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Author Topic: Fiefdoms @ War: Turn 15  (Read 130249 times)

Johnfalcon99977

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Re: Fiefdoms @ War: Turn 10
« Reply #1365 on: April 11, 2011, 06:37:58 pm »

Dwarmin, out of curiosity, have you founded your religon yet?
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CyberGenesis

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Re: Fiefdoms @ War: Turn 10
« Reply #1366 on: April 12, 2011, 01:29:24 am »

Would be infinitely easier for him to force you all to use a specific template for turn orders...and possibly post AND PM them to him
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Evil Genius - Round 1 - Concluded
Evil Genius - Round 2 - Scrapped
Planet@War: Starting Soon

Criptfeind

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Re: Fiefdoms @ War: Turn 10
« Reply #1367 on: April 12, 2011, 01:33:09 am »

Yeah. I would be up for that of course. He is already working very hard for our enjoyment.
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Sheb

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Re: Fiefdoms @ War: Turn 10
« Reply #1368 on: April 12, 2011, 05:49:42 am »

I'd support that too.
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Dwarmin

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Re: Fiefdoms @ War: Turn 10
« Reply #1369 on: April 12, 2011, 06:56:04 am »

Dwarmin, out of curiosity, have you founded your religon yet?

Nope. It kind of got put on hold now that my whole army died...I figure when I have full control of Highblood, it will be worth it.
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Dwarmin's fell gaze has fallen upon you. Sadly, Your life and your quest end here, at this sig.

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Sheb

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Re: Fiefdoms @ War: Turn 10
« Reply #1370 on: April 12, 2011, 07:01:15 am »

Yup, the one-time fee is really expensive. I may fund mine next turn.
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Quote from: Paul-Henry Spaak
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Hubris Incalculable

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Re: Fiefdoms @ War: Turn 10
« Reply #1371 on: April 12, 2011, 06:43:34 pm »

so, has everyone posted their turns?
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Phantom

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Re: Fiefdoms @ War: Turn 10
« Reply #1372 on: April 12, 2011, 06:44:36 pm »

JA MEIN FUHRER!
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Taricus

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Re: Fiefdoms @ War: Turn 10
« Reply #1373 on: April 12, 2011, 06:47:06 pm »

Oi, wrong nazi...
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adwarf

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Re: Fiefdoms @ War: Turn 10
« Reply #1374 on: April 12, 2011, 06:53:26 pm »

Ummmmm ....... ok
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Phantom

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Re: Fiefdoms @ War: Turn 10
« Reply #1375 on: April 12, 2011, 06:55:07 pm »

OF COURSE, MEIN KAISER!
Oi, wrong nazi...

In other news: Yes, everyone poster their turns.
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Iituem

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Re: Fiefdoms @ War: Turn 10
« Reply #1376 on: April 12, 2011, 07:12:45 pm »

Turn tomorrow or Thursday, but I'll take my time over it.  I haven't even finished correcting the last turn yet.
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Iituem

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Re: Fiefdoms @ War: Turn 10
« Reply #1377 on: April 13, 2011, 07:51:49 am »

Oh dear.  I left out a very critical part of your turn, Dwarmin; the defenders at South Highblood were behind a Keep, a powerful defensive structure.  I've edited it into the turn, but you'll need to remember that one for the future.
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Let's Play Arcanum: Of Steamworks & Magic Obscura! - The adventures of Jack Hunt, gentleman rogue.

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Dwarmin

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Re: Fiefdoms @ War: Turn 10
« Reply #1378 on: April 13, 2011, 07:53:50 am »

Ahh, you keep piling it on Iituem.

Lol at me. That would explain the enemy archers 107 defense roll >_>
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Dwarmin's fell gaze has fallen upon you. Sadly, Your life and your quest end here, at this sig.

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Iituem

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Re: Fiefdoms @ War: Turn 10
« Reply #1379 on: April 13, 2011, 07:55:06 am »

Yeah, keeps are pretty awesome.  Castles are even better.  It's almost as if there was a technological bias towards defensive structures in this game.
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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.
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