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Author Topic: Fiefdoms @ War: Fluff Thread  (Read 74136 times)

Criptfeind

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Re: Fiefdoms @ War: Fluff Thread
« Reply #1380 on: April 16, 2011, 07:38:46 pm »

I am aware of it and have read a few of the tips and tricks in there. One thing I noted was that deception and stealth are vaulable parts of warfare. They may serve me well if Taricus attacks.
Indeed, always make sure that Taricus does not know where you will be attacking from. Make him strengthen one side then attack the other. He will not see it coming.

Plague ridden bodies? eh?! What have you not been telling us Cript?!

Don't worry, it is a STD.
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Terenos

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Re: Fiefdoms @ War: Fluff Thread
« Reply #1381 on: April 16, 2011, 07:40:21 pm »

Or are you seeking something that may widen the range of woundings? I'd be interested in that as well!
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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: Fluff Thread
« Reply #1382 on: April 16, 2011, 07:42:02 pm »

Now there is a idea.

Although, even better, something that widens the range of wounding for your enemy, combined with something that allows you to capture enemy troops.
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CyberGenesis

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Re: Fiefdoms @ War: Fluff Thread
« Reply #1383 on: April 16, 2011, 07:46:40 pm »

Paralytic weapons
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Everything below this line is a distant memory
------------------------------------------------------
Evil Genius - Round 1 - Concluded
Evil Genius - Round 2 - Scrapped
Planet@War: Starting Soon

Terenos

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Re: Fiefdoms @ War: Fluff Thread
« Reply #1384 on: April 16, 2011, 07:47:26 pm »

Well Slavery is where the increased capture chance comes in. If I wrangle it up this turn (It -should- by all rights, be an easy enough tech to get), we can see its impact on the base 5% capture chance.

Thats all I know about increased capture chances thats been revealed so far. I'm sure theres other options available. I also like the way you think. Say..You explore greater wounding ranges (For friendly troops or enemy troops, or both), and i'll investigate capture chances, and we'll meet up and potentially share our discoveries?

Magic should be our friend here, but maybe not Chaos or Sorcery.. Death or Light makes sense.
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But despite what you've been told, I once had a soul. Left somewhere behind...

Taricus

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Re: Fiefdoms @ War: Fluff Thread
« Reply #1385 on: April 16, 2011, 07:54:17 pm »

Light wouldn't be used for such things...
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Terenos

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Re: Fiefdoms @ War: Fluff Thread
« Reply #1386 on: April 16, 2011, 07:55:43 pm »

For healing, widening your own wounding range, yes. Yes it could. Death would be the other side of that.
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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: Fluff Thread
« Reply #1387 on: April 16, 2011, 07:57:23 pm »

Hey Iituem, I am getting pretty tired of having to sweep away plague ridden bodies of peasants that pile up on my front stoop. Is there a health care tech?

There's a few.  Light or Nature magic (mostly Light) for the magical route, otherwise the first real 'medical' tech is indeed probably Herbalism.  I'm going to say that healthcare buildings will probably improve loyalty and/or heal units that get wounded in that territory by the next turn (i.e. if they are wounded in a turn-end battle, they're fresh to go at the start of the new turn rather than remaining wounded a whole turn).

There's also a few changes coming this turn for capture chances.  Naval units will have a 10% greater chance of escaping from battles when wounded, but also a 10% greater chance of being captured.  Certain units (e.g. pirates, slavers) if part of an army will increase the capture chance of wounded units.  I like the idea of having macahuitl-style units (probably slavers) that when they kill will always wound.
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Taricus

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Re: Fiefdoms @ War: Fluff Thread
« Reply #1388 on: April 16, 2011, 07:57:51 pm »

Ah, okay.
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Terenos

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Re: Fiefdoms @ War: Fluff Thread
« Reply #1389 on: April 16, 2011, 08:00:01 pm »

..I am going to be all about the Slavery now. Cmon Lady, Show me some love.
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Criptfeind

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Re: Fiefdoms @ War: Fluff Thread
« Reply #1390 on: April 16, 2011, 08:07:54 pm »

I like the idea of having macahuitl-style units (probably slavers) that when they kill will always wound.

The next logical step is temples where you can sacrifice captured units to the gods.

I am thinking I will need to go into life magic at some point. The whole ripping open a tear in space and killing the world is not really doing it for me.

On a unrelated note, Hey Taricus, can I set up a research station on one of your islands when you capture them?
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Taricus

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Re: Fiefdoms @ War: Fluff Thread
« Reply #1391 on: April 16, 2011, 08:08:28 pm »

Which one?
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Criptfeind

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Re: Fiefdoms @ War: Fluff Thread
« Reply #1392 on: April 16, 2011, 08:09:44 pm »

Hum... Just hypothetically here, which one do you think it would be easiest to keep a endless horde of demons trapped on?

Purely hypothetical here.
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Taricus

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Re: Fiefdoms @ War: Fluff Thread
« Reply #1393 on: April 16, 2011, 08:10:55 pm »

Could they fly?
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Criptfeind

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Re: Fiefdoms @ War: Fluff Thread
« Reply #1394 on: April 16, 2011, 08:11:46 pm »

Most likely some could fly. Or swim. Or rip holes in the fabric of reality to teleport though.
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