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Author Topic: Fiefdoms @ War: Turn 15  (Read 130234 times)

Taricus

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Re: Fiefdoms @ War: Turn 10
« Reply #1410 on: April 14, 2011, 11:20:58 am »

Keep the turns being posted here.
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Demonic Spoon

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Re: Fiefdoms @ War: Turn 10
« Reply #1411 on: April 14, 2011, 11:21:12 am »

I'm gonna go with no. What taricus said.
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Scaraban

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Re: Fiefdoms @ War: Turn 10
« Reply #1412 on: April 14, 2011, 11:25:37 am »

then we spectators would be left in the darkness...
it's so cold out here....
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Dwarmin

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Re: Fiefdoms @ War: Turn 10
« Reply #1413 on: April 14, 2011, 11:27:59 am »

I wont bother hiding my turns until after the first strike sneak attack is done via secret PM, then I will start doing it like everyone else lol
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"The hats never coming off."

Sheb

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Re: Fiefdoms @ War: Turn 10
« Reply #1414 on: April 14, 2011, 11:49:25 am »

I've been taking too much pleasures looking at other's turn to say something else than no.
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Terenos

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Re: Fiefdoms @ War: Turn 10
« Reply #1415 on: April 14, 2011, 11:51:41 am »

Aye, I enjoy watching the events of the world transpire. And without public turns, well, we'd never be able to build any trust! And thats just a terrible thing.
So no, keep it out here. It will also prevent you from becoming horribly overworked.
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Hubris Incalculable

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Re: Fiefdoms @ War: Turn 10
« Reply #1416 on: April 14, 2011, 11:52:18 am »

I've been taking too much pleasures looking at other's turn to say something else than no.
ya, i agree.
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Iituem

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Re: Fiefdoms @ War: Turn 10
« Reply #1417 on: April 14, 2011, 11:58:20 am »

Turn 12 - The Global Market
Summer 1005 A.D.

The high summer of 1005 sees the creation of the first true global trade network (excluding the Old Empire) since the heyday of the Master Wizard.  There is much rejoicing.


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


The Free Caulders:  The remainder of the Free Caulder force will sign on with various neutral armies after Winter 1005.  Any hiring of them must be done before then.

Pirates!:  Pirates have been spotted in Alestrom waters.




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



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








Quote from: Public Domain
Organised Religion has entered the public domain.

Quote from: New Units
Flying, Ranged units can attack melee units without fear of attack.  There is a very small chance that they can crash during a strafe, however.

Hail Gliders.  £500.  Attack 0, Defense 0.  Upkeep £40.  Ranged, Buzzer.  Tech: Hail Gliders
Though unarmoured and ill-suited for ranged or aerial combat, Hail Gliders can strike at ground-based melee forces with impunity.

Spies:  £300.  No attack, no defense, Move 3.  Upkeep £10.  Invisible, Special units.  Tech:  Espionage I

Quote from: New Buildings
Artists:  £200.  Upkeep £10.  Produces the Art trade good resource.  Provides a +25% industry bonus to base income.  Tech: Painting.

Artist's Studio:  £500.  Upkeep £30.  Requires and replaces Artists.  Increases the industry bonus to 42%.  Tech:  Sculpture.

Glassworks:  £500.  Upkeep £30.  Requires and replaces Glassmakers.  Increases the industry bonus to 42%.  Tech:  Glassmaking II

Quote from: Rule Clarification
Siege warfare in general is pretty worthy of note.  Artillery units will have different bonuses, but the most basic siege unit you have is the Engineer.

Engineers count as a Siege Power 1 unit, and Walls are a Tier 1 Defence.  Having a single engineer in your army negates the bonus of your opponent's Walls.  Fortifications are Tier 2; you need 2 engineers to negate that bonus.  Keeps are Tier 3; you need 4 engineers to negate that bonus.  The amount of Siege Power needed to break a defence doubles per tier.

Countersiege:  A defending army can use engineers (and only engineers) to raise the Siege Power required to nullify a city's defences.  To put it another way, if you have a city with Fortifications the enemy normally needs 2 engineers to break it and negate the defensive bonuses.  If the defenders have 3 engineers in their army, the Siege Power required goes up to 5; i.e. 5 engineers are needed to break the defences.

Artillery units such as catapults have greater Siege Power but don't have the (as yet undiscovered) additional uses of engineers.  They also cannot Countersiege.

You get to keep whatever defensive fortifications you take.  If building destruction was going to be implemented, I'd have done it by now.



I may have to nerf Marketplaces, for a Tier 1 industry building.  I'll look into it before next turn.

As an added note, the whole of the world is now linked by trade.
« Last Edit: April 14, 2011, 05:16:48 pm by Iituem »
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Demonic Spoon

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Re: Fiefdoms @ War: Turn 12
« Reply #1418 on: April 14, 2011, 12:05:40 pm »

...my spoiler is missing?  :'(
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Taricus

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Re: Fiefdoms @ War: Turn 12
« Reply #1419 on: April 14, 2011, 12:06:22 pm »

How much would it cost to set up a religion and to set it as a state one?
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We sided with the holocaust for a fucking +1 roll

Demonic Spoon

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Re: Fiefdoms @ War: Turn 12
« Reply #1420 on: April 14, 2011, 12:09:37 pm »

Have you seen this spoiler?

Image of Spoiler

Missing

If found please return to the Foul Empire
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Iituem

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Re: Fiefdoms @ War: Turn 12
« Reply #1421 on: April 14, 2011, 12:40:41 pm »

It appears I accidentally copy-pasted over your entire turn.  Fixed.  Also adjusted the espionage rules slightly.

Out for the evening, may do more adjustments when I get back.  Have fun.
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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.

Dwarmin

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Re: Fiefdoms @ War: Turn 12
« Reply #1422 on: April 14, 2011, 12:45:00 pm »

What now? I wish someone had mentioned that to me beforehand.

Spoiler (click to show/hide)
« Last Edit: April 16, 2011, 09:39:10 pm by Dwarmin »
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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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Demonic Spoon

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Re: Fiefdoms @ War: Turn 12
« Reply #1423 on: April 14, 2011, 12:58:15 pm »

Territories:

Foul C (£615/turn):  Palace, Mine, Forge.  Iron.
 (+£200: Mine)
 (+£197/turn from Forge)
Foul S (£179/turn):
Ichor W (£60/turn):  Mine.  Stone.
 (+£200: Mine)
Ichor U (£28/turn):  Avatar of the Hive.  Cattle.
 (+£1/turn from cattle)
 (upk: -£150)
Ichor S (£105/turn):
Troud S (£19/turn):
Troud N (£152/turn):

Armies:

~

Finances:

Cash Reserves:  £46
Revenue:  +£1756
Trade Pact(United): +£248 [Access copper, pottery, cloth]
Trade Pact(Brent): +£400 [Access fish, coal, marble, grain, sheep, game, wine, lumber, gold, silver, spices, ivory]
Upkeep: -£150  [  Avatar of the Hive.]

Total:  £2300

Diplomacy:

Trade Pact with P.E.P.P.P.R.
Trade Pact with Taikeni Dominion
Trade Pact with Free Tempests Republic
Trade Pact with Grand Duchy of Grouting
Trade Pact with Arcadia
Trade Pact with Farland Gnomes
Trade Pact with Cadre of Vremya
Trade Pact with The Greenblood Union

Construction/Recruitment:

Buy horse archers (-1700) using extra money as necessary to outbid anyone else. Spend leftover money on foul Central's economy.

Research:

~

Savings:

Techs:

Necromancy [Foundation]
Curses I
Summon Zombies

Infantry Training I

Troop Movements:
« Last Edit: April 17, 2011, 01:46:27 pm by Demonic Spoon »
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Taricus

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Re: Fiefdoms @ War: Turn 12
« Reply #1424 on: April 14, 2011, 01:03:07 pm »

Spoiler (click to show/hide)
« Last Edit: April 15, 2011, 06:24:06 am by Taricus »
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We sided with the holocaust for a fucking +1 roll
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