I could see some shenanigans involving heterodox with impossibulls.Perfectly legitimate way to play. In a six player game that would score 12+territory points, which is respectable but not unbeatable.
Do I put sign ups here or PM you?All signups are public, as players aren't allowed to pick the exact same combination as another player. So please do post your civ, with a name and colour, in the thread.
Civilisation: DomesticatiaThat's right, their range is 1-3. It's mentioned to make clear that the minimum population hasn't risen.
Colour: Cyan
Heresy: Builder
Species: Human
Population: 3
Population Range: 1-2?
Why is the minimum population of Humans specified if it’s the same baseline as every other species’s population range? Do humans have population range of 1-3 at the start?
Civilisation Name: Principality of Pork
Colour: Pink
Heresy: Builder
Species : Swine
Population: 2
Population Range: 1-2
I started looking at the previous game NQT linked, and saw someone else also went for a Pink faction of Builder Swine. Great minds think alike? We shall see how well I do in comparison.Haha yeah it's clearly a popular combo. In general, Builder as been the most popular heresy by far (perhaps not surprising for a Dwarf Fortress forum?).
Are the spoilers indicative of turn order?They are now!
Is it possible to perform two actions on the same tile, the result of the first being the prerequisite of the second? Such as Deforesting and then Growing, to turn a forest into a field.Absolutely.
Embark 24Naturegirl, embarking doesn't cost an action, so you could do an improve action as well if you wanted. (Like channelling a new river or building a fort)
Grow 24
Embark 24Adding this to my turn
Grow 24
Humans seem horrible, can I switch to Poult? I still take last place in initiative orderSure, there's no harm in swapping at this stage. Just give me a new civilisation sheet. Weirdly in previous games everyone thought humans were OP but I don't think anyone has yet played them.
Also if I Deforest a Tower City in a Forest, will that keep the city square?Yes, it will keep the city square. Razing and converting to a tile type which is neither a plain nor your favoured terrain both destroy cities, but converting to a plain (which is a valid city location) does not. Or put another way: if the end result is somewhere you could ordinarily build a city, and the action doesn't say otherwise, the city isn't destroyed.
Thanks
Also, Ferngully! Good film, good choice!
That's all fine, Shadowclaw, except that SHAD0Wdump still needs to take their turn, and may choose to embark on or adjacent to 112.And that is in fact the case.
Yeah, its basically a boardgame so it's just submitting a few moves which is neat.That's all fine, Shadowclaw, except that SHAD0Wdump still needs to take their turn, and may choose to embark on or adjacent to 112.And that is in fact the case.
Embark 125
Grow and Fortify it
Reclaim 139 for free.
Also quite nice, this game is simple enough that I can do my turns on my lunch break.
Yes. The meat shield is here.Remember it's Summer Wozzy, and in Summer you can't do Improve actions like building cities and fortifying. You could expand into a second mountain if you wanted.
Stonestep and Expand 88
Build City 88
Fortify 75
Principality of Pork91 would cost x2 actions as it's a lake and lakes have a defence of 1 (unlike plains & deserts which have 0 defence).
Expand to 91
Harvest at 79
Expand: Take over a neighbouring uncontested territory. This costs +1 extra action per defence of terrain (rivers are ignored).
Lake
Colour: Light Blue
Defence: 1
Also don’t Cities increase the maximum population range so I should be 2-5?Correct. Amended.
Because I'm swine, I should have a pop of 4.Population should all be fixed now.
The Ferngullies expanded into 25 and 23 the previous summer so shouldn’t they have those hexes and a additional one due to the third expand action? Ents with the cheaper expand cost into forestsEek, it looks like I didn't update the map for naturegirl's Summer Action.
Build 124(Are ents birds? I looked in the DF wiki and can’t find ents)
Fortify 126
Channel 124/158
Greetings fellow bird people! We hope salutations in return. For present time howhaps, we don't know you, so keep back pleases?
(Thanks, is it next turn now?)That's fine, it's winter now. I'm saying that you expanded to 25 in Summer, then you expanded to 25 again in Fall. This was probably because I didn't update the map correctly with your actions. I'm asking you, retroactively, which hex you would have expanded to instead. I don't want you falling behind because I made an update error. Do you want 11, 26, or 36?
If so
fortify 23
Fortify 25
Channel 124/158[/b]I'm going to assume that was 124/138
In Spiring you can: [...] When it's your turn, pick an embarkation point (this is a free action). You're advised to pick a point some distance away from the others.I assume we're not supposed to be reembarking this season?
Correct, I copy pasted without reading properly. Fixed now.QuoteIn Spiring you can: [...] When it's your turn, pick an embarkation point (this is a free action). You're advised to pick a point some distance away from the others.I assume we're not supposed to be reembarking this season?
You are getting uncomfortably close there Controll Freaks. Come no further than hex 90, or the Principality of Pork will have to force you back.(Are you going to put your actions down?)
Also. City is on 103 not 101, though it probably won't matter in the long run.Good spot. Fixed.
We are starting to get to the point where we should wait for others who act before us.
As for me, my actions this phase depend upon Shadowclaw's choice regarding my proposal, even if it might be unreasonable in hindsight, I'd rather leave the possibility in case he sees a way to make it advantageous to him.
Harvest 125, 126Shadowdump, wrong season dude. Harvesting happens in Fall. This is Summer.
Expand 140
I should also own 138 this turn.Good spot. Fixed now.
You have chosen to draw blood unnecessarily, and must be punished for your barbaric actions.Mostly fine, except no fortifying allowed in Fall. (Improve actions happen in Winter/Spring)
Raze 75 (4)
Expand 104 (2)
Expand 105 (1)
Stonestep Expand 92 (1)
Raid 78 (2)
Raid 79 (3)
Raid 93 (4)
Raise 105 (2)
Fortify 92 (1)
Fortify 90 (0)
Drain 37Which river did you want to drain? The lake only disappears if all surrounding rivers are gone. You've got 5 to choose from.
The reckoning of Rule lawyering, cities increase maximum population so shouldn’t I have a max of 12 now? Also where did that random pop for the ferngully come from?Not rule lawyering, it's literally the letter and spirit of the rules, I'd just overlooked changing the figure. It's now amended. Also, thanks for spotting this: I'd mixed up Fecund and Forage (my own fault for making the names so similar). That's now fixed too.
You still have three more actions lol ferngully, you could like channel a river to 36 and than irrigate it for another plains tile, or fortify your other tiles.Thanks for the advice
(The river between 37 and 24)Now fixed on the Spring start map
Thanks. I will be sure to specify in the future(The river between 37 and 24)Now fixed on the Spring start map
No trouble-- you still have two more actions to use this season if you like. Remember that population = # of actions per season.Thanks. I will be sure to specify in the future(The river between 37 and 24)Now fixed on the Spring start map
No trouble-- you still have two more actions to use this season if you like. Remember that population = # of actions per season.Thanks. I will be sure to specify in the future(The river between 37 and 24)Now fixed on the Spring start map
(The river between 37 and 24)Fecund costs 2 actions
city 25
Fecund 24
Channel river from 37 to 36
City 11
FerngullyI go after you, but Wozzy goes before and has snatched up 35 so you will need to do something else.
Forage 23
Expand 35
Expand 34
Expand 21
When The Leviathan Electorate moves, I will change actions if needed
FerngullyI think you've under counted how much this would cost to conquer 35: wozzy has used his heresy action Raise which replaces the land with a mountain, and he's a troll which gives him extra defense when in a mountain. So the cost of conquering one of his mountains is 1 + 2 defense of mountain + 1 troll bonus = 4 actions.
Forage 23
Forage 23
Conquer 35
Expand 34
(Can we travel over ocean? I noticed the Shakers were able to without owning that part of the ocean. There is a one tile space between 77 and 62, with an ocean tile in between)You can expand into the ocean, but you can't journey over it. The Shakers used to have 75 but they razed it. They've only ever expanded on land.
Sorry GM, but the Poults like breathing room and not with the piggies, also tile 11 was industriously ImprovedKicking myself for not channeling a river there, my own fault for leaving myself open. I will have my revenge, don't you worry.
Go west, we can take out the east two cities.Agreed. While our philosophies may be at odds we both share a desire to survive. So we will take out this quarrelsome neighbour together.
What will The Leviathan Electorate do?I posted my actions for the season above. I'm harvesting and expanding to 100 this turn.
Principality of Pork (8-1)Is that quite right? Won't Conquering 79 cost 2 points, as there's still a city there? Only forts are destroyed on conquering.
Conquer 79 (-1)
Is that quite right? Won't Conquering 79 cost 2 points, as there's still a city there? Only forts are destroyed on conquering.I must've got it muddled up somehow. Will fix.
Irrigate 36(-1)You can only build cities on plains + favoured terrains (except if you have the Tower ability, from the Builder heresy). As such, you can't build cities on mountains. You can still build them on forests.
Fecund 36(-2)
City 38(-1)
City 51(-1)
Fortify 36(-1)
Fortify 50(-1)
Naturegirl, to reiterate what I said above: you can't build cities on mountains. The trolls can because mountains are Shaker heresy favoured terrain. Your favoured terrain is Forests, meaning you can only build a city on a forest or plain.Will fix. Thank you
After all that, there was something even more fundamental that I missed, naturegirl: you can't build cities if it would push your min pop higher than your current pop. As it happens, your min pop is 6, and your population is 7, so this season you can only build one of those two cities. I guess you can continue draining the lake for the other action?Naturegirl, to reiterate what I said above: you can't build cities on mountains. The trolls can because mountains are Shaker heresy favoured terrain. Your favoured terrain is Forests, meaning you can only build a city on a forest or plain.Will fix. Thank you
Edit: fixed
Thank you again, will fix accordinglyAfter all that, there was something even more fundamental that I missed, naturegirl: you can't build cities if it would push your min pop higher than your current pop. As it happens, your min pop is 6, and your population is 7, so this season you can only build one of those two cities. I guess you can continue draining the lake for the other action?Naturegirl, to reiterate what I said above: you can't build cities on mountains. The trolls can because mountains are Shaker heresy favoured terrain. Your favoured terrain is Forests, meaning you can only build a city on a forest or plain.Will fix. Thank you
Edit: fixed
12 - Trolls: Mountain tiles are +1 defence when occupied and -1 defence when conquering and expanding.
Mountain
Colour: Grey
Defence: 2
2+1-1 is 3, or was the - supposed to be a +?No, to be clearer: trolls get +1 defense when they occupy a mountain and someone else tries to conquer them. The -1 defense is enjoyed by them when they conquer or expand to a mountain.
Fortify 87You had 6 pop at the start of your turn due to my attack, which means 6 actions. So the last 99 attack won't happen. See OP:
Mabbling Shore Up 86
Shore Up 99, 137, 141, 142
Conquer 86, 99
If their population is decreased earlier on the season, they will have less actions, but this won't reset the turn order until the end of the season.
E.g. The Purple Nation has five population, the Red Civilisation has four population, and the Yellow Domain has three population: In winter Yellow goes first and conquers two Purple territories. They both lose two population. Even though Purple now only has three population (and only thus only three actions), they will still act after the Red, as the turn order is set at the start of the season.
Fortify 112No expansion until summer I'm afraid.
Expand 137, 141, 142
Mabbling Reclaim 130
Expand 130
No expansion until summer I'm afraid.Altered.
Never mind, don’t have to worry about conquers this turnRemember, you can't push your pop up by building cities. You have the maximum number of cities for your pop, so can't build any this season.
Irrigate 21(-1)
Fecund 21(-2)
City 34(-1)
Irrigate 46(-1)
Fecund 46(-2)
Uh... did we just skip wozzy?Oops- I shouldn't update when tired, I lose the power to count. I'll update season post and wait to see what wozzy does.
Fixed, City changed to FortifyNever mind, don’t have to worry about conquers this turnRemember, you can't push your pop up by building cities. You have the maximum number of cities for your pop, so can't build any this season.
Irrigate 21(-1)
Fecund 21(-2)
City 34(-1)
Irrigate 46(-1)
Fecund 46(-2)
I see now that it says you lose control of it at end of turn, still seems mildly weird to me.Sure, I guess it's weird because it feels like it's violating the rule which says you can only expand or conquer from your owned territory, and it's in contrast to other changes you make to the land which take effect instantly (like channelling so that you can irrigate). I may change it in future versions of the game.
Expand 144[/b]Ocean costs 4 to expand into. Did you want to reclaim first?
Wha... I don't remember exactly what I was thinking at the time but I'm pretty sure I meant to say 141, I think I was in a rust to submit it at the end of one of my breaks.Expand 144[/b]Ocean costs 4 to expand into. Did you want to reclaim first?
Expand 61 (2)This is 8 actions (increasing pop doesn't increase actions in same season), and perhaps more to the point, irrigation is an Improve action. Impossible for Summer!
Expand 74
Expand 75
Forage 21 (2)
Irrigate 74
Irrigate 75
Wha... I don't remember exactly what I was thinking at the time but I'm pretty sure I meant to say 141, I think I was in a rust to submit it at the end of one of my breaks.Makes more sense.
FixedExpand 61 (2)This is 8 actions (increasing pop doesn't increase actions in same season), and perhaps more to the point, irrigation is an Improve action. Impossible for Summer!
Expand 74
Expand 75
Forage 21 (2)
Irrigate 74
Irrigate 75Wha... I don't remember exactly what I was thinking at the time but I'm pretty sure I meant to say 141, I think I was in a rust to submit it at the end of one of my breaks.Makes more sense.
Expand 61
Expand 74
Expand 75
Forage 21
Forage 7
Expand 61 (2)Forage costs two actions, as does moving into a lake, so this is still 8 actions.
Expand 74 (1)
Expand 75 (1)
Forage 21 (2)
Forage 7 (2)
Expand 74Sorry, forgot lakes cost 2
Forage 21
Forage 7
Forage 34
Expand 61
Expand 74
Forage 21
Forage 7
Expand 7560 & 73 are currently occupied (by me!), you can't expand into to them. To get to the other shore, you'd have to expand into the ocean for four actions (say, at 45).
Expand 60
Expand 73
Expand 72
Expand 58
Expand 44
Expand 31
Expand 17
Expand 75Neither 73 nor 86 belong to you, so not sure how you intended to expand to 72? You are currently blocked on land from expanding any further, if you want to take more places you need to take an ocean tiele for 4 actions.
Expand 72
Expand 58
Expand 44
Expand 31
Expand 17
Fixed
Expand 75I'm going to just pretend that says 'expand 45' rather than 'expand 59', because honestly I don't know how you thought you'd be able to jump from 59 to 44. In future, please just slow down a moment and double check your actions make sense before pressing send.
Expand 59
Expand 44
Expand 31
Expand 17
Expand 33
Fixed
Ahrgh, and expanding into a mountain costs 3 points (1+2 defense). Not one point!!! I'm going to assume you meant to write 'Expand 3' as that actually makes sense for your wincon.Expand 75I'm going to just pretend that says 'expand 45' rather than 'expand 59', because honestly I don't know how you thought you'd be able to jump from 59 to 44. In future, please just slow down a moment and double check your actions make sense before pressing send.
Expand 59
Expand 44
Expand 31
Expand 17
Expand 33
Fixed
The minks Conquer 74 before my turnAh! Of course. My apologies, you're correct and I'm an idiot. All is well. Processing now...
Player | Land Territories | Heresy Points | Total Score |
Naturegirl1999 - Ferngully | 24 | 16 | 40 |
Kashyyk - Principality of Pork | 26 | 13 | 39 |
SHAD0Wdump - Mad Nomads | 27 | 12 | 39 |
Wozzy - Controll Freaks | 8 | 8 | 16 |
NQT - The Leviathan Electorate | 6 | 5 | 11 |
Shadowclaw777 - Organization of Clucks | 0 | 0 | 0 |
WOW that was close. I think if Wozzy kept playing, Ferngully would have struggled more to get out of their area, Porkie's would have also struggled a little more but the Mad Nomads may have been left alone enough to have made it a two horse race between them and the Control Freaks.What Wozzy really would have wanted would have been to encircle some farmland with mountains so he could actually grow, but he did really well with his species-heresy combo to get a load of free and cheap expansions. That said, his growth in the year before he disappeared had slowed- he started out with 26, and through being conquered and taking new land, he managed to stick about 27.
NQT, setting the players with some stated as player first then their civ and sometimes reverse is REALLY irking me, damnit xD.Fixed.
From a balance point of view, I'm wondering if the Raise ability needs looking at. It costs the same as Bountiful's Fecund, but gives an extra point of defence and can only be reversed with another Heresy's special ability, compared to the base deforest ability.Hm. What if Raise were to cost 3 actions?(Convert terrain to favored for 2 actions + adding a defense aka Fortification)
Maybe one action to build a Mine, every season after that it give +1 action, but it reduces the defense by one. This would also give non shaker players more incentive to take mountains.+1
Heretics of Hexland 5
A game of colonisation for 3-6 players
Sign-ups open for a turn-based colonisation game in a fantasy world. Each player controls a rival expedition from a civilisation of their making. Each expedition is made up of one species that is beholden to a heresy. These civilisations vie for control of Hexland. If you want an idea of what this looks like, check out the last game (http://www.bay12forums.com/smf/index.php?topic=149633.0). Think of this as a mixture of Civilisation (http://en.wikipedia.org/wiki/Civilization_(video_game)), Small World (http://en.wikipedia.org/wiki/Small_World_(board_game)) and Diplomacy (http://en.wikipedia.org/wiki/Diplomacy_(game)).
Game basics: The aim of the game is to achieve the most victory points. Victory points are typically gained by expanding and conquering hex tiles. Doing this requires actions; a player can take as many actions as they have population. Thus, the game is about expanding, while protecting one's ability to grow their population through harvesting crops.Spoiler: Civ Creation Sheet (click to show/hide)Spoiler: Heresies (click to show/hide)Spoiler: Species (click to show/hide)
The game takes place over five years, after which the New Age will begin, as all heresies agree. Each year is made up of four seasons (spring, summer, fall, and winter), and each turn takes exactly one season. (So each player gets 20 turns in the game). On your turn you may take a number of actions equal to your population number. Increasing your population mid-turn doesn't give you additional actions for that turn. You have a maximum population equal to 1 + the number of tiles you control + the number of cities you own. You have a minimum population equal to 1 + the number of cities you own (your population can't be forced beneath this number).
On your first turn, pick a coastal embarkation point that is on land and not next to a tile owned by another player. Embarking doesn't cost an action.Spoiler: Actions Explained (click to show/hide)Spoiler: Playing, winning & turn sequence (click to show/hide)Spoiler: The Map and Key (click to show/hide)
If/when I start a new game, you certainly can. There's some synergy with Djinn & Flame, in that Flame's actions leave deserts which could be expanded into and farmed... but there's some dysergy in that you get victory points for deserts you don't own, and you can only farm deserts you own.Ok, I will change species, I want to try Flame still. Thank you for the clarifications
Worth pointing out that I've changed how fields work: fields now act just like improvements (cities etc), they don't change the basic land type as before.