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Author Topic: Fiefdoms @ War: Turn 15  (Read 127724 times)

Taricus

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Re: Fiefdoms @ War: Turn 12
« Reply #1470 on: April 14, 2011, 11:52:31 pm »

So 6x Base income plus a bonus fee if they have resources. Sounds fair to me!
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Quote from: evictedSaint
We sided with the holocaust for a fucking +1 roll

Criptfeind

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Re: Fiefdoms @ War: Turn 12
« Reply #1471 on: April 15, 2011, 12:26:41 am »

I dunno, that's only going be like 300 to 400 pounds, pretty much not worth it if even one guy is lost.

I personally am not going to be going after that bounty, and honestly, I wanted something in that area, so I might be going after it without your consent.
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Terenos

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Re: Fiefdoms @ War: Turn 12
« Reply #1472 on: April 15, 2011, 12:52:52 am »

It saddens me that we cannot make a deal. Perhaps in the future.
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But despite what you've been told, I once had a soul. Left somewhere behind...

Criptfeind

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Re: Fiefdoms @ War: Turn 12
« Reply #1473 on: April 15, 2011, 01:03:00 am »

Actually, I am not really the important one here, seeing as I have no navy and am not looking to make a navy. The only one who has a hope in the world of getting there before you is Taricus, and I certainly am not planing on going to war over a couple of crappy provinces. So really, my opinion matters for pretty much nothing.

In retrospect I will just send my armies somewhere else. You are welcome to your north land. I guess I am sad I can not enter it as the first Imperial provinces like the plan, but that is the way the cookie crumbles.

At any rate I edited my turn slightly to account for the reality that I will not be invading the North.
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Pillow_Killer

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Re: Fiefdoms @ War: Turn 12
« Reply #1474 on: April 15, 2011, 01:56:27 am »

Spoiler (click to show/hide)
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Iituem

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Re: Fiefdoms @ War: Turn 12
« Reply #1475 on: April 15, 2011, 03:52:31 am »

On multiple people trying to hire special event mercenary units like the Free Caulders:  Bidding war, or if both parties have an equal offer I'll flip a coin.  So either random chance or whoever offers more cash.
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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.

Terenos

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Re: Fiefdoms @ War: Turn 12
« Reply #1476 on: April 15, 2011, 06:15:37 am »

Spoiler: Turn 12 Actions (click to show/hide)
« Last Edit: April 16, 2011, 10:37:32 pm by Terenos »
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But despite what you've been told, I once had a soul. Left somewhere behind...

Iituem

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Re: Fiefdoms @ War: Turn 12
« Reply #1477 on: April 15, 2011, 06:16:17 am »

Taricus:  It is possible if you wish to have your Axemen attack Western Shadevale on this turn as well, though not with the galleons backing them up.
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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 12
« Reply #1478 on: April 15, 2011, 06:35:08 am »

Edited.
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Quote from: evictedSaint
We sided with the holocaust for a fucking +1 roll

adwarf

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Re: Fiefdoms @ War: Turn 12
« Reply #1479 on: April 15, 2011, 06:36:31 am »

Do I have INf II
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Iituem

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Re: Fiefdoms @ War: Turn 12
« Reply #1480 on: April 15, 2011, 06:48:15 am »

You'll find that out next turn when I've done your research roll, adwarf.

Criptfeind:  I've made a mistake in your favour.  I won't edit your turn so you keep last turn's bonus income from it, but you'll have to downgrade that Improved Farm in Terret North to a Farm (you'll get back the cash spent on it).  You can't build Improved Farms in regions with no resources without Adaptive Farming 2.  Adaptive Farming 1 only lets you build normal Farms in those regions.

Edit:  Also, to clarify, do you mean all troops in your entire empire (save those two Imps) to move to Terret North, or just all the other troops in Storm East?
« Last Edit: April 15, 2011, 06:52:36 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.

Terenos

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Re: Fiefdoms @ War: Turn 12
« Reply #1481 on: April 15, 2011, 06:54:49 am »

..If... Adwarf doesnt have Inf II..Who the devil did Sheb buy it from?
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But despite what you've been told, I once had a soul. Left somewhere behind...

Sheb

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Re: Fiefdoms @ War: Turn 12
« Reply #1482 on: April 15, 2011, 06:59:05 am »

I didn't bought it. It was all a big fuck-up, and that market in Lwer Brent doesn't exist.
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Terenos

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Re: Fiefdoms @ War: Turn 12
« Reply #1483 on: April 15, 2011, 07:00:04 am »

Well that explains that!
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But despite what you've been told, I once had a soul. Left somewhere behind...

Kashyyk

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Re: Fiefdoms @ War: Turn 12
« Reply #1484 on: April 15, 2011, 01:30:35 pm »

F*ck, that was bad. Turn up once I recover from falling off my chair.
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