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Author Topic: Fiefdoms @ War: Turn 15  (Read 130289 times)

Johnfalcon99977

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Re: Fiefdoms @ War: Turn 10
« Reply #1245 on: April 06, 2011, 06:11:01 am »

I just saw Hubris's Other. Oh dear lord... I can see where this is going. Not that i find anything wrong with it.
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Iituem

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Re: Fiefdoms @ War: Turn 10
« Reply #1246 on: April 06, 2011, 06:37:45 am »

Phantom:  I misread your attack orders.  Saw the 'All Troops' part, missed the 'Lower Cauldron' part.  So your 4 spearmen in West Cauldron invaded along with the rest.  If that interfered with a planned troop movement/invasion, count the spearmen as still being in West Cauldron.

CyberGenesis:  Re entrenching, feel free to post them in the Fluff thread.  The problem right now is that I'm tracking units non-individually.  Each territory has them tracked as [ 'unit', intactNumber, woundedNumber ].  I could potentially add a new bit onto the end of the territories code to track entrenched units separately, but the real problem is in battle.  Because the battle code treats units the same way (reading their stats from a central database), it's difficult to figure out how I can track which units in a defending army are entrenched and apply the bonus to them.

Demonic Spoon:  Aye, your Hero leadership bonus applies to zombies.  Only suicide units may not be led by a Hero.
« Last Edit: April 06, 2011, 06:42:40 am by Iituem »
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Let's Play Arcanum: Of Steamworks & Magic Obscura! - The adventures of Jack Hunt, gentleman rogue.

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Pillow_Killer

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Re: Fiefdoms @ War: Turn 10
« Reply #1247 on: April 06, 2011, 06:43:03 am »

Would anyone else like to trade?
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Johnfalcon99977

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Re: Fiefdoms @ War: Turn 10
« Reply #1248 on: April 06, 2011, 06:43:35 am »

I would. I just need to finish my caravan trips.
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Demonic Spoon

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Re: Fiefdoms @ War: Turn 10
« Reply #1249 on: April 06, 2011, 06:47:07 am »

Would anyone else like to trade?

Me please
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Iituem

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Re: Fiefdoms @ War: Turn 10
« Reply #1250 on: April 06, 2011, 06:53:46 am »

Quote from: Rule Clarification
Anything that contributes towards your economy positively is an industry building and is affected by industry limits.  Temples, Defences, Armouries etc are all free to build (in the sense that they don't use up an industry slot) and aren't limited in this way.  Even if you don't have any Infrastructure tech, you can still build a Citadel with a Cathedral in it, supported only by tier 1 mines.
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Sheb

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Re: Fiefdoms @ War: Turn 10
« Reply #1251 on: April 06, 2011, 08:37:30 am »

I am willing to trade with the Grand duchy and Grouting, and allow its merchant to trade with all the merchants in Gasket.
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Sheb

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Re: Fiefdoms @ War: Turn 10
« Reply #1252 on: April 06, 2011, 09:21:53 am »

You forgot that I have Fermentation I. Also, I am surprised that the marketplaces bring in so little money. They seem to give in only a 10% increase while they should bring more than 40% seeing the sheer number of trade goods I have access too.


Spoiler (click to show/hide)
« Last Edit: April 07, 2011, 09:04:06 am by Sheb »
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Iituem

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Re: Fiefdoms @ War: Turn 10
« Reply #1253 on: April 06, 2011, 09:48:37 am »

That's a bug.  I'll try and fix it shortly, but sorting out internet problems at the moment.

Edit:  Fixed.  I am updating everyone's turns, as the knock-on effect from you and Taricus' increased income will affect trade bonuses.

Edit 2:  Updated turns.  Everyone trading with Brent has had their turn updated.  On the other hand, your actual increase in revenue is on the level of about £20, so it probably won't mean you need to change your turn.

Edit 3:  Captain Guismo?  o:  Is this the Portuguese variant of Captain Simo?
« Last Edit: April 06, 2011, 10:19:18 am 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.

Hubris Incalculable

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Re: Fiefdoms @ War: Turn 10
« Reply #1254 on: April 06, 2011, 10:13:04 am »

Would anyone else like to trade?

certainly.
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Taricus

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Re: Fiefdoms @ War: Turn 10
« Reply #1255 on: April 06, 2011, 10:17:19 am »

Edited turn.
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Hubris Incalculable

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Re: Fiefdoms @ War: Turn 10
« Reply #1256 on: April 06, 2011, 10:27:41 am »

Heh, hubris is getting it on for the good of the nation.

How patriotic. ;)

Just doing my civic duty...
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Taricus

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Re: Fiefdoms @ War: Turn 10
« Reply #1257 on: April 06, 2011, 10:29:00 am »

O_O In other news, I'm going to do stuff.
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Kashyyk

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Re: Fiefdoms @ War: Turn 10
« Reply #1258 on: April 06, 2011, 10:58:56 am »

Spoiler: Turn 11 (click to show/hide)

The Armada is complete, and has started it's maiden voyage. Soon the Dread Pirate Roberts will be hanging from the bows of an Arcadian Trireme, watching his ship burn and his men drown. In other news, the Duke of Grouting has a wife, I sincerely hope they appreciated my gift, a set of finely-crafted hunting bows, reminds me of what it was like to be young... The memoirs of Lady Alexia
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adwarf

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Re: Fiefdoms @ War: Turn 10
« Reply #1259 on: April 06, 2011, 02:40:11 pm »

Territories

Farland W (£574/turn):  3 light macemen, 2 spearmen.  Palace, Farm.  Grain. 
 (+£29/turn from grain)
 (+£100: Farm)
 (upk: -£190)
Farland S (£159/turn):  2 spearmen.  Farm. 
 (+£100: Farm)
 (upk: -£40)
Farland C (£15/turn):  2 spearmen.  Farm.  Sheep. 
 (+£1/turn from sheep)
 (+£100: Farm)
 (upk: -£40)

Finances:

Cash Reserves:  £0
Revenue:  +£1078
Diplomacy:  +£111
Trade Pact(Taikeni): +£208 [Access copper, game, iron, wine, gold, coal]
Trade Pact(Arcadia): +£184 [Access lumber]
Trade Pact(Brent): +£314 [Access fish, marble]
Trade Pact(Free Tempest): +£125
Upkeep: -£270  [3 light macemen, 6 spearmen.]

Total:  £1750

Construction/Recruitment:
None

Research:
£1000 into Gliders
£750 into Infrastructure II

Troop Movements:
1 Macemen to Farland S, and Farland C

Techs

Adaptive Farming I
Infrastructure I
Machinery I
Machinery II

Armies

3 light macemen, on loan to the Brentian Counties.


Also do Windmills, or waterwheels do anything ?
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