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Author Topic: Fiefdoms @ War: Turn 15  (Read 129882 times)

Dwarmin

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Re: Fiefdoms @ War: Turn 14
« Reply #1785 on: April 29, 2011, 07:26:47 am »

Somehow, JF's fall reminds me of how if you ruled badly in Colonization, your people would name an Infectious disease after you. And without further ado...

From the Medical Journal Arcana Vol. II

Dariuoiua's Mites

-A common parasite that attacks furred creatures like the Ariani and Gnolls, it is found in unclean bedding, prone to explosive growth unless kept in check. Causes localized itching, swelling and and a cold sensation in the affected area, but it is not in any way dangerous, merely annoying. The best cure is to apply a low heat flame to the mites, causing them to rupture and die easily.

This species was named for a particulalry bad ruler of little or no historical note.-
« Last Edit: April 29, 2011, 08:58:37 am 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.

"The hats never coming off."

Johnfalcon99977

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Re: Fiefdoms @ War: Turn 14
« Reply #1786 on: April 29, 2011, 02:41:41 pm »

The problems with fluff is that it only represent your point of view, or your race's. You can write all the fluff you want about you being awesome and liked, it only means you're doing Korea-style propaganda if the facts doesn't follow.
I never said I was paticluarly good or powerful.

And he did do some unforgetable good things, though they have no effect on gameplay. There certainly not going to name a disease after him, although he will have a bad reputation for negleting his nations defences for too long. Above Average leader, if you weigh out the good things (Including the ones that aren't gameplay) with the bad things.

Anyway, if Cript does go out of his way for the desturction of my culture, then at least I will have good plot for the text game that I plan on making.

I will may even include a kick in the ass to Cript inside it.
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Iituem

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Re: Fiefdoms @ War: Turn 15
« Reply #1787 on: April 30, 2011, 03:59:28 am »

Turn 15 - The Brigand Years
Winter 1006 A.D.


Pirates!:  Under command of their king Bearskin, the Brentish navy successfully breaks the global blockade their Empire suffered under for the past year!

Bandits!:  The Camorri Raiders, by comparison, have begun a partial blockade of the United Provinces with a strong force of what seem to be heavy swordsmen and archers.



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



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







Spoiler: New Empire Holdings (click to show/hide)

Quote from: Public Domain Techs
Infrastructure II, Animal Husbandry I, Mathematics, Masonry II, Masonry III, Marketplaces, Weaponsmithy I and Adaptive Farming I have all been released to the Public Domain.

Quote from: New Buildings
Obelisk: £500.  No upkeep.  Improves local loyalty by 1.  Requires Sculpting.
A monolith depicting a great cultural event or recording some notable aspect of history.

Herbal Hut:  £250.  Produces £50 income from selling herbs.  Does not count as an industry building.  A single unit that ends its turn wounded in this territory can be healed instantly instead of having to wait a turn.  The unit with the greatest Strength will be picked first out of preference, unless specific orders are given for the healing.  Tech: Herbalism

Glassmakers' Guild:  £1000.  Upkeep £50.  Requires and replaces Glassworks.  Improves industry bonus to 55% of base.  Tech: Glazing III

Library: £150.  Upkeep £150/turn.  Produces a research bonus per turn equivalent to having invested £300 into your research projects, essentially providing a bonus to research at the cost of being committed to researching.  This bonus may be divided amongst multiple research projects as required.  Tech: Libraries

Quote from: New Units
Grouting Fire:  £1000.  Attack 10, Defense 10.  Upkeep £100.  +20 vs naval units.  Ranged, Machine  Tech: Pre-Alchemy
Essentially a bag containing specially prepared flammable liquid that sticks as it burns, attached to a bellows and spout.  Deadly against ships.

Quote from: Mechanics Changes
Conquest Disloyalty

Newly conquered territories (whether player or neutral before) now suffer a loyalty hit upon conquest.  All previous loyalty conditions (excepting those newly imposed by the conquerer or from buildings) are erased and only the new loyalty penalty takes effect.  The loyalty penalty is generally equal to that territory's total income divided by 100 (rounded up).  This penalty decays at a rate of one point per turn unless sped up.

Suppression of Disloyalty

In any territory where loyalty is negative after all other factors have been taken into account, troops may suppress dissent.  The relative strength of troops is used, reducing loyalty penalties at a rate of 1 loyalty point/30 strength (equivalent to two macemen or archers, or just under 4 spearmen).  Actual disloyalty does not decrease, only its effects, so loyalty penalties must be overcome as normal.
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Taricus

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Re: Fiefdoms @ War: Turn 15
« Reply #1788 on: April 30, 2011, 04:23:49 am »

Could I get a loan from anyone? Doing SCIENCE! AKA finding out how strong a dark green is.

Spoiler (click to show/hide)
« Last Edit: May 01, 2011, 01:52:54 pm by Taricus »
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Quote from: evictedSaint
We sided with the holocaust for a fucking +1 roll

Kashyyk

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Re: Fiefdoms @ War: Turn 15
« Reply #1789 on: April 30, 2011, 05:27:38 am »

Money! Money, Money, Money, Money!! I has a Moneys!  :D I know it's more appropriate if Sheb says that, but trade doubles my income.

Spoiler: Turn 16 (click to show/hide)

Lord Bearskin and his forces struck the pirates a heavy blow, annihilating their active fleet. I can only hope that Commodore Roberts will struggle to recoup his losses. This should allow allied forces to storm his hideout, confiscate his ill-gotten gains, and remand him and his men in custody. On a lighter note, the National Library will be rebuilt! Architects and masons are being drafted from across Arcadia to construct the greatest home of knowledge this world has ever seen. - The Memoirs of Lady Alexia
« Last Edit: April 30, 2011, 09:39:02 am by Kashyyk »
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adwarf

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Re: Fiefdoms @ War: Turn 15
« Reply #1790 on: April 30, 2011, 07:06:28 am »

Territories

Farland W (£574/turn):  2 spearmen.  Palace, Farm.  Grain. 
 (+£29/turn from grain)
 (+£100: Farm)
 (upk: -£40)
Farland S (£159/turn):  2 spearmen.  Farm. 
 (+£100: Farm)
 (upk: -£40)
Farland C (£15/turn):  Farm.  Sheep. 
 (+£1/turn from sheep)
 (+£100: Farm)

Finances:

Cash Reserves:  £0
Revenue:  +£1078
Trade Pact(Brent): +£338 [Access fish, coal, marble]
Trade Pact(Taikeni): +£242 [Access copper, game, iron, wine]
Trade Pact(Foul): +£266 [Access iron, stone, cattle]
Trade Pact(Arcadia): +£224 [Access lumber, game, iron]
Trade Pact(Free Tempest): +£284 [Access fish, wine, ivory]
Trade Pact(United): +£365 [Access copper, pottery, cloth, lumber]
Trade Pact(Vremya): +£125
Trade Pact(Grouting): +£176 [Access gold, coal]
Trade Pact(Peaceful): +£201 [Access game]
Trade Pact(Greenblood): +£193 [Access marble, silver, spices]
Trade Pact(Imperial): +£19 [Access lumber]
Upkeep: -£80  [4 spearmen.]

Total:  £3431

Construction
750 to Excavation of Gizarkill
Build a marketplace in Farland W

Recruitment
1  Catapult in Farland C
2 Archers in Farland C

Research
The rest into Improved Gliders ( Ones that can use melle, and ones that can carry bows. )

Technologies

Weaponsmithy I
Mechanics I
Mechanics Ii
Mechanics Iii
Hail Gliders

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CyberGenesis

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Re: Fiefdoms @ War: Turn 15
« Reply #1791 on: April 30, 2011, 08:57:24 am »

Some people decided not to pay me what they promised...
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Taricus

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Re: Fiefdoms @ War: Turn 15
« Reply #1792 on: April 30, 2011, 09:01:55 am »

And guessing by your blockade, we know who they are.
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Phantom

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Re: Fiefdoms @ War: Turn 15
« Reply #1793 on: April 30, 2011, 09:12:15 am »

Wait, I promised to pay you?
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CyberGenesis

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Re: Fiefdoms @ War: Turn 15
« Reply #1794 on: April 30, 2011, 09:21:28 am »

The blockade was unrelated, i was paid for that

Certain deals were made on the behalf of john, those backers did not pay as promised this turn.

If i get payment before the turn comes around again, i submit my turn as planned

If not, i submit a different turn..and get my payment the old fashioned way

EDIT: I realize this sounds all evil and crazy...but i just believe precendent needs to be set early
« Last Edit: April 30, 2011, 09:27:21 am by CyberGenesis »
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Iituem

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Re: Fiefdoms @ War: Turn 15
« Reply #1795 on: April 30, 2011, 09:32:30 am »

The blockade was unrelated, i was paid for that

Certain deals were made on the behalf of john, those backers did not pay as promised this turn.

If i get payment before the turn comes around again, i submit my turn as planned

If not, i submit a different turn..and get my payment the old fashioned way

EDIT: I realize this sounds all evil and crazy...but i just believe precendent needs to be set early

Ah, no, I just made a mistake.  You've been at least partly paid, I just need confirmation on my error from one of the backers.
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CyberGenesis

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Re: Fiefdoms @ War: Turn 15
« Reply #1796 on: April 30, 2011, 09:37:15 am »

No worries then
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Demonic Spoon

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Re: Fiefdoms @ War: Turn 15
« Reply #1797 on: April 30, 2011, 09:48:38 am »

Not really liking the disloyalty from neutral territories all of a sudden but whatever. What is in effect happening is you're punishing me for not expanding more sooner but instead building up.

Spoiler (click to show/hide)
« Last Edit: April 30, 2011, 09:52:42 am by Demonic Spoon »
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Pillow_Killer

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Re: Fiefdoms @ War: Turn 15
« Reply #1798 on: April 30, 2011, 09:50:03 am »

Spoiler (click to show/hide)
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CyberGenesis

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Re: Fiefdoms @ War: Turn 15
« Reply #1799 on: April 30, 2011, 09:52:49 am »

I can arrange a suppression army appearing in all of your new territories :)
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