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Author Topic: Fiefdoms @ War: Fluff Thread  (Read 73993 times)

Iituem

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Re: Fiefdoms @ War: Fluff Thread
« Reply #585 on: March 27, 2011, 02:19:07 pm »

Terenos:  I've already worked out the rewards for you if you win the battle.  You get to keep the Zephyr Palace if you win, but there's no game benefit to it.  You may use it as you wish for Fluff purposes, so you could convert it into some other sort of building.
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Terenos

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Re: Fiefdoms @ War: Fluff Thread
« Reply #586 on: March 27, 2011, 02:44:18 pm »

Zephyr Palace you say? Innnnnteresting.
As for no game benefit, well, it gives me whatever it gives me. And when Hubris posts, I'll know whether or not I get it this turn, or some other turn.
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Sheb

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Re: Fiefdoms @ War: Fluff Thread
« Reply #587 on: March 27, 2011, 09:18:11 pm »

John, you also just theatened criptfiend with war. :p
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Johnfalcon99977

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Re: Fiefdoms @ War: Fluff Thread
« Reply #588 on: March 27, 2011, 09:32:08 pm »

It was a theortical situation. I do not want war with Cript, and in fact, he was the agressor in it.

But I do not wish any invastion of any sort to take place. I wish to be a peaceful Empire.
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Terenos

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Re: Fiefdoms @ War: Fluff Thread
« Reply #589 on: March 27, 2011, 10:37:55 pm »

Well. Sorcery. How bout that. This, Is truly a great day for the United Provinces, wouldn't you all agree?
Not of course to brag or anything. I just think these phantom soldiers are a bit fancy.
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Taricus

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Re: Fiefdoms @ War: Fluff Thread
« Reply #590 on: March 27, 2011, 10:38:24 pm »

Yep, Expect a PM about that soon ;D.
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Terenos

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Re: Fiefdoms @ War: Fluff Thread
« Reply #591 on: March 27, 2011, 10:39:38 pm »

Oh before I forget, Iituem, I assume that units have to be hale and hearty to upgrade, yes? Or can I sneakily upgrade my wounded troops?
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Phantom

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Re: Fiefdoms @ War: Fluff Thread
« Reply #592 on: March 27, 2011, 11:48:38 pm »

Considering we've had a Medieval, Fantasy, and Modern Countries At War, why doesn't someone start a Sci-Fi or Grimdark Countries At War? I simply had no place to put this, that's all.



I also ask for Militarized Advice, how many what kind of units should I finish Lower Cauldron with?
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Terenos

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Re: Fiefdoms @ War: Fluff Thread
« Reply #593 on: March 27, 2011, 11:53:38 pm »

I would go so far as to add another Javelineer to your forces. Better safe than give them another chance to recover.
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Demonic Spoon

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Re: Fiefdoms @ War: Fluff Thread
« Reply #594 on: March 27, 2011, 11:59:51 pm »

In other news, I just lost my entire army, again. This is starting to piss me off. And it's putting me behind in my plans.
« Last Edit: March 28, 2011, 12:01:26 am by Demonic Spoon »
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Terenos

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Re: Fiefdoms @ War: Fluff Thread
« Reply #595 on: March 28, 2011, 12:02:45 am »

Hrm. Maybe your best move is to start pushing economy for a bit Spoon?
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Zako

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Re: Fiefdoms @ War: Fluff Thread
« Reply #596 on: March 28, 2011, 12:32:55 am »

Try boosting your economy for a bit spoon, then you can make a better and larger army. Spamming spearmen isn't being real efficient and you are taking heavy losses. God help you if the game develops internal politics based on your past actions. You could be overthrown!
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Terenos

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Re: Fiefdoms @ War: Fluff Thread
« Reply #597 on: March 28, 2011, 12:37:18 am »

Also, Say what you will about the upkeep of the stronger units but..well, I have reported few casualties over the course of the game so far. (Admittedly only 2 battles but still!)
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Iituem

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Re: Fiefdoms @ War: Fluff Thread
« Reply #598 on: March 28, 2011, 07:07:23 am »

I really shouldn't, but if it helps Spoon - that province is worth over £700/turn.  The defences are consummate.

Also, you can upgrade wounded troops you just can't use them until the turn after because they still need to heal.

I think I'll rule that you can upgrade and use healthy troops on the same turn, though.  It's not the same as training them from scratch.

Try boosting your economy for a bit spoon, then you can make a better and larger army. Spamming spearmen isn't being real efficient and you are taking heavy losses. God help you if the game develops internal politics based on your past actions. You could be overthrown!

I considered that, but that would just be unduly harsh.  Internal revolutions are a fluff matter as far as I'm concerned - the player will always have control, but the 'leader' might change.



So we'll eventually be getting flying units one way or another.  Toying with how to do this, whether to just be a movement advantage or give them a significant tactical advantage.

One way I can see of doing this would be to give melee flying units a bonus vs ground-based melee units (hit 'n' run, or just pick them up and drop them), ranged flying units immunity vs ground-based melee units (stay out of range and fire downward), and make ranged ground units able to attack flying units without penalty.  What do we reckon?
« Last Edit: March 28, 2011, 07:11:46 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: Fluff Thread
« Reply #599 on: March 28, 2011, 07:14:15 am »

Well that sort of layout makes sense. Gives us a reason to vary up our land armies a bit.
Proly should have a movement advantage as well. Whereas land troops can be impacted by roads, to move faster, Air units should get no such bonus, and thus have a higher base movespeed.
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