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Author Topic: Fiefdoms @ War: Turn 15  (Read 130056 times)

Johnfalcon99977

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Re: Fiefdoms @ War: Turn 2
« Reply #240 on: March 17, 2011, 10:34:28 pm »

I'll have plenty of Bronze, Iron, and Gold if were lucky. I will supply what I can.

Edit: But you lack Iron. I can give it too you if I have extra.
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Phantom

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Re: Fiefdoms @ War: Turn 2
« Reply #241 on: March 17, 2011, 10:35:12 pm »

I shall drive you all closer!

On a more serious note, I'll attempt to provide research and/or food.
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Taricus

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Re: Fiefdoms @ War: Turn 2
« Reply #242 on: March 17, 2011, 10:35:28 pm »

Fair enough.
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Johnfalcon99977

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Re: Fiefdoms @ War: Turn 2
« Reply #243 on: March 17, 2011, 10:36:36 pm »

What will Cript do?
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Pillow_Killer

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Re: Fiefdoms @ War: Turn 2
« Reply #244 on: March 17, 2011, 11:56:05 pm »

Spoiler (click to show/hide)
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Iituem

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Re: Fiefdoms @ War: Turn 2
« Reply #245 on: March 18, 2011, 03:59:07 am »

Alright, I've got to head off to London for a couple of days.  Unless Spoon and Sheb somehow both get their turns off within the next (say) two hours, you're all going to have to wait until Sunday for Turn 3.  I'll incorporate the new players come those turns.


Edit:  Since that will make 11 players, I'm going to call a moratorium on any more sign-ups until someone dies or quits.  Though by that stage there might not be much opportunity to sign up.
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Johnfalcon99977

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Re: Fiefdoms @ War: Turn 2
« Reply #246 on: March 18, 2011, 06:35:42 am »

I always choose the WORST times to join, don't I?
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Demonic Spoon

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Re: Fiefdoms @ War: Turn 2
« Reply #247 on: March 18, 2011, 07:38:23 am »

Yes, yes you do.

Territories:

Foul Cen (£500/turn):  2 Spearmen.  Palace.  [Iron]  (upk: -£40)

Armies:

1 Caravan [Beaton]

Finances:

Cash Reserves:  £0
Revenue:  +£500
Upkeep:  -£40  [2 spearmen]

Total:  £460

Diplomacy:

~

Construction/Recruitment:

Recruit 3 Spearmen: -375

Research:

~

Savings: 85

Troop Movements:
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Criptfeind

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Re: Fiefdoms @ War: Turn 2
« Reply #248 on: March 18, 2011, 09:57:02 am »

What will Cript do?

I believe trying to define what we each do is a bad idea, seeing as resources are not predefined. From a role playing perspective, I am based in what used to be a bread basket of the old empire.
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adwarf

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Re: Fiefdoms @ War: Turn 2
« Reply #249 on: March 18, 2011, 02:10:03 pm »

We should unite against the new founded empire of four. TO ARMS !!!!!! TO ARMS !!!!! MY brothers we ride to war !!!! None shall stop us for we fight for freedom !!!! NOW CHARGE CHARGE FOR ALL FREEDOM !!!!!!
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Taricus

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Re: Fiefdoms @ War: Turn 2
« Reply #250 on: March 18, 2011, 02:11:35 pm »

Get back to work or you'll be shot out of a cannon. Again.
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Criptfeind

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Re: Fiefdoms @ War: Turn 2
« Reply #251 on: March 18, 2011, 02:13:19 pm »

Why do you care, you are on the other side of the world from us, we pose no issues for you.
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Johnfalcon99977

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Re: Fiefdoms @ War: Turn 2
« Reply #252 on: March 18, 2011, 02:23:49 pm »

We should unite against the new founded empire of four. TO ARMS !!!!!! TO ARMS !!!!! MY brothers we ride to war !!!! None shall stop us for we fight for freedom !!!! NOW CHARGE CHARGE FOR ALL FREEDOM !!!!!!

...Why do you give a fuck?

Who says were even going to talk to you? We are based on the Western most side of the world, you are on the Eastern most side of the world.

In fact, I think I may just submit a resolution to invade you then auction your lands off to others for money and good relations.

Edit: And I have basicly said the exact same thing as Criptfeind. Guess I should've read his post first.
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Taricus

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Re: Fiefdoms @ War: Turn 2
« Reply #253 on: March 18, 2011, 02:25:03 pm »

X-axis wrap JF.
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Johnfalcon99977

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Re: Fiefdoms @ War: Turn 2
« Reply #254 on: March 18, 2011, 02:40:08 pm »

Also, collectively, we have a army of 9 legions of light macemen, 6 legions of spearmen, and a legion of Axmen.

You have 3 legions of Light Macemen. In one territory. There is a slight differance in power, do you not agree?
You may also want to look at the map (At least if me and Phantom join on the current turn.):
Spoiler (click to show/hide)
There is some distance, no?


On another note, II think we should gather every 5 turns or so to vote on resolutions for the Western Dominion. Like war, long-term focuses for us, and foreign policy. These shall be held in secret (I.E. Private chatroom) and will alternate from Empire to Empire. To balance the votes, the current holder of the talks vote will be worth 2.
To truely be one, we need to act as one.
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