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Author Topic: Fiefdoms @ War: Turn 15  (Read 130122 times)

mcclay

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Re: Fiefdoms @ War: Turn 13
« Reply #1575 on: April 18, 2011, 09:31:37 am »

If Adwarf takes east Farnland then he could stop the pirates.
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Criptfeind

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Re: Fiefdoms @ War: Turn 13
« Reply #1576 on: April 18, 2011, 09:40:10 am »

Anyway, I would personally like to see hidden troop movements, although the outcomes should still be on the thread. I think it would add a delightful sense of paranoia and dread.
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Taricus

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Re: Fiefdoms @ War: Turn 13
« Reply #1577 on: April 18, 2011, 09:40:48 am »

Eh, we have spies for that.
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Criptfeind

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Re: Fiefdoms @ War: Turn 13
« Reply #1578 on: April 18, 2011, 09:42:43 am »

But spys can not really do anything.
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Taricus

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Re: Fiefdoms @ War: Turn 13
« Reply #1579 on: April 18, 2011, 09:47:45 am »

Disinformation feed.
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Criptfeind

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Re: Fiefdoms @ War: Turn 13
« Reply #1580 on: April 18, 2011, 09:49:09 am »

:V That's not going to be very powerful.

Unless troop movements are masked, then it will become the second most powerful thing they can do.
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Taricus

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Re: Fiefdoms @ War: Turn 13
« Reply #1581 on: April 18, 2011, 09:51:25 am »

They can do that. And that's at level one of espionage.
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Criptfeind

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Re: Fiefdoms @ War: Turn 13
« Reply #1582 on: April 18, 2011, 09:54:55 am »

I
They can do that. And that's at level one of espionage.

They can?

I thought it only feed false infomation to another spy net work.
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Taricus

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Re: Fiefdoms @ War: Turn 13
« Reply #1583 on: April 18, 2011, 09:57:52 am »

They probably do that as well, though it would need a higher level of espionage tech.
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Criptfeind

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Re: Fiefdoms @ War: Turn 13
« Reply #1584 on: April 18, 2011, 10:00:08 am »

I think it is the other way around buddy.
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Taricus

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Re: Fiefdoms @ War: Turn 13
« Reply #1585 on: April 18, 2011, 10:02:59 am »

Do'h, I just read through it again...
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Johnfalcon99977

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Re: Fiefdoms @ War: Turn 13
« Reply #1586 on: April 18, 2011, 11:05:36 am »

Thankfully, the conflict with the new Empire is over.

Now I wish to remain neutral in most matters, as I do not want a issue like my tenison with Taricus to happen again. I may vassal or ally Greenblood after we gain some more power, however. So don't mess with him.
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CyberGenesis

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Re: Fiefdoms @ War: Turn 13
« Reply #1587 on: April 18, 2011, 11:09:44 am »

Having turns submitted by PM also makes logistical sense - No digging around trying to hunt down turns

It would also mean that people need to finalize turns BEFORE submittal. Its not as easy to change PM'd turns as posted ones.

I was actually shocked at turn 1 when the turns were posted and not PM'd anyway. Just seemed to make more sense in the plotting and scheming department to PM them
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------------------------------------------------------
Evil Genius - Round 1 - Concluded
Evil Genius - Round 2 - Scrapped
Planet@War: Starting Soon

Sheb

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Re: Fiefdoms @ War: Turn 13
« Reply #1588 on: April 18, 2011, 11:11:49 am »

And it makes spying tech useful. Right now, all those spies will be ditched as soon as we finish invading the NPF.
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Criptfeind

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Re: Fiefdoms @ War: Turn 13
« Reply #1589 on: April 18, 2011, 11:13:54 am »

It would also mean that people need to finalize turns BEFORE submittal. Its not as easy to change PM'd turns as posted ones.

That is not easy to do.

I think the best thing would just be post turns here, and if you got something sneaky to do use the PMs.
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