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Author Topic: Fiefdoms @ War: Turn 15  (Read 130043 times)

Taricus

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Re: Fiefdoms @ War: Turn 4
« Reply #780 on: March 25, 2011, 12:39:14 pm »

Spoiler (click to show/hide)
« Last Edit: March 25, 2011, 06:32:57 pm by Taricus »
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Quote from: evictedSaint
We sided with the holocaust for a fucking +1 roll

Iituem

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Re: Fiefdoms @ War: Turn 4
« Reply #781 on: March 25, 2011, 12:42:47 pm »

Caravan movement would be valid, yes.  Be wary; the more trading happens, the more likely raiders will start appearing.  Yes, you can establish a trade pact with Arcadia working through the Farland trade route, as you would be able to do so with the Duchy of Grouting.

Edited it in.
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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.

adwarf

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Re: Fiefdoms @ War: Turn 4
« Reply #782 on: March 25, 2011, 02:13:51 pm »

Territories

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

Farland Sou (£159/turn):  -

Farland Cen (£15/turn):  3 light macemen.  [Sheep]  (upk: -£150)
 (+£1/turn from sheep)

Finances:

Cash Reserves:  £0
Revenue:  +£862
Trade Pact (Arcadia):  +£105  (Access Lumber, Game)
Trade Pact (Brent): +£85
Upkeep:  -£150  [3 light macemen]

Total:  £902

Construction/Recruitment
Build a Underground farm in Farland Central.

Research
402 - Infrastructure

Troop Movements
I Hearby let Sheb Take control of my macemen.

Question:
Can we disband units, or trade them for another ?
« Last Edit: March 26, 2011, 09:21:23 am by adwarf »
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Johnfalcon99977

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Re: Fiefdoms @ War: Turn 4
« Reply #783 on: March 25, 2011, 02:25:22 pm »

I could not afford the Axuila (Skrimishers)? I've done the math, and theorticly I should have been able to upgrade them...

Edit: I also point out that the "Units and Buildings" List, along with the others, has not been updated. There are still units and techs not yet listed.


Spoiler: Current State (click to show/hide)

Research

Dump £300 into the research of better training methods for our soldiers, while still keeping said training cheap and affordable.

Movement

Move the newly trained Skimishers to Maver North.
« Last Edit: March 26, 2011, 02:50:24 pm by Johnfalcon99977 »
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Also known as the Knowlagable, the Forgetful, and/or the Ignored

Please excuse my horrible awful linguistic skills.

Demonic Spoon

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Re: Fiefdoms @ War: Turn 4
« Reply #784 on: March 25, 2011, 03:43:02 pm »

Territories:

Foul Cen (£500/turn):  3 Spearmen.  Palace, Mine.  [Iron]  (upk: -£60)
 (+£200: Mine)

Ichor Wes (£60/turn):  2 Spearmen.  [Stone]  (upk: -£40)

Troud Sou (£19/turn):  5 spearmen.  (upk: -£100)

Armies:

~

Finances:

Cash Reserves:  £55
Revenue:  +£779
Trade Pact (United):  +£100  (Access Copper)
Upkeep:  -£200  [10 spearmen]

Total:  £734

Diplomacy:

~

Construction/Recruitment:

Invest in Foul Central's Economy: -250
Recruit 3 Spearmen in Foul Central: -375

Research:

~

Savings: 109

Techs:

Foundation Necromancy
Curses I

Infantry Training I

Troop Movements:

3 Spearman from Foul Cental, 2 Spearmen from Ichor West and 5 Spearmen from Troud South invade Foul West.
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Iituem

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Re: Fiefdoms @ War: Turn 4
« Reply #785 on: March 25, 2011, 05:05:40 pm »

I did the math too, and you couldn't.  Upgrading a unit costs 125% of the difference between the two unit costs.

Spearmen: £125.  Skirmishers: £400.  400 - 125 = 275.

275 * 3 = 825, which is already over what you budgeted.

875 * 1.25 (i.e. 125% of 875) = 1031.25

So no, not enough.  In future by all means question my math (because I do get it wrong), but show your working.

This also answers adwarf's question; you can disband units, or you can upgrade them for the 125% of the difference between the two unit costs.  Downgrading to a cheaper unit is free, but doesn't give you a refund.  Disbanding units is free, but doesn't give you a refund.

JF:  I know very well that the units and buildings list has not been updated.  There are other things taking up my time right now, such as coding in the new aspects of the game to make it easier to run.  I shall endeavour to update that list prior to the next turn.



Considering a mechanics change to combat.  How do we feel about ranged units getting a free chance of a hit before combat, but suffering a reduction in their stats to balance it?  Probably it works fine as is, but I'll throw it up for discussion.
« Last Edit: March 25, 2011, 05:07:13 pm by Iituem »
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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 #786 on: March 25, 2011, 05:21:20 pm »

Let them hit for free, just drain their attack though.
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Kashyyk

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Re: Fiefdoms @ War: Turn 4
« Reply #787 on: March 25, 2011, 05:26:59 pm »

Spoiler: Turn6 (click to show/hide)

Personally, I think that even if a ranged unit only damages an opposing unit they should survive unscathed and can fight again. Being damaged by the enemy implies they managed to close into melee.
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Criptfeind

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Re: Fiefdoms @ War: Turn 4
« Reply #788 on: March 25, 2011, 05:39:22 pm »

Considering a mechanics change to combat.  How do we feel about ranged units getting a free chance of a hit before combat, but suffering a reduction in their stats to balance it?  Probably it works fine as is, but I'll throw it up for discussion.

I think leave it as it is is a good idea, just do what you have already done with archers or the javelin throwers in the future.
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adwarf

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Re: Fiefdoms @ War: Turn 4
« Reply #789 on: March 25, 2011, 08:09:49 pm »

Ok I edited my post to include the downgrading of macemen to spearmen.
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adwarf

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Re: Fiefdoms @ War: Turn 4
« Reply #790 on: March 25, 2011, 08:54:38 pm »

DOn't I get a bonus from  the caravan Sheb sent ?
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Iituem

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Re: Fiefdoms @ War: Turn 4
« Reply #791 on: March 25, 2011, 09:00:34 pm »

You get the trade route bonus of 10% of his income (£85, in Turn 5), but you don't get a share of his caravan journey completion bonus, no.
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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.

adwarf

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Re: Fiefdoms @ War: Turn 5
« Reply #792 on: March 25, 2011, 09:02:06 pm »

Oh I thought that the caravan produced some money for both sides. My people selling stuff to him, and his selling stuff to me thats how I saw it.
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Iituem

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Re: Fiefdoms @ War: Turn 5
« Reply #793 on: March 25, 2011, 09:03:09 pm »

You could try and extract a tax from him, but no.  The bonus is a bonus for completing the journey, since he took the risks and spent the money on the original caravan.
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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.

adwarf

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Re: Fiefdoms @ War: Turn 5
« Reply #794 on: March 25, 2011, 09:06:48 pm »

I just realized next turn I will be making over a thousand in income. Awesome super awesome fortified Farlands Country here I come.
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