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Author Topic: Fiefdoms @ War: Turn 15  (Read 127441 times)

Criptfeind

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Re: Fiefdoms @ War: Turn 4
« Reply #675 on: March 22, 2011, 08:38:04 pm »

I'm curious, however.

Will I get MORE funds if I let you fund me from last turn, or LESS?

Edit: Also, trade with Phantom for horses. Give him elephants. Clearly the best trade ever.

The answer is less. You only put enough to raise your income by 53 pounds (Euros?)

Also, you know you can not trade yet right?
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Phantom

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Re: Fiefdoms @ War: Turn 4
« Reply #676 on: March 22, 2011, 08:40:18 pm »

Nah, this is a Euro. €


And if I remember correctly, pounds are worth more than Euros.
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Iituem

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Re: Fiefdoms @ War: Turn 4
« Reply #677 on: March 22, 2011, 08:41:52 pm »

Yes and yes.  Which is to say that you would have more income/turn, but less overall income.  You would have spent £520 on improving your economy and received a return of £52.  I'm rounding these investments down to the nearest £10 to save me the headache of trying to keep track of fractional investment.

To trade, you will need to build a road connecting your territories, acquire adjacent territories or send a caravan between them.  These establish trade routes.

Finally, I'm using the old pound in this game - whenever we use a cash amount in £s, it literally means a pound of pure silver or its equivalent value.  Figure I might as well get that out of the way.
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Johnfalcon99977

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Re: Fiefdoms @ War: Turn 4
« Reply #678 on: March 22, 2011, 08:43:18 pm »

But we both share a costal route. Doesn't that count for something?
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Criptfeind

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Re: Fiefdoms @ War: Turn 4
« Reply #679 on: March 22, 2011, 08:46:01 pm »

But we both share a costal route. Doesn't that count for something?

Yeah. It makes it easy to send a caravan. Don't have to worry about bandits if you use the sea lanes.

Pirates are a worry. But still, less land to cover.
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Iituem

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Re: Fiefdoms @ War: Turn 4
« Reply #680 on: March 22, 2011, 08:46:35 pm »

No.  Road, caravan, adjoining.  The coastal route makes it easier for your caravan to get to his position quickly if he uses a naval vessel (though the arrival award is based on the cheapest route possible, not the one necessarily taken).
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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.

Taricus

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Re: Fiefdoms @ War: Turn 4
« Reply #681 on: March 22, 2011, 08:47:46 pm »

Oh, now I just have to wait for enough money to buy a caravan and a trireme and I have horses.
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Iituem

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Re: Fiefdoms @ War: Turn 4
« Reply #682 on: March 22, 2011, 08:50:33 pm »

Yes, which is sort of the dilemma of the trade position.  Right now, Vremya is the only nation with access to true cavalry (Steel has potential access to elephantry).  By trading with others, he eliminates his monopoly over horses and thus cavalry.  Of course, he also gets a lot of money in compensation since everyone will want horses.  (Especially given the fondness of most nations for using infantry.)
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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.

Taricus

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Re: Fiefdoms @ War: Turn 4
« Reply #683 on: March 22, 2011, 08:51:36 pm »

I just want mounted archers.
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Phantom

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Re: Fiefdoms @ War: Turn 4
« Reply #684 on: March 22, 2011, 08:51:49 pm »

In that case, screw giving people horses, you can have your mules and Future S Club Seven CDs.
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Criptfeind

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Re: Fiefdoms @ War: Turn 4
« Reply #685 on: March 22, 2011, 08:53:33 pm »

I am sure as the game moves on horses will become more and more common. But the vast trading empire you could set up now at other peoples expense would stay forever.
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Taricus

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Re: Fiefdoms @ War: Turn 4
« Reply #686 on: March 22, 2011, 08:54:11 pm »

THINK OF THE POWER!
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Johnfalcon99977

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Re: Fiefdoms @ War: Turn 4
« Reply #687 on: March 22, 2011, 08:56:54 pm »

Aw well. I guess I have to settle on deer cavalry once I find a place with Game.
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Phantom

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Re: Fiefdoms @ War: Turn 4
« Reply #688 on: March 22, 2011, 08:59:22 pm »

I am SURE your followers and your Elephants will suffice by listening to S Club 7 and Kansas CDs.
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Iituem

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Re: Fiefdoms @ War: Turn 4
« Reply #689 on: March 22, 2011, 09:00:30 pm »

Deer and other game-type animals make terrible mounts.  They can draw sleighs and carts, and work fine as draught animals, but they're too difficult to ride for military use.
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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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