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Author Topic: Fiefdoms @ War: Fluff Thread  (Read 74022 times)

Terenos

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Re: Fiefdoms @ War: Fluff Thread
« Reply #675 on: March 28, 2011, 06:37:26 pm »

So we research into Organized Religion, set up our god/goddess, and then based on that, we get some special units most like, yes? (That improve as bigger, grander temples are built)
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Iituem

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Re: Fiefdoms @ War: Fluff Thread
« Reply #676 on: March 28, 2011, 06:39:18 pm »

You cannot found a religion until you have researched Organised Religion.  Founding a religion costs a £2000 one-time fee.  More notes on this with the next turn.

Organised Religion tech will give you Priests and Shrines - Shrines improve Loyalty and Priests (to start with) spread religion.
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Dwarmin

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Re: Fiefdoms @ War: Fluff Thread
« Reply #677 on: March 28, 2011, 06:40:56 pm »

Well, on the advice of Iituem, I will not be qutting, but trying to power through. Power to sad sacks everywhere!

I don't expect any mercy from you guys, so don't give any. I certainly wont be.
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Terenos

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Re: Fiefdoms @ War: Fluff Thread
« Reply #678 on: March 28, 2011, 06:42:29 pm »

..Pricey. That, then whatever a temple costs.. Very pricey. Tis up to you now Dwarmin, SHOW US ITS WORTH IT!
Come trade with us Dwarmin. Near as I can tell, No one hates me or Spoon!
Trust me, its still far too early to have a good feel for the political landscape (Except some hate has developed, but thats easy to spot.)
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Taricus

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Re: Fiefdoms @ War: Fluff Thread
« Reply #679 on: March 28, 2011, 06:43:40 pm »

Trust me, its still far too early to have a good feel for the political landscape (Except some hate has developed, but thats easy to spot.)
Hey, the only politics that have happened.
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Iituem

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Re: Fiefdoms @ War: Fluff Thread
« Reply #680 on: March 28, 2011, 06:44:40 pm »

Yes, it's almost as if I didn't want every single country to have their own religion, making it necessary to accept someone else's if you want the other benefits of having them.
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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: Fluff Thread
« Reply #681 on: March 28, 2011, 06:45:51 pm »

Hey, if it turns out being worth it, or even just looks good on paper there will be some clamor towards it.
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Taricus

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Re: Fiefdoms @ War: Fluff Thread
« Reply #682 on: March 28, 2011, 06:46:26 pm »

Alright, now I've three trees to climb...

EDIT: Make that four...
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Terenos

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Re: Fiefdoms @ War: Fluff Thread
« Reply #683 on: March 28, 2011, 06:51:05 pm »

Annnd I believe once more, we await only Hubris.
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Johnfalcon99977

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Re: Fiefdoms @ War: Fluff Thread
« Reply #684 on: March 28, 2011, 06:58:34 pm »

I hope I get to spreading the word of Katio and the Ariani Culture. But its a secondary objective.
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Terenos

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Re: Fiefdoms @ War: Fluff Thread
« Reply #685 on: March 28, 2011, 07:05:38 pm »

Saaayyyy ..I'm recruiting a Sorcerer this turn, Could I at some later point, pay the hero recruiting fee, to promote him to hero? Or would I have to grab a hero first, then promote to Sorcerer?
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Iituem

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Re: Fiefdoms @ War: Fluff Thread
« Reply #686 on: March 28, 2011, 07:18:35 pm »

I was pondering that earlier today.  I'll say yes - you can promote a caster to a hero, though they gain the disadvantages of being a hero unit (they cannot fight alone in battle).  This only applies to casters and other 'individual' units - no promoting a legion of spearmen.  The main reason I'll allow it, though, is because it costs you the same to hire a sorcerer and promote to hero as it would to hire a hero and promote to sorcerer.

Edit:  Out for the night.  If hubris posts I'll do the turn in the morning.
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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.

Johnfalcon99977

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Re: Fiefdoms @ War: Fluff Thread
« Reply #687 on: March 28, 2011, 07:23:17 pm »

Its time to play find hubris and beat the shit out of him intil have him post his turn! [/obvious joke]

But really, this updates fast. Even I didn't update this fast in the first few turns in my game... (And it went all downhill from there...)

BTW, Iituem, you wouldn't be able to share that script you use to make turns, would you? I would like to do a revival skit of my old game, Conquer the World. Under a different title and with better gameplay :P.

And set factions with special abilities. A first, as it seems for this site.
« Last Edit: March 28, 2011, 07:26:22 pm by Johnfalcon99977 »
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Iituem

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Re: Fiefdoms @ War: Fluff Thread
« Reply #688 on: March 28, 2011, 07:26:35 pm »

In fairness, he's just keeping a regular schedule.  If I wasn't free a lot right now I'd be much less responsive and you'd be getting turns every 2-4 days instead of practically every other day.
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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.

Johnfalcon99977

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Re: Fiefdoms @ War: Fluff Thread
« Reply #689 on: March 28, 2011, 07:27:44 pm »

We already get turns every 2-4 days. Your spoiling us with the amount of turns your posting.
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