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  1. - Top - End - #451
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    Default Re: EMPIRE! CWBG XIV: To Heir is Human - To Faith 10, Divine

    Quote Originally Posted by Kitsanth View Post
    Was there an event scheduled for this round at all?
    I'm hosting something for people on the Dappled Sea, but that doesn't really help you. Sorry.

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    Quote Originally Posted by apocalypsePast2 View Post
    ...one could possibly refer to you guys' elaborate dance of allies-to-enemies-to-suicide-of-the-universe as some sort of weird art form.

    If one were on drugs.
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  2. - Top - End - #452
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    Default Re: EMPIRE! CWBG XIV: To Heir is Human - To Faith 10, Divine

    Quote Originally Posted by Kasanip View Post
    [Fernbrake Monster Hunt!] Such a 'safari' is very dangerous, however the exotic west is exciting to visit!
    This one would be novel, I'll say. I don't think we've ever had a safari event before.

    I'll mention offhandedly that I have a Prince taking a world tour this round; if he hears about something like this, he'll absolutely divert his path through the Chivalric Republic if the timing is halfway plausible. He's trying to fulfill his sense of adventure before taking the crown, you see.

  3. - Top - End - #453
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    Default Re: EMPIRE! CWBG XIV: To Heir is Human - To Faith 10, Divine

    Quote Originally Posted by Kasanip View Post
    If there was no planned action, it can be hosted event.
    Probably something can be prepared.
    [Fernbrake Monster Hunt!] Such a 'safari' is very dangerous, however the exotic west is exciting to visit!
    [Ekbatana International Music Concert] Musicians from everywhere are invited for musical celebration in beautiful garden city of Sphynks.
    [Uran Convention II] Promoting international aid and humanitarian law.
    Maybe this kind of feeling?
    Sometime it is hoped to make adventure [International Tellurian Railroad Adventure]. However, such a scenario can't be 2 weeks game.

    However, if someone has desired event for this round, please declare! If there is such an intention, then I will not make preparation.


    We are very proud of our Tellurian Games athlete, to achieve Foot Race 2nd place, Long Jump 5th place, Javelin Throw 3rd place.
    Probably it is better to ignore other event results.
    Thank you Rain_Dragon for your hard work!

    Of course, thank you QuintonBeck for hard work for new round!
    If it helps you decide if you do host an event, Ferans love music.

    I am glad you enjoyed yourself!
    Sorry I didn't get to RP with you, I was busy with extra work.

    And, you're welcome!
    I go by they/them/their or he/him/his pronouns

  4. - Top - End - #454
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    Default Re: EMPIRE! CWBG XIV: To Heir is Human - To Faith 10, Divine

    Hmm. As a nomadic nation starting out I figure I should at least RP starting negotiations for the region I begin in. Should I be spending a diplomancy action on said negotiations?
    That mystical swirling of multicolored leaves as they dance in the air, that fresh fall smell, the perfect weather that makes you feel so very alive. You can almost forget that you're watching dead tissue accumulate as winter claims the world and floods it with the calming scent of death.

  5. - Top - End - #455
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    Default Re: EMPIRE! CWBG XIV: To Heir is Human - To Faith 10, Divine

    Quote Originally Posted by Gengy View Post
    Stat Boosts for this round!

    Ruler Scores to come later, maybe as late as Tuesday. Depends on how tired Gengy is after his trip.

    Even better, this is now in an Excel sheet. Now Gengy (or someone else) only needs to put in the right numbers for stat boosts, and it auto-populates. Well, mostly. But yay, easier stuff!
    I actually went up 2 Diplomacy, not 2 Military, just as an fyi.
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  6. - Top - End - #456
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    Default Re: EMPIRE! CWBG XIV: To Heir is Human - To Faith 10, Divine

    Quote Originally Posted by drack View Post
    Hmm. As a nomadic nation starting out I figure I should at least RP starting negotiations for the region I begin in. Should I be spending a diplomancy action on said negotiations?
    It depends.
    If you end up only RPing the negotiations and everything is rather informal then you don't have to.

    If you want to trade, sign treaties, betro- uh probably not betrothals, but things which are bigger, formal and more impactful do require an action.

    In case you weren't aware, if you want to do multiples of the above they can still be in the same diplomacy action as 'sub-actions'. So for example, your action would be attend an event with the sub-actions being your trades and whatnot.
    I go by they/them/their or he/him/his pronouns

  7. - Top - End - #457
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    Default Re: EMPIRE! CWBG XIV: To Heir is Human - To Faith 10, Divine

    Duc Rex Fozik issues a stern warning to Fera that when Praeclarus finally wins an event, they should actually win the event, unless they can explain why they were disqualified (Mass Melee? Please?)

    In the same warning, Rex Fozik also politely mentions that while Chief Orator T'chep was happy to hear that people liked his work, T'chep also recognizes that the UJR had an entry that exceeded his own.
    Last edited by Gengy; 2015-06-01 at 07:10 AM.
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    BladeofObliviom said:
    I've only seen a character at anything resembling this level of absurdity thrive exactly once, and he/she/what-the-jongo had the advantage of being written by Gengy, who I look up to as a writer.

    "What-the-Jongo?"
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  8. - Top - End - #458
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    Default Re: EMPIRE! CWBG XIV: To Heir is Human - To Faith 10, Divine

    Quote Originally Posted by Gengy View Post
    Duc Rex Fozik issues a stern warning to Fera that when Praeclarus finally wins an event, they should actually win the event, unless they can explain why they were disqualified (Mass Melee? Please?)

    In the same warning, Rex Fozik also politely mentions that while Chief Orator T'chep was happy to hear that people liked his work, T'chep also recognizes that the UJR had an entry that exceeded his own.
    I had forgotten to un-bold Glazfelli Hegemony's score, so missed yours.

    I recommend intercepting that warning before it reaches Fera. They'll be a bit unimpressed...

    EDIT - Fixed. Tables are hell.
    Enjoy the Absinthe.
    Last edited by Rain Dragon; 2015-06-01 at 07:18 AM.
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  9. - Top - End - #459
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    Default Re: EMPIRE! CWBG XIV: To Heir is Human - To Faith 10, Divine

    Warning retracted :P

    Didn't think it was a problem. Just pointing things out.
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    BladeofObliviom said:
    I've only seen a character at anything resembling this level of absurdity thrive exactly once, and he/she/what-the-jongo had the advantage of being written by Gengy, who I look up to as a writer.

    "What-the-Jongo?"
    Before you insult someone, walk a mile in their shoes.
    That way, you'll be a mile away, and have their shoes!

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  10. - Top - End - #460
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    Default Re: EMPIRE! CWBG XIV: To Heir is Human - To Faith 10, Divine

    Rain, did my duellist not win the bout with the Kingdom of Serendel? I can't see any other fresh defeats to account for the second one in the "losses" column, although I might have missed one...
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  11. - Top - End - #461
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    Default Re: EMPIRE! CWBG XIV: To Heir is Human - To Faith 10, Divine

    Quote Originally Posted by Gengy View Post
    Warning retracted :P

    Didn't think it was a problem. Just pointing things out.
    It is though.
    Praeclarus won an event! Woo! /cheers

    Quote Originally Posted by Aedilred View Post
    Rain, did my duellist not win the bout with the Kingdom of Serendel? I can't see any other fresh defeats to account for the second one in the "losses" column, although I might have missed one...
    I totally missed Wombat's Scrolls of Prowess Style, so he has a +6 bonus rather than +4.
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  12. - Top - End - #462
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    Default Re: EMPIRE! CWBG XIV: To Heir is Human - To Faith 10, Divine

    Quote Originally Posted by Rain Dragon View Post
    Praeclarus won an event! Woo! /cheers
    And took my spot in the one event I did well in. Boo!

    Nah, it's okay. I did have horrible luck this particular games despite a high stat modifier, but I'll live.

  13. - Top - End - #463
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    Default Re: EMPIRE! CWBG XIV: To Heir is Human - To Faith 10, Divine

    Idea! lt_murgen, summon Kina to eat the balehorse. That's in her wheelhouse right? Then they will gratefully convert to CoK right?
    Quote Originally Posted by lt_murgen View Post
    Exploratory expeditions expeditiously expediting exploration would be epicurially equipped.

  14. - Top - End - #464
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    Default Re: EMPIRE! CWBG XIV: To Heir is Human - To Faith 10, Divine

    Quote Originally Posted by Kitsanth View Post
    Was there an event scheduled for this round at all?
    It is time for another Pink Tide Festival in the islands. We could make that an event. Basically it is purely fluff and a place to do negotiations. I think there might be a Jielf tournament. Mostly just food, sun, sand....

    Quote Originally Posted by zabbarot View Post
    Idea! lt_murgen, summon Kina to eat the balehorse. That's in her wheelhouse right? Then they will gratefully convert to CoK right?
    I totally would if I could. Year of the Skulls, here we come!
    Last edited by lt_murgen; 2015-06-01 at 07:51 AM.
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  15. - Top - End - #465
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    Default Re: EMPIRE! CWBG XIV: To Heir is Human - To Faith 10, Divine

    Quote Originally Posted by BladeofObliviom View Post
    And took my spot in the one event I did well in. Boo!

    Nah, it's okay. I did have horrible luck this particular games despite a high stat modifier, but I'll live.
    The Glazfelli Hegemony's athletes for the Aerial Display and the Debate placed third and thus were awarded a small piece of clear Zjörnu Bruka on a brown ribbon each. The party for the Mass Melee and the athlete for the Caragita's Foot Race placed second and thus were awarded a small piece of green Zjörnu Bruka on a white ribbon each.

    Finally, huge congratulations to the athlete of the Glazfelli Hegemony who won the Caragita Wrestling! They were awarded a month's supply of Fera's best Absinthe, a small box of herbs and spices and a small piece of blue Zjörnu Bruka on a black ribbon which may be worn around the neck!

    Hurrah! \o/
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  16. - Top - End - #466
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    Default Re: EMPIRE! CWBG XIV: To Heir is Human - To Faith 10, Divine

    Quote Originally Posted by Rain Dragon View Post
    It depends.
    If you end up only RPing the negotiations and everything is rather informal then you don't have to.

    If you want to trade, sign treaties, betro- uh probably not betrothals, but things which are bigger, formal and more impactful do require an action.

    In case you weren't aware, if you want to do multiples of the above they can still be in the same diplomacy action as 'sub-actions'. So for example, your action would be attend an event with the sub-actions being your trades and whatnot.
    Lolz, not marrying the wicked witch of the west?

    Nah, I ask because diplomacy rules for nomads state that it takes a diplomacy action to move somewhere peacefully, so I didn't know if I should have it as an action for the region I'm starting out in.

    Honestly I figure there aren't many nomad groups, so particularly the savage ones probably look like militant hordes whilst on the march. Figured I'd let you set the scene so to speak. Will there be legions with bows drawn, an envoy, ect. After all it's your nation not mine to dictate such for.
    Last edited by drack; 2015-06-01 at 01:39 PM.
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  17. - Top - End - #467
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    Default Re: EMPIRE! CWBG XIV: To Heir is Human - To Faith 10, Divine

    First round ever actions

    1) train soldiers: ground (Military)
    2) train soldiers: ground (Military)
    3) train soldiers: ground (Military)
    4) train soldiers: ground (Military)
    5) train soldiers: ground (Military)

    regular round actions

    1) Offer trade of Oil from Zhido Kretoria to Cantroth for Tar (Diplomacy)
    2) Offer trade of Stone from Zhido Kretoria to Cantroth for Platinum (Diplomacy)
    3) train soldiers: ground (Military)
    4) Start Great Project: Temple of Gullog (1/5) Faith
    5) Continue Great Project: Temple of Gullog (2/5) Faith

  18. - Top - End - #468
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    Default Re: EMPIRE! CWBG XIV: To Heir is Human - To Faith 10, Divine

    Is there any way that I can change my picture? (so that I actually have one)

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    Default Re: EMPIRE! CWBG XIV: To Heir is Human - To Faith 10, Divine

    Quote Originally Posted by DimpleLoamsdown View Post
    First round ever actions

    1) train soldiers: ground (Military)
    2) train soldiers: ground (Military)
    3) train soldiers: ground (Military)
    4) train soldiers: ground (Military)
    5) train soldiers: ground (Military)

    regular round actions

    1) Offer trade of Oil from Zhido Kretoria to Cantroth for Tar (Diplomacy)
    2) Offer trade of Stone from Zhido Kretoria to Cantroth for Platinum (Diplomacy)
    3) train soldiers: ground (Military)
    4) Start Great Project: Temple of Gullog (1/5) Faith
    5) Continue Great Project: Temple of Gullog (2/5) Faith
    A note. These really belong in the IC thread, not here.

    That said, if you attend an event this round (there should be one, we're just working out who will host and what it's going to be) you can do both of those trades there as subactions. As well as meet most of the world at the same time, which is always good.
    Last edited by Snowfire; 2015-06-01 at 02:18 PM.
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  20. - Top - End - #470
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    Default Re: EMPIRE! CWBG XIV: To Heir is Human - To Faith 10, Divine

    Quote Originally Posted by DimpleLoamsdown View Post
    Is there any way that I can change my picture? (so that I actually have one)
    Click on "settings" in the top right corner of the page. On the left hand side click "general settings", and avatars are at the bottom.
    That mystical swirling of multicolored leaves as they dance in the air, that fresh fall smell, the perfect weather that makes you feel so very alive. You can almost forget that you're watching dead tissue accumulate as winter claims the world and floods it with the calming scent of death.

  21. - Top - End - #471
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    Default Re: EMPIRE! CWBG XIV: To Heir is Human - To Faith 10, Divine

    Quote Originally Posted by drack View Post
    Hmm. As a nomadic nation starting out I figure I should at least RP starting negotiations for the region I begin in. Should I be spending a diplomancy action on said negotiations?
    Well, if you don't mind an outside perspective there area few places that make more sense than others to "rise". Heartgouger Tower, Sulvan's Fury, Cridan, the Nighthawk Grove, the Sharxian dragon graveyard, the Gelded Halls (which is my recommendation, see below), and the Celerese portal are all focal points for magic or at least eldritch occurrences, as are Tzalteclan, the Seaborne Confederacy, the Holy States, Kemuliaan, and the UJR.

    So, on your list of most sensible players, that's:

    TheDarkDM (me) in Tzalteclan, which is applicable thanks to Tzalteclan's blood sorcery and the rule of immortal dragon kings.

    Snowfire or zabbarot in the UJR, which is applicable thanks to their strong connection to the spirit world which has resulted in prophetic powers and limited teleportation.

    HalfTangible in the Holy States, which is applicable thanks to its cryomancers and rule by ice-magic using priestesses.

    lt_murgen in the Seaborne Confederacy, which holds the Nighthawk Grove which is sacred to Kina and the source of her chosen, who have shadow magic.

    QB (Crima) or DurkBlanston (Caercia) in regards to Cridan, which just spawned the Bale Horse, so probably not the best place right now.

    Elemental in Ashenia, which has just retaken control of Heargouger Tower from another mad wizard.

    necromancer in Kemuliaan, a cursed desert land ruled over by undying mummy kings.

    The Blue Guard in the Sharixian Republic, which holds a gargantuan dragon skeleton from ages past which has played host to some spooky apparitions.

    Logic in Celero, whose exploration of a mysterious portal is a harbinger of doom, again probably not the best unless you want some major baggage just starting out.

    QB (?) in Sulvan's Fury, whose underground region has produced no shortage of horrors over the years, again likely giving you tons of baggage.

    QB in Ahmeskharras, which recently unsealed an expansive necropolis known as the Gelded Halls only to lose some of their explorers in the deepest levels. This is my recommendation if you want to start in an established nexus of weirdness, as the culture in the area holding the Gelded Halls was intensely tribal in a way that would mesh with a lost tribe of witches, and whose taboos against disturbing the Gelded Halls may have to do with an ancient curse that has only recently lifted, giving you a ready made explanation for how your coven is showing up now.

    Or you could choose to show up in a place without a ton of foreshadowing and do your own thing, which would also be cool. But that opens the board to every region, so I thought I'd try and help and narrow down your options.
    Last edited by TheDarkDM; 2015-06-01 at 03:30 PM.

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    Quote Originally Posted by apocalypsePast2 View Post
    ...one could possibly refer to you guys' elaborate dance of allies-to-enemies-to-suicide-of-the-universe as some sort of weird art form.

    If one were on drugs.
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  22. - Top - End - #472
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    Default Re: EMPIRE! CWBG XIV: To Heir is Human - To Faith 10, Divine

    Hmm, that certainly would have been a cool way to go. I limited myself however to PCs that spoke up about wanting me to start with them and unclaimed NPS regions as those are the permissible starting regions for nomads, so I ended up choosing an underground location with the logic that that way it's somewhat less overly dramatic, somewhat more mysterious, and they could then still have come from pretty much anywhere. Conveniently enough as raindragon pointed out there is an unexplored underground region just two regions away meaning that if they didn't come from somewhere thematically dramatic they could even have been sleeping there. Alas, raindragon's already typed up half of his IC reply so I'll stick with where I'm at. Still, thanks for the thought and time you've put into this list for me. Indeed I do very much hope that the witches will soon visit all of these locations.
    That mystical swirling of multicolored leaves as they dance in the air, that fresh fall smell, the perfect weather that makes you feel so very alive. You can almost forget that you're watching dead tissue accumulate as winter claims the world and floods it with the calming scent of death.

  23. - Top - End - #473
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    Default Re: EMPIRE! CWBG XIV: To Heir is Human - To Faith 10, Divine

    (double post for subscribers)
    Dimple I think each nation can only contribute to the same great project up to once/round, and up to 3 players per round can contribute.

    Also, so long as you have any other diplomancy action, proposing a trade doesn't take a full action, it's a "sub action" which means it's free if you're already taking one or more action that uses the same attribute. (in this case diplomacy.)
    That mystical swirling of multicolored leaves as they dance in the air, that fresh fall smell, the perfect weather that makes you feel so very alive. You can almost forget that you're watching dead tissue accumulate as winter claims the world and floods it with the calming scent of death.

  24. - Top - End - #474
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    Default Re: EMPIRE! CWBG XIV: To Heir is Human - To Faith 10, Divine

    Quote Originally Posted by TheDarkDM View Post
    Well, if you don't mind an outside perspective there area few places that make more sense than others to "rise". Heartgouger Tower, Sulvan's Fury, Cridan, the Nighthawk Grove, the Sharxian dragon graveyard, the Gelded Halls (which is my recommendation, see below), and the Celerese portal are all focal points for magic or at least eldritch occurrences, as are Tzalteclan, the Seaborne Confederacy, the Holy States, Kemuliaan, and the UJR.

    So, on your list of most sensible players, that's:

    TheDarkDM (me) in Tzalteclan, which is applicable thanks to Tzalteclan's blood sorcery and the rule of immortal dragon kings.

    Snowfire or zabbarot in the UJR, which is applicable thanks to their strong connection to the spirit world which has resulted in prophetic powers and limited teleportation.

    HalfTangible in the Holy States, which is applicable thanks to its cryomancers and rule by ice-magic using priestesses.

    lt_murgen in the Seaborne Confederacy, which holds the Nighthawk Grove which is sacred to Kina and the source of her chosen, who have shadow magic.

    QB (Crima) or DurkBlanston (Caercia) in regards to Cridan, which just spawned the Bale Horse, so probably not the best place right now.

    Elemental in Ashenia, which has just retaken control of Heargouger Tower from another mad wizard.

    necromancer in Kemuliaan, a cursed desert land ruled over by undying mummy kings.

    The Blue Guard in the Sharixian Republic, which holds a gargantuan dragon skeleton from ages past which has played host to some spooky apparitions.

    Logic in Celero, whose exploration of a mysterious portal is a harbinger of doom, again probably not the best unless you want some major baggage just starting out.

    QB (?) in Sulvan's Fury, whose underground region has produced no shortage of horrors over the years, again likely giving you tons of baggage.

    QB in Ahmeskharras, which recently unsealed an expansive necropolis known as the Gelded Halls only to lose some of their explorers in the deepest levels. This is my recommendation if you want to start in an established nexus of weirdness, as the culture in the area holding the Gelded Halls was intensely tribal in a way that would mesh with a lost tribe of witches, and whose taboos against disturbing the Gelded Halls may have to do with an ancient curse that has only recently lifted, giving you a ready made explanation for how your coven is showing up now.

    Or you could choose to show up in a place without a ton of foreshadowing and do your own thing, which would also be cool. But that opens the board to every region, so I thought I'd try and help and narrow down your options.
    To make list more complete, I (Hurosha Empire) have soul magic as well as Alchemy. The Hurosha Empire also had a Cthulu-like creature as a vassal at some point (not anymore though ).Also Fera (because there is the origination of the Mystisicm tech) and Sulvan's Fury (Stone men popping up there, possible Earthen Magic).
    Last edited by WaylanderX; 2015-06-01 at 04:29 PM.
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  25. - Top - End - #475
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    Aedilred's Avatar

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    Default Re: EMPIRE! CWBG XIV: To Heir is Human - To Faith 10, Divine

    Quote Originally Posted by drack View Post
    (double post for subscribers)
    Dimple I think each nation can only contribute to the same great project up to once/round, and up to 3 players per round can contribute.

    Also, so long as you have any other diplomancy action, proposing a trade doesn't take a full action, it's a "sub action" which means it's free if you're already taking one or more action that uses the same attribute. (in this case diplomacy.)
    It is possible to spend two actions in a round on a construction-related project if you have the efficient building technology; I'm not sure if Kuldran does. Otherwise though it's 1/round, yeah.

    Trades can be put through as sub-actions of another action which includes both participants, so if attending an event (when one appears this round) both trades could be done there, and that's the way most people do it. They can't necessarily be tacked on to any old diplomacy action, though, so for instance colonising a region or starting a diplomacy great project couldn't have trades attached.
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  26. - Top - End - #476
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    Default Re: EMPIRE! CWBG XIV: To Heir is Human - To Faith 10, Divine

    Quote Originally Posted by Aedilred View Post
    It is possible to spend two actions in a round on a construction-related project if you have the efficient building technology; I'm not sure if Kuldran does. Otherwise though it's 1/round, yeah.

    Trades can be put through as sub-actions of another action which includes both participants, so if attending an event (when one appears this round) both trades could be done there, and that's the way most people do it. They can't necessarily be tacked on to any old diplomacy action, though, so for instance colonising a region or starting a diplomacy great project couldn't have trades attached.
    Unless the region being colonized had a former occupant you just shoved out or the grand project is a group effort?

    Gotya, so then could an action be spent, for instance, sending diplomats to all bordering regions? Could that be piggybacked onto my negotiations for settling into a region as a nomadic peoples?
    Quote Originally Posted by WaylanderX View Post
    To make list more complete, I (Hurosha Empire) have soul magic as well as Alchemy. The Hurosha Empire also had a Cthulu-like creature as a vassal at some point (not anymore though ).Also Fera (because there is the origination of the Mystisicm tech) and Sulvan's Fury (Stone men popping up there, possible Earthen Magic).
    To be fair I gt the feeling I'd quite enjoy visiting all the nations. That's one reason I'm glad to be nomadic.
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  27. - Top - End - #477
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    DimpleLoamsdown's Avatar

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    Default Re: EMPIRE! CWBG XIV: To Heir is Human - To Faith 10, Divine

    Quote Originally Posted by drack View Post
    Click on "settings" in the top right corner of the page. On the left hand side click "general settings", and avatars are at the bottom.
    thanks for telling me how to change my avatar!

  28. - Top - End - #478
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    Default Re: EMPIRE! CWBG XIV: To Heir is Human - To Faith 10, Divine

    No prob mate.
    That mystical swirling of multicolored leaves as they dance in the air, that fresh fall smell, the perfect weather that makes you feel so very alive. You can almost forget that you're watching dead tissue accumulate as winter claims the world and floods it with the calming scent of death.

  29. - Top - End - #479
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    SwashbucklerGuy

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    Default Re: EMPIRE! CWBG XIV: To Heir is Human - To Faith 10, Divine

    Sup, from the recruitment thread I'm kind of interested in giving Novrania or Sympolemou a go. Which one would be recommended to be newb friendly (because this nerb is quite convinced whatever he takes control of will descend into anarchy due to poor politicking)

  30. - Top - End - #480
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    Goblin

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    Default Re: EMPIRE! CWBG XIV: To Heir is Human - To Faith 10, Divine

    Quote Originally Posted by Rain Dragon View Post
    Denounce the Ash-Kingdom of Maur for their display of excessive violence in dealing with the man known as 'Jaran Baltiz'. Further, Jaran Baltiz was last been seen on Commonwealth soil in the Del'Taihn Provinces. Thus from Fera's perspective, this act is also seen as a violation of the Del'Taihn Provinces' sovereignty.
    darn right I feel my sovereignty feels violated!
    (just gonna go google what sovereignty means)

    ah got it.

    And yes I could have put his head on a pike put instead did not because Ovidions teaches peace and they homirum are a calm people. It's a good thing I am not trading with maur or I would have stopped...
    Last edited by woolli264; 2015-06-01 at 06:13 PM.

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