Last Edit: March 16, 2011, 03:23:34 pm by Criptfeind »
Logged

adwarf

  • Bay Watcher
    • View Profile
Re: Fiefdoms @ War: Turn 0
« Reply #38 on: March 16, 2011, 03:13:58 pm »

Do we have a set amoount we start with or just our income?
What resources are on my land ?
and
Are there any NP Factions we should know of ?
Logged

Taricus

  • Bay Watcher
    • View Profile
Re: Fiefdoms @ War: Turn 0
« Reply #39 on: March 16, 2011, 03:18:13 pm »

Spoiler (click to show/hide)
« Last Edit: March 16, 2011, 03:25:58 pm by Taricus »
Logged
Quote from: evictedSaint
We sided with the holocaust for a fucking +1 roll

Criptfeind

  • Bay Watcher
    • View Profile
Re: Fiefdoms @ War: Turn 0
« Reply #40 on: March 16, 2011, 03:19:23 pm »

Ye get 50 pounds from me as well Taricus.
Logged

Taricus

  • Bay Watcher
    • View Profile
Re: Fiefdoms @ War: Turn 0
« Reply #41 on: March 16, 2011, 03:20:33 pm »

Might want to point that out in yours...
Logged
Quote from: evictedSaint
We sided with the holocaust for a fucking +1 roll

Iituem

  • Bay Watcher
    • View Profile
Re: Fiefdoms @ War: Turn 0
« Reply #42 on: March 16, 2011, 03:22:27 pm »

Turn 0 up shortly with full details answering your questions.  The short version is that the only NPC empire of note is the Old Empire (dark purple, centre of the map), which is the remnant of the old Arcanan Empire.  All other territories are considered neutral.  They will oppose your attempts to invade them, but will not actively seek to expand.  (Unless, of course, I found a few 'barbarian' states whose sole purpose is to raid your states.  But that's for later.)

Also:  I didn't note it in the OP, so I will add it in, but you also start with £500 in cash in addition to your first turn of income, and you do not pay income on your Light Macemen for the first turn.  Just little first turn bonuses to help you start off.

One question worthy of note; what races would you like to start with?  This is largely cosmetic, but I'm going to assign this shortly.  As inspiration, here is the full list from (the Arcanan side of) Master of Magic:  humans, orcs, gnolls, halflings, high elves, klackons.  Other races (such as gnomes) are likely acceptable, but they will not have unique abilities unless you research them.
Logged
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.

Taricus

  • Bay Watcher
    • View Profile
Re: Fiefdoms @ War: Turn 0
« Reply #43 on: March 16, 2011, 03:24:27 pm »

DWARVES!
Logged
Quote from: evictedSaint
We sided with the holocaust for a fucking +1 roll

adwarf

  • Bay Watcher
    • View Profile
Re: Fiefdoms @ War: Turn 0
« Reply #44 on: March 16, 2011, 03:25:08 pm »

No the gnomes have no bonuses but if you were to give them one it would be mechanics, because they are good with mechanics. Although they do suffer from being small.
Logged
Pages: 1 2 [3] 4 5 ... 125