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Author Topic: Fiefdoms @ War: Turn 15  (Read 130281 times)

Iituem

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Re: Fiefdoms @ War: Turn 9
« Reply #1170 on: April 03, 2011, 07:53:36 pm »

Also, I coded in Hero upkeep wrong.  Everyone who had a Hero at the end of that turn is having his turn summary redone (with a probable rebate of £120) because I made a slip up in coding that gave everyone the promotions any other hero had, and the associated upkeep costs.

Criptfeind also gets a rebate of £180 because I have been adding up his upkeep wrong by £60 for the last three turns due to an oversight in which I had his base upkeep set at £60 rather than £0.  Sorry about that.

Edit:  Oh crap, I completely left out Phantom's turn summary!  Sorry!
« Last Edit: April 03, 2011, 08:10:16 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 9
« Reply #1171 on: April 03, 2011, 07:55:31 pm »

Tax refund!
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Terenos

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Re: Fiefdoms @ War: Turn 9
« Reply #1172 on: April 03, 2011, 08:21:18 pm »

Turn updated to include tax refund! Huzzah.
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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 9
« Reply #1173 on: April 03, 2011, 08:22:01 pm »

We should get some income tax every five years  :P
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Johnfalcon99977

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Re: Fiefdoms @ War: Turn 9
« Reply #1174 on: April 03, 2011, 08:27:40 pm »

We should get some income tax every five years  :P

Almost our entire budget is already taxes. Idiot.
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Also known as the Knowlagable, the Forgetful, and/or the Ignored

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Phantom

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Re: Fiefdoms @ War: Turn 9
« Reply #1175 on: April 03, 2011, 09:30:18 pm »

Edit:  Oh crap, I completely left out Phantom's turn summary!  Sorry!
And now you notice.
>_0


And you also left out the units I bought. Double >_0
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Iituem

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Re: Fiefdoms @ War: Turn 9
« Reply #1176 on: April 03, 2011, 09:51:46 pm »

Edit:  Oh crap, I completely left out Phantom's turn summary!  Sorry!
And now you notice.
>_0


And you also left out the units I bought. Double >_0

Gaaah!  Fixed.

Also, yes, Diplomatic marriage means the Duke has to marry her.  You can marry off sons or minor nobles after this.
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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 9
« Reply #1177 on: April 03, 2011, 09:52:28 pm »

*Parties over grouting's duke getting married.*
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We sided with the holocaust for a fucking +1 roll

Iituem

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Re: Fiefdoms @ War: Turn 9
« Reply #1178 on: April 03, 2011, 10:02:50 pm »

Also, Sheb:  You can't build a Market in Lower Brent because of the fishery there.  Not a high enough industry limit.
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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.

Iituem

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Re: Fiefdoms @ War: Turn 9
« Reply #1179 on: April 04, 2011, 07:12:38 am »

Criptfeind:  I have located the errors I made in your summary and totted them up properly.  Even taking into account your rebate, you still only have £3514 at the end of that turn, so you can only construct five fireflies (£600 each).
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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.

Criptfeind

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Re: Fiefdoms @ War: Turn 9
« Reply #1180 on: April 04, 2011, 08:23:36 am »

Quite right. Was thinking of upkeep.

I fixed it.
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Sheb

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Re: Fiefdoms @ War: Turn 9
« Reply #1181 on: April 04, 2011, 10:03:20 am »

Ooops, forgot that industry limit. I'll change my turn.
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Dwarmin

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Re: Fiefdoms @ War: Turn 9
« Reply #1182 on: April 04, 2011, 01:56:50 pm »

Seems my income had a typo, as you counted my reserves as the same on both...lol

Turn 8 finances

Spoiler (click to show/hide)

Turn 9 finances

Spoiler (click to show/hide)

I should have $1325 this turn.

Spoiler: Turn 9 actions (click to show/hide)
« Last Edit: April 05, 2011, 07:58:01 am by Dwarmin »
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Iituem

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Re: Fiefdoms @ War: Turn 9
« Reply #1183 on: April 04, 2011, 06:57:39 pm »

Just Phantom and Hubris to go.  I think I have their turns up properly now, and sorry for the errors in the last turn.  Updating just before a birthday party does not leave much time for error-checking.
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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 9
« Reply #1184 on: April 04, 2011, 07:27:48 pm »

Iituem what is your position on getting guns introduced in this game ?
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