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Author Topic: Feudalism Rethought Redux: Step 2  (Read 12221 times)

mesor

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Re: Feudalism Rethought Redux: Step 2
« Reply #180 on: January 14, 2013, 07:07:47 pm »

Strangely enough I don't.

However I do like the idea of burying earth mages alive so they suffocate.

A fitting end don't you think?
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javierpwn

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Re: Feudalism Rethought Redux: Step 2
« Reply #181 on: January 14, 2013, 07:11:29 pm »

But if they are buried under the earth....
They can easily escape...,
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mesor

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Re: Feudalism Rethought Redux: Step 2
« Reply #182 on: January 14, 2013, 07:14:27 pm »

Good point.

Beheading it is.

My people have issues with taking people alive anyway so burying them would be pointless since they'll already be dead.
Assuming I ever have to fight you which unless my brother decides he doesn't like you won't happen.
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GreatWyrmGold

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Re: Feudalism Rethought Redux: Step 2
« Reply #183 on: January 14, 2013, 07:17:57 pm »

Better make you extinct before you get to it then hadn't we :).
Or make every earth mage yours...
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mesor

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Re: Feudalism Rethought Redux: Step 2
« Reply #184 on: January 14, 2013, 07:20:17 pm »

But that would require taking them alive.

Which as we know will not happen unless they surrender before the fighting even begins.
Because the moment the first man or woman fires an arrow or swings an axe my men will murder every man, woman and child on the battlefield that is not one of them or an ally.
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GreatWyrmGold

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Re: Feudalism Rethought Redux: Step 2
« Reply #185 on: January 14, 2013, 08:00:28 pm »

Wait, who brings children to a battle? ...Other than dwarves.
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javierpwn

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Re: Feudalism Rethought Redux: Step 2
« Reply #186 on: January 14, 2013, 08:01:05 pm »

Who are we waiting on until we move to step 3?
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mesor

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Re: Feudalism Rethought Redux: Step 2
« Reply #187 on: January 14, 2013, 08:05:07 pm »

Battles happen in lots of places, like villages and towns where kids live.

They get one chance when I arrive.
Every man, woman and child surrenders and they live.
One kid throws a rock and we wipe the village out of existance.
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javierpwn

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Re: Feudalism Rethought Redux: Step 2
« Reply #188 on: January 14, 2013, 08:26:30 pm »

So if third stage is history......

I can make a pansy faction develop inside the demons.....


Or say a demon went rogue and poisoned the water supply, destroying the demon half.....



But that's not fun...z z
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mesor

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Re: Feudalism Rethought Redux: Step 2
« Reply #189 on: January 14, 2013, 08:30:59 pm »

You can only influence your own history mate but nice try, also thats stage 4.
Stage 3 is changes in your immediate area.

Step 4 is to alter the course of history. Doing so entails me describing a period of history, then the players can influence their empire's destiny. This will be somewhat freeform; you'll be able to do just about anything within reason.
I doubt you can choose to poison my people considering you don't even know my people exist :).
« Last Edit: January 14, 2013, 08:32:37 pm by mesor »
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GreatWyrmGold

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Re: Feudalism Rethought Redux: Step 2
« Reply #190 on: January 14, 2013, 08:42:50 pm »

Starting location EG 1. ( Town and 3 villages that I begin with, next to the iron deposit. )
Iron level tech .4.
Inhuman. 5-3. ( Humans with dark blue skin and animalistic features due to being tained by demons blood by their god. )
Superior combat skills.
Berserkers.
Increased population.
Heavily reduced diplomatic ability.
Reduced research ability on non combat related things. )
2 Extra villages.
I'll start at CD 13
With a fortress,
village (2)
Iron Age tech (4)
Earth magic(metals) (?)
Culture military defined (valor) (?)

 Would like input on ?'s
DF 17
Spoiler: Cities (click to show/hide)
Spoiler: Society (click to show/hide)
Spoiler (click to show/hide)
What does 'extra hex' trait give, exactly? Will we be completely unable to expand beyond one hex for the entire game without it?

Hex: CD-12;
Settlements: 3 villages and a town;
Traits:
Developed healing magic in 2-4% of the population
Culture:
Emphasis on expansion (both peaceful and conquest)
Innovative (2 points)
Whatever is left over goes into starting technology (around 2 points, by my calculations), in case I'm again the last one to respond to your approval post.
Start on BC 8
Cities: town and 3 villages.
Society:
-The people are great huntsmen and archers,
they can easily run undiscovered through the woods and ambush enemies. (Villages, colonies and towns consume 1 less food, and the people are superior archers and ambushers. - 4 points) (Tell me if this is ok.)
-Iron age tech -4 points
-Seasailing experience ( Villages, towns and colonies who are located next to water, produce 1 more food, and war- and transport ships are faster. - 2 points. ) (Again, tell me if this is ok.
Um...oh, me.

...I'll make the additions to the map. In the meantime, I request flavor!
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mesor

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Re: Feudalism Rethought Redux: Step 2
« Reply #191 on: January 14, 2013, 08:45:07 pm »

Like what?
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javierpwn

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Re: Feudalism Rethought Redux: Step 2
« Reply #192 on: January 14, 2013, 09:09:02 pm »

War, uprising, enslavement, freedom through war, uuuuh

Expansion, curses, death, discovery, bloodshed


Those sound like some nice flavor
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GreatWyrmGold

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Re: Feudalism Rethought Redux: Step 2
« Reply #193 on: January 14, 2013, 09:20:10 pm »

Like what?
Naming your civilizations is a good start.
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mesor

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Re: Feudalism Rethought Redux: Step 2
« Reply #194 on: January 14, 2013, 09:21:50 pm »

Mine are named the Order of the Raven.
( Messengers of both Hope and Doom )
Led by Erebos Dimidietas.
( Dark Half )
« Last Edit: January 14, 2013, 09:33:46 pm by mesor »
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