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Finally... => Forum Games and Roleplaying => Topic started by: notquitethere on August 22, 2019, 11:13:19 am

Title: Heretics of Hexland 4- Turn-based colonisation game - End of Game
Post by: notquitethere on August 22, 2019, 11:13:19 am
Heretics of Hexland 4: Hex Redux
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: The Map and Key (click to show/hide)


Turns will be processed at the end of each season. If a player does not submit an action within 36 hours of the last turn, their go may be taken by the mod. If a player is skipped twice in a row, they may be replaced. When (as in the early game) your turn couldn't be constrained by the actions of players earlier in the turn cycle, feel free to submit your actions for the season out of turn. As a strict order of action resolution is maintained, feel free to edit your season's action if someone earlier in the turn order posts their action after you. Actions are always submitted publicly, but players are allowed to communicate privately if they wish as well as in-thread. It is possible to end the game prematurely through diplomatic resolution. Any queries, feel free to ask.



Starting Civs

Title: Re: Heretics of Hexland 4- Turn-based colonisation game - Signups 1/6
Post by: Failbird105 on August 22, 2019, 12:16:28 pm
I could see some shenanigans involving heterodox with impossibulls.
Title: Re: Heretics of Hexland 4- Turn-based colonisation game - Signups 1/6
Post by: notquitethere on August 22, 2019, 12:23:45 pm
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.
Title: Re: Heretics of Hexland 4- Turn-based colonisation game - Signups 1/6
Post by: Haspen on August 22, 2019, 12:51:35 pm
PTWing and rules' reading.
Title: Re: Heretics of Hexland 4- Turn-based colonisation game - Signups 1/6
Post by: Wozzy on August 22, 2019, 02:27:23 pm
Will be joining this for sure
Title: Re: Heretics of Hexland 4- Turn-based colonisation game - Signups 2/6
Post by: notquitethere on August 22, 2019, 04:59:39 pm
Good good.

I've made an amendment I meant to make before: the Shaker heresy no longer destroys mountains, and instead gets Stonestep, making it easier to expand into their favoured terrain.
Title: Re: Heretics of Hexland 4- Turn-based colonisation game - Signups 2/6
Post by: Naturegirl1999 on August 22, 2019, 07:57:26 pm
Do I put sign ups here or PM you?
Title: Re: Heretics of Hexland 4- Turn-based colonisation game - Signups 2/6
Post by: notquitethere on August 23, 2019, 02:01:10 am
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.
Title: Re: Heretics of Hexland 4- Turn-based colonisation game - Signups 2/6
Post by: Shadowclaw777 on August 23, 2019, 03:12:02 am
Civilisation: Domesticatia
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?
Title: Re: Heretics of Hexland 4- Turn-based colonisation game - Signups 2/6
Post by: notquitethere on August 23, 2019, 03:21:13 am
Civilisation: Domesticatia
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?
That's right, their range is 1-3. It's mentioned to make clear that the minimum population hasn't risen.
Title: Re: Heretics of Hexland 4- Turn-based colonisation game - Signups 4/6
Post by: notquitethere on August 23, 2019, 03:57:24 am
Okay, so I'll go ahead and post my combo:

Civilisation: The Leviathan Electorate
Colour: Maroon
Heresy: Aquatic
Species: Doge's Men
Population: 2
Population Range: 1-2
The Electorate are in self-imposed exile from the city state of Sinua after their preferred Doge, the Leviathan, was defeated. They hope to use their superior canalcraft to create a new watery stronghold.
Title: Re: Heretics of Hexland 4- Turn-based colonisation game - Signups 4/6
Post by: Kashyyk on August 23, 2019, 04:01:05 am
Quote
Civilisation Name: Principality of Pork
Colour: Pink
Heresy: Builder
Species : Swine
Population: 2
Population Range: 1-2

Title: Re: Heretics of Hexland 4- Turn-based colonisation game - Signups 5/6
Post by: Naturegirl1999 on August 23, 2019, 06:41:35 am
Civilisation Name: Ferngully
Color: Lavender
Heresy: Bountiful
Species : Ent
Population: 2
Population Range: 1-2
Title: Re: Heretics of Hexland 4- Turn-based colonisation game - Signups 5/6
Post by: Kashyyk on August 23, 2019, 07:47:05 am
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.
Title: Re: Heretics of Hexland 4- Turn-based colonisation game - Signups 5/6
Post by: notquitethere on August 23, 2019, 07:51:19 am
Cool, so we have enough players to begin and at least one more slot open. The map can take up to 8, but I prefer to cap it at 6 so that turns don't take forever. Just waiting on a civilisation from Wozzy and then we can start.

In the OP on player's initial civ sheets, I've now listed the turn order number. Each season, the players with the lowest population will go first (so currently, as they have 3 population instead of two, Shadowclaw777 will be last in turn order). To break ties (like when a lot of players have population 2) we use the turn order number. This is the Heresy+Species number, with the lowest number going first.

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?).
Title: Re: Heretics of Hexland 4- Turn-based colonisation game - Signups 5/6
Post by: Naturegirl1999 on August 23, 2019, 07:56:23 am
Are the spoilers indicative of turn order?
Title: Re: Heretics of Hexland 4- Turn-based colonisation game - Signups 5/6
Post by: Wozzy on August 23, 2019, 08:26:55 am
Civilisation Name:  Controll Freaks
Colour: Delicious chocolate
Heresy: Shaker
Species : Troll
Population: 2
Population Range: 1-2
Title: Re: Heretics of Hexland 4- Turn-based colonisation game - Signups 5/6
Post by: notquitethere on August 23, 2019, 08:42:27 am
Are the spoilers indicative of turn order?
They are now!

I'm working at the moment, but in about four hours time will get turn up. So any last player who wants to join should do so before then.
Title: Re: Heretics of Hexland 4- Turn-based colonisation game - Signups 5/6
Post by: SHAD0Wdump on August 23, 2019, 11:55:37 am
I was very seriously considering getting into this, but with my work schedule I didn't want to stretch myself too thin and end up slowing down a bunch of games. I already have been taking too much time over on the hexcrawl submitting an action.

I'll definitely be happy watching this though.
Title: Re: Heretics of Hexland 4- Turn-based colonisation game - Signups 5/6
Post by: notquitethere on August 23, 2019, 12:02:41 pm
Year One - Spring

Some heresies never die. Here in Hextopia, the fourth island of the Hexipelago, five heresies have begun to contest the land in the five years before the Age of Lead comes to an end.

First landed The Leviathan Electorate, here to found a new city-state on the dampest of principles. Then grew up Ferngully, a moot of ents who come to spread the word of the trees. Lumbering up to the mountains come the Controll Freaks, trolls whose every step shakes and trembles the ground below. As ever, the swinish builders have left their old lands to spread urban planning to this new island. Late to the island are the Mad Nomads, whose only desire is to abolish the sea. Finally, building in their wake, Domesticatia is founded by poults, a diurnal feathered species who roost close together.


Spoiler: Year 1 - Spring (click to show/hide)

In Spring you can: Grow, Improve, Raze, Raid, Dismantle, as well as doing a heresy-specific action. 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. Submit your turn as soon as the person above you in the order has submitted their turn. I'll process the entire season in one go, so make sure you read other people's actions before submitting your own.

Turn order:
1. The Leviathan Electorate - NQT [pop. 2]
2. Ferngully - Naturegirl1999 [pop. 2]
3. Controll Freaks - Wozzy [pop. 2]
4. Principality of Pork - Kashyyk [pop. 2]
5. Mad Nomads - SHAD0Wdump [pop. 2]
6. Clucks - Shadowclaw777 [pop. 2]
Title: Re: Heretics of Hexland 4- Turn-based colonisation game - Spring Year 1
Post by: notquitethere on August 23, 2019, 12:06:55 pm

Leviathan Electorate
2 pop = 2 actions
Embark 73 (actions -0)
Grow 73 (actions -1)
Deluge 73 to the max, all possible rivers channeled around 73 (actions -1)



Next up, it's Naturegirl to embark. You have two actions, and embarking doesn't cost an action.
Title: Re: Heretics of Hexland 4- Turn-based colonisation game - Spring Year 1
Post by: SHAD0Wdump on August 23, 2019, 12:16:48 pm
Oh screw it, I can't resist.

Think I can still sneak in with this?

Spoiler (click to show/hide)
Title: Re: Heretics of Hexland 4- Turn-based colonisation game - Spring Year 1
Post by: notquitethere on August 23, 2019, 12:21:59 pm
That's fine. You're in! I'll just finish updating the turn order. You'll start 5th.
Title: Re: Heretics of Hexland 4- Turn-based colonisation game - Spring Year 1
Post by: Kashyyk on August 23, 2019, 12:41:22 pm
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.
Title: Re: Heretics of Hexland 4- Turn-based colonisation game - Spring Year 1
Post by: TricMagic on August 23, 2019, 12:59:52 pm
ptw
Title: Re: Heretics of Hexland 4- Turn-based colonisation game - Spring Year 1
Post by: Naturegirl1999 on August 23, 2019, 01:00:28 pm
Embark 24
Grow 24
Title: Re: Heretics of Hexland 4- Turn-based colonisation game - Spring Year 1
Post by: notquitethere on August 23, 2019, 01:01:34 pm
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.
Title: Re: Heretics of Hexland 4- Turn-based colonisation game - Spring Year 1
Post by: notquitethere on August 23, 2019, 01:03:14 pm
Embark 24
Grow 24

Naturegirl, 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)
Title: Re: Heretics of Hexland 4- Turn-based colonisation game - Spring Year 1
Post by: Naturegirl1999 on August 23, 2019, 01:06:18 pm
(Oh, ok)
Embark 24
Grow 24

Adding this to my turn
build Fort 24
Title: Re: Heretics of Hexland 4- Turn-based colonisation game - Spring Year 1
Post by: Wozzy on August 23, 2019, 01:11:17 pm
Controll Freaks
Embark 75 (hello, neighbor)
Deforest 75
Grow 75
Title: Re: Heretics of Hexland 4- Turn-based colonisation game - Spring Year 1
Post by: Kashyyk on August 23, 2019, 01:21:19 pm
Principality of Pork
Embark at 79
Grow at 79
Channel at 79/66
Title: Re: Heretics of Hexland 4- Turn-based colonisation game - Spring Year 1
Post by: Persus13 on August 23, 2019, 01:57:34 pm
PTW.
Title: Re: Heretics of Hexland 4- Turn-based colonisation game - Spring Year 1
Post by: notquitethere on August 23, 2019, 02:26:18 pm
I've been experimenting a bit trying to make the territory borders pop more, so the map is more visible. It's current state is a bit busy. Are these blue background lines an improvement?

Title: Re: Heretics of Hexland 4- Turn-based colonisation game - Spring Year 1
Post by: TricMagic on August 23, 2019, 02:46:28 pm
Quite, though there is a lot of ocean. A lot more visible now though.
Title: Re: Heretics of Hexland 4- Turn-based colonisation game - Spring Year 1
Post by: Naturegirl1999 on August 23, 2019, 02:50:35 pm
Yes, this is good
Title: Re: Heretics of Hexland 4- Turn-based colonisation game - Spring Year 1
Post by: Shadowclaw777 on August 23, 2019, 03:20:26 pm
Humans seem horrible, can I switch to Poult? I still take last place in initiative order
Title: Re: Heretics of Hexland 4- Turn-based colonisation game - Spring Year 1
Post by: notquitethere on August 23, 2019, 03:26:48 pm
I've tried tweaking it so the neutral border lines on land are different than on sea. Are any of these an improvement?

Spoiler (click to show/hide)

Humans seem horrible, can I switch to Poult? I still take last place in initiative order
Sure, 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.
Title: Re: Heretics of Hexland 4- Turn-based colonisation game - Spring Year 1
Post by: Kashyyk on August 23, 2019, 03:32:42 pm
I think if Shadowclaw and I switched to darker shades to match the other players, number four would work quite well. As it is I feel either the light or the dark shades blend in too well with the neutral tone.
Title: Re: Heretics of Hexland 4- Turn-based colonisation game - Spring Year 1
Post by: notquitethere on August 23, 2019, 03:43:58 pm
Ok, so I've deepened the shade of pink and lavender, so it should pop a bit more against the neutral and be easier to see all the different borders at a glance:

Spoiler (click to show/hide)
Title: Re: Heretics of Hexland 4- Turn-based colonisation game - Spring Year 1
Post by: Naturegirl1999 on August 23, 2019, 03:45:28 pm
IU like these, I like the most recent one too
Title: Re: Heretics of Hexland 4- Turn-based colonisation game - Spring Year 1
Post by: Shadowclaw777 on August 23, 2019, 04:26:52 pm
Civilisation: Organization of Clucks
Colour: Dark Green
Heresy: Builder
Species: Poult
Population: 2
Population Range: 1-2
Turn Order: 9

Embark at 112
Industrious Improve: Deforest 112
Grow 112
Build City on 112


I prefer number 2 for map design because then 3 and 4 aren’t glaringly bright. Choosing Dark Green so my Cyan border doesn’t conflict with the Lakes

Also if I Deforest a Tower City in a Forest, will that keep the city square?
Title: Re: Heretics of Hexland 4- Turn-based colonisation game - Spring Year 1
Post by: notquitethere on August 23, 2019, 04:41:42 pm
That's all fine, Shadowclaw, except that SHAD0Wdump still needs to take their turn, and may choose to embark on or adjacent to 112.
Title: Re: Heretics of Hexland 4- Turn-based colonisation game - Spring Year 1
Post by: notquitethere on August 23, 2019, 04:47:16 pm
As for this:

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.
Title: Re: Heretics of Hexland 4- Turn-based colonisation game - Spring Year 1
Post by: Maxinum McDreich on August 23, 2019, 04:54:50 pm
PTW, May even go and read the older games :P

Also, Ferngully! Good film, good choice!
Title: Re: Heretics of Hexland 4- Turn-based colonisation game - Spring Year 1
Post by: Naturegirl1999 on August 23, 2019, 04:55:56 pm

Also, Ferngully! Good film, good choice!
Thanks
Title: Re: Heretics of Hexland 4- Turn-based colonisation game - Spring Year 1
Post by: SHAD0Wdump on August 23, 2019, 05:45:23 pm
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 125
Reclaim 139 for one action.


Also quite nice, this game is simple enough that I can do my turns on my lunch break.
Title: Re: Heretics of Hexland 4- Turn-based colonisation game - Spring Year 1
Post by: notquitethere on August 23, 2019, 05:49:44 pm
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.
Yeah, its basically a boardgame so it's just submitting a few moves which is neat.

Reclaim usually costs 2 actions, so you can't use your mabbling power to make it free. You can reclaim if you don't fortify.
Title: Re: Heretics of Hexland 4- Turn-based colonisation game - Spring Year 1
Post by: SHAD0Wdump on August 23, 2019, 05:51:01 pm
Ah, didn't catch that.
I do not fortify.
Title: Re: Heretics of Hexland 4- Turn-based colonisation game - Spring Year 1
Post by: notquitethere on August 23, 2019, 05:57:21 pm
Cool. So once Shadowclaw figures out a new embark point, I'll process the season.
Title: Re: Heretics of Hexland 4- Turn-based colonisation game - Spring Year 1
Post by: Shadowclaw777 on August 23, 2019, 06:35:52 pm
The Cluck clucks on
Embark at 129
Industrious Improve: Fortify 129
Grow 129
Build City on 129


Title: Re: Heretics of Hexland 4- Turn-based colonisation game - Spring Year 1
Post by: notquitethere on August 23, 2019, 07:03:31 pm
Year One - Summer

The Builders struck the earth, the Arid drained the ocean, the Aquatic wetted the hands, the Shakers cracked the boughs, the Bountiful put up trellises... and everyone sowed their seeds for they knew they must reap come harvest time.

Spoiler: Year 1 - Summer (click to show/hide)

In Summer you can: Conquer, Expand, Raze, Raid, Dismantle, as well as doing certain heresy-specific actions. I'll process the entire season in one go, so make sure you read other people's actions before submitting your own. If your turn can't interact with any of the other player's then feel free to submit it out of turn order. The latest maps and current player info will always be in the latest turn update.

Turn order:
Turn order:
1. The Leviathan Electorate - NQT [pop. 2]
2. Ferngully - Naturegirl1999 [pop. 2]
3. Controll Freaks - Wozzy [pop. 2]
4. Principality of Pork - Kashyyk [pop. 2]
5. Mad Nomads - SHAD0Wdump [pop. 2]
6. Clucks - Shadowclaw777 [pop. 2]



Players


I'm just a man and not yet a superman, so do let me know if you think I've made any mistakes.
Title: Re: Heretics of Hexland 4- Turn-based colonisation game - Spring Year 1
Post by: notquitethere on August 23, 2019, 07:07:10 pm
Expand 74
Expand 72


(Edit: there was a much more cruel move I could have done, as I could have raided the troll field... but it's probably in my interests that Wozzy is strong enough to act as a brake against the massive expansive powers of the piggies.)
Title: Re: Heretics of Hexland 4- Turn-based colonisation game - Spring Year 1
Post by: SHAD0Wdump on August 23, 2019, 08:07:33 pm
Expand  124 and 139
Shore up 126, fully.
Title: Re: Heretics of Hexland 4- Turn-based colonisation game - Spring Year 1
Post by: Wozzy on August 23, 2019, 09:58:31 pm
Yes. The meat shield is here.
Stonestep and Expand 88
Expand 102
Title: Re: Heretics of Hexland 4- Turn-based colonisation game - Spring Year 1
Post by: Shadowclaw777 on August 23, 2019, 11:28:23 pm
Expand 115->114
Title: Re: Heretics of Hexland 4- Turn-based colonisation game - Spring Year 1
Post by: Kashyyk on August 24, 2019, 01:32:15 am
Principality of Pork
Expand to 78
Expand to 93
Title: Re: Heretics of Hexland 4- Turn-based colonisation game - Spring Year 1
Post by: notquitethere on August 24, 2019, 04:03:48 am
Yes. The meat shield is here.
Stonestep and Expand 88
Build City 88
Fortify 75

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.
Title: Re: Heretics of Hexland 4- Turn-based colonisation game - Spring Year 1
Post by: Naturegirl1999 on August 24, 2019, 06:46:22 am
Expand to 25
Expand to 23
Title: Re: Heretics of Hexland 4- Turn-based colonisation game - Spring Year 1
Post by: Wozzy on August 27, 2019, 07:35:32 am
Fixed!
Title: Re: Heretics of Hexland 4- Turn-based colonisation game - Spring Year 1
Post by: notquitethere on August 27, 2019, 01:15:31 pm
Year One - Fall

And so the heresies began their first tentative steps, their rudimentary settlements tripling in number...

Spoiler: Year 1 - Fall (click to show/hide)

In Fall you can: Harvest, Expand, Raze, Raid, Dismantle, as well as doing certain heresy-specific actions. I'll process the entire season in one go, so make sure you read other people's actions before submitting your own. If your turn can't interact with any of the other player's then feel free to submit it out of turn order. The latest maps and current player info will always be in the latest turn update.

A reminder in advance: the population gain you'll get from harvesting this turn won't give you extra actions until next season.

Turn order:
1. The Leviathan Electorate - NQT [pop. 2]
2. Ferngully - Naturegirl1999 [pop. 2]
3. Controll Freaks - Wozzy [pop. 2]
4. Principality of Pork - Kashyyk [pop. 2]
5. Mad Nomads - SHAD0Wdump [pop. 2]
6. Clucks - Shadowclaw777 [pop. 2]



Players

Spoiler: Mad Nomads (click to show/hide)
Title: Re: Heretics of Hexland 4- Turn-based colonisation game - Fall Year 1
Post by: notquitethere on August 27, 2019, 01:30:14 pm
The Leviathan Electorate - NQT
Harvest 73
Expand 87
Title: Re: Heretics of Hexland 4- Turn-based colonisation game - Fall Year 1
Post by: Kashyyk on August 27, 2019, 01:47:34 pm
Principality of Pork
Expand to 66
Harvest at 79
Title: Re: Heretics of Hexland 4- Turn-based colonisation game - Fall Year 1
Post by: Naturegirl1999 on August 27, 2019, 01:58:36 pm
Ferngully
harvest 24
Expand 25
Title: Re: Heretics of Hexland 4- Turn-based colonisation game - Fall Year 1
Post by: notquitethere on August 27, 2019, 02:49:12 pm
Principality of Pork
Expand to 91
Harvest at 79
91 would cost x2 actions as it's a lake and lakes have a defence of 1 (unlike plains & deserts which have 0 defence).

Quote from: The Rules
Expand:  Take over a neighbouring uncontested territory. This costs +1 extra action per defence of terrain (rivers are ignored).
Quote from: The Rules
Lake
Colour: Light Blue
Defence: 1

(Naturegirl can expand into the forest without worrying about the defence penalty because she's playing the Ents)
Title: Re: Heretics of Hexland 4- Turn-based colonisation game - Fall Year 1
Post by: Kashyyk on August 27, 2019, 03:05:19 pm
Fix'd
Title: Re: Heretics of Hexland 4- Turn-based colonisation game - Fall Year 1
Post by: SHAD0Wdump on August 27, 2019, 05:42:39 pm
Expand 126
Harvest 125
Title: Re: Heretics of Hexland 4- Turn-based colonisation game - Fall Year 1
Post by: Shadowclaw777 on August 27, 2019, 06:29:01 pm
Harvest 129
Expand 113
Title: Re: Heretics of Hexland 4- Turn-based colonisation game - Fall Year 1
Post by: Wozzy on August 27, 2019, 08:49:59 pm
Expand 101
Stonestep Expand 103
Harvest 75
Title: Re: Heretics of Hexland 4- Turn-based colonisation game - Fall Year 1
Post by: Shadowclaw777 on August 28, 2019, 12:16:27 am
Also don’t Cities increase the maximum population range so I should be 2-5?
Title: Re: Heretics of Hexland 4- Turn-based colonisation game - Fall Year 1
Post by: notquitethere on August 28, 2019, 02:33:21 am
Also don’t Cities increase the maximum population range so I should be 2-5?
Correct. Amended.

Title: Re: Heretics of Hexland 4- Turn-based colonisation game - Spring Year 1
Post by: notquitethere on August 28, 2019, 02:46:03 am
Year One - Winter

The scythes and ploughshares worked the land throughout the long autumn and the people grew more plentiful... but those same ploughshares could yet be beaten into swords.

Spoiler: Year 1 - Winter (click to show/hide)

In Winter you can: Conquer, Improve, Raze, Raid, Dismantle as well as doing certain heresy-specific actions. I'll process the entire season in one go, so make sure you read other people's actions before submitting your own. If your turn can't interact with any of the other player's then feel free to submit it out of turn order. The latest maps and current player info will always be in the latest turn update.

Winter Reminder: You can't expand in winter.

Turn order:
1. The Leviathan Electorate - NQT [pop. 3]
2. Ferngully - Naturegirl1999 [pop. 3]
3. Controll Freaks - Wozzy [pop. 3]
4. Mad Nomads - SHAD0Wdump [pop. 3]
5. Clucks - Shadowclaw777 [pop. 3]
6. Principality of Pork - Kashyyk [pop. 4]



Players

Spoiler: Mad Nomads (click to show/hide)
Title: Re: Heretics of Hexland 4- Turn-based colonisation game - Winter Year 1
Post by: notquitethere on August 28, 2019, 02:50:44 am
Irrigate 72
Deluge 87 (turning it into a lake)
Fortify 74
Title: Re: Heretics of Hexland 4- Turn-based colonisation game - Fall Year 1
Post by: Kashyyk on August 28, 2019, 03:09:25 am
Because I'm swine, I should have a pop of 4.

Principality of Pork
Irrigate at 66
Drain at 79/80
Channel at 93/94
Channel at 78/92
Industrious Irrigate at 78
Title: Re: Heretics of Hexland 4- Turn-based colonisation game - Fall Year 1
Post by: notquitethere on August 28, 2019, 03:15:49 am
Because I'm swine, I should have a pop of 4.
Population should all be fixed now.
Title: Re: Heretics of Hexland 4- Turn-based colonisation game - Winter Year 1
Post by: Shadowclaw777 on August 28, 2019, 03:32:45 am
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 forests
Title: Re: Heretics of Hexland 4- Turn-based colonisation game - Winter Year 1
Post by: notquitethere on August 28, 2019, 06:11:02 am
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 forests
Eek, it looks like I didn't update the map for naturegirl's Summer Action.

naturegirl, you can have expanded into 23, 11, or 26 during the Fall, as you should already have been in 25:

Spoiler (click to show/hide)
Title: Re: Heretics of Hexland 4- Turn-based colonisation game - Winter Year 1
Post by: Wozzy on August 28, 2019, 07:14:44 am
Raise 101
Fortify 75
Title: Re: Heretics of Hexland 4- Turn-based colonisation game - Winter Year 1
Post by: Naturegirl1999 on August 28, 2019, 09:30:30 am
(Thanks, is it next turn now?)
If so
fortify 23
Fortify 25
Title: Re: Heretics of Hexland 4- Turn-based colonisation game - Winter Year 1
Post by: SHAD0Wdump on August 28, 2019, 12:00:32 pm
Build 124
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?
Title: Re: Heretics of Hexland 4- Turn-based colonisation game - Winter Year 1
Post by: Naturegirl1999 on August 28, 2019, 12:37:10 pm
Build 124
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?
(Are ents birds? I looked in the DF wiki and can’t find ents)
If you are referring to us, Hello. Don’t worry, we are just fortifying for defense. We are not planning on attacks. If you are not referring to us, ignore this post)
Title: Re: Heretics of Hexland 4- Turn-based colonisation game - Winter Year 1
Post by: Shadowclaw777 on August 28, 2019, 02:23:38 pm
Probably referring to the turkeys/chickens

Build City 113
Fortify 113 and 114
Industriously Fortify 115
Title: Re: Heretics of Hexland 4- Turn-based colonisation game - Winter Year 1
Post by: SHAD0Wdump on August 28, 2019, 05:47:12 pm
Shadowclaw's Poults, yes.
Title: Re: Heretics of Hexland 4- Turn-based colonisation game - Winter Year 1
Post by: notquitethere on August 29, 2019, 04:02:09 am
(Thanks, is it next turn now?)
If so
fortify 23
Fortify 25

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?

Edit- As I want to get the turn up now, I'm going to pick '11', as it's the most sensible choice given that you'll want to grow next season. If you'd prefer a forest or desert, then say so in your next go and I'll change the map. It won't effect the map.

---

Channel 124/158[/b]
I'm going to assume that was 124/138
Title: Re: Heretics of Hexland 4- Turn-based colonisation game - Signups 5/6
Post by: notquitethere on August 29, 2019, 04:19:20 am
Year Two - Spring

The first year draws to an end and the second spring begins. The heretics grow ready to plant their next crops, as an uneasy peace settles on the island.

Spoiler: Year 1 - Spring (click to show/hide)

In Spring you can: Grow, Improve, Raze, Raid, Dismantle, as well as doing a heresy-specific action.

Turn order:
1. The Leviathan Electorate - NQT [pop. 3]
2. Ferngully - Naturegirl1999 [pop. 3]
3. Controll Freaks - Wozzy [pop. 3]
4. Mad Nomads - SHAD0Wdump [pop. 3]
5. Clucks - Shadowclaw777 [pop. 3]
6. Principality of Pork - Kashyyk [pop. 4]



Players

Spoiler: Mad Nomads (click to show/hide)
Title: Re: Heretics of Hexland 4- Turn-based colonisation game - Spring Year 2
Post by: notquitethere on August 29, 2019, 04:21:58 am
 The Leviathan Electorate
Grow 72, 73, 74
Title: Re: Heretics of Hexland 4- Turn-based colonisation game - Spring Year 2
Post by: Kashyyk on August 29, 2019, 04:28:47 am
Quote
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?

Principality of Pork
Grow 66, 78, 79 & 93
Industrious Drain 93/80
Title: Re: Heretics of Hexland 4- Turn-based colonisation game - Spring Year 2
Post by: notquitethere on August 29, 2019, 04:30:55 am
Quote
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.
Title: Re: Heretics of Hexland 4- Turn-based colonisation game - Spring Year 2
Post by: Naturegirl1999 on August 29, 2019, 04:45:48 am
Grow 11
Fortify 11
Grow 24
Title: Re: Heretics of Hexland 4- Turn-based colonisation game - Spring Year 2
Post by: SHAD0Wdump on August 29, 2019, 05:26:08 am
Grow 125, 126
Reclaim 152
Title: Re: Heretics of Hexland 4- Turn-based colonisation game - Spring Year 2
Post by: Wozzy on August 29, 2019, 06:55:39 am
Grow 75
Build city 88 and 103
Title: Re: Heretics of Hexland 4- Turn-based colonisation game - Spring Year 2
Post by: Shadowclaw777 on August 29, 2019, 08:43:58 am
Grow 113, 114, 129
Industrious Channel 114/101
Title: Re: Heretics of Hexland 4- Turn-based colonisation game - Spring Year 1
Post by: notquitethere on August 29, 2019, 09:12:21 am
Year Two - Summer

The heretics began to make their plans over the spring, laying down seeds, channelling rivers and raising new cities.

Spoiler: Year 1 - Summer (click to show/hide)

In Summer you can: Conquer, Expand, Raze, Raid, Dismantle, as well as doing certain heresy-specific actions.

I'll process the entire season in one go, so make sure you read other people's actions before submitting your own. If your turn can't interact with any of the other player's then feel free to submit it out of turn order. The latest maps and current player info will always be in the latest turn update.

Turn order:
1. The Leviathan Electorate - NQT [pop. 3]
2. Ferngully - Naturegirl1999 [pop. 3]
3. Controll Freaks - Wozzy [pop. 3]
4. Mad Nomads - SHAD0Wdump [pop. 3]
5. Clucks - Shadowclaw777 [pop. 3]
6. Principality of Pork - Kashyyk [pop. 4]



Players

Spoiler: Mad Nomads (click to show/hide)
Title: Re: Heretics of Hexland 4- Turn-based colonisation game - Spring Year 2
Post by: notquitethere on August 29, 2019, 09:19:31 am
The Leviathan Electorate
Expand 60 (two actions)
Expand 46
Title: Re: Heretics of Hexland 4- Turn-based colonisation game - Summer Year 2
Post by: Naturegirl1999 on August 29, 2019, 09:40:55 am
Ferngully
Expand 26
Expand 36
Expand 50
Title: Re: Heretics of Hexland 4- Turn-based colonisation game - Summer Year 2
Post by: SHAD0Wdump on August 29, 2019, 11:49:35 am
Shadowclaw, I have a proposition.
 Your people seem to rapidly be getting hemmed in by the Shakers and my tribe, what if I did some extremely rapid expansion this Summer and Fall across the South of your lands through 140, 154, 155, and 156 and then reclaim 157? This would allow you access the East portion of the world next year and allow you to more easily compete without having to resort to violence.

All I ask is that I keep these lands I expand into for myself, so my efforts do not go without reward.
Title: Re: Heretics of Hexland 4- Turn-based colonisation game - Summer Year 2
Post by: Wozzy on August 29, 2019, 12:22:55 pm
I mean, it is only 3 actions to capture the ocean.
Also. City is on 103 not 101, though it probably won't matter in the long run.
Stonestep Expand 62 (-0)
Expand 90 (-2)
Expand 77 (-1)
Title: Re: Heretics of Hexland 4- Turn-based colonisation game - Summer Year 2
Post by: SHAD0Wdump on August 29, 2019, 12:38:41 pm
Hmm, I suppose that's true. I guess me being Arid alters the way I look at the world and its oceans.
Title: Re: Heretics of Hexland 4- Turn-based colonisation game - Summer Year 2
Post by: Kashyyk on August 29, 2019, 12:44:12 pm
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.
Title: Re: Heretics of Hexland 4- Turn-based colonisation game - Summer Year 2
Post by: Naturegirl1999 on August 29, 2019, 12:54:44 pm
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?)
Title: Re: Heretics of Hexland 4- Turn-based colonisation game - Summer Year 2
Post by: SHAD0Wdump on August 29, 2019, 12:58:07 pm
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.
Title: Re: Heretics of Hexland 4- Turn-based colonisation game - Summer Year 2
Post by: Naturegirl1999 on August 29, 2019, 01:01:18 pm
Ah, ok
Title: Re: Heretics of Hexland 4- Turn-based colonisation game - Summer Year 2
Post by: Naturegirl1999 on August 29, 2019, 01:03:58 pm
Controll Freaks has made their actions, Principality if Pork
Title: Re: Heretics of Hexland 4- Turn-based colonisation game - Summer Year 2
Post by: Kashyyk on August 29, 2019, 01:48:57 pm
Im going to give Wozzy time to respond and change his proposed actions first.
Title: Re: Heretics of Hexland 4- Turn-based colonisation game - Summer Year 2
Post by: notquitethere on August 29, 2019, 03:20:26 pm
Also. City is on 103 not 101, though it probably won't matter in the long run.
Good spot. Fixed.
Title: Re: Heretics of Hexland 4- Turn-based colonisation game - Summer Year 2
Post by: Shadowclaw777 on August 29, 2019, 04:44:39 pm
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.

There's an entire northwestern peninsula that requires 1-2 of that ocean into desert reclaim actions, it's one if you got the 98 mountain. As well as already having the southwestern area, the reason I chose this area is that we all don't get destroyed by piggy growth instead of landing on the north western peninsula. Also I was intending of just expanding into the ocean the old fashioned way.
Title: Re: Heretics of Hexland 4- Turn-based colonisation game - Summer Year 2
Post by: Wozzy on August 29, 2019, 05:18:54 pm
Dear Porks, the land is crowded, and our borders were bound to touch at some point. You have a lot of fertile lands to your east and south you can colonize. Your hostility has been noted however.
Title: Re: Heretics of Hexland 4- Turn-based colonisation game - Summer Year 2
Post by: SHAD0Wdump on August 29, 2019, 05:42:31 pm
Expand 138, 140, 154
Title: Re: Heretics of Hexland 4- Turn-based colonisation game - Summer Year 2
Post by: Kashyyk on August 29, 2019, 05:47:40 pm
It was not the Principality of Pork's decision to embark so close to another civilisation that you had no space to grow. We refuse to accept responsibility for the difficulties you now face.

Conquer 77
Expand 91 (×2)
Tower 78
Title: Re: Heretics of Hexland 4- Turn-based colonisation game - Summer Year 2
Post by: notquitethere on August 29, 2019, 05:55:36 pm
Harvest 125, 126
Expand 140

Shadowdump, wrong season dude. Harvesting happens in Fall. This is Summer.
Title: Re: Heretics of Hexland 4- Turn-based colonisation game - Summer Year 2
Post by: SHAD0Wdump on August 29, 2019, 05:59:16 pm
Oops, fixed.
Title: Re: Heretics of Hexland 4- Turn-based colonisation game - Summer Year 2
Post by: notquitethere on August 29, 2019, 06:06:52 pm
No worries. Now it's just up to Shadowclaw to make their move...
Title: Re: Heretics of Hexland 4- Turn-based colonisation game - Summer Year 2
Post by: Wozzy on August 29, 2019, 06:55:52 pm
I suggest you edit your action and give peace a chance, Principality of Porks.
Title: Re: Heretics of Hexland 4- Turn-based colonisation game - Summer Year 2
Post by: Shadowclaw777 on August 29, 2019, 07:34:19 pm
Expand 112 and 143

We won’t Raid you this turn Arid Cultists, but if you anger the cluck then you will meet the might of the rooster army, so that we can pursue peace, and we leave the Southwestern peninsula to your territory, we shall head towards the northwestern one.
Title: Re: Heretics of Hexland 4- Turn-based colonisation game - Summer Year 2
Post by: SHAD0Wdump on August 29, 2019, 07:43:48 pm
Agreeable, our expansion in your direction is hereby concluded.
Title: Re: Heretics of Hexland 4- Turn-based colonisation game - Summer Year 2
Post by: Kashyyk on August 30, 2019, 01:17:15 am
The Principality of Pork has already given peace a chance.
Title: Re: Heretics of Hexland 4- Turn-based colonisation game - Spring Year 1
Post by: notquitethere on August 30, 2019, 03:42:54 am
Year Two - Fall

The first blood was shed as the trolls lumbered down from their mountain strongholds and disturbed the industrious swine in the valleys below. Angered, the Principality of Pork went to war, seizing the disputed desert lands. Meanwhile intense diplomacy took place between the neighbouring poults and mabbling monks as Hexland suddenly started to feel a lot smaller than before.

Combat Report:
Controll Freaks v Principality of Pork: Controll Freaks lose 0 pop as they are already at min pop of 3. Principality of Pork loses 1 population.

Spoiler: Year 2 - Fall (click to show/hide)

In Fall you can: Harvest, Expand, Raze, Raid, Dismantle, as well as doing certain heresy-specific actions. A reminder: the population gain you'll get from harvesting this turn won't give you extra actions until next season.

Please note the new turn order. It turned out that the Clucks should be going before the Nomads, as they both had the same turn score, with Mabbling Monks a higher order species. Apologies for the mistake, there won't be any retconning but I will use the correct order from hereon:

Turn order:
1. The Leviathan Electorate - NQT [pop. 3]
2. Ferngully - Naturegirl1999 [pop. 3]
3. Controll Freaks - Wozzy [pop. 3]
4. Principality of Pork - Kashyyk [pop. 3]
5. Clucks - Shadowclaw777 [pop. 3]
6. Mad Nomads - SHAD0Wdump [pop. 3]



Players

Title: Re: Heretics of Hexland 4- Turn-based colonisation game - Fall Year 2
Post by: notquitethere on August 30, 2019, 03:43:48 am
Harvest 72, 73, 74
Title: Re: Heretics of Hexland 4- Turn-based colonisation game - Fall Year 2
Post by: Shadowclaw777 on August 30, 2019, 04:19:49 am
Harvest 113, 114, 129
Title: Re: Heretics of Hexland 4- Turn-based colonisation game - Fall Year 2
Post by: SHAD0Wdump on August 30, 2019, 06:25:15 am
I should also own 138 this turn.

Harvest 125, 126
Expand 151
Title: Re: Heretics of Hexland 4- Turn-based colonisation game - Fall Year 2
Post by: notquitethere on August 30, 2019, 06:33:46 am
I should also own 138 this turn.
Good spot. Fixed now.
Title: Re: Heretics of Hexland 4- Turn-based colonisation game - Fall Year 2
Post by: Wozzy on August 30, 2019, 08:07:57 am
You have chosen to draw blood unnecessarily, and must be punished for your barbaric actions.
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)
Expand 119 (0)
Title: Re: Heretics of Hexland 4- Turn-based colonisation game - Fall Year 2
Post by: Kashyyk on August 30, 2019, 08:17:14 am
Your refusal to accept the consequences of your own actions is noted.

Principality of Pork
Harvest 66
Expand 67
Tower 67
Title: Re: Heretics of Hexland 4- Turn-based colonisation game - Fall Year 2
Post by: Naturegirl1999 on August 30, 2019, 08:18:53 am
Ferngully
harvest 24
Harvest 11
Expand 37
Title: Re: Heretics of Hexland 4- Turn-based colonisation game - Fall Year 2
Post by: notquitethere on August 30, 2019, 08:40:13 am
You have chosen to draw blood unnecessarily, and must be punished for your barbaric actions.
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)

Mostly fine, except no fortifying allowed in Fall. (Improve actions happen in Winter/Spring)
Title: Re: Heretics of Hexland 4- Turn-based colonisation game - Fall Year 2
Post by: Wozzy on August 30, 2019, 08:51:10 am
Fixed
Title: Re: Heretics of Hexland 4- Turn-based colonisation game - Spring Year 1
Post by: notquitethere on August 30, 2019, 11:24:24 am
Year Two - Winter

In the autumnal days of the second year, most of the settlers were thinking only about their harvest, while some expanded to the new settlements. But from their mountain strongholds, the trolls once more descended in retaliation against the swine. They prematurely gathered their harvest, harrowing the ground of every last resource so they could force march across the eastern side of the island. They stalked out a mountain overlooking the peaceful swine fields and stormed down, stealing the crops for themselves, fueling their expansion further south and their great ritual to raise a new mountain!

Spoiler: Year 1 - Winter (click to show/hide)

In Winter you can: Conquer, Improve, Raze, Raid, Dismantle as well as doing certain heresy-specific actions.

Please post in turn order if you have a neighbor who could conquer you before you make your action.

Winter Reminder: You can't expand in winter.

Turn order:
1. Controll Freaks - Wozzy [pop. 3]
2. Ferngully - Naturegirl1999 [pop. 5]
3. Principality of Pork - Kashyyk [pop. 5]
4. Mad Nomads - SHAD0Wdump [pop. 5]
5. The Leviathan Electorate - NQT [pop. 6]
6. Clucks - Shadowclaw777 [pop. 6]




Players

Title: Re: Heretics of Hexland 4- Turn-based colonisation game - Year 2 Winter
Post by: Wozzy on August 30, 2019, 12:09:57 pm
Conquer 77
Raise 77
Title: Re: Heretics of Hexland 4- Turn-based colonisation game - Year 2 Winter
Post by: notquitethere on August 30, 2019, 12:19:31 pm
Deforest 60
Channel 74|88
Build City 87
Fortify 73, 60, 72
Title: Re: Heretics of Hexland 4- Turn-based colonisation game - Year 2 Winter
Post by: SHAD0Wdump on August 30, 2019, 12:20:08 pm
build 151
Channel 140 / 127
Irrigate 138 140
Reclaim 110
Title: Re: Heretics of Hexland 4- Turn-based colonisation game - Year 2 Winter
Post by: Naturegirl1999 on August 30, 2019, 12:30:56 pm
Ferngully
City 26
Fortify 26
Fecund 11
Drain 37


(Thank you)
Title: Re: Heretics of Hexland 4- Turn-based colonisation game - Year 2 Winter
Post by: Kashyyk on August 30, 2019, 01:30:31 pm
Principality of Pork
Channel 78/91
Industrious Channel 78/77
Channel 79/92
Tower 93
Fortify 79
Title: Re: Heretics of Hexland 4- Turn-based colonisation game - Year 2 Winter
Post by: Shadowclaw777 on August 30, 2019, 04:26:16 pm
Channel 114/115
Irrigate 115
Deforest 112
Build City  112, 114, 115
Industrious Fortify 143


@Naturegirl your forgetting about your heresy actions, you can forage in Summer for additional population growth and build more forests which gives you more victory points

@Wozzy you need Plains to get access to the Harvest action, I suggest at least Deforestifying that forest you have

Title: Re: Heretics of Hexland 4- Turn-based colonisation game - Year 2 Winter
Post by: notquitethere on August 31, 2019, 06:05:36 am
Drain 37
Which river did you want to drain? The lake only disappears if all surrounding rivers are gone. You've got 5 to choose from.
Title: Re: Heretics of Hexland 4- Turn-based colonisation game
Post by: notquitethere on August 31, 2019, 07:06:40 am
Year Three - Spring

The winter brought more war over the borderlands between the Freaks and the Porkers. The trolls raised up a huge mountain out of the arid wastes. In defence, the swine built a huge dyke to separate their homelands from trollish incursion.

Combat report
Controll Freaks vs Principality of Pork in 77: Pork -1 population. Freaks already at minimum pop.

Spoiler: Year 3 - Spring (click to show/hide)

In Spring you can: Grow, Improve, Raze, Raid, Dismantle, as well as doing a heresy-specific action.

Turn order:
1. Controll Freaks - Wozzy [pop. 3]
2. Principality of Pork - Kashyyk [pop. 4]
3. Ferngully - Naturegirl1999 [pop. 5]
4. Mad Nomads - SHAD0Wdump [pop. 5]
5. The Leviathan Electorate - NQT [pop. 6]
6. Clucks - Shadowclaw777 [pop. 6]




Players

Title: Re: Heretics of Hexland 4- Turn-based colonisation game - Year 3 Spring
Post by: notquitethere on August 31, 2019, 07:24:09 am
Grow 46, 60, 72, 73, 74
Fortify 46



Naturegirl: if you want to do an improve action from last season, I'm happy to edit it as the 'drain' didn't specify which river (I guess you wanted to drain the whole lake but unfortunately it's not that cheap.)
Title: Re: Heretics of Hexland 4- Turn-based colonisation game - Year 3 Spring
Post by: Shadowclaw777 on August 31, 2019, 07:30:40 am
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?

Grow 112, 113, 114, 115, 129, 143
Industrious Fortify 112
Title: Re: Heretics of Hexland 4- Turn-based colonisation game - Year 3 Spring
Post by: Wozzy on August 31, 2019, 07:42:34 am
Deforest Grow and Fortify 90
Title: Re: Heretics of Hexland 4- Turn-based colonisation game - Year 3 Spring
Post by: notquitethere on August 31, 2019, 08:10:50 am
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.

I do appreciate people looking over and checking things. I make mistakes because there's a lot of fiddly details to get correct and it's easy to overlook something. But thankfully these things are easy enough to fix.
Title: Re: Heretics of Hexland 4- Turn-based colonisation game - Year 3 Spring
Post by: Naturegirl1999 on August 31, 2019, 08:13:23 am
(The river between 37 and 24)
city 25
Fecund 24
Channel river from 37 to 36
City 11

Title: Re: Heretics of Hexland 4- Turn-based colonisation game - Year 3 Spring
Post by: Shadowclaw777 on August 31, 2019, 08:19:09 am
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.
Title: Re: Heretics of Hexland 4- Turn-based colonisation game - Year 3 Spring
Post by: Naturegirl1999 on August 31, 2019, 08:22:18 am
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
Title: Re: Heretics of Hexland 4- Turn-based colonisation game - Year 3 Spring
Post by: Kashyyk on August 31, 2019, 08:23:35 am
Principality of Pork
Grow 79 (-1)
Dismantle 67 (-1)
Grow 67 (-1)
Raze 66 (+1)
Tower 79 (-1)
Fortify 78 (-1)
Industrious Fortify 93 (0)
Title: Re: Heretics of Hexland 4- Turn-based colonisation game - Year 3 Spring
Post by: notquitethere on August 31, 2019, 08:24:45 am
(The river between 37 and 24)
Now fixed on the Spring start map
Title: Re: Heretics of Hexland 4- Turn-based colonisation game - Year 3 Spring
Post by: SHAD0Wdump on August 31, 2019, 08:37:17 am
Grow 125, 126, 138, 140, 154
Title: Re: Heretics of Hexland 4- Turn-based colonisation game - Year 3 Spring
Post by: Naturegirl1999 on August 31, 2019, 09:36:42 am
(The river between 37 and 24)
Now fixed on the Spring start map
Thanks. I will be sure to specify in the future
Title: Re: Heretics of Hexland 4- Turn-based colonisation game - Year 3 Spring
Post by: notquitethere on August 31, 2019, 10:02:00 am
(The river between 37 and 24)
Now fixed on the Spring start map
Thanks. I will be sure to specify in the future
No trouble-- you still have two more actions to use this season if you like. Remember that population = # of actions per season.
Title: Re: Heretics of Hexland 4- Turn-based colonisation game - Year 3 Spring
Post by: Naturegirl1999 on August 31, 2019, 10:32:50 am
(The river between 37 and 24)
Now fixed on the Spring start map
Thanks. I will be sure to specify in the future
No trouble-- you still have two more actions to use this season if you like. Remember that population = # of actions per season.

(The river between 37 and 24)
city 25
Fecund 24
Channel river from 37 to 36
City 11


Fecund costs 2 actions
Title: Re: Heretics of Hexland 4- Turn-based colonisation game - Year 3 Spring
Post by: notquitethere on August 31, 2019, 10:40:37 am
Ah of course, you're correct.
Title: Re: Heretics of Hexland 4- Turn-based colonisation game - Summer Year 3
Post by: notquitethere on August 31, 2019, 11:02:19 am
Year Three - Summer

The heretics built their cities and grew their crops, laying down walls to guard against the rapacity of their neighbours. In the swinelands, there was an exodus from the countryside as a dustbowl engulfed once fertile plains. Summer rolled around and the heretics put down their hoes... would some pick up their swords?

Spoiler: Year 3 - Summer (click to show/hide)

In Summer you can: Conquer, Expand, Raze, Raid, Dismantle, as well as doing certain heresy-specific actions.

Turn order:
1. Controll Freaks - Wozzy [pop. 3]
2. Principality of Pork - Kashyyk [pop. 4]
3. Ferngully - Naturegirl1999 [pop. 5]
4. Mad Nomads - SHAD0Wdump [pop. 5]
5. The Leviathan Electorate - NQT [pop. 6]
6. Clucks - Shadowclaw777 [pop. 6]



Players

As ever, let me know if there's anything incorrect here.
Title: Re: Heretics of Hexland 4- Turn-based colonisation game - Year 3 Summer
Post by: SHAD0Wdump on August 31, 2019, 11:32:07 am
Expand 152, 110
Mabbling Reclaim 96
Expand 96, 83


Gotta say, judging by the state of the Porks, it really doesn't pay to be a dick in this game.
Title: Re: Heretics of Hexland 4- Turn-based colonisation game - Year 3 Summer
Post by: Naturegirl1999 on August 31, 2019, 11:51:51 am
Ferngully
Forage 23
Forage 23

(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)
(Thank you for clarifying)



Title: Re: Heretics of Hexland 4- Turn-based colonisation game - Year 3 Summer
Post by: Wozzy on September 01, 2019, 09:42:39 am
Stonestep Expand 48
Expand 35
Raise 35
Title: Re: Heretics of Hexland 4- Turn-based colonisation game - Year 3 Summer
Post by: notquitethere on September 01, 2019, 10:40:47 am
Ferngully
Forage 23
Expand 35
Expand 34
Expand 21


When The Leviathan Electorate moves, I will change actions if needed
I go after you, but Wozzy goes before and has snatched up 35 so you will need to do something else.
Title: Re: Heretics of Hexland 4- Turn-based colonisation game - Year 3 Summer
Post by: notquitethere on September 01, 2019, 12:14:32 pm
Leviathan Electorate
Expand 58 (2)
Expand 57
Expand 43
Expand 30
Expand 29
Title: Re: Heretics of Hexland 4- Turn-based colonisation game - Year 3 Summer
Post by: Kashyyk on September 01, 2019, 12:46:58 pm
Principality of Pork
Conquer 90 (-3)
Raze 90 (+1)
Expand 81 (-1)
Expand 66 (-1)
Title: Re: Heretics of Hexland 4- Turn-based colonisation game - Year 3 Summer
Post by: notquitethere on September 01, 2019, 03:12:43 pm
Ferngully
Forage 23
Forage 23
Conquer 35
Expand 34

I 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.
Title: Re: Heretics of Hexland 4- Turn-based colonisation game - Year 3 Summer
Post by: Shadowclaw777 on September 01, 2019, 04:53:50 pm
Raid 125
Expand 99, 86, 156
Conquer 72


Sorry GM, but the Poults like breathing room and not with the piggies, also tile 112 was industriously Improved
Title: Re: Heretics of Hexland 4- Turn-based colonisation game - Year 3 Summer
Post by: notquitethere on September 01, 2019, 05:11:42 pm
(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 Improved
Kicking myself for not channeling a river there, my own fault for leaving myself open. I will have my revenge, don't you worry.
Title: Re: Heretics of Hexland 4- Turn-based colonisation game - Spring Year 1
Post by: notquitethere on September 01, 2019, 05:44:10 pm
Year Three - Fall

The blood of the Leviathan Electorate ran red as the poults raided their neighbours fields and sailed across the great lakes to seize the land the water-lovers. Meanwhile in the east, the swine took the troll's only farmland and burned and salted it right before harvest time. The trolls meanwhile were forging a path north to trap the ents behind a new mountain wall.

Spoiler: Year Three - Fall (click to show/hide)

Combat Report:
Controll Freaks v Principality of Pork: Controll Freaks lose 0 pop as they are already at min pop of 3. Principality of Pork loses 0 pop as they are already at min pop of 4.

Clucks vs Leviathan Electorate: Clucks lose 0 pop as they are already at min pop of 6. Leviathan Electorate lose 1 pop.

In Fall you can: Harvest, Expand, Raze, Raid, Dismantle, as well as doing certain heresy-specific actions. A reminder: the population gain you'll get from harvesting this turn won't give you extra actions until next season.


Turn order:
1. Controll Freaks - Wozzy [pop. 3]
2. Principality of Pork - Kashyyk [pop. 4]
3. The Leviathan Electorate - NQT [pop. 5]
4. Mad Nomads - SHAD0Wdump [pop. 5]
5. Clucks - Shadowclaw777 [pop. 6]
6. Ferngully - Naturegirl1999 [pop. 7]


Players

As ever, let me know if there's anything incorrect here.
Title: Re: Heretics of Hexland 4- Turn-based colonisation game - Year 3 Fall
Post by: notquitethere on September 01, 2019, 05:53:28 pm
Harvest 46, 60, 74, 73
Raze 30
Expand 100


--

Nature Girl, just to let you know: the cost of expanding into the sea is 4 actions, for mountain it's 3. It looks like you might want to sea expand this season, though as you're last this round, you'll have to wait and see if you're blocked anywhere.
Title: Re: Heretics of Hexland 4- Turn-based colonisation game - Year 3 Fall
Post by: Naturegirl1999 on September 01, 2019, 06:00:39 pm
Thanks
Title: Re: Heretics of Hexland 4- Turn-based colonisation game - Year 3 Fall
Post by: Shadowclaw777 on September 01, 2019, 06:06:23 pm
Harvest 112, 113, 114, 115, 129, 143
Title: Re: Heretics of Hexland 4- Turn-based colonisation game - Year 3 Fall
Post by: SHAD0Wdump on September 01, 2019, 06:19:31 pm
Treacherous avians! In our talks you proposed your plan of progressing East over the ocean, and your excuse is the Swine? The Trolls block that avenue!

 And so you raid our fields to reach for the Northwest! This misbehavior shall not go unpunished!

 Leviathan Electorate, our beliefs may be as opposed to one another as it comes, but we propose annihilation of these liars in tandem.

Harvest 138, 126, 140, 154
Expand 155
Mabbling Shore Up 113, full


Go west, we can take out the east two cities.
Title: Re: Heretics of Hexland 4- Turn-based colonisation game - Year 3 Fall
Post by: Shadowclaw777 on September 01, 2019, 06:25:23 pm
Your getting quite triggered over a single Raid
Title: Re: Heretics of Hexland 4- Turn-based colonisation game - Year 3 Fall
Post by: SHAD0Wdump on September 01, 2019, 06:29:09 pm
It wasn't a single raid, it was a display of contentment to stay on the landmass you are and wage war on your neighbors, it's lazy and I'll advised, did you not see what happened to the Principality?
Title: Re: Heretics of Hexland 4- Turn-based colonisation game - Year 3 Fall
Post by: Shadowclaw777 on September 01, 2019, 06:39:39 pm
Just so you know, I could of left you at a 2 population mess and leaving you with no farm lands to harvest, while I stayed at pique population and being able to grow to 12 population while the Mad Mooks couldn’t touch any of my cities and it would be GG no re for the desert mooks. So I inquire you redirect your efforts towards war unless you want to be pecked.

If this was the way you were going to act after a single border skirmish, I would of removed you off the map the previous turn.
Title: Re: Heretics of Hexland 4- Turn-based colonisation game - Year 3 Fall
Post by: SHAD0Wdump on September 01, 2019, 07:17:19 pm
Then that is indeed your mistake. You shall not recover.
Title: Re: Heretics of Hexland 4- Turn-based colonisation game - Year 3 Fall
Post by: Wozzy on September 02, 2019, 07:30:47 am
Expand 21
Stonestep Expand 133
Raise 104
Title: Re: Heretics of Hexland 4- Turn-based colonisation game - Year 3 Fall
Post by: Kashyyk on September 02, 2019, 07:38:32 am
Principality of Pork
Harvest 79, 87 (-2)
Tower 66 (-1)
Expand 94 (-1)
Title: Re: Heretics of Hexland 4- Turn-based colonisation game - Year 3 Fall
Post by: notquitethere on September 02, 2019, 09:14:41 am
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.
Title: Re: Heretics of Hexland 4- Turn-based colonisation game - Year 3 Fall
Post by: Naturegirl1999 on September 02, 2019, 09:38:06 am
What will The Leviathan Electorate do?
Title: Re: Heretics of Hexland 4- Turn-based colonisation game - Year 3 Fall
Post by: notquitethere on September 02, 2019, 09:49:50 am
What will The Leviathan Electorate do?
I posted my actions for the season above. I'm harvesting and expanding to 100 this turn.
Title: Re: Heretics of Hexland 4- Turn-based colonisation game - Year 3 Fall
Post by: Naturegirl1999 on September 02, 2019, 10:34:10 am
Ok thanks
expand 38(-3)
Expand 51(-3)


Title: Re: Heretics of Hexland 4- Turn-based colonisation game - Winter Year 3
Post by: notquitethere on September 03, 2019, 04:27:26 am
Year Three - Winter

The heretics, most of them, spent the autumn months bringing the harvest in. The poults experienced a golden season of vast bounty, in their cities the feast bells rang out. Sullen and hungry, the trolls slouched off into the wilderness, climbing mountain after mountain. The ents did much the same. Elsewhere, populations boomed, the poults and swine doubled in number. More bodies for the slaughter of winter?

Spoiler: Year 3 - Winter (click to show/hide)

In Winter you can: Conquer, Improve, Raze, Raid, Dismantle as well as doing certain heresy-specific actions.

Please post in turn order if you have a neighbor who could conquer you before you make your action.

Winter Reminder: You can't expand in winter.

Turn order:
1. Controll Freaks - Wozzy [pop. 3]
2. Ferngully - Naturegirl1999 [pop. 7]
3. Principality of Pork - Kashyyk [pop. 8]
4. The Leviathan Electorate - NQT [pop. 9]
5. Mad Nomads - SHAD0Wdump [pop. 9]
6. Clucks - Shadowclaw777 [pop. 12]



Players

As ever, let me know if there's anything incorrect here.
Title: Re: Heretics of Hexland 4- Turn-based colonisation game - Year 3 Winter
Post by: Wozzy on September 03, 2019, 05:31:43 am
Stonestep Expand 8
Raze 21
Conquer 79
Title: Re: Heretics of Hexland 4- Turn-based colonisation game - Year 3 Winter
Post by: Kashyyk on September 03, 2019, 06:13:46 am
Principality of Pork (8-1)
Conquer 79 (-2)
Conquer 92 (-5) [Base(1) + Mountain(2) + Troll(1) + River(1)]
Industrious Build City 94 (0)
Title: Re: Heretics of Hexland 4- Turn-based colonisation game - Year 3 Winter
Post by: Naturegirl1999 on September 03, 2019, 07:32:18 am
Irrigate 36(-1)
Fecund 36(-2)
City 38(-1)
City 51(-1)
Fortify 36(-1)
Fortify 50(-1)
Title: Re: Heretics of Hexland 4- Turn-based colonisation game - Year 3 Winter
Post by: notquitethere on September 03, 2019, 01:12:22 pm
Principality of Pork (8-1)
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.
Title: Re: Heretics of Hexland 4- Turn-based colonisation game - Year 3 Winter
Post by: notquitethere on September 03, 2019, 01:22:23 pm
The Leviathan Electorate

In the Third Winter of the Hextopia IV colonization, the retaliatory  War of Poult Extermination began...

[9 actions]
Conquer 113 (-3)
Conquer 99 (-2)
Conquer 72 (-1)
Conquer 86 (-2)
Raze 72 (+1)
Raze 43 (+1)
Raze 46 (+1)
Raze 73 (+1)
Raze 60 (+1)
Conquer 112 (-3)
Conquer 114 (-3)
Title: Re: Heretics of Hexland 4- Turn-based colonisation game - Year 3 Winter
Post by: Kashyyk on September 03, 2019, 01:36:09 pm
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.
Title: Re: Heretics of Hexland 4- Turn-based colonisation game - Year 3 Winter
Post by: SHAD0Wdump on September 03, 2019, 05:46:55 pm
Conquer 156, 143
Mabbling Shore up 129/143
Conquer 129, 115


And with that, the Clucks are no more.

 I suppose that opens the East to me, as there is much ocean and desert to convert, my people will have plenty to do in the coming year.
Title: Re: Heretics of Hexland 4- Turn-based colonisation game - Year 3 Winter
Post by: notquitethere on September 04, 2019, 02:41:34 am
Irrigate 36(-1)
Fecund 36(-2)
City 38(-1)
City 51(-1)
Fortify 36(-1)
Fortify 50(-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.
Title: Re: Heretics of Hexland 4- Turn-based colonisation game
Post by: notquitethere on September 04, 2019, 03:44:41 am
Year Four - Spring

The poults were no more. The plains and cities and lakes ran with blood. The Leviathan electorate plundered their own land for the resources for war. The Mad Nomads called up their desiccating powers and ran dry the protective rivers. It cost them both dear in number, but at last there were only five heresies left on the island. All the while, the border incursions between the swine and trolls continued, unending; and the ents grew their forests.

Combat report
Controll Freaks vs Principality of Pork in 79 x2, 80: Pork -2 population to min pop of 6. Freaks already at minimum pop.

Leviathan Electorate vs Clucks in 72, 86, 99, 112, 113, 114: Electorate: -4 population in 5 min pop. Clucks: -6 pop 

Mad Nomads vs Clucks in 156, 143, 129, 115. Nomads: -4 pop. Clucks no more territory and so destroyed.

Spoiler: Year 3 - Spring (click to show/hide)

In Spring you can: Grow, Improve, Raze, Raid, Dismantle, as well as doing a heresy-specific action.

Turn order:
1. Controll Freaks - Wozzy [pop. 3]
2. The Leviathan Electorate - NQT [pop. 5]
3. Mad Nomads - SHAD0Wdump [pop. 5]
4. Principality of Pork - Kashyyk [pop. 6]
5. Ferngully - Naturegirl1999 [pop. 7]



Players

As ever, let me know if there's anything incorrect here.
Title: Re: Heretics of Hexland 4- Turn-based colonisation game - Year 4 Spring
Post by: notquitethere on September 04, 2019, 03:46:00 am
Naturegirl, I went ahead and put two cities down on Forests for you. Let me know if you would have preferred them some other place. I figured if you wanted them on mountains (unfortunately disallowed for you) you would want them as far from your border with the trolls as you can.
Title: Re: Heretics of Hexland 4- Turn-based colonisation game - Year 4 Spring
Post by: notquitethere on September 04, 2019, 04:26:42 am
Deluge 113
Channel 114|128
Deforest 58
Grow 58, 74
Title: Re: Heretics of Hexland 4- Turn-based colonisation game - Year 4 Spring
Post by: Wozzy on September 04, 2019, 05:36:51 am
Fort 35
Fort 103
Fort 88
Title: Re: Heretics of Hexland 4- Turn-based colonisation game - Year 4 Spring
Post by: Naturegirl1999 on September 04, 2019, 08:36:06 am
city 50
Channel 37 river between 36 and 23
Channel 37 river between 36 and 50
Channel 37 river between 38 and 51
Channel 37 river between 23 and 24
Drain 37 between 37 and 38
Drain between 37 and 51
Title: Re: Heretics of Hexland 4- Turn-based colonisation game - Year 4 Spring
Post by: notquitethere on September 04, 2019, 08:55:59 am
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.
Title: Re: Heretics of Hexland 4- Turn-based colonisation game - Year 4 Spring
Post by: Naturegirl1999 on September 04, 2019, 09:11:51 am
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
Title: Re: Heretics of Hexland 4- Turn-based colonisation game - Year 4 Spring
Post by: SHAD0Wdump on September 04, 2019, 10:46:24 am
Grow 138, 140, 143, 154
Fortify 125


It's not much effort towards it, but you'll have to understand my paranoia considering what the Clucks did.
Title: Re: Heretics of Hexland 4- Turn-based colonisation game - Year 4 Spring
Post by: notquitethere on September 04, 2019, 10:54:23 am
Hey understandable. Good walls make good neighbours. I could have dismantled cities for more farmland but I didn't. Still it's more efficient for both of us to expand in Summer than to attack each other, so far as territory gained, so I trust that we both will.
Title: Re: Heretics of Hexland 4- Turn-based colonisation game - Year 4 Spring
Post by: Kashyyk on September 04, 2019, 11:09:28 am
Principality of Pork (6)
Grow 67
Grow 81
Channel 77/91
Channel 92/105
Drain 80/67
Fortify 91
Industrious Fortify 92
Title: Re: Heretics of Hexland 4- Turn-based colonisation game - Year 4 Spring
Post by: notquitethere on September 04, 2019, 12:01:42 pm
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
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?
Title: Re: Heretics of Hexland 4- Turn-based colonisation game - Year 4 Spring
Post by: Naturegirl1999 on September 04, 2019, 03:37:05 pm
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
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?
Thank you again, will fix accordingly
Fixed
Title: Re: Heretics of Hexland 4- Turn-based colonisation game - Summer Year 3
Post by: notquitethere on September 04, 2019, 05:03:57 pm
Year Four - Summer

After the tumult of the winter, the spring brought calm. Some heretics tended their crops, while others built their walls higher, anxious about warm days of war to come...

Spoiler: Year 4 - Summer (click to show/hide)

In Summer you can: Conquer, Expand, Raze, Raid, Dismantle, as well as doing certain heresy-specific actions.


Turn order:
1. Controll Freaks - Wozzy [pop. 3]
2. The Leviathan Electorate - NQT [pop. 5]
3. Mad Nomads - SHAD0Wdump [pop. 5]
4. Principality of Pork - Kashyyk [pop. 6]
5. Ferngully - Naturegirl1999 [pop. 7]



Players

As ever, let me know if there's anything incorrect here.
Title: Re: Heretics of Hexland 4- Turn-based colonisation game - Year 4 Summer
Post by: notquitethere on September 04, 2019, 05:13:25 pm
Expand 73
Expand 43
Expand 30
Expand 60
Deluge 30 (full)
Title: Re: Heretics of Hexland 4- Turn-based colonisation game - Year 4 Summer
Post by: Wozzy on September 04, 2019, 09:00:31 pm
Expand 90
Raise 90
Title: Re: Heretics of Hexland 4- Turn-based colonisation game - Year 4 Summer
Post by: Naturegirl1999 on September 04, 2019, 10:23:17 pm
Conquer 35
Expand 34
Title: Re: Heretics of Hexland 4- Turn-based colonisation game - Year 4 Summer
Post by: SHAD0Wdump on September 05, 2019, 12:18:12 am
You seem... Weakened, I wonder why?
(5)
Conquer 112 (3)
Mabbling Shore Up 113 full
Conquer 113 (1)
Raze 125 (2)
Raze 126 (3)
Raze 115 (4)
Shore Up 114 full (3)
Conquer 114 (1)
Raze 114 (2)
Raze 143 (3)
Shore up 100 full (2)
Conquer 100 (1)
Raze 113 (2)
Raze 140 (3)
Raze 154 (4)
Shore Up 87 full (3)
Conquer 87 (1)
Raze 100 (2)
Conquer 74 (0)


 Sorry, but with the threat of you choosing war in the coming seasons and possibly devastating us, I preferred striking now to secure my people's future.

 Besides, our beliefs are opposite of each other...
Title: Re: Heretics of Hexland 4- Turn-based colonisation game - Year 4 Summer
Post by: notquitethere on September 05, 2019, 02:33:09 am
Such betrayal!
Title: Re: Heretics of Hexland 4- Turn-based colonisation game - Year 4 Summer
Post by: SHAD0Wdump on September 05, 2019, 02:47:50 am
You have no idea how long I mulled over if I should, I'm still somewhat convinced it's not the best idea, especially when it comes to trying to outpace the trolls.
Title: Re: Heretics of Hexland 4- Turn-based colonisation game - Year 4 Summer
Post by: Kashyyk on September 06, 2019, 04:46:59 am
Sorry, didn't realise I hadn't posted already.

Principality of Pork (6)
Expand 54
Expand 68
Title: Re: Heretics of Hexland 4- Turn-based colonisation game - Year 4 Summer
Post by: notquitethere on September 06, 2019, 01:20:05 pm
I'm leaving for a wedding and will be gone until some time Sunday. If anyone else would like to process the season, they are welcome to, otherwise we resume on Sunday.
Title: Re: Heretics of Hexland 4- Turn-based colonisation game - Year 4 Summer
Post by: Naturegirl1999 on September 06, 2019, 06:27:56 pm
This is fine, hope you enjoy ot
Title: Re: Heretics of Hexland 4- Turn-based colonisation game - Spring Year 1
Post by: notquitethere on September 10, 2019, 11:29:26 am
Year Four - Fall

The summer was a summer of betrayal. So recently allies against the Poults, the arid turned their fearful eye towards their new neighbour. They couldn't stand their water-loving ways and it was time to destroy them. By the summer's end, the core lands of the Leviathan Electorate were seized or in flames, their cities all lost and population mostly put to the sword.

While this butchery took place, the ents marched through the troll mountains, tore apart their walls, and settled in another forest.


Spoiler: Year Four - Fall (click to show/hide)

Combat Report:
Mad Nomads vs The Leviathan Electorate. Electorate lose 6 population down to a minimum of 1. Nomads gain +1 pop from seized cities, and don't drop below their new minimum.

Ferngully vs Controll Freaks: no one loses pop as both at their min pop.

Turn order:
1. The Leviathan Electorate - NQT [pop. 1]
2. Controll Freaks - Wozzy [pop. 3]
3. Mad Nomads - SHAD0Wdump [pop. 6]
4. Principality of Pork - Kashyyk [pop. 6]
5. Ferngully - Naturegirl1999 [pop. 7]



Players

As ever, let me know if there's anything incorrect here.
Title: Re: Heretics of Hexland 4- Turn-based colonisation game - Year 4 Fall
Post by: notquitethere on September 10, 2019, 11:30:16 am
Harvest 58

My bet is the trolls will win. No way I'll be able to recover. I do think expanding is more efficient for point generation and I wasn't intending on invading south. I suspect Arid may have shot themselves in the foot by sacrificing so much land and population generation last turn... but I may yet be surprised.
Title: Re: Heretics of Hexland 4- Turn-based colonisation game - Year 4 Fall
Post by: SHAD0Wdump on September 10, 2019, 12:02:25 pm
Harvest 138
Expand 100, 113, 114, 115, 126
Title: Re: Heretics of Hexland 4- Turn-based colonisation game - Year 4 Fall
Post by: Naturegirl1999 on September 10, 2019, 12:10:29 pm
Expand 21(-1)
Expand 7(-1)
Fecund 7(-2)
Expand 47(-2)
Expand 46(-1)
Title: Re: Heretics of Hexland 4- Turn-based colonisation game - Year 4 Fall
Post by: Wozzy on September 11, 2019, 05:30:18 am
Expand 146, 147, 148
Stonestep expand 162
Title: Re: Heretics of Hexland 4- Turn-based colonisation game - Year 4 Fall
Post by: Kashyyk on September 11, 2019, 07:14:34 am
Principality of Pork (6)
Harvest 67
Harvest 81
Expand 80
Expand 53
Title: Re: Heretics of Hexland 4- Turn-based colonisation game - Winter Year 3
Post by: notquitethere on September 11, 2019, 05:46:10 pm
Year Four - Winter

Throughout the autumn months, the heretics spread out across the now much-harrowed ground, little space left on each of their corners of the land. There was some harvesting, but with so many fields lying in ruin, this was not the land of plenty that was promised.

Spoiler: Year 4 - Winter (click to show/hide)

In Winter you can: Conquer, Improve, Raze, Raid, Dismantle as well as doing certain heresy-specific actions.

Turn order:
1. The Leviathan Electorate - NQT [pop. 2]
2. Controll Freaks - Wozzy [pop. 3]
3. Ferngully - Naturegirl1999 [pop. 7]
4. Mad Nomads - SHAD0Wdump [pop. 7]
5. Principality of Pork - Kashyyk [pop. 10]




Players

As ever, let me know if there's anything incorrect here.
Title: Re: Heretics of Hexland 4- Turn-based colonisation game - Year 4 Winter
Post by: notquitethere on September 11, 2019, 05:56:59 pm
Conquer 74 (1)
Raze 74 (2)
Build City 30 (1)
Full Deluge 43 (0)


Title: Re: Heretics of Hexland 4- Turn-based colonisation game - Year 4 Winter
Post by: Maxinum McDreich on September 11, 2019, 06:42:03 pm
I think the fact that the trolls being able to make mountains means an auto-win for them if they survive early. Any other land type can be changed one way or another, even the oceans. But once a mountain is made, there is no way to change it again. They stay mountains.

Otherwise, been very enjoyable spectating this. Very different situations from the East and the West sides with East being tactically managed by the trolls and the West a uhhh… very busy place! :P
Title: Re: Heretics of Hexland 4- Turn-based colonisation game - Year 4 Winter
Post by: Naturegirl1999 on September 11, 2019, 07:01:08 pm
Conquer 8(-3)
Conquer 48(-3)
Fortify 48(-1)
Title: Re: Heretics of Hexland 4- Turn-based colonisation game - Year 4 Winter
Post by: Wozzy on September 11, 2019, 08:33:10 pm
Fort 90, 104, 105
Title: Re: Heretics of Hexland 4- Turn-based colonisation game - Year 4 Winter
Post by: notquitethere on September 12, 2019, 03:08:19 am
I can use marshland to turn mountains into lakes, but it's unlikely as the mountain already needs to be covered in rivers. In the last version there was a power to level mountains, but when revising I didn't have a good spot to put it in.

Also I made Arid's Shore Up too cheap: like Deluge it should have been once per season.
Title: Re: Heretics of Hexland 4- Turn-based colonisation game - Year 4 Winter
Post by: Kashyyk on September 12, 2019, 03:26:27 am
Shaker Trolls are definitely a very good combination. I'd misunderstood the stonestep ability, and that single mistake cost me three fields. I still haven't recovered from that.

It's a good thing the Trolls only have three population, because I don't think I'd be coping as well as I am. My sheer volume of actions is the only thing levelling out a base mountain defence of 1 vs 3.

Principality of Pork (10)
Deforest 53 (-1)
Build City 53 (-1)
Industrious Drain 80 (0)
Build City 80 (-1)
Conquer 104 (-6) [1 base + 2 Mountain + 1 Troll + 1 Fort + 1 River]
Tower 104 (-1)
Title: Re: Heretics of Hexland 4- Turn-based colonisation game - Year 4 Winter
Post by: Maxinum McDreich on September 12, 2019, 09:55:35 am
huh... somehow missed that aquatics can do that.
Title: Re: Heretics of Hexland 4- Turn-based colonisation game - Year 4 Winter
Post by: Naturegirl1999 on September 12, 2019, 10:03:05 am
deleted, found them
Title: Re: Heretics of Hexland 4- Turn-based colonisation game - Year 4 Winter
Post by: SHAD0Wdump on September 12, 2019, 11:55:15 am
I actually think Ferngully is going to win. Trolls are losing land pretty evenly as they gain it now. And they have a load of forest.

Fortify 87
Mabbling Shore Up 86
Shore Up 99, 137, 141, 142
Conquer 86, 99

Title: Re: Heretics of Hexland 4- Turn-based colonisation game - Year 4 Winter
Post by: notquitethere on September 12, 2019, 12:23:19 pm
Naturegirl: taking Troll mountains costs 4 actions, not 3. It would normally be 3 (1+2mountain) but they get an extra defence bonus as trolls:

12 - Trolls:  Mountain tiles are +1 defence when occupied and -1 defence when conquering and expanding.

Mountain
Colour: Grey
Defence: 2

Title: Re: Heretics of Hexland 4- Turn-based colonisation game - Year 4 Winter
Post by: Naturegirl1999 on September 12, 2019, 12:32:31 pm
2+1-1 is 3, or was the - supposed to be a +?
New Actions
Conquer 8(-4)
Channel 47 between 34 and 48(-1)
Channel 34 between 34 and 35(-1)
Channel 35 between 34 and 21(-1)



Title: Re: Heretics of Hexland 4- Turn-based colonisation game - Year 4 Winter
Post by: notquitethere on September 13, 2019, 10:53:46 am
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.

Update expected within few hours.
Title: Re: Heretics of Hexland 4- Turn-based colonisation game
Post by: notquitethere on September 13, 2019, 04:52:34 pm
Fortify 87
Mabbling Shore Up 86
Shore Up 99, 137, 141, 142
Conquer 86, 99


You 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:

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.
Title: Re: Heretics of Hexland 4- Turn-based colonisation game - Year 4 Winter
Post by: notquitethere on September 13, 2019, 05:01:50 pm
Year Five - Spring

The fifth year is inaugurated by bloodshed, mayhem, and porcine towers stretching to the heavens. The heretics grew fervent as the end of the age drew closer.

Combat report
Principality of Pork vs Controll Freaks in 104: Pork -1 population to min pop of 9. Freaks already at minimum pop.

Ferngully vs Controll Freaks in 8: both at min pop.

Leviathan Electorate vs Mad Nomads: Mad Nomads -1 pop to min pop. Leviathan at min pop.

Spoiler: Year 4 - Spring (click to show/hide)

In Spring you can: Grow, Improve, Raze, Raid, Dismantle, as well as doing a heresy-specific action.

Turn order:
1. The Leviathan Electorate - NQT [pop. 2]
2. Controll Freaks - Wozzy [pop. 3]
3. Mad Nomads - SHAD0Wdump [pop. 6]
4. Ferngully - Naturegirl1999 [pop. 7]
5. Principality of Pork - Kashyyk [pop. 9]




Players

As ever, let me know if there's anything incorrect here.
Title: Re: Heretics of Hexland 4- Turn-based colonisation game - Year 5 Spring
Post by: notquitethere on September 13, 2019, 05:03:28 pm
Deluge 29
Marshland 29
Title: Re: Heretics of Hexland 4- Turn-based colonisation game - Year 5 Spring
Post by: SHAD0Wdump on September 13, 2019, 05:53:24 pm
Fortify 112, 86, 100
Mabbling Reclaim 153
Reclaim 165
Title: Re: Heretics of Hexland 4- Turn-based colonisation game - Year 5 Spring
Post by: notquitethere on September 14, 2019, 02:16:41 am
Fortify 112
Expand 137, 141, 142
Mabbling Reclaim 130
Expand 130

No expansion until summer I'm afraid.
Title: Re: Heretics of Hexland 4- Turn-based colonisation game - Year 5 Spring
Post by: Kashyyk on September 14, 2019, 04:17:01 am
I should have only 9 population.

Principality of Pork (9)
Grow 67
Grow 81
Fortify 104
Channel 104/117
Fortify 79
Fortify 66
Fortify 80
Fortify 94
Channel 78/79
Industrious Channel 79/80
Title: Re: Heretics of Hexland 4- Turn-based colonisation game - Year 5 Spring
Post by: Naturegirl1999 on September 14, 2019, 06:59:37 am
I’m waiting for Wozzy before I post my actions
Title: Re: Heretics of Hexland 4- Turn-based colonisation game - Year 5 Spring
Post by: SHAD0Wdump on September 14, 2019, 08:03:49 pm
No expansion until summer I'm afraid.
Altered.
Title: Re: Heretics of Hexland 4- Turn-based colonisation game - Year 5 Spring
Post by: Naturegirl1999 on September 14, 2019, 08:11:12 pm
Never mind, don’t have to woeprry about conquers this turn
Irrigate 21(-1)
Fecund 21(-2)
Fortify 34(-1)
Irrigate 46(-1)
Fecund 46(-2)
Title: Re: Heretics of Hexland 4- Turn-based colonisation game - Year 5 Spring
Post by: notquitethere on September 15, 2019, 06:17:03 pm
Never mind, don’t have to worry about conquers this turn
Irrigate 21(-1)
Fecund 21(-2)
City 34(-1)
Irrigate 46(-1)
Fecund 46(-2)

Remember, 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.
Title: Re: Heretics of Hexland 4- Turn-based colonisation game - Summer Year 3
Post by: notquitethere on September 15, 2019, 06:26:42 pm
Just waiting on Wozzy & Naturegirl's last action.

Spoiler: Current Map (click to show/hide)
Title: Re: Heretics of Hexland 4- Turn-based colonisation game - Year 5 Summer
Post by: SHAD0Wdump on September 15, 2019, 06:39:27 pm
Uh... did we just skip wozzy?
Title: Re: Heretics of Hexland 4- Turn-based colonisation game - Year 5 Summer
Post by: notquitethere on September 15, 2019, 06:41:39 pm
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.
Title: Re: Heretics of Hexland 4- Turn-based colonisation game - Year 5 Spring
Post by: Naturegirl1999 on September 15, 2019, 08:04:48 pm
Never mind, don’t have to worry about conquers this turn
Irrigate 21(-1)
Fecund 21(-2)
City 34(-1)
Irrigate 46(-1)
Fecund 46(-2)

Remember, 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.
Fixed, City changed to Fortify
Title: Re: Heretics of Hexland 4- Turn-based colonisation game - Year 5 Spring
Post by: notquitethere on September 19, 2019, 04:35:33 am
Wozzy still AWOL so will continue without him:

Year Five - Summer

In the last season of peace before the frenzy of expansion and conquest began anew, the heretics made their plans...

Spoiler: Year 5 - Summer (click to show/hide)

In Summer you can: Conquer, Expand, Raze, Raid, Dismantle, as well as doing certain heresy-specific actions.

Turn order:
1. The Leviathan Electorate - NQT [pop. 2]
2. Controll Freaks - Wozzy [pop. 3]
3. Mad Nomads - SHAD0Wdump [pop. 6]
4. Ferngully - Naturegirl1999 [pop. 7]
5. Principality of Pork - Kashyyk [pop. 9]




Players
Title: Re: Heretics of Hexland 4- Turn-based colonisation game - Year 5 Summer
Post by: notquitethere on September 19, 2019, 04:44:39 am
Raze 99, Raze 58,
Conquer 113, 126, 139, 152
Title: Re: Heretics of Hexland 4- Turn-based colonisation game - Year 5 Summer
Post by: SHAD0Wdump on September 19, 2019, 12:04:19 pm
You can raze a tile and then conquer from it? Weird.
Conquer 113, 126, 139, 152
Expand 137, 141


I see now that it says you lose control of it at end of turn, still seems mildly weird to me.
Title: Re: Heretics of Hexland 4- Turn-based colonisation game - Year 5 Summer
Post by: notquitethere on September 20, 2019, 11:48:20 am
I've given him a prod but I think Wozzy has fallen down a hole, so Naturegirl1999, Kashyyk, feel free to post your turns.



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.

I've been toying with the idea of running a version after this in which after choosing their season's actions, players choose which actions can occur the following season (it's a mechanic in several boardgames). The action they pick would give them a bonus to that action during the next season, and allow anyone to perform that action. So it'd look something like this:

Player A chooses harvest, allowing them to make +1 free pop next season.
Player B decides to raid, allowing them to ignore one fortification when raiding
Player C decides to expand, allowing them to ignore one defence level

So the next season rolls around, and the valid actions would be Harvest, Raid and Expand, with the players who picked each of these actions getting the bonus to them. (I'd make sure you couldn't harvest the same field during the season that it was grown.)
Title: Re: Heretics of Hexland 4- Turn-based colonisation game - Year 5 Summer
Post by: Naturegirl1999 on September 20, 2019, 11:53:53 am
Expand 74
Forage 21
Forage 7
Forage 34
Title: Re: Heretics of Hexland 4- Turn-based colonisation game - Year 5 Summer
Post by: Kashyyk on September 20, 2019, 12:42:04 pm
Principality of Pork (9)
Expand 117
Expand 131
Expand 145
Conquer 103 [1 base + 2 Mountain + 1 Troll + 1 City + 1 Fort]



Mephansteras ran a game with a similar mechanic to that NQT, called Distant Colony. Perhaps looking at the games they ran might give you ideas.
Title: Re: Heretics of Hexland 4- Turn-based colonisation game - Year 5 Summer
Post by: notquitethere on September 21, 2019, 04:37:25 pm
Expand 144[/b]
Ocean costs 4 to expand into. Did you want to reclaim first?
Title: Re: Heretics of Hexland 4- Turn-based colonisation game - Year 5 Summer
Post by: SHAD0Wdump on September 21, 2019, 05:10:36 pm
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.
Title: Re: Heretics of Hexland 4- Turn-based colonisation game - Year 5 Summer
Post by: notquitethere on September 21, 2019, 05:25:06 pm
Expand 61 (2)
Expand 74
Expand 75
Forage 21 (2)
Irrigate 74
Irrigate 75

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!

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.
Title: Re: Heretics of Hexland 4- Turn-based colonisation game - Year 5 Summer
Post by: Naturegirl1999 on September 21, 2019, 05:29:26 pm
Expand 61 (2)
Expand 74
Expand 75
Forage 21 (2)
Irrigate 74
Irrigate 75

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!

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.
Fixed
Expand 61
Expand 74
Expand 75
Forage 21
Forage 7

Title: Re: Heretics of Hexland 4- Turn-based colonisation game - Year 5 Summer
Post by: notquitethere on September 21, 2019, 05:41:08 pm
Expand 61 (2)
Expand 74 (1)
Expand 75 (1)
Forage 21 (2)
Forage 7 (2)

Forage costs two actions, as does moving into a lake, so this is still 8 actions.
Title: Re: Heretics of Hexland 4- Turn-based colonisation game - Year 5 Summer
Post by: Naturegirl1999 on September 21, 2019, 05:45:08 pm
Expand 74
Forage 21
Forage 7
Forage 34

Sorry, forgot lakes cost 2
Title: Re: Heretics of Hexland 4- Turn-based colonisation game - Year 5 Summer
Post by: notquitethere on September 21, 2019, 05:48:50 pm
No problem. This game can be fiddly like that. I appreciate your quick response. Unfortunately, expanding into 74 isn't possible as you're not next to it yet. Would this be acceptable:

Quote
Expand 61
Expand 74
Forage 21
Forage 7
Title: Re: Heretics of Hexland 4- Turn-based colonisation game - Year 5 Summer
Post by: Naturegirl1999 on September 21, 2019, 06:09:35 pm
Yes
Title: Re: Heretics of Hexland 4- Turn-based colonisation game - Spring Year 1
Post by: notquitethere on September 21, 2019, 06:22:56 pm
Year Five - Fall

As the trolls retreated into their lairs, the porcine heretics invaded their eastern citadel. The ents roamed south and the diametrically opposed factions of water and earth thought for supremacy over the scorched westerlands.

Spoiler: Year Five- Fall (click to show/hide)

Combat Report:
Mad Nomads vs The Leviathan Electorate: no change.

Principality vs Controll Freaks: Freaks -1 pop, Principality +1 pop from city stolen.

In Fall you can: Harvest, Expand, Raze, Raid, Dismantle, as well as doing certain heresy-specific actions. A reminder: the population gain you'll get from harvesting this turn won't give you extra actions until next season.

Turn order:
1. The Leviathan Electorate - NQT [pop. 2]
2. Controll Freaks - Wozzy [pop. 2]
3. Mad Nomads - SHAD0Wdump [pop. 6]
4. Ferngully - Naturegirl1999 [pop. 9]
5. Principality of Pork - Kashyyk [pop. 10]




Players
Title: Re: Heretics of Hexland 4- Turn-based colonisation game - Year 5 Fall
Post by: notquitethere on September 21, 2019, 06:23:20 pm
Expand 16
Title: Re: Heretics of Hexland 4- Turn-based colonisation game - Year 5 Fall
Post by: SHAD0Wdump on September 21, 2019, 09:02:06 pm
Expand 165, 153, 140, 154, 167, 142
Title: Re: Heretics of Hexland 4- Turn-based colonisation game - Year 5 Fall
Post by: Kashyyk on September 22, 2019, 04:09:35 am
Principality of Pork (10)
Harvest 67
Harvest 81
Tower 54
Expand 118 (2)
Expand 132 (2)
Expand 158 (2)
Idle (1)
Title: Re: Heretics of Hexland 4- Turn-based colonisation game - Year 5 Fall
Post by: Naturegirl1999 on September 22, 2019, 09:55:26 am
Expand 75
Expand 45
Expand 44
Expand 31
Expand 17
Expand 33

Fixed
Title: Re: Heretics of Hexland 4- Turn-based colonisation game - Year 5 Fall
Post by: notquitethere on September 22, 2019, 12:19:03 pm
Expand 75
Expand 60
Expand 73
Expand 72
Expand 58
Expand 44
Expand 31
Expand 17

60 & 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).
Title: Re: Heretics of Hexland 4- Turn-based colonisation game - Year 5 Fall
Post by: notquitethere on September 22, 2019, 04:25:28 pm
Expand 75
Expand 72
Expand 58
Expand 44
Expand 31
Expand 17

Fixed
Neither 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.
Title: Re: Heretics of Hexland 4- Turn-based colonisation game - Year 5 Fall
Post by: notquitethere on September 22, 2019, 06:08:56 pm
Expand 75
Expand 59
Expand 44
Expand 31
Expand 17
Expand 33

Fixed
I'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.
Title: Re: Heretics of Hexland 4- Turn-based colonisation game - Year 5 Fall
Post by: notquitethere on September 22, 2019, 06:11:38 pm
Expand 75
Expand 59
Expand 44
Expand 31
Expand 17
Expand 33

Fixed
I'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.
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.
Title: Re: Heretics of Hexland 4- Turn-based colonisation game - Year 5 Fall
Post by: Naturegirl1999 on September 22, 2019, 06:12:43 pm
Sorry. I fixed it again
Title: Re: Heretics of Hexland 4- Turn-based colonisation game - Winter Year 3
Post by: notquitethere on September 22, 2019, 06:17:25 pm
Year Four - Winter

As the last season of the final year began, the surviving heretics drew their knives...

Spoiler: Year 4 - Winter (click to show/hide)

In Winter you can: Conquer, Improve, Raze, Raid, Dismantle as well as doing certain heresy-specific actions.

Turn order:
1. The Leviathan Electorate - NQT [pop. 2]
2. Controll Freaks - Wozzy [pop. 2]
3. Mad Nomads - SHAD0Wdump [pop. 6]
4. Ferngully - Naturegirl1999 [pop. 9]
5. Principality of Pork - Kashyyk [pop. 14]




Players
Title: Re: Heretics of Hexland 4- Turn-based colonisation game - Year 5 Winter
Post by: notquitethere on September 22, 2019, 06:19:59 pm
Deluge 57
Marsh 57
Title: Re: Heretics of Hexland 4- Turn-based colonisation game - Year 5 Winter
Post by: Naturegirl1999 on September 22, 2019, 07:15:49 pm
irrigate 31
Irrigate 74
Irrigate 75
Fecund 74
Fecund 75
Conquer 74
Title: Re: Heretics of Hexland 4- Turn-based colonisation game - Year 5 Winter
Post by: notquitethere on September 22, 2019, 08:52:02 pm
I strongly suspect that Shadowdump will consider conquering some of your land before your turn.
Title: Re: Heretics of Hexland 4- Turn-based colonisation game - Year 5 Winter
Post by: Naturegirl1999 on September 22, 2019, 09:28:50 pm
I will edit accordingly when Shadowdump posts actions
Title: Re: Heretics of Hexland 4- Turn-based colonisation game - Year 5 Winter
Post by: SHAD0Wdump on September 23, 2019, 11:43:26 am
Conquer 74, 102
Abandon 102


The pigs can stay over there away from me.
Title: Re: Heretics of Hexland 4- Turn-based colonisation game - Year 5 Winter
Post by: Naturegirl1999 on September 23, 2019, 11:52:55 am
Edited
Title: Re: Heretics of Hexland 4- Turn-based colonisation game - Year 5 Fall
Post by: Kashyyk on September 23, 2019, 01:28:03 pm
Principality of Pork (14)
Tower 68
Industrious Build City 67
Build City 81
Conquer 146
Conquer 147
Conquer 148
Conquer 119 (4) [1 Base + 2 Mountain + 1 Troll]
Conquer 133 (4)
Idle 1
Title: Re: Heretics of Hexland 4- Turn-based colonisation game - Year 5 Winter
Post by: notquitethere on September 24, 2019, 11:07:35 am
Start drum rolling, as I will soon be working out the scores...
Title: Re: Heretics of Hexland 4- Turn-based colonisation game - Year 5 Winter
Post by: Maxinum McDreich on September 24, 2019, 12:25:10 pm
I am drum rolling!

Ratatatatatatatatatatatatatatatatatatatatatatatatatatatatatatatatatatatatatatatatatatatatatatatatatatatatatatatatatatatatatatatatatatatatatata…!
Title: Re: Heretics of Hexland 4- Turn-based colonisation game - Winter Year 3
Post by: notquitethere on September 25, 2019, 03:37:28 am
There's a couple of illegal moves, as such players may wish to revise. We're on the last turn so it pays to get this right. In order:


edit all is well.
Title: Re: Heretics of Hexland 4- Turn-based colonisation game - Year 5 Winter
Post by: Naturegirl1999 on September 25, 2019, 03:41:49 am
The minks Conquer 74 before my turn
Title: Re: Heretics of Hexland 4- Turn-based colonisation game - Year 5 Winter
Post by: notquitethere on September 25, 2019, 04:08:14 am
The minks Conquer 74 before my turn
Ah! Of course. My apologies, you're correct and I'm an idiot. All is well. Processing now...
Title: Re: Heretics of Hexland 4- Turn-based colonisation game - Year 5 Winter
Post by: notquitethere on September 25, 2019, 01:33:58 pm
Game End

With one last push, the great powers split the island three-ways, with the Leviathan electorate languishing in their lake, and the trolls isolated in a handful of mountain strongholds. While the glorious cities of the Principality of Pork were equal in splendour to the arid wastes of the Mad Nomads, it was the great forests of Ferngully that were foremost among the heretics.

Spoiler: Year 4 - End of Game (click to show/hide)

PlayerLand TerritoriesHeresy PointsTotal Score
Naturegirl1999 - Ferngully241640
Kashyyk - Principality of Pork 261339
SHAD0Wdump - Mad Nomads271239
Wozzy - Controll Freaks8816
NQT - The Leviathan Electorate6511
Shadowclaw777 - Organization of Clucks000



Full Stats
Title: Re: Heretics of Hexland 4- Turn-based colonisation game - End of Game
Post by: Naturegirl1999 on September 25, 2019, 01:36:30 pm
This was fun
Title: Re: Heretics of Hexland 4- Turn-based colonisation game - End of Game
Post by: notquitethere on September 25, 2019, 01:37:43 pm
That ended up more balanced than I thought it might! Very close placement in the top 3. The Porks could have drew in first place if they'd have built a city instead of idling their last action. Likewise, if the Nomads had kept the mountain and it wasn't invaded, they would have drew. I wonder how it would have looked if Wozzy had kept playing.
Title: Re: Heretics of Hexland 4- Turn-based colonisation game - End of Game
Post by: Maxinum McDreich on September 25, 2019, 01:42:25 pm
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.

NQT, setting the players with some stated as player first then their civ and sometimes reverse is REALLY irking me, damnit xD.
Title: Re: Heretics of Hexland 4- Turn-based colonisation game - End of Game
Post by: notquitethere on September 25, 2019, 01:46:55 pm
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.
Title: Re: Heretics of Hexland 4- Turn-based colonisation game - End of Game
Post by: Kashyyk on September 25, 2019, 02:33:59 pm
Unfortunately I didn't have the population for another City. If I'd been able to harvest those four fields in year 2 I would have flooded my way to victory.
Title: Re: Heretics of Hexland 4- Turn-based colonisation game - End of Game
Post by: notquitethere on September 25, 2019, 02:45:14 pm
Ah of course, that makes complete sense.
Title: Re: Heretics of Hexland 4- Turn-based colonisation game - End of Game
Post by: Naturegirl1999 on September 25, 2019, 02:47:17 pm
I think an RTD where people play as individuals in this world would be cool. Trying to get power by dealing with politics in the civs. It would be lots of work to process though. I thought it would be cool. Does anyone else think it would be cool?
Title: Re: Heretics of Hexland 4- Turn-based colonisation game - End of Game
Post by: notquitethere on September 25, 2019, 02:52:53 pm
Some kind of spin-off game in this world would be neat, yeah. You have three major powers holding each other in balance, Cluck refugees from their shattered nation, trolls lurking in the mountains, a besieged water nation in decline. If someone else ran it, I'd play in it.

I reckon the surviving poults would flee to become an underclass in the new Pork cities, as they share the same Builder belief. The Leviathan Electorate would remain bitter enemies of the Mad Nomads, with both the betrayal and their mutually incompatible beliefs keeping the wedge between them. The Ents would continue to spread the forests in the north.
Title: Re: Heretics of Hexland 4- Turn-based colonisation game - End of Game
Post by: Kashyyk on September 25, 2019, 03:31:33 pm
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.
Title: Re: Heretics of Hexland 4- Turn-based colonisation game - End of Game
Post by: Naturegirl1999 on September 25, 2019, 03:40:23 pm
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)
And adding a Mine ability to create caves in the mountains. The Mine ability would be 2 actions avaliable to all civs and a mountain with a Mine will turn into Rock Plain(functions as regular plain) the following turn?
If a problem is detected, tell me. Just thoughts on balancing
Title: Re: Heretics of Hexland 4- Turn-based colonisation game - End of Game
Post by: notquitethere on September 25, 2019, 04:22:24 pm
Raise costing 3 actions would be okay but for most species it would lock you out from raising until the late game-- there is already something of balancing offset in that forests can produce population for bountiful, whereas mountains are unproductive.

The idea of mining is interesting, but there's have to be some reason to do it other than just removing a mountain-- as most of the time when you have a mountain it's good to keep for yourself.
Title: Re: Heretics of Hexland 4- Turn-based colonisation game - End of Game
Post by: Naturegirl1999 on September 25, 2019, 04:28:16 pm
Maybe Mining is another way to get Population?(underground plant harvesting?)That might cause more balance issues though
Title: Re: Heretics of Hexland 4- Turn-based colonisation game - End of Game
Post by: notquitethere on September 25, 2019, 04:35:52 pm
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.
Title: Re: Heretics of Hexland 4- Turn-based colonisation game - End of Game
Post by: Naturegirl1999 on September 25, 2019, 04:58:26 pm
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
This sounds good
Title: Re: Heretics of Hexland 4- Turn-based colonisation game - End of Game
Post by: SHAD0Wdump on September 25, 2019, 05:01:18 pm
Helluva game. Things being that close really explains why my intuition on who would win was completely baffled.
Title: Re: Heretics of Hexland 4- Turn-based colonisation game - End of Game
Post by: notquitethere on September 26, 2019, 11:00:22 am
I'm really pleased it was close. It makes me feel good about balancing. Some good balancing elements:

- having players go in order of population allows players to catch up and knock back players who are running ahead.
- capping cities by population means the builder heresy isn't too powerful and makes harvesting necessary (except for bountiful)
Title: Re: Heretics of Hexland 4- Turn-based colonisation game - End of Game
Post by: notquitethere on September 28, 2019, 06:35:45 am
Here's an amended ruleset:
- Added in mining
- I've added another heresy which interacts with mining
- amended some species, added a few more
- Given a few more heresies powers to deal with mountains.
- Beefed up Doge's Men (now called Dogekin) to mean they're not instantly countered by draining
- Nerfed Swine while making them synergise with other population raising heresies.

Let me know if any of this is obviously broken.

Quote from: New Ruleset
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: The Map and Key (click to show/hide)
Title: Re: Heretics of Hexland 4- Turn-based colonisation game - End of Game
Post by: Naturegirl1999 on September 28, 2019, 06:56:18 am
I will play as Flame Beetleswarm
Title: Re: Heretics of Hexland 4- Turn-based colonisation game - End of Game
Post by: notquitethere on September 28, 2019, 07:57:41 am
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.



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.
Title: Re: Heretics of Hexland 4- Turn-based colonisation game - End of Game
Post by: Naturegirl1999 on September 28, 2019, 08:03:44 am
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.



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.
Ok, I will change species, I want to try Flame still. Thank you for the clarifications
Title: Re: Heretics of Hexland 4- Turn-based colonisation game - End of Game
Post by: notquitethere on September 28, 2019, 09:27:57 am
I had this idea of running similar game set with a map of 5 sided tiles, maybe call it 'Petitioners of Pentland', but I dunno how readable the map would be / whether the extra strategic considerations would be worth the hassle of making a ruleset that worked with mismatched borders.

Spoiler: Pent Map (click to show/hide)
Title: Re: Heretics of Hexland 4- Turn-based colonisation game - End of Game
Post by: notquitethere on September 28, 2019, 06:07:56 pm
I couldn't help myself. I threw together a successor game similar to Heretics of Hexland, called Pentagonal Perdition (http://www.bay12forums.com/smf/index.php?topic=174737.0). In the game you take on the armies of competing gods, conquering and transforming the heavens. The core mechanics are basically the same, except you pick two godly domains instead of heresies and species, and instead of transforming an island, you're making a formless plain habitable for angels, devils, fae and oozes.
Title: Re: Heretics of Hexland 4- Turn-based colonisation game - End of Game
Post by: notquitethere on September 30, 2019, 08:09:06 am
One more slot still needed for Pentagonal Perdition (http://www.bay12forums.com/smf/index.php?topic=174737.0), a game very much like Heretics of Hexland.