Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 60 61 [62] 63 64 ... 125

Author Topic: Fiefdoms @ War: Turn 15  (Read 127691 times)

adwarf

  • Bay Watcher
    • View Profile
Re: Fiefdoms @ War: Turn 6
« Reply #915 on: March 27, 2011, 09:22:37 pm »

Harticus, I shall pay back the farmers that got their property destroyed myself. I do feel responsible for their loss, seeing as I took your troops away.

Thank you my lord.
Logged

adwarf

  • Bay Watcher
    • View Profile
Re: Fiefdoms @ War: Turn 6
« Reply #916 on: March 27, 2011, 09:24:22 pm »

Territories

Farland W (£574/turn):  Palace, Farm.   Grain.   
 (+£29/turn from grain)
 (+£100: Farm)
Farland S (£159/turn): 
Farland C (£15/turn):  Farm.   Sheep.   
 (+£1/turn from sheep)
 (+£100: Farm)

Finances:

Cash Reserves:  £0
Revenue:  +£978
Trade Pact(Arcadia): +£108 [Access lumber, game, iron, gold, coal]
Trade Pact(Brent): +£86 [Access fish]
Upkeep: -£150  [3 light macemen.]
Raiding: -£100

Total:  £922

Construction/Recruitment:
Recruit a Spearmen in Central Farlands
Research:
922 into Infrastructure II

Troop Movements:
None
« Last Edit: March 28, 2011, 06:31:46 am by adwarf »
Logged

Johnfalcon99977

  • Bay Watcher
  • The Herp Derp Assassin
    • View Profile
Re: Fiefdoms @ War: Turn 6
« Reply #917 on: March 27, 2011, 09:31:03 pm »

Spoiler:  Status of the Empire (click to show/hide)

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

Army
Two Skrimishers and 3 Spearmen attack Western Maver

Other
Perpare for the delivery of a new royal baby that has been waiting for a few months now.
« Last Edit: March 31, 2011, 03:37:06 pm by Johnfalcon99977 »
Logged
Also known as the Knowlagable, the Forgetful, and/or the Ignored

Please excuse my horrible awful linguistic skills.

Sheb

  • Bay Watcher
  • You Are An Avatar
    • View Profile
Re: Fiefdoms @ War: Turn 6
« Reply #918 on: March 27, 2011, 09:51:34 pm »

Spoiler: Turn 7 (click to show/hide)

I included orders for my caravan in South Brent, athough it was not mentioned in your post. I think you just forgot it.
Logged

Quote from: Paul-Henry Spaak
Europe consists only of small countries, some of which know it and some of which don’t yet.

mcclay

  • Bay Watcher
  • Gay, Tired and Just here to Vibe
    • View Profile
Re: Fiefdoms @ War: Turn 6
« Reply #919 on: March 27, 2011, 10:12:58 pm »

Here is some tatical info for people with the zombies/ Ice beast things. I don't think the GM is sending out monster agianst our forces for shits and giggles. Poeple with the zambehs: send out forces and end the threat to your region permantely. People with the Ice Queen:send out diplomantic forces to make her come on your side and kill the palace and take her info if she says no.
Logged
Am I back? Its a mystery to everyone

Terenos

  • Bay Watcher
    • View Profile
Re: Fiefdoms @ War: Turn 6
« Reply #920 on: March 27, 2011, 10:18:47 pm »

Spoiler: Turn 6 Actions (click to show/hide)

The Traveler arranges a parade for the people of N Pomford. "My brothers! Today We celebrate the strength of -your- Light soldiers, in the battle of the Zephyr Palace. We are awed and honored by their strength, skill, and capability. Truly in this day, you, the people of Palm, are safe from magical attacks from a forgotten era. Together, we shall strive to move forwards in unity."
Celebrations rock the streets, Partying is done. Wounded troops from the resting LS force are encouraged to tell stories of the battle, and of fine leadership from the Traveler's generals.

..Its so beautiful.
« Last Edit: March 28, 2011, 10:47:54 pm by Terenos »
Logged
But despite what you've been told, I once had a soul. Left somewhere behind...

Criptfeind

  • Bay Watcher
    • View Profile
Re: Fiefdoms @ War: Turn 6
« Reply #921 on: March 27, 2011, 11:37:28 pm »

Shit the dice hate me.
Logged

Demonic Spoon

  • Bay Watcher
  • Peering from beyond the veil of reality
    • View Profile
Re: Fiefdoms @ War: Turn 6
« Reply #922 on: March 27, 2011, 11:57:58 pm »

...well fuck, I was sure 10 spearmen would be enough, but they even outnumbered me! This makes the second time I have lost my entire army. It sucks that you don't get survivors from the battles, don't my people know when to retreat? And the upkeep of the stronger units is still a bit too high but eh whatever.

Territories:

Foul C (£525/turn):  3 spearmen. Palace, Mine.   Iron.   
 (+£200: Mine)
 (upk: -£60)

Ichor W (£60/turn):  Stone.   
Troud S (£19/turn): 

Armies:

~

Finances:

Cash Reserves:  £109
Revenue:  +£804
Trade Pact(United): +£100 [Access copper]
Upkeep: -£60  [3 spearmen.]

Total:  £953

Diplomacy:

~

Construction/Recruitment:

Upgrade 3 Spearmen in Foul Central to Skirmishers: -900


Research:

~

Savings: 53

Techs:

Foundation Necromancy
Curses I

Infantry Training I

Troop Movements:

3 Skirmishers from Foul Central invade Ichor Upper
« Last Edit: March 28, 2011, 07:34:50 am by Demonic Spoon »
Logged

adwarf

  • Bay Watcher
    • View Profile
Re: Fiefdoms @ War: Turn 6
« Reply #923 on: March 28, 2011, 06:32:14 am »

Edited my turn also where are the zombies coming from do I know that atleast
Logged

Terenos

  • Bay Watcher
    • View Profile
Re: Fiefdoms @ War: Turn 6
« Reply #924 on: March 28, 2011, 06:34:08 am »

I believe they are coming from West Sordell, Sir Adwarf.
Logged
But despite what you've been told, I once had a soul. Left somewhere behind...

Johnfalcon99977

  • Bay Watcher
  • The Herp Derp Assassin
    • View Profile
Re: Fiefdoms @ War: Turn 6
« Reply #925 on: March 28, 2011, 06:36:14 am »

Phantom. Do you wish to trade? You can retrict my access to your horses.
« Last Edit: March 28, 2011, 06:52:55 am by Johnfalcon99977 »
Logged
Also known as the Knowlagable, the Forgetful, and/or the Ignored

Please excuse my horrible awful linguistic skills.

Iituem

  • Bay Watcher
    • View Profile
Re: Fiefdoms @ War: Turn 6
« Reply #926 on: March 28, 2011, 06:52:40 am »

Sheb:  Fixed.  Now I need to decide if your caravan gets £3000 for travelling across 3 oceans and 1 territory, or whether I should count the 'hypothetical' route across land through South Brilland (7 territories) and make it £2100.   Mm.  I'll rule in your favour, since you don't have access through the OE it counts as a blockade.

On NPC army sizes:  NPC armies are determined by the wealth of the territory.  I have a strict (if simple) formula for determining the total upkeep they can support, and from there it's a question of making best use of their defences.  In the case of West Foul, they have very high income (for a Yellow territory) and can support a consummately sized army.  I went for spearmen troops to favour the klackon mindset though - zerg rushes of disposable drones.
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.

Terenos

  • Bay Watcher
    • View Profile
Re: Fiefdoms @ War: Turn 6
« Reply #927 on: March 28, 2011, 06:59:12 am »

I want this stated again, For the record.. BEAUTIFUL!.. I loves my Sorcery research.
And now I am interested to see who lunges at Sorcery research.
Logged
But despite what you've been told, I once had a soul. Left somewhere behind...

Demonic Spoon

  • Bay Watcher
  • Peering from beyond the veil of reality
    • View Profile
Re: Fiefdoms @ War: Turn 6
« Reply #928 on: March 28, 2011, 07:37:52 am »

I went for spearmen troops to favour the klackon mindset though - zerg rushes of disposable drones.

Yeah, that is our favourite tactic. Individual drones are as nothing beside the greater good of the hive. ZERGZERGZERG
« Last Edit: March 28, 2011, 07:44:46 am by Demonic Spoon »
Logged

Iituem

  • Bay Watcher
    • View Profile
Re: Fiefdoms @ War: Turn 6
« Reply #929 on: March 28, 2011, 07:46:39 am »

I'll let you research a race-specific tech in the future if you want; "Klackon Soldier Drones".  Will tie in with a new special; 'Shock'.  Units with 'shock' are the opposite of support units, they will always attack first even if there is a stronger unit available.  They will usually be very cheap to build and support, but probably be weaker than spearmen.
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.
Pages: 1 ... 60 61 [62] 63 64 ... 125