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Author Topic: Fiefdoms @ War: Turn 15  (Read 127818 times)

Hubris Incalculable

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Re: Fiefdoms @ War: Turn 10
« Reply #1275 on: April 07, 2011, 07:06:53 pm »

I think that's everyone...
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Iituem

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Re: Fiefdoms @ War: Turn 10
« Reply #1276 on: April 08, 2011, 09:19:52 am »

Sorry guys, no turn for several days after all.  Ran out of time, and I have a coach to catch.  I'll see if I can't upload a turn if I get WiFi tomorrow or Sunday.  Otherwise, apologies.
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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 10
« Reply #1277 on: April 08, 2011, 09:38:06 am »

Turn 11
Winter 1004 A.D.


Quote from: The Free Caulder Register
Light Cavalry:  £750.  Upkeep £90.  As the light cavalry unit.  4 available.

Heavy Cavalry:  £1100.  Upkeep £150.  As the heavy cavalry unit.  1 available.

Javelin Cavalry:  £1000.  Attack 18, Defense 18.  Upkeep £110.  +10 vs infantry.  2 available.

Horse Archers:  £1700.  Attack 18, Defense 18.  Upkeep £170.  +15 vs infantry, +6 vs cavalry/heavies.  1 available.

Knights:  £2500.  Attack 28, Defense 28.  Upkeep £245.  +12 vs infantry.  1 available.

Pikemen:  £550.  Attack 12, Defense 15.  Upkeep £65.  +10 vs heavies/cavalry.  4 available.


Pirates!:  The expected attack on the Greenblood caravan never came.  Instead, a series of lightning raids on the Brentish coast have caused serious harm to the local economies...




Spoiler: Free Tempests Republic (click to show/hide)



Spoiler: Arcadia (Kashyyk) (click to show/hide)








Quote from: New Technologies

Quote from: New Buildings
Sea Wall.  £400, upkeep £15/turn.  Provides a defensive bonus of +10 vs naval units only.  Techs: Coastal Defences I, Masonry I

Smelter.  £1000.  Upkeep £50.  Requires iron, copper or coal.  Provides an industry bonus of +75% to basic income.  Bonus improves by 5% with access to each resource; iron, copper, coal.  Counts as a separate industry to the mining and metalworking industries.  Tech:  Metallurgy I

Weavers:  £200.  Upkeep £10.  Provides an industry bonus of 25% to basic income.  Produces the Cloth resource, which acts as a trade good.

Quote from: New Units

Quote from: New Spells

Quote from: New Hero Promotions


Quote from: Balance Changes
Rule Clarification: Building defensive troops only makes them available to defend on the following turn.  If your tear down all of the defences on one turn and then attack immediately after you may be able to catch them out before they can replenish their troops.

Quote from: New Mechanics
Hostile Landings:  When sending troops and ships into a hostile territory to attack, any defending ships and other naval-capable units in that territory get a chance to engage in naval battle with the attacking fleet before the land attack can commence.  It is possible to sink large portions of an invading army this way before it can reach the shore and engage in combat.



Apologies for the incomplete turn, I felt it was more important to get the turn up than do the fluff.  This is my last communication for the next few days though, so have fun!
« Last Edit: April 13, 2011, 07:52:24 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.

Taricus

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Re: Fiefdoms @ War: Turn 10
« Reply #1278 on: April 08, 2011, 10:02:23 am »

Spoiler (click to show/hide)
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Quote from: evictedSaint
We sided with the holocaust for a fucking +1 roll

Johnfalcon99977

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Re: Fiefdoms @ War: Turn 10
« Reply #1279 on: April 08, 2011, 10:06:39 am »

Quote from:  Turn 11
Finances:

Cash Reserves:  £93
Revenue:  +£1233
Trade Pact(Greenblood): +£90 [Access marble, silver, spices, fish, coal, grain, sheep, copper, game, iron, gold]
Upkeep: -£255  [6 spearmen, 2 caravan, 3 skirmishers.]
Say it isn't so...
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Demonic Spoon

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Re: Fiefdoms @ War: Turn 10
« Reply #1280 on: April 08, 2011, 10:07:45 am »

...again?! Why does this keep happening to me?! WHY?! And shouldn't it be 3 skirmishers not 2?

Quote from: Turn 11
A Hive Ecktak Spearmen has defeated a Foul Phalanx [Avatar], but sustained heavy damage.  [78 vs 78]

What
« Last Edit: April 08, 2011, 10:12:24 am by Demonic Spoon »
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Johnfalcon99977

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Re: Fiefdoms @ War: Turn 10
« Reply #1281 on: April 08, 2011, 10:11:17 am »

Quote from: New Mechanics
Hostile Landings:  When sending troops and ships into a hostile territory to attack, any defending ships and other naval-capable units in that territory get a chance to engage in naval battle with the attacking fleet before the land attack can commence.  It is possible to sink large portions of an invading army this way before it can reach the shore and engage in combat.

This day just keeps getting better and better.
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Taricus

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Re: Fiefdoms @ War: Turn 10
« Reply #1282 on: April 08, 2011, 10:12:16 am »

Defending ships and other naval-capable units only :D
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Johnfalcon99977

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Re: Fiefdoms @ War: Turn 10
« Reply #1283 on: April 08, 2011, 10:17:12 am »

You have no ships at the moment. I can start building a defensive naval fleet at the same time as you and build a lot of sea walls before you get here. And then where will your power be?

But really, can you get over it? Your just making yourself look like a warmongering bastard. I am even talking to Sheb about letting him have an Emperial base nearby if you need some unneeded reasurance that I won't attack.

And even I am tried of arguing with you over who will win the future war, just like everyone else. Can you drop the idea of invasion and just get over it?
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Taricus

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Re: Fiefdoms @ War: Turn 10
« Reply #1284 on: April 08, 2011, 10:18:10 am »

Okay.
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Johnfalcon99977

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Re: Fiefdoms @ War: Turn 10
« Reply #1285 on: April 08, 2011, 10:21:37 am »

... I really thought that would be far harder then that.

All I had to do was ask for you to drop the argument and stop planning an invasion and you would do just that?
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Demonic Spoon

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Re: Fiefdoms @ War: Turn 10
« Reply #1286 on: April 08, 2011, 10:21:58 am »

((You forgot my investment in Foul Central's Economy))

Starting: 1500
Build Mine in Ichor West: -1000
Invest in Foul Central's Economy: -500
Lick Wounds and swear bitter revenge against al who oppose us: Priceless
Savings: 0(We're bankrupt lolol)

Disband the Unit of Skirmishers for dereliction of duty and cowardliness in the face of the enemy.
« Last Edit: April 08, 2011, 10:33:38 am by Demonic Spoon »
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Taricus

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Re: Fiefdoms @ War: Turn 10
« Reply #1287 on: April 08, 2011, 10:22:10 am »

Yep.
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Hubris Incalculable

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Re: Fiefdoms @ War: Turn 10
« Reply #1288 on: April 08, 2011, 10:29:28 am »

... I really thought that would be far harder then that.

All I had to do was ask for you to drop the argument and stop planning an invasion and you would do just that?
I doubt he's stopped planning it. He's probably just shutting up.
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Taricus

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Re: Fiefdoms @ War: Turn 10
« Reply #1289 on: April 08, 2011, 10:30:17 am »

*Beats Hubris*
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