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Author Topic: Fiefdoms @ War: Turn 15  (Read 130295 times)

Johnfalcon99977

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Re: Fiefdoms @ War: Turn 9
« Reply #1185 on: April 04, 2011, 07:28:16 pm »

He told me yes already. No need to ask...
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adwarf

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Re: Fiefdoms @ War: Turn 9
« Reply #1186 on: April 04, 2011, 07:30:15 pm »

He told me yes already. No need to ask...

I mean how long do you think it will take for them to get in ?
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Johnfalcon99977

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Re: Fiefdoms @ War: Turn 9
« Reply #1187 on: April 04, 2011, 08:04:16 pm »

Late game. Oh so defintatly late game. Advanced rifles will not even be in the game, and don't get me started on spaceships...
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Taricus

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Re: Fiefdoms @ War: Turn 9
« Reply #1188 on: April 04, 2011, 08:05:19 pm »

Don't discount advanced rifles...
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Dwarmin

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Re: Fiefdoms @ War: Turn 9
« Reply #1189 on: April 04, 2011, 08:15:33 pm »

Orbital cannons?
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Phantom

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Re: Fiefdoms @ War: Turn 9
« Reply #1190 on: April 04, 2011, 09:44:32 pm »

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Iituem

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Re: Fiefdoms @ War: Turn 9
« Reply #1191 on: April 05, 2011, 02:46:05 am »

If you follow a tech route, gunpowder is mid to late-game.  I've been asked this several times and tried to keep it quiet because although gunpowder is a way to go, it is not the only way to go (not least because of the existence of magic).

I am not going to clearly lay out a tech path here, but you will need a good understanding of chemistry for gunpowder, which is to say that you will need to essentially discover the science of chemistry.  You are all a long way from that right now, and one of the posts in the next turn will give you some clues on the way to proceed.  Beelining to gunpowder at this stage might not be a bad idea, but it is an idea that will leave you at the mercy of those engaging in more conventional warfare.  I can tell you that knights are pretty much the power limit of the mundane pre-gunpowder age, though.  On the other hand, knights will kick the arses of spearmen completely about 90-95% of the time.  They're pretty awesome.
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Sheb

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Re: Fiefdoms @ War: Turn 9
« Reply #1192 on: April 05, 2011, 03:01:05 am »

So no researching gunpowder directly. Should I switch my orders to researching chemistry, or alchemy or something?
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Iituem

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Re: Fiefdoms @ War: Turn 9
« Reply #1193 on: April 05, 2011, 03:04:01 am »

So no researching gunpowder directly. Should I switch my orders to researching chemistry, or alchemy or something?

If you research a tech too far ahead of you, I just set you researching the closest tech towards it in the tech tree.  You're researching a precursor to Alchemy.
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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.

Sheb

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Re: Fiefdoms @ War: Turn 9
« Reply #1194 on: April 05, 2011, 03:06:38 am »

Perfect, thanks!
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Johnfalcon99977

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Re: Fiefdoms @ War: Turn 9
« Reply #1195 on: April 05, 2011, 03:43:19 pm »

Damn it adwarf! I was planning on being the first one to get Gunpower! Now I have to COMPETE for it!
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Taricus

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Re: Fiefdoms @ War: Turn 9
« Reply #1196 on: April 05, 2011, 03:44:35 pm »

Boy, you had several.
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Phantom

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Re: Fiefdoms @ War: Turn 9
« Reply #1197 on: April 05, 2011, 03:48:46 pm »

Not if I have a say about it.
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Taricus

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Re: Fiefdoms @ War: Turn 9
« Reply #1198 on: April 05, 2011, 03:49:33 pm »

Talking to me or him?
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Phantom

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Re: Fiefdoms @ War: Turn 9
« Reply #1199 on: April 05, 2011, 03:50:52 pm »

Adwarf and JF.
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