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Author Topic: Fiefdoms @ War: Turn 15  (Read 127579 times)

Terenos

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Re: Fiefdoms @ War: Turn 5
« Reply #810 on: March 26, 2011, 06:31:12 am »

Then bootstrap yer economy. Infrastructure research, pull all your provinces to the $250($2500 investment) cap of basic income, Get farms where you have no other resource to tap.. So on, so on. Also you'll have more income for research that way. And I'm sure Kashyyk wont attack you.
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But despite what you've been told, I once had a soul. Left somewhere behind...

adwarf

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Re: Fiefdoms @ War: Turn 5
« Reply #811 on: March 26, 2011, 06:32:16 am »

Hey Kashyyk I will sell you Necromancy for $400. deal ?
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Terenos

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Re: Fiefdoms @ War: Turn 5
« Reply #812 on: March 26, 2011, 06:36:00 am »

*Shocked look*
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adwarf

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Re: Fiefdoms @ War: Turn 5
« Reply #813 on: March 26, 2011, 06:38:00 am »

*Shocked look*

What you want it to ? ( I just want the money to make super awesome steampunk stuff )
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Kashyyk

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Re: Fiefdoms @ War: Turn 5
« Reply #814 on: March 26, 2011, 06:39:51 am »

No thanks, I have my own plans for magic.
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Terenos

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Re: Fiefdoms @ War: Turn 5
« Reply #815 on: March 26, 2011, 06:41:09 am »

I'd feel bad about robbing you, in that way. Perhaps at a later point, My next few turns of cash are earmarked to potentially rebuild my forces if I lose. Or even if the win is bad.
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adwarf

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Re: Fiefdoms @ War: Turn 5
« Reply #816 on: March 26, 2011, 06:43:22 am »

I'd feel bad about robbing you, in that way. Perhaps at a later point, My next few turns of cash are earmarked to potentially rebuild my forces if I lose. Or even if the win is bad.

Your not robbing me I only payed $402 so I get most of it back, and funs to research vital tech.
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Terenos

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Re: Fiefdoms @ War: Turn 5
« Reply #817 on: March 26, 2011, 06:57:42 am »

..True. Well, I still have current plans for my cash resources. At some later point though!
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But despite what you've been told, I once had a soul. Left somewhere behind...

Iituem

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Re: Fiefdoms @ War: Turn 5
« Reply #818 on: March 26, 2011, 07:18:28 am »

Toying with introducing a new mechanic:

Burn the Books:  Provided a technology has not gone public, you can completely destroy any records or knowledge of that technology within your home territories.  This reduces the research cap for the tech by 10 for future research efforts and reduces the number of sides who have access to the tech by 1.  You lose access to the technology completely, though any units built from it continue to exist until lost or disbanded.  You will need to re-research the technology from scratch if you ever desire it again.

What with adwarf's rather impulsive desire to renounce magic, he might want to avoid it getting into the public domain as easily because of his knowledge of it.  I make no judgement on his perceived market value of the tech he's researched.



There are plenty of undiscovered economics technologies, though I don't actually have them plotted out beyond vague inclinations.  Things like Infrastructure are pretty well defined (improves investment cap in basic economy, number of industries), but there are also buildings like Marketplaces that will improve your economy based on how many resources you have access to (in the same way that Smithies do) and Banks that will give a percentage increase to your economy, but also cost upkeep (making them only worthwhile after a certain economic threshold).
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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.

Johnfalcon99977

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Re: Fiefdoms @ War: Turn 5
« Reply #819 on: March 26, 2011, 07:36:32 am »

I really do not want any steampunk elements, thank you very much.
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adwarf

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Re: Fiefdoms @ War: Turn 5
« Reply #820 on: March 26, 2011, 07:46:44 am »

Well my race was born from a steampunk idea, so a whole lot of steampunk stuff coming up guys.
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Johnfalcon99977

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Re: Fiefdoms @ War: Turn 5
« Reply #821 on: March 26, 2011, 08:49:51 am »

Steampunk comes up at, what, 1700's?

This is 1002. This is when the world was just coming out of the Dark Ages and there were castles and wooden villages!
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adwarf

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Re: Fiefdoms @ War: Turn 5
« Reply #822 on: March 26, 2011, 08:50:48 am »

I call BURN THE BOOKS on necromancy magic may burn.
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Johnfalcon99977

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Re: Fiefdoms @ War: Turn 5
« Reply #823 on: March 26, 2011, 08:51:44 am »

Someone has already discovered it first. Too bad, it won't have any effect on anyone.
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Also known as the Knowlagable, the Forgetful, and/or the Ignored

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adwarf

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Re: Fiefdoms @ War: Turn 5
« Reply #824 on: March 26, 2011, 08:53:47 am »

Someone has already discovered it first. Too bad, it won't have any effect on anyone.

I just don't want it. If I will have magic it wilol be elemental magic or summoning magic thats it.
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