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Author Topic: Fiefdoms @ War: Turn 15  (Read 127749 times)

Sheb

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Re: Fiefdoms @ War: Turn 12
« Reply #1425 on: April 14, 2011, 01:10:09 pm »

What happens when two persons try to buy the same units?

P.S. And no nerfing my marektplaces!

Sure, they are bringing me tons of money, bu that's only because I have access to virtually all trade goods. Although if you continue adding new ones, nerfing may be in order.
« Last Edit: April 14, 2011, 01:27:16 pm by Sheb »
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Quote from: Paul-Henry Spaak
Europe consists only of small countries, some of which know it and some of which don’t yet.

Dwarmin

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Re: Fiefdoms @ War: Turn 12
« Reply #1426 on: April 14, 2011, 01:18:25 pm »

I guess we have a bidding war, or maybe first come first serve.

Whatever...let's see if I somehow get screwed over again.
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Dwarmin's fell gaze has fallen upon you. Sadly, Your life and your quest end here, at this sig.

"The hats never coming off."

Criptfeind

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Re: Fiefdoms @ War: Turn 12
« Reply #1427 on: April 14, 2011, 02:10:23 pm »

Sheb, how much do you want to sell marketplaces for? Keep in mind, I know you love them, but with this world economy they are so powerful that anyone you do not sell them too will just get them on their own.

Taricus, can I move some troops though your territories?

Also, a big question here that is going to effect how I play the game entirely: Iituem, will magic stay competitive? By which I mean when the Gnomes are tooling around in steam tanks and the horse lords are ridding around with machine gun harpoon throwers, will I be able to summon a demon that can go toe to toe with that tank, will the sewing circle have the ability to make abominations that can take two score harpoons before it goes down?
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Taricus

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Re: Fiefdoms @ War: Turn 12
« Reply #1428 on: April 14, 2011, 02:17:09 pm »

Yeah, sure. Just tell your troops to keep their pants on.
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Criptfeind

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Re: Fiefdoms @ War: Turn 12
« Reply #1429 on: April 14, 2011, 02:18:04 pm »

Well since the troops I will be sending down even have pants...

(The warlock and the imps)
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adwarf

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Re: Fiefdoms @ War: Turn 12
« Reply #1430 on: April 14, 2011, 02:22:42 pm »

I HAVE ACHIEVED FLIGHT !!!!!!!!!!!!!!!!!!!!!!
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Ahra

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Re: Fiefdoms @ War: Turn 12
« Reply #1431 on: April 14, 2011, 02:25:56 pm »

I HAVE ACHIEVED FLIGHT !!!!!!!!!!!!!!!!!!!!!!
sort of, but hey they cant be meleed
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Johnfalcon99977

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Re: Fiefdoms @ War: Turn 12
« Reply #1432 on: April 14, 2011, 02:26:49 pm »

I lost all my turn data at the same time adwarf posted.

I blame him.
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Criptfeind

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Re: Fiefdoms @ War: Turn 12
« Reply #1433 on: April 14, 2011, 02:27:28 pm »

Sorry Adwarf, I got flight a turn or two ago!

Belittling others accomplishments since 97.

I lost all my turn data at the same time adwarf posted.

I blame him.

Shhhhh... Stop whinning.
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adwarf

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Re: Fiefdoms @ War: Turn 12
« Reply #1434 on: April 14, 2011, 02:29:29 pm »

Territories

Farland W (£574/turn):  1 light macemen, 2 spearmen.  Palace, Farm.  Grain. 
 (+£29/turn from grain)
 (+£100: Farm)
 (upk: -£90)
Farland S (£159/turn):  1 light macemen, 2 spearmen.  Farm. 
 (+£100: Farm)
 (upk: -£90)
Farland C (£15/turn):  1 light macemen, 2 spearmen.  Farm.  Sheep. 
 (+£1/turn from sheep)
 (+£100: Farm)
 (upk: -£90)

Finances:

Cash Reserves:  £0
Revenue:  +£1078
Trade Pact(Taikeni): +£212 [Access copper, game, iron, wine, gold, coal]
Trade Pact(Arcadia): +£194 [Access lumber]
Trade Pact(Brent): +£400 [Access fish, marble, stone, cattle, pottery, cloth]
Trade Pact(Free Tempest): +£228
Trade Pact(Greenblood): +£140 [Access silver, spices, ivory]
Upkeep: -£270  [3 light macemen, 6 spearmen.]

Total:  £1982

Construction/Recruitment:
2 Hail Gliders in Farland C

Research:
982 into Infrastructure II

Army Movements:
All light Macemen, and 2 Spearmen to Farland E

Technologies

Adaptive Farming I
Infrastructure I
Mechanics I
Mechanics Ii
Mechanics Iii
Hail Gliders


@ Ahra -

Do not worry I will think of something to power my Flying Machines until then I WILL CONTROL THE SKIES with hail gliders


@ Cript -

What gave you flight just wondering, and sorry about that but also notice I didn't say I achieved flight first
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Criptfeind

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Re: Fiefdoms @ War: Turn 12
« Reply #1435 on: April 14, 2011, 02:38:00 pm »

Das imps, and I know you did not say that, but flight is still pretty big.

Although... Looking at it now, the gliders are not flying units at all, they are buzzers.
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Johnfalcon99977

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Re: Fiefdoms @ War: Turn 12
« Reply #1436 on: April 14, 2011, 02:39:32 pm »

Spoiler: Status of the Empire (click to show/hide)

Spoiler: Actions of the Empire (click to show/hide)
« Last Edit: April 14, 2011, 02:41:21 pm by Johnfalcon99977 »
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Demonic Spoon

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Re: Fiefdoms @ War: Turn 12
« Reply #1437 on: April 14, 2011, 02:40:29 pm »

Mmm, the tech of each country in the spoilers in the turn seems to have been messed up somehow?
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Criptfeind

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Re: Fiefdoms @ War: Turn 12
« Reply #1438 on: April 14, 2011, 02:42:59 pm »

Alright, with this world wide trade thing, is there anyone around how wants to trade with me that I am not already trading with?
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adwarf

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Re: Fiefdoms @ War: Turn 12
« Reply #1439 on: April 14, 2011, 02:45:32 pm »

I say we all make trade agreements with each other this will boost our income, and allow us to destroy the OE much faster.

@ Criptfiend -

You have a point, but your creatures are magic.

@ Everyone -

Any ideas on how to power my flying units.
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