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Finally... => Forum Games and Roleplaying => Topic started by: notquitethere on May 16, 2023, 07:09:40 am

Title: Hedge Lords - Medieval Fantasy 4X game - COMPLETED
Post by: notquitethere on May 16, 2023, 07:09:40 am
Hedge Lords

For your services to King Alkabar in the conquest of Thornland, you have been granted a castle on the western marches. This rugged, mountainous borderland, known as the Hedge, is riddled with Thornish holdouts, the native Squelsh barbarians, and unusual magic and monsters.

Your county is what you can carve out. Pick a spot for your castle, create your lord, and put your stamp on the Hedge! The game involves raising armies, sending them out and conquering neighbouring areas, growing your county, tile-by-tile, and defending it from encroaching monsters.

This game is can be played competitively or co-operatively, feel free to make whatever arrangements before or during the game with the other Marquesses and Marchionesses as you see fit.

The game will start when we have at least one castle in each of the four eastern sectors.

Stuff You Should Look At
Spoiler: Lord & Castle Creation (click to show/hide)
Spoiler: Map (click to show/hide)
Spoiler: Actions (click to show/hide)

Stuff You Can Read About Later
Spoiler: Resources (click to show/hide)
Spoiler: Sites (click to show/hide)
Spoiler: Travelling (click to show/hide)
Spoiler: Win Condition (click to show/hide)

Game Mechanics That You Don't Have To Immediately Know To Play
Spoiler: Tile Generation (click to show/hide)
Spoiler: Combat and Sieges (click to show/hide)
Spoiler: Enemy Phase (click to show/hide)
Title: Re: Hedge Lords - Medieval Fantasy 4X game - Signups 0/4
Post by: Kashyyk on May 16, 2023, 07:47:51 am
Oooh, yes please.

Title: Re: Hedge Lords - Medieval Fantasy 4X game - Signups 1/4
Post by: notquitethere on May 16, 2023, 08:01:12 am
Looking good. Just remembered I forgot to include Border Colour on the sheet, so we can tell the counties apart on the map. OP is updated, go ahead and pick a colour.
Title: Re: Hedge Lords - Medieval Fantasy 4X game - Signups 1/4
Post by: Kashyyk on May 16, 2023, 08:10:59 am
Added. Is there any way to pay off debt? Also I don't think I saw any way to go into debt in the rules. Is there any way to build Villages, Mines, or Quarries? Finally, can you duplicate any features other than Towers?
Title: Re: Hedge Lords - Medieval Fantasy 4X game - Signups 0/4
Post by: Criptfeind on May 16, 2023, 08:14:37 am
This looks pretty cool. Going to whip up a character. Does the library "fix" the location of artifacts that would be found via tile generation, or does it only ping whatever fixed unusual artifact/sites are a fixed part of the map already?

If you have an archers outside of a siege who are accompanied by normal units, will they die to 5s from the start, or only once all the normal units are dead?

Spoiler: Marquess Ambrosio Vulk (click to show/hide)

Edit: Swapped to P to maybe be a bit further away from Kashyyk and his library in case two being so close is too much competition.
Title: Re: Hedge Lords - Medieval Fantasy 4X game - Signups 1/4
Post by: notquitethere on May 16, 2023, 08:51:17 am
Added. 1. Is there any way to pay off debt? 2. Also I don't think I saw any way to go into debt in the rules. 3. Is there any way to build Villages, Mines, or Quarries? 4. Finally, can you duplicate any features other than Towers?
1. Not at the start of the game
2. Some special sites or artefacts may interact with debt, but nothing else at the start of the game
3. No, though again, some artefacts may change this
4. No, though if you have more than one castle you get the benefit from repeated features.

Does the library "fix" the location of artifacts that would be found via tile generation, or does it only ping whatever fixed unusual artifact/sites are a fixed part of the map already?
Almost nothing is fixed at the start of the game, it's newly generated as long as there are still unknown tiles.

If you have an archers outside of a siege who are accompanied by normal units, will they die to 5s from the start, or only once all the normal units are dead?
Yes, they can die from any 5s. They are best in forts and castles, or with an artefact that grants defence.
Title: Re: Hedge Lords - Medieval Fantasy 4X game - Signups 2/4
Post by: Egan_BW on May 16, 2023, 09:04:04 am
Yo, no time to make a sheet now, but I'd like to claim the noble background and the 14s island, if possible.
Title: Re: Hedge Lords - Medieval Fantasy 4X game - Signups 2/4
Post by: notquitethere on May 16, 2023, 09:07:50 am
Yo, no time to make a sheet now, but I'd like to claim the noble background and the 14s island, if possible.
That's fine. I suggest you read about boats if you haven't already, as you won't be able to expand off the island without them (they can be reused once you have them).
Title: Re: Hedge Lords - Medieval Fantasy 4X game - Signups 2/4
Post by: Egan_BW on May 16, 2023, 09:09:16 am
Or wait, criptfiend is already in ss sector. The sheet just says I can't be adjacent to another castle, but the fact that there's a 4 player limit and that we start when there's a castle in each sector implies I can't start in the same sector.

ed: I read everything in stuff you should read thus far. Can I send boats farther than 2 squares if I take multiple turns to do so, or do they return automatically? I'll probably want ships then to go coast hopping.
Title: Re: Hedge Lords - Medieval Fantasy 4X game - Signups 2/4
Post by: notquitethere on May 16, 2023, 09:11:44 am
Or wait, criptfiend is already in ss sector. The sheet just says I can't be adjacent to another castle, but the fact that there's a 4 player limit and that we start when there's a castle in each sector implies I can't start in the same sector.
I've updated the title to be a bit clearer. There's a minimum of 4 players. Players can start in the same sector so long as they're not adjacent. I think, given where players have already picked to go, there's a max number of player at 6.
Title: Re: Hedge Lords - Medieval Fantasy 4X game - Signups 3/4+
Post by: Criptfeind on May 16, 2023, 09:13:32 am
I'll move myself up some if you want.
Title: Re: Hedge Lords - Medieval Fantasy 4X game - Signups 3/4+
Post by: Egan_BW on May 16, 2023, 09:17:13 am
Nah, I'm fine with having a close neighbor. I plan on scouting and support, so it's nice to have someone to support, yeah? :p
Title: Re: Hedge Lords - Medieval Fantasy 4X game - Signups 3/4+
Post by: VermilionSkies on May 16, 2023, 09:23:58 am
Alright, time to see how many forts I can build.
Title: Re: Hedge Lords - Medieval Fantasy 4X game - Signups 3/4+
Post by: Criptfeind on May 16, 2023, 09:29:44 am
Nah, I'm fine with having a close neighbor. I plan on scouting and support, so it's nice to have someone to support, yeah? :p

Sure. There doesn't appear to be travel time, so I suppose that territories have relatively little need to be condensed. I might bump myself up just a little bit anyway just to have a slightly more comfortable early exploration distance

A question For scouts, since they "reveal the contents of every tile it passes through" does that mean that scouts in essence scout 3 tiles per turn? If that's the case, can we choose which 3 tiles, or will they move to maximize exploration or is there a possibility they won't move in a way we like? Like if I'm at P14 and say "scout P11 and Q12" The P11 scout will always go though P12 and 13, but the Q12 has several routes, which could go over 1, 2, or 3 new tiles depending on how it moves.

Second question: For Forts and Castles, when they defend nearby territories, what does that mean?

Spoiler: Marquess Gerald Wright (click to show/hide)
Alright, time to see how many forts I can build.

You're starting directly adjacent to Kashyyk, maybe that was intended but if not maybe you might want to move a bit further north :P. Maybe you two intend to be friends but that close is pretty dangerous if anyone decides to go for a backstab :P
Title: Re: Hedge Lords - Medieval Fantasy 4X game - Signups 3/4+
Post by: Kashyyk on May 16, 2023, 09:39:43 am
We also seem to have three Orange Counties. Can you two go pick something else please?
Title: Re: Hedge Lords - Medieval Fantasy 4X game - Signups 3/4+
Post by: Criptfeind on May 16, 2023, 09:41:03 am
Ah, sorry, I read your sheet before colors were added. I didn't notice you picked orange. I'll swap to green green is a terrible idea on a green map, I'll go blue.
Title: Re: Hedge Lords - Medieval Fantasy 4X game - Signups 3/4+
Post by: VermilionSkies on May 16, 2023, 09:43:00 am
There we go, moved a section down and swapped to maroon.
Title: Re: Hedge Lords - Medieval Fantasy 4X game - Signups 3/4+
Post by: a1s on May 16, 2023, 10:08:43 am
I want in, but don't have the time to submit a sheet just now (should be free 3 hours from now)
Title: Re: Hedge Lords - Medieval Fantasy 4X game - Signups 2/4
Post by: notquitethere on May 16, 2023, 10:14:44 am
ed: I read everything in stuff you should read thus far. Can I send boats farther than 2 squares if I take multiple turns to do so, or do they return automatically? I'll probably want ships then to go coast hopping.
You can coast hop by taking territory. You travel out from your borders, so if you conquer a square then your next journey will be from your new borders. Ships can go further and take more armies, of course. But boats can help you expand in the immediate vicinity. To make everyone's life easier, there is no unit position tracking in this game other than for monsters, inhabitants of forts/castles, and sieges. A boat or ship can only be used for one journey per turn, of course.



To characters with libraries: all knowledge in this game is public knowledge (we can imagine the courts are very gossipy and spies are everywhere), so new sites will be listed on the public map and artefact locations will be listed in the thread. (Again, to make my life easier). To give some kind of advantage, research is more likely to reveal something close to the researcher (I'll update the OP to make that clearer).



Spoiler: Marquess Gerald Wright (click to show/hide)
Alright, time to see how many forts I can build.
I don't mind how players record their sheets (as they're responsible for updating them) but with the market you probably want to increase your income by 1. With master Builder, you should add a line for Stone or Resources to record the three stone. As H14 is already taken by Kashyyk, you can't build in G14. Go north a bit more.

A question For scouts, since they "reveal the contents of every tile it passes through" does that mean that scouts in essence scout 3 tiles per turn? If that's the case, can we choose which 3 tiles, or will they move to maximize exploration or is there a possibility they won't move in a way we like? Like if I'm at P14 and say "scout P11 and Q12" The P11 scout will always go though P12 and 13, but the Q12 has several routes, which could go over 1, 2, or 3 new tiles depending on how it moves.
They go the most direct route, maximising exploration. But it's worth noting that because they turn back if the tile is occupied, they won't normally go the full three squares unless they get very lucky.

Second question: For Forts and Castles, when they defend nearby territories, what does that mean?
I realise the OP was very unclear about defending/patrolling. Actually this was a small gap in the rules I had forgotten to update. I've changed the OP accordingly but in short: armies in forts/castles defend the castle, and patrols adjacent to caslte will retreat there if outnumbered. Patrols are a way to put units in defence of tiles.

I want in, but don't have the time to submit a sheet just now (should be free 3 hours from now)
Sounds good.
Title: Re: Hedge Lords - Medieval Fantasy 4X game - Signups 3/4+
Post by: Quarque on May 16, 2023, 10:18:01 am

edit: changed background to Naval Captain, replaced bowyard with mustering yard
Title: Re: Hedge Lords - Medieval Fantasy 4X game - Signups 4/4+
Post by: Criptfeind on May 16, 2023, 10:23:26 am
Are sieges slower then battles? Battles say that rolls are made until a winner is decided, sieges don't have that line, and some mechanics (like castles not making resources when sieges and castle defenders in a siege not being assigned to anything but breaking siege) only make sense if sieges take more then a turn, but it's a bit unclear to me how that works, especially from the attackers side.
Title: Re: Hedge Lords - Medieval Fantasy 4X game - Signups 4/4+
Post by: VermilionSkies on May 16, 2023, 10:50:47 am
Edits have been made to my sheet.
Title: Re: Hedge Lords - Medieval Fantasy 4X game - Signups 4/4+
Post by: notquitethere on May 16, 2023, 10:59:52 am
Are sieges slower then battles? Battles say that rolls are made until a winner is decided, sieges don't have that line, and some mechanics (like castles not making resources when sieges and castle defenders in a siege not being assigned to anything but breaking siege) only make sense if sieges take more then a turn, but it's a bit unclear to me how that works, especially from the attackers side.
Yes, an army stops at the fort or castle walls and a siege begins. I'll expand the OP to clarify exactly how it works, but it can take several turns.

This is what the map currently looks like. (Egan probably wants a different colour).

(https://i.imgur.com/0NPg6iP.png)

I'll probably start when I get a sheet from Egan and a1s, but there's room enough for two more on top of that I think.
Title: Re: Hedge Lords - Medieval Fantasy 4X game - Signups 4/4+
Post by: Egan_BW on May 16, 2023, 11:30:15 am
Can scouts on boats travel 2 by sea and then 3 by land on top of that? Or just 2 by sea? Or 2 by sea then 1 by land? What about on ships?
Title: Re: Hedge Lords - Medieval Fantasy 4X game - Signups 2/4
Post by: Quarque on May 16, 2023, 11:45:16 am
They go the most direct route, maximising exploration. But it's worth noting that because they turn back if the tile is occupied, they won't normally go the full three squares unless they get very lucky.
Can they move diagonally? If there are multiple "most direct" paths (such as with a knights move), can you choose the path?   
Title: Re: Hedge Lords - Medieval Fantasy 4X game - Signups 4/4+
Post by: notquitethere on May 16, 2023, 12:47:24 pm
Can scouts on boats travel 2 by sea and then 3 by land on top of that? Or just 2 by sea? Or 2 by sea then 1 by land? What about on ships?
I've clarified in the OP, but yes, you can use a boat to skip tiles (you don't actively scout while on the water), so you could go 2 by sea then 3 by land in a boat. Same rules apply for ships.

Can they move diagonally? If there are multiple "most direct" paths (such as with a knights move), can you choose the path?   
Yes you can go diagonally, and yes you can choose the path.



I have updated the OP with clearer seige rules. Each combat round takes a whole turn in a siege (hence the value of siege weapons to speed things up).
Title: Re: Hedge Lords - Medieval Fantasy 4X game - Signups 4/4+
Post by: Egan_BW on May 16, 2023, 01:11:51 pm
Title: Re: Hedge Lords - Medieval Fantasy 4X game - Signups 4/4+
Post by: a1s on May 16, 2023, 02:07:29 pm
Spoiler: Marchioness Aywen Ayes (click to show/hide)
Title: Re: Hedge Lords - Medieval Fantasy 4X game - Signups 4/4+
Post by: Egan_BW on May 16, 2023, 02:09:44 pm
I guess it's impossible to get a new castle? Even if I make a fort entirely out of stone? :p

Also, can stone be bought/sold?
Title: Re: Hedge Lords - Medieval Fantasy 4X game - Signups 4/4+
Post by: notquitethere on May 16, 2023, 02:21:12 pm
I guess it's impossible to get a new castle? Even if I make a fort entirely out of stone? :p

Also, can stone be bought/sold?
Forts are basically mini castles. It's possible to get more castle through conquest of special sites or other players.

Stone can be bought and sold, that was an omission in the OP now plugged.

We will be starting momentarily. Last chance for anyone to sneak in.
Title: Re: Hedge Lords - Medieval Fantasy 4X game - Signups 4/4+
Post by: Egan_BW on May 16, 2023, 02:24:23 pm
Stone costs the same as wood, so always better to build stone forts with gold than wooden ones.
And I'm guessing conquering a castle would give any tiles connected to it the higher victory points at game end?

...I just realized my castle is literally not connected by land to anything, so I might have to get on that!
Title: Re: Hedge Lords - Medieval Fantasy 4X game - Signups 4/4+
Post by: Criptfeind on May 16, 2023, 02:41:57 pm
I'm going to do a last minute change from library to wood production, if that's permissible, I could be wrong but right now with how it works it sorta feels like library is probably mostly just going to spawn loot for others which is a sorta feels bad thing.
Title: Re: Hedge Lords - Medieval Fantasy 4X game - Signups 4/4+
Post by: notquitethere on May 16, 2023, 02:44:28 pm
Stone costs the same as wood, so always better to build stone forts with gold than wooden ones.
Sure, wood is just a lot easier to get in the Hedge.

And I'm guessing conquering a castle would give any tiles connected to it the higher victory points at game end?

...I just realized my castle is literally not connected by land to anything, so I might have to get on that!
If you conquer the land next to your island, you'll connect up to the castle. It's more that you get less for having disconnected patches of tiles.

I'm going to do a last minute change from library to wood production, if that's permissible, I could be wrong but right now with how it works it sorta feels like library is probably mostly just going to spawn loot for others which is a sorta feels bad thing.
That's fine.
Title: Re: Hedge Lords - Medieval Fantasy 4X game - Signups 4/4+
Post by: Egan_BW on May 16, 2023, 02:58:03 pm
If you conquer the land next to your island, you'll connect up to the castle. It's more that you get less for having disconnected patches of tiles.
Is that different from ship coast-hopping creating coastal enclaves every 5 tiles? Does it only apply to landlocked enclaves? Or is it just a special case to be nice to me? :p
As far as I can tell, the only way to end up with disconnected lands is by sailing or getting "encircled" by enemies reconquering your lands. Oh, or by getting permission to conquer something on the edge of another hedgelord's lands, which seems like a poor strategy on their part.

So main question is if lands being connected by the sea counts in general, or just for my island to the nearest coast.
Title: Re: Hedge Lords - Medieval Fantasy 4X game - Signups 4/4+
Post by: notquitethere on May 16, 2023, 03:09:28 pm
Lords

Six Lords are granted castles along the marches. These Hedge Lords are entrusted with protecting the border and expanding the domain of King Alkabar.

Once a Thornish enemy, Aywen Ayes defected to King Alkabar's cause and was able to keep her castle, The Oak and Ash, and be made Marchioness. She knows of the nearest Thornish fort: two Thornish holdouts hold a fort at 8/8 strength in P11.


Countess Andice Glorinisits, of high noble birth, has been granted a castle on the remote southern island, Point Swearing.


Seasoned Naval Captain, Fritz Ferdinand von Bockhoven has been granted a fine castle in the north, Bockelstein.


The King's own builder, the Marquess Gerald Wright, has raised up the Castle Wright.

Spoiler: Marquess Gerald Wright (click to show/hide)

Prince Mackial FitzHarbort, a royal bastard who was an inconvenience to the court, has been sent away to the tower of Shandston's Folly.


Finally, the unsettling Ambrosio Vulk has settled in Castle Mysterious.

Spoiler: Marquess Ambrosio Vulk (click to show/hide)

TURN 1

The marcher lords look westward at the wild country beyond...

Resource increases happen at the start of your turn. From here, it's your responsibility to keep accurate records on your sheet, so update them accordingly.

Library Research

- Countess Andice Gloronisits learns that in R4 is the Shield of Earth (the army wielding this is considered to have +1 defence at the start of every combat, as if they were siege defenders)

- Prince Mackial FitzHarbort learns that in C8 is the Crimson Tower (Keep/Tower/Bloodforge) Defence 17/17,  - Dai the Bloodsinger has a Bloodforge in which 3 armies may be sacrificed to create a new artefact (and become anathema to all).

(https://i.imgur.com/b3ke94y.png)



So main question is if lands being connected by the sea counts in general, or just for my island to the nearest coast.
Skipping ahead across water to get to prime locations is maybe worth having to jump through some hoops in the late game to join things up with a castle to get more points. There can be artefacts or sites which will give additional victory points, so it might not be the end of the world if you're spread out.
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 1
Post by: a1s on May 16, 2023, 03:24:56 pm

Spoiler: Orders (click to show/hide)

Question: does production take a turn or can you make use of your new equipment right away? Same question about trade: is it instantaneous?
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 1
Post by: a1s on May 16, 2023, 03:29:19 pm
Also, can we edit posts?

I propose to establish a fund into each we shall each pay equally, and from which 1 gold will be paid to whoever makes a discovery with their library, as such discoveries benefit all.
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 1
Post by: Criptfeind on May 16, 2023, 03:36:39 pm
Should Bog hag be a 9 in the encounter Terrain Features list? Also should prince Mackial be starting at 5 gold like everyone else? Can we use boats/bows/siege stuff the same turn we make them?
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 1
Post by: Quarque on May 16, 2023, 03:40:36 pm
Question: does production take a turn or can you make use of your new equipment right away? Same question about trade: is it instantaneous?
I think trading is instant? Production is explicitly end of turn:

[under: Resources] At the end of each turn, you gain +1 wood for each forest, +1 army size for each village, +1 gold from each mine, +1 stone from a quarry. Your castle may also produce extra resources. Recruitment = + army. Income = + gold.

I propose to establish a fund into each we shall each pay equally, and from which 1 gold will be paid to whoever makes a discovery with their library, as such discoveries benefit all.
Libraries are most likely to discover things near your own castle, so they benefit their owners more than others. Nonetheless I'd be okay with donating 1 Gold into such a fund this turn.
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 1
Post by: Egan_BW on May 16, 2023, 03:50:28 pm
I have plenty of gold without such donations. *Laughs aristocratically.*

Dear Marquess Ambrosio Vulk, would you agree to informally draw our border on the line between Q and R? I'd prefer to push westward without having to worry about racing you for closer lands.
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 1
Post by: Criptfeind on May 16, 2023, 03:58:19 pm
Dear Marquess Ambrosio Vulk, would you agree to informally draw our border on the line between Q and R? I'd prefer to push westward without having to worry about racing you for closer lands.
Certainly In EE I'd be willing to agree and it seems the most natural thing to assume each person should control the area around their castle, for further sectors, I am uncomfortably close to Marchioness Aywen Ayes, when I get to the first mountain in the west I'm going to have to go north or south of it, and either way I'm going to step on someones toes there, so am a bit unsure what I'll be doing then.

I think trading is instant? Production is explicitly end of turn:
This seems at odds with:
Resource increases happen at the start of your turn. From here, it's your responsibility to keep accurate records on your sheet, so update them accordingly.
Maybe?

Edit: I'd agree to paying library people something, although I'm not sure at what rate. 1 gold a turn doesn't really make sense I think (that'd just make it a better marketplace)
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 1
Post by: Egan_BW on May 16, 2023, 04:01:43 pm
Limiting it to ee is fine. Past that its likely that I'll go long and narrow, giving you more room.
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 1
Post by: notquitethere on May 16, 2023, 04:06:52 pm
Important Update
Sorry for the confusion: all resource production can happen at the start of your turn, and trading and equipment production can happen during your turn, with only scouting and attacking processed at the end. That way it maximises the stuff you're doing on your side and the less I need to report on. I'll update the OP accordingly.

Also, can we edit posts?
Sure, I don't mind. I don't mind double-posting either. Just be warned that if I'm mid-way through doing an update, I might miss an edit.

Should Bog hag be a 9 in the encounter Terrain Features list? Also should prince Mackial be starting at 5 gold like everyone else? Can we use boats/bows/siege stuff the same turn we make them?
Yes, that was a weird error. The Prince has debt but the same starting cash.  Yes, see above.
Title: Re: Hedge Lords - Medieval Fantasy 4X game - Signups 4/4+
Post by: Egan_BW on May 16, 2023, 04:14:04 pm
1 wood and 1 gold produced. Trading 2 gold for 1 wood.
Building a boat.
3stack sails to S13 and marches to claim it for the glory of me, and by extension the king, and by extension GOD.


(https://i.postimg.cc/Y0J6bZ8c/b3ke94y.png)

Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 1
Post by: a1s on May 16, 2023, 04:16:09 pm
Certainly In EE I'd be willing to agree and it seems the most natural thing to assume each person should control the area around their castle, for further sectors, I am uncomfortably close to Marchioness Aywen Ayes, when I get to the first mountain in the west I'm going to have to go north or south of it, and either way I'm going to step on someones toes there, so am a bit unsure what I'll be doing then.
We can't both control the area around our castles, because the areas intersect (in O-13 and O-14) I Propose O-13 goes to me, and O 14 to you. I would also like to propose an Open Border policy for troop movement.

I'd agree to paying library people something, although I'm not sure at what rate. 1 gold a turn doesn't really make sense I think (that'd just make it a better marketplace)
Perhaps one gold every other turn (there are 2 libraries currently so we will simply pay them on alternating turns)
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 1
Post by: Kashyyk on May 16, 2023, 04:25:57 pm
Should Bog hag be a 9 in the encounter Terrain Features list? Also should prince Mackial be starting at 5 gold like everyone else? Can we use boats/bows/siege stuff the same turn we make them?
Yes, that was a weird error. The Prince has debt but the same starting cash.  Yes, see above.
My Marketplace lets me start with one extra Gold, right?

I've updated my sheet and rearranged some parts of it. No action just yet though.

Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 1
Post by: Quarque on May 16, 2023, 04:36:00 pm
Spoiler: actions (click to show/hide)

Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 1
Post by: notquitethere on May 16, 2023, 05:02:17 pm
My Marketplace lets me start with one extra Gold, right?
Well, as of Turn 1 yes, you get 1 gold at the start of your turn.

Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 1
Post by: VermilionSkies on May 16, 2023, 05:40:29 pm
Spoiler: Marquess Gerald Wright (click to show/hide)
Production: 1 Wood, 2 Gold, 1 Army
Scout at J11
Scout at K11
Scout at L11
March at K13
I wouldn't be opposed to the creation of a library fund. I believe 1 gold every other turn would be sufficient.
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 1
Post by: Criptfeind on May 16, 2023, 07:38:53 pm
We can't both control the area around our castles, because the areas intersect (in O-13 and O-14) I Propose O-13 goes to me, and O 14 to you. I would also like to propose an Open Border policy for troop movement.

Sure to that split of the land. I'm not sure what an open border policy would entail in this game.


Spoiler: Orders (click to show/hide)

Spoiler: A Bight and Sunny Day (click to show/hide)
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 1
Post by: a1s on May 17, 2023, 03:39:33 am
I'm not sure what an open border policy would entail in this game.
Basically standing orders that allow either of us to use the other's territory to travel.

There's also the matter of the thorn fort @P11. I expect you will claim it as being in your sphere of influence. I can either sell you a siege engine (when you need it) or I can try and siege it myself (you would be compensated).
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 1
Post by: notquitethere on May 17, 2023, 04:51:34 am
Scout Q 13 Q 12 Q 11
Q13 and Q12 aren't actually conencted unless you have a boat.

Scout O14 O15 N15 (If that's allowed, if not just O14 and N15?
Yeah, I guess I don't mind indirect routes. Most scouts go home after the first tile anyway.

No action just yet though.
Fair warning: I might roll on the turn any time after ~36 hours.
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 1
Post by: Criptfeind on May 17, 2023, 05:16:38 am
Scout Q 13 Q 12 Q 11
Q13 and Q12 aren't actually conencted unless you have a boat.

These aren't connected?

(https://i.imgur.com/3HCzJJQ.png)
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 1
Post by: notquitethere on May 17, 2023, 05:20:08 am
Scout Q 13 Q 12 Q 11
Q13 and Q12 aren't actually conencted unless you have a boat.

These aren't connected?

(https://i.imgur.com/3HCzJJQ.png)
My mistake, I'd read it on the map as R12. All good.
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 1
Post by: Kashyyk on May 17, 2023, 05:24:06 am
I could've sworn the OP said the marketplace gave both +1 Gold and +1 Income. Ah well!

Actions:
Hire on 2 Armies (-4 Gold)
Army 1 garrisons H14 Shandston's Folly
Army 2 Scouts G15->F15->F14
Army 3 Scouts H15->I15->J15
Army 4 Scouts H13->I13->I14
Army 5 Scouts G14->F13->F12
Army 6 Scouts G13->G12->G11

Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 2
Post by: notquitethere on May 18, 2023, 05:09:37 am
TURN ONE REPORTS

Spoiler: Marchioness Aywen Ayes (click to show/hide)
Spoiler: Marquess Gerald Wright (click to show/hide)
Spoiler: Marquess Ambrosio Vulk (click to show/hide)
Spoiler: Enemy Turn (click to show/hide)


The Lords send out their armies. To the bleak north, many are slain in the unforgiving marshes, while in the far south a boat is turned back to their island haven after a surprise attack by barbarian hordes. The valleys around Castle Mysterious prove to be quite populous, while the land between Castle Wright and Shandston's Folly is harsh and rugged.

TURN TWO

Library Research
- Countess Andice Gloronisits learns that in R3 is The Castle of Bryn the Brawn (Keep/Tower/Tower) Defence 21/21, occupied by Bryn, a giant, and his family, three more giants. The adjacent squares are also within his domain. Bryn will wage war to retake any squares adjacent to his castle, always accompanied in battle by 1d6 wolves.

- Prince Mackial FitzHarbort learns that in I5 is the Shimmering Coin (+2 on rolls that determine gold amounts)

(https://i.imgur.com/kzbzFlr.png)



Notes:

- Be sure to update your resources and unit numbers after the fights and discoveries.
- Remember to check the enemy phase to see if you took losses
- There can be counter-attacks in the enemy phase, and units out scouting will not count towards your defence. If the Thornish fort had decided to attack the Oak and Ash, it was unmanned and Aywen Ayes would have been in a difficult situation.
- Let me know if I missed anything!
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 2 - The Valleys of Blood
Post by: Quarque on May 18, 2023, 05:22:53 am
Can a monster like a boar equip artifacts?
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 2 - The Valleys of Blood
Post by: notquitethere on May 18, 2023, 05:47:33 am
Can a monster like a boar equip artifacts?
In theory yes, but I'll say in a scouting report whether an artefact is equipped or not.



I've updated the OP with clearer rules on losing the game. In short: your castle is taken if enemies attack and there's no one left in defence, but you only lose if you have no more armies remaining to retake the castle.
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 2 - The Valleys of Blood
Post by: Quarque on May 18, 2023, 05:56:08 am
edit: outdated orders, see newer post
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 2 - The Valleys of Blood
Post by: Criptfeind on May 18, 2023, 06:33:32 am
Hmm, shouldn't I have attacked first? It turned out not to matter because I was very lucky, but I thought that attackers attack first except against ambushes or boars or whatever?
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 2 - The Valleys of Blood
Post by: notquitethere on May 18, 2023, 06:41:51 am
Good question. Looks like my combat engine assumes all Squelsh combat is an ambush, but that's not what it says in the village entry.

Going forward: Squelsh barbarians get their ambush bonus only when it's an ambush (so they can fought like normal units when they're defending villages or when you've encountered them in an attack or by scouting). They will still have the increased lethality trait in all cases.

As I programmed a generator for the combat, there's bound to be a few wrinkles, so thanks for pointing this one out.
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 2 - The Valleys of Blood
Post by: Criptfeind on May 18, 2023, 06:49:49 am
If they get the increased lethality when defending villages, I think they should have killed one of my units with 5 roll they got? ((Although they shouldn't have gotten that 5 roll since they shouldn't have attacked first I guess, but still maybe a bug?))
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 1
Post by: Kashyyk on May 18, 2023, 06:52:27 am
A fully prepared thornhold just a stone throw from my Castle. Fantastic! Thus a question on Thornish behaviour. As their only option is my Castle, will they besiege it for multiple turns, locking me in until they're dealt with?

Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 2 - The Valleys of Blood
Post by: Criptfeind on May 18, 2023, 06:57:38 am
Also, another thing I noticed, I think I should have killed an extra thornish unit when they attacked my village since I rolled both a 6 and 5, both kills? That would have caused them to flee a round sooner if I understand correctly, saving me 1 unit, although also saving the thornish a unit. If this is a bug, I'm okay keeping it as is or adding those units back in either way.

Also will a unlead skeleton defend the castle and surrounding lands if left in it?

Edit: Second question; In situations where a castle is sieged by the enemy and it's not seized in a single turn, what happens when the armies that were out scouting and marching return to the castle?

Edit 2: Third question; Should I have gotten gold for the Thornish I killed, or is that only when besieging a fort? (I suppose they bury their gold before going out on a raid. :P)
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 1
Post by: notquitethere on May 18, 2023, 07:24:48 am
A fully prepared thornhold just a stone throw from my Castle. Fantastic! Thus a question on Thornish behaviour. As their only option is my Castle, will they besiege it for multiple turns, locking me in until they're dealt with?
They will only attack (and beseige) when they have 4 units in their fort, which is due to happen next turn. It won't happen if you beseige them first. Your choice really.

Also, another thing I noticed, I think I should have killed an extra thornish unit when they attacked my village since I rolled both a 6 and 5, both kills? That would have caused them to flee a round sooner if I understand correctly, saving me 1 unit, although also saving the thornish a unit. If this is a bug, I'm okay keeping it as is or adding those units back in either way.
Good spotting. I've updated the post accordingly: one less of your guys died.

Also will a unlead skeleton defend the castle and surrounding lands if left in it?
They can defend alone but not patrol alone.

Edit: Second question; In situations where a castle is sieged by the enemy and it's not seized in a single turn, what happens when the armies that were out scouting and marching return to the castle?
They can opt to "break the seige" which is just a regular combat on your turn. I'll add a second option: they can fight back through their walls (suffer an attack from the enemy, and any survivors go into defence of the castle). I'll update the OP.
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 2 - The Valleys of Blood
Post by: notquitethere on May 18, 2023, 07:29:01 am
Edit 2: Third question; Should I have gotten gold for the Thornish I killed, or is that only when besieging a fort? (I suppose they bury their gold before going out on a raid. :P)
I don't think the engine knows about Thornish loot yet(Edit: apparently it did know about it, but not for the enemy phase), so this is good spotting. I've updated the report: you got 2 gold.
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 2 - The Valleys of Blood
Post by: Criptfeind on May 18, 2023, 07:47:22 am
I don't think I probably have anything you would want enough to sell it Kashyyk, but for the rp I'd love to purchase the Last Femur from you if you can ever think if anything I have that you'd want :P
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 2 - The Valleys of Blood
Post by: Egan_BW on May 18, 2023, 07:48:30 am
Bluh, a six stack ambush on my first move. Of course v.v.

The countess watches with disapproval as the boat and the armsmen return to Point Swearing, bearing a few more arrows than previously.
"T-they knew we were coming, my lady!"
"Enough with the excuses, you peasant! Next time, I expect you to return with their heads!"

She sighed. This little expedition would cost more gold than expected. Of course, previous incidents like these are what gives Point Swearing its name.
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 2
Post by: Kashyyk on May 18, 2023, 07:49:57 am
Okay! Time to seize the initiative.

Buy a Siege Engine for four gold.
Buy two siege engines from Marchioness Aywen Ayes for 5 Gold.
Receive 4 armies and 2 wood from Marquess Ambrose Vulk.
Build one Siege Engine.

Army 1 garrisons Shandston's Folly
Armies 2, 3, 4, 8, 9, 10, and 11 and three engines (used by Armies, 2, 3 and 4, if that matters) besiege the Thornhold "Fort Heather" at H13
Armies 5, 6, and 7 attack the Squelsh Village at H15

Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 2 - The Valleys of Blood
Post by: Criptfeind on May 18, 2023, 07:52:12 am
Actually I just assumed that trade between players is possible, but now that I look I notice it's not listed in the op. Can we trade resources/artifacts between each other notquitethere?
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 2 - The Valleys of Blood
Post by: a1s on May 18, 2023, 07:54:58 am
Spoiler: Orders (click to show/hide)
I think you used an old version of my orders (updated about 14 hours before the turn). Which may have been a blessing.


Spoiler: orders (click to show/hide)
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 2 - The Valleys of Blood
Post by: Criptfeind on May 18, 2023, 07:58:41 am
Also, how exactly do siege engines work?
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 2
Post by: a1s on May 18, 2023, 08:00:59 am
Buy a Siege Engine for four gold.
Wait! I will sell you one for 3. (or 2 siege engines for 5)
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 2 - The Valleys of Blood
Post by: Kashyyk on May 18, 2023, 08:02:16 am
Buy a Siege Engine for four gold.
Wait! I will sell you one for 3. (or 2 siege engines for 5)
I'll take two Engines for Five Gold.
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 2 - The Valleys of Blood
Post by: a1s on May 18, 2023, 08:03:55 am
Also, how exactly do siege engines work?
Each siege weapon spent gives you +1 to attacking castles.
I'm assuming this is for one entire turn.

I'll take two Engines for Five Gold.
Done.
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 2 - The Valleys of Blood
Post by: a1s on May 18, 2023, 08:05:59 am
Spoiler: orders (click to show/hide)
orders updated.
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 2 - The Valleys of Blood
Post by: notquitethere on May 18, 2023, 08:21:52 am
Actually I just assumed that trade between players is possible, but now that I look I notice it's not listed in the op. Can we trade resources/artifacts between each other notquitethere?
Sure, let's say players can send any resources/artefacts etc..

Also, how exactly do siege engines work?
Each siege weapon spent gives you +1 to attacking castles.
I'm assuming this is for one entire turn.
Yes:

You can assign seige weapons when attacking forts and castles, they are expended whether the attack is successful or not.

So the seige engines are spent on the first attack, and if you're still beseiging in subsequent turns, you can always get more engines.



I think you used an old version of my orders (updated about 14 hours before the turn). Which may have been a blessing.
My apologies. A fair warning: I sometimes start processing a turn as and when the orders come in, so if someone changes things after I've processed their bit, I might miss it. I've noticed this turn's edits.
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 2 - The Valleys of Blood
Post by: notquitethere on May 18, 2023, 08:23:48 am
Trading makes for more of an interesting co-op experience, so I'll be nice and let it be instant like other kinds of purchases.
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 2 - The Valleys of Blood
Post by: Egan_BW on May 18, 2023, 08:25:28 am
The tile colors for march and hill are a bit too similar for my liking.

Edit: Also, I assumed that I couldn't, but can I transport 3 scouts to the same starting point with one boat?
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 2 - The Valleys of Blood
Post by: notquitethere on May 18, 2023, 08:34:08 am
The tile colors for march and hill are a bit too similar for my liking.
How's this?

(https://i.imgur.com/k8eDbQ8.png)

Edit: Also, I assumed that I couldn't, but can I transport 3 scouts to the same starting point with one boat?
I'll allow it, though they might all turn back if the starting point is occupied.
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 2 - The Valleys of Blood
Post by: Egan_BW on May 18, 2023, 08:40:55 am
But they don't scout the starting point, because you can't scout from a boat. ;p
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 2 - The Valleys of Blood
Post by: Kashyyk on May 18, 2023, 08:41:52 am
Actually I just assumed that trade between players is possible, but now that I look I notice it's not listed in the op. Can we trade resources/artifacts between each other notquitethere?
Sorry I missed this, but yes I'd be willing to trade. Once we figure out a fair exchange. Another artifact would be obvious, but it's all moot 'til we get to it!
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 2 - The Valleys of Blood
Post by: notquitethere on May 18, 2023, 08:46:16 am
But they don't scout the starting point, because you can't scout from a boat. ;p
The landing point gets scouted though. The boat has to stop somewhere.
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 2 - The Valleys of Blood
Post by: Quarque on May 18, 2023, 08:56:27 am
For the sake of clarity, I edited my order to attack the lair with 5 wisps head on.

If I understand correctly these take at least 5 combat rounds to defeat. A terrible fight, but I have to. If this lair spawns additional monsters I am basically dead, because 5 wisps + one more monster group is almost impossible to defeat and they would attack my castle eventually.
Title: Re: Hedge Lords - Medieval Fantasy 4X game - Turn FOO
Post by: Egan_BW on May 18, 2023, 09:03:51 am
1 Wood cut, 1 Gold taxed. Two soldiers buried...

Spending 4 Gold to hire 2 more units.

Land 3 scouts at T12.
From there, scout up to T10, R10, and T13.
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 2 - The Valleys of Blood
Post by: Criptfeind on May 18, 2023, 09:15:10 am
Actually I just assumed that trade between players is possible, but now that I look I notice it's not listed in the op. Can we trade resources/artifacts between each other notquitethere?
Sorry I missed this, but yes I'd be willing to trade. Once we figure out a fair exchange. Another artifact would be obvious, but it's all moot 'til we get to it!

Right now I could offer a siege equipment (2 wood rather) and 4 armies right now to help you take the fort I guess as part of the price, I'm confident you'll get it eventually (or, you know, die lol)

Although yeah I have no idea how to value it, so maybe just a decent artifact makes the most sense if I get one someday.
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 2 - The Valleys of Blood
Post by: Egan_BW on May 18, 2023, 09:19:55 am
So I guess starting on an island has some associated downsides. It's harder for me to scout many places or hit a single point in force from this position without more boats, which cost either a stiff 4 gold or two turns worth of wood. If I could get a forest I could cut that in half, which is probably why the Squelch are protecting their copse over there so thoroughly!

Though, there's no mechanic for Thornish or Squelch or Monsters to own boats, so I'm effectively immortal so long as nobody stabs me in the back. Or maybe an extremely unlucky dragon placement could fly over the water and burn me. :p
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 2 - The Valleys of Blood
Post by: Kashyyk on May 18, 2023, 09:21:16 am
That is the wonder of Artifacts, they defy valuation. But I think I will accept your offer of four Armies and two wood. That's quite a lot in these early stages of the game, and I enjoy the image of you growing your skeletal hordes.
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 2 - The Valleys of Blood
Post by: Quarque on May 18, 2023, 09:30:59 am
boats, which cost either a stiff 4 gold or two turns worth of wood.
I can sell you a boat for 2 gold if you like.
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 2 - The Valleys of Blood
Post by: Egan_BW on May 18, 2023, 09:32:50 am
Sure, that would increase my odds of finding somewhere safe to march on...
Title: Re: Hedge Lords - Medieval Fantasy 4X game - Turn FOO
Post by: Egan_BW on May 18, 2023, 09:36:03 am
1 Wood cut, 1 Gold taxed. Two soldiers buried...

Spending 2 Gold to hire 1 more units.
And Sending 4 Gold to Castle Brockelstien in exchange for 1 Boat and 2 wood.

Land a scout at T13, exploring to R11.
Land a scout at T12, exploring to T10.


Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 2 - The Valleys of Blood
Post by: Quarque on May 18, 2023, 09:41:14 am
New orders:

Send a boat to Point Swearing
Buy an extra army from the 2 gold
Send the full 9 armies to D12 to deal with the wisps


On offer:
1 more boat (2 gold)
2 wood (1 gold a piece)

outdated orders, see below

Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 2 - The Valleys of Blood
Post by: Egan_BW on May 18, 2023, 09:46:19 am
Oooh, 1-1 gold for wood? I will trade for 2 wood from you as well. The sooner I can get a proper ship, the better.
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 2 - The Valleys of Blood
Post by: Quarque on May 18, 2023, 09:49:48 am
Oooh, 1-1 gold for wood? I will trade for 2 wood from you as well. The sooner I can get a proper ship, the better.
Pleasure doing bussiness, madam.

New orders:

Send a boat and 2 wood to Point Swearing
Buy two extra armies from the 4 gold from the sale
Send the full 10 armies to D12 to deal with the wisps


edit for updated bookkeeping:
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 2 - The Valleys of Blood
Post by: Criptfeind on May 18, 2023, 10:03:25 am
Turn 1 gains losses:
Gold -6
Army +3
P13
Army -2
Gold +2

Spoiler: Marquess Ambrosio Vulk (click to show/hide)

Spoiler: Turn 2 (click to show/hide)

A question for the GM, can we un-archer a unit and take their bow back?
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 2 - The Valleys of Blood
Post by: notquitethere on May 18, 2023, 10:17:05 am
A question for the GM, can we un-archer a unit and take their bow back?
Good question, but no. Once they're trained as archers, that's what they are.
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 2 - The Valleys of Blood
Post by: Egan_BW on May 18, 2023, 10:31:45 am
Their arm muscles tragically become too developed to ever hold a spear or sword again. :p
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 2
Post by: notquitethere on May 18, 2023, 10:54:00 am
If I receive any troops/engines from Marquise Vulk, they also attend the Siege of Fort Heather.
This sort of order is quite difficult for me, as I then have to search through a thread to find out what's what.  Looks like he's sent 4 to you, so I'll accept it this time, but best avoid conditional orders in future.
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 2 - The Valleys of Blood
Post by: Kashyyk on May 18, 2023, 10:57:57 am
My plan was to update my post if/when I find the other half of that deal, as Criptfeind hadn't posted yet. I'll do that now.
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 2 - The Valleys of Blood
Post by: Criptfeind on May 18, 2023, 01:02:12 pm
Ah damn, I knew I forgot something. Forgot to reply to this, sorry for taking 1 million years to remember.

I'm not sure what an open border policy would entail in this game.
Basically standing orders that allow either of us to use the other's territory to travel.

There's also the matter of the thorn fort @P11. I expect you will claim it as being in your sphere of influence. I can either sell you a siege engine (when you need it) or I can try and siege it myself (you would be compensated).

For standing orders to use each others territory to travel; I don't have any objection to this specifically I think? However as far as I know, armies and the like don't really "exist" on the map or "travel" so much, so even if we somewhat entangle there's no need to travel though each others lands unless we want to either work together on attacking an enemy that only one of us can reach or for one person to start expanding a disconnected chunk past the other person territory. That first case being something that'd be fairly obviously well telegraphed and coordinated and the second seems like maybe not a great idea, at least as far as I can tell.

For the thorn fort, although it is technically possible for you to own that without cutting me off from the west thanks to the magic of diagonals, you're right that I'd be a bit uncomfortable with you having it given it's location and the implications it has for my westward expansion. At the same time, it is an (extremely dubious :P) part of the "bonus" that you purchased at the start, so I feel like you have some stake of ownership in it as well. My plan was sorta just to expand towards it asap and take it down sooner rather then later, but I'm going to have to somewhat slow my rate of expansion now that I sold half my army too our Prince. So it seems entirely possible, perhaps even likely, that you'll be capable of taking it before I am, I am not sure exactly what I think we should do. A realistic approach may simply be for you to take it if you want it and for me to have to suck it up. I wouldn't exactly be happy with that scenario but it doesn't seem unreasonable either :P. I don't think it's a huge deal either way though, to be clear.
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 2 - The Valleys of Blood
Post by: Quarque on May 18, 2023, 03:20:02 pm
Scout
Assign one army to scout any unexplored area within three squares of your border: the scout will reveal the contents of every tile it passes through. If it reaches an occupied tile, it will return home with a report. If it reaches a hill, it will give a land report of adjacent territories (though they won't know what features the land contains or whether it's defended).
If a scout reaches a hill, it only reports on adjacent land if the hill is not occupied. Is this correct? If so, I guess you have a reason to scout hills again later even if you already know everything about it and conquered it?
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 2 - The Valleys of Blood
Post by: notquitethere on May 18, 2023, 03:25:48 pm
Conquering hills also produces a hill report. It wasn't clear in the OP, but this was the logical design choice here.
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 2 - The Valleys of Blood
Post by: VermilionSkies on May 18, 2023, 04:13:32 pm
Spoiler: Gerald Wright (click to show/hide)
Looting: 2 Gold.
Production: 2 Gold, 1 Wood, 1 Army.
Purchasing: 3 Stone for 6 Gold.
Gift 1 Gold to the Prince for his work with the libraries.
Assign 1 Army to Fort Bowyer (K13)
Repair Fort Bowyer to 6/6 Defense with 2 Wood and 1 Stone.
March on J13 with 1 Army.
March on K12 with 3 Armies.
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 2 - The Valleys of Blood
Post by: notquitethere on May 19, 2023, 03:24:27 am
TURN 2 REPORTS

Spoiler: Marquess Ambrosio Vulk (click to show/hide)
Spoiler: Enemy Phase (click to show/hide)

TURN 3

Research

Countess Andice Gloronisits learns that in R6 are the Saint's Knuckles (take -1 when rolling on the monster table (usually less dangerous results))

Prince Mackial FitzHarbort learns that in A7 is the Wolf Crystal (wolves encountered will join the army instead (they still all run away when injured)

(https://i.imgur.com/39eeDDE.png)
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 2 - The Valleys of Blood
Post by: notquitethere on May 19, 2023, 03:30:22 am
Edit: (accidental double post)!

Notes
- This turn had our first site discovery not-from-the-library! Expect more sites and lairs as you move westward.
- No reprisals this round, but next round...
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 2 - The Valleys of Blood
Post by: a1s on May 19, 2023, 03:52:02 am

Spoiler: orders (click to show/hide)
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 2 - The Valleys of Blood
Post by: Quarque on May 19, 2023, 03:56:05 am
edit, outdated, see below

Orders:

Pay the Prince a one-time fee of 1 gold for discovering the Wolf Crystal relatively close to my castle. Hope you don't mind if I take it some time in the future?
Buy 2 more armies
March on D13 with 8 armies
Scout D11-D10-D9
Second scout skips to A15 by boat, then scouts A15-B15-C15


[/s]
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 2 - The Valleys of Blood
Post by: Quarque on May 19, 2023, 04:17:43 am
Also a few more questions.

Do wolves from the Wolf Crystal count toward your army cap?
How exactly does the cape work? I think you need to equip it on one of your armies and it becomes a special unit, correct?
Could I let a scout start at B10 by boat, or is that one square too far?
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 2
Post by: Kashyyk on May 19, 2023, 04:23:55 am
Just the bookkeeping part of my turn so far, as I have a couple of questions.

@NQT: Can I send Marches and Scouts from a Fort, or am I always limited to 11 "acting" armies, with all the rest dedicated to Fort garrisons?
Also, have I understood that Fort Heather took three damage in that Siege? Because wow, multiple Siege Engines are powerful!

Receive last turns 4 armies and 2 wood from Marquess Ambrose Vulk.
Send the Last Femur to Marquess Ambrose Vulk.
Receive 2 Gold from the library fund (Wright last turn and Bockhaven this turn)

Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 2 - The Valleys of Blood
Post by: Quarque on May 19, 2023, 04:29:16 am
I think those siege engines are single use? ("each siege engine spent") Making them strong but also expensive.
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 2 - The Valleys of Blood
Post by: notquitethere on May 19, 2023, 04:37:51 am
Do wolves from the Wolf Crystal count toward your army cap?
No, monster units are free unless otherwise stated.
How exactly does the cape work? I think you need to equip it on one of your armies and it becomes a special unit, correct?
Assign it to an army. It can be reassigned each turn if desired. Most artefacts work this way. The Rhuddy Cape specifically treats one unit as a giant. This is what a giant does: equivalent to 3 armies, destroys defence on a 2-7 when beseiging, drops 1 wood on death. So you get triple the attack dice/health on one unit, and they're good at busting down walls. If they die, you'll get the tree they were using as a club.

Could I let a scout start at B10 by boat, or is that one square too far?
That's one square too far for a boat which only goes 2 squares.

@NQT: Can I send Marches and Scouts from a Fort, or am I always limited to 11 "acting" armies, with all the rest dedicated to Fort garrisons?
If they're based at a fort then either they're defending the fort or they can be set to patrol adjacent to the fort (I'll make this point clearer in OP). They can't be sent on missions essentially. Think of them as a reserve force.

Also, have I understood that Fort Heather took three damage in that Siege? Because wow, multiple Siege Engines are powerful!
Yep, they're one use though. Probably worth it in this case.

I think those siege engines are single use? ("each siege engine spent") Making them strong but also expensive.
Correct.
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 2
Post by: Kashyyk on May 19, 2023, 05:26:11 am
I missed Siege Engines being single use. That does make it more reasonable.

@NQT: Does it take only one successful Hit to kill a Giant/Ruddy Cape user/Dragon, or do they also have 3-5 "wounds"?

Quote from: Previous actions this turn
Receive last turns 4 armies and 2 wood from Marquess Ambrose Vulk.
Send the Last Femur to Marquess Ambrose Vulk.
Receive 2 Gold from the library fund (Wright last turn and Bockhaven this turn)

Three armies are garrisoned at Fort Heather.
Army 1 garrisons Shandston's Folly
Army 2 scouts I13->I14->J14
Army 3 scouts I15->J15->K15
Army 4 scouts I12->I11->J10
Army 5 scouts H12->H11->H10
Army 6,7,8 attacks G13
Army 9 scouts G12->G11->G10
Army 10 scouts G12->F13->F14
Army 11 patrols H15

Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 2
Post by: notquitethere on May 19, 2023, 05:30:47 am
@NQT: Does it take only one successful Hit to kill a Giant/Ruddy Cape user/Dragon, or do they also have 3-5 "wounds"?
They essentially have 3-5 wounds, yes. And these refresh after combat. So Dragons especially can be hard to kill. Hits are assigned randomly, so a Rhuddy Cape wearer might be able to tank 2 hits without an army taking any losses, if they get lucky. Or their team mates might be killed first.

Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 2 - The Valleys of Blood
Post by: Criptfeind on May 19, 2023, 06:25:30 am
How does the last Last Femur work?

Also huzza, victory! Congrats my prince :P.

Edit: More specific questions for the last femur to make sure I understand: Do I assign it to a specific army/march for a turn? Does it work for all deaths in a battle or just ones caused by the army holding it?  Can the wielder be prematurely killed during a battle? Does anything special happen if it rezes giants or dragons?
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 2 - The Valleys of Blood
Post by: notquitethere on May 19, 2023, 06:31:36 am
How does the last Last Femur work?
From the report:

Spoiler (click to show/hide)
Assign it to an army and anyone that army kills or anyone on your side that dies in combat might return as a skelton warrior. Resurrection checks newly killed at the end of each combat round. Each dead unit is only ever checked once.
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 2 - The Valleys of Blood
Post by: notquitethere on May 19, 2023, 06:39:24 am
Quote
More specific questions for the last femur to make sure I understand: Do I assign it to a specific army/march for a turn? Does it work for all deaths in a battle or just ones caused by the army holding it?  Can the wielder be prematurely killed during a battle? Does anything special happen if it rezes giants or dragons
You assign it someone specific. It works for all deaths. The femur works so long as a human is still alive on your side (so it's not assigned to someone specific). What it actually does is bind the dying spirit to resurrect nearby bones (which might be the corpse, or might be in the earth)— so it still resurrects a skeleton warrior from dragons, giants or even wisps which don't have bones.
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 2 - The Valleys of Blood
Post by: Quarque on May 19, 2023, 07:10:40 am
ok one more question, thanks for answering these

I see that up to three armies can be assigned to a fort and they do not count toward your unit cap as long as they are.
You can also assign boats to the defense of a castle. Can you assign armies (or special units, like archers) to the defense of a castle as well? It seems logical, but the OP does not literally say so.
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 2 - The Valleys of Blood
Post by: a1s on May 19, 2023, 07:19:59 am
Do I understand correctly that retreat happens after half of the force is defeated rounded up?
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 2 - The Valleys of Blood
Post by: a1s on May 19, 2023, 07:26:54 am
Then I will update my orders to be more greedy.  8)
Spoiler: orders (click to show/hide)

I would also like to announce that starting on next turn I can sell wood 1:1 for gold. or army. in fact I will pay a premium for armies (we can hammer out the exact details once I have the forests.)
(I am also willing to sell 1 wood for 1 army this turn)
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 2 - The Valleys of Blood
Post by: Criptfeind on May 19, 2023, 08:13:21 am
We'll have to see next turn, but I suspect that I'll be interested in purchasing wood to help siege down that thorn fort? I plan on taking out the giant this turn, so I'll have lots of cash and will be adjacent to it.
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 2 - The Valleys of Blood
Post by: Quarque on May 19, 2023, 08:38:26 am
- Squelshman Reprisals:
--[Vulk 5%] The Squelsh are quiet... for now.
--[Wright 2%] The Squelsh are quiet... for now.
--[FitzHarbort 1%] The Squelsh are quiet... for now.
Ok one more question, do reprisals target the lord who woke them up, or do they target an Alkabarian marcher lord at random?
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 2 - The Valleys of Blood
Post by: notquitethere on May 19, 2023, 08:42:01 am
ok one more question, thanks for answering these

I see that up to three armies can be assigned to a fort and they do not count toward your unit cap as long as they are.
You can also assign boats to the defense of a castle. Can you assign armies (or special units, like archers) to the defense of a castle as well? It seems logical, but the OP does not literally say so.
It was easy to miss but yes:

Unassigned armies will defend your castle.

You can assign any unit to defend your castle. Or rather, by default, any unassigned units defend the castle.

Do I understand correctly that retreat happens after half of the force is defeated rounded up?
Yes that sounds right. If you attack with 5 and 2 die, you keep fighting, but if 3 are dead you retreat.

- Squelshman Reprisals:
--[Vulk 5%] The Squelsh are quiet... for now.
--[Wright 2%] The Squelsh are quiet... for now.
--[FitzHarbort 1%] The Squelsh are quiet... for now.
Ok one more question, do reprisals target the lord who woke them up, or do they target an Alkabarian marcher lord at random?
They are reprisals against the specific lord. If you never kill any Squelsh, you will never experience reprisals from them. When they attack, they attack a random county adjacent to an unconquered tile.
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 2 - The Valleys of Blood
Post by: Criptfeind on May 19, 2023, 08:46:06 am
After a squelsh attack, does the reprisal percentage lower? Or does it stay that high forever (outside of artifacts/locations/other things we don't know about)

Edit: Actually, if we defeat a squelsh attack, does the percentage raise from the killed attackers as well? That might be funny.
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 2 - The Valleys of Blood
Post by: notquitethere on May 19, 2023, 08:55:12 am
After a squelsh attack, does the reprisal percentage lower? Or does it stay that high forever (outside of artifacts/locations/other things we don't know about)
Outside of specific sites, artefacts etc., the number doesn't normally go down. I've updated the OP to clarify a bit about it, but multiple Lords can be attacked in reprisals, with the most hated Lord attacked first, and then the second-most etc. As such, forts, patrols, and defence artefacts are more likely to be useful the longer the game goes on.
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 2 - The Valleys of Blood
Post by: Quarque on May 19, 2023, 08:59:21 am
Do I understand correctly that retreat happens after half of the force is defeated rounded up?
Yes that sounds right. If you attack with 5 and 2 die, you keep fighting, but if 3 are dead you retreat.
In light of this information I have to change my orders, sorry to keep doing that. The boars could easily kill 4 armies and I can't have those cowards retreat.

New Orders:

Pay the Prince a one-time fee of 1 gold for discovering the Wolf Crystal.
Buy 2 more armies
March on D13 with 9 armies
Scout D11-D10-D9


Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 2 - The Valleys of Blood
Post by: notquitethere on May 19, 2023, 09:07:09 am
Edit: Actually, if we defeat a squelsh attack, does the percentage raise from the killed attackers as well? That might be funny.
It counts each and every Squelshman killed, so yes, defeating an attack will raise the percentage too.

In light of this information I have to change my orders, sorry to keep doing that. The boars could easily kill 4 armies and I can't have those cowards retreat.
Reasonable. Fortunately I hadn't started processing your actions yet.

(I've done a1s and Kashkyyk, so you two, please don't edit your turn.)

Edit: a pretty funny bug in my generator: it was never giving the empty result, so the initial exploration was more deadly and scouts a bit more likely to head back early! This has now been fixed for this next turn.
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 2 - The Valleys of Blood
Post by: Kashyyk on May 19, 2023, 10:21:04 am
A couple more questions on Reprisals: Does it count only the Squelsh killed this turn, or since game start? If Game Start, Does it get reset to zero if a reprisal is generated? If not, does that mean we can death-spiral and grt constant unending Squelsh invasions?
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 2 - The Valleys of Blood
Post by: notquitethere on May 19, 2023, 10:40:54 am
A couple more questions on Reprisals: Does it count only the Squelsh killed this turn, or since game start? If Game Start, Does it get reset to zero if a reprisal is generated? If not, does that mean we can death-spiral and grt constant unending Squelsh invasions?
Since game start. Doesn't reset. There will be ways to deal with it, so don't worry too much at this stage.
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 2 - The Valleys of Blood
Post by: Criptfeind on May 19, 2023, 11:25:25 am
So, worrying about those southern thorns. Is it true that the Thornish can't/won't use boats? I'm thinking about the T13 thornish fort right now, as far as I can tell, it's about to pop, the closet player tile that they'd normally assault would be S14. But, can they attack the island? If not, will they instead attack one of my provinces instead as the next closest tiles?
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 2 - The Valleys of Blood
Post by: notquitethere on May 19, 2023, 11:31:22 am
So, worrying about those southern thorns. Is it true that the Thornish can't/won't use boats? I'm thinking about the T13 thornish fort right now, as far as I can tell, it's about to pop, the closet player tile that they'd normally assault would be S14. But, can they attack the island? If not, will they instead attack one of my provinces instead as the next closest tiles?
Closest valid county tile, and as they have no boats that won't be the island. If enemies get boats later somehow, they would use them.
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 2 - The Valleys of Blood
Post by: Quarque on May 19, 2023, 11:33:42 am
Edit: a pretty funny bug in my generator: it was never giving the empty result, so the initial exploration was more deadly and scouts a bit more likely to head back early! This has now been fixed for this next turn.
The square of J13 did generate an empty monster result in turn one.. was the bug introduced later?
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 2 - The Valleys of Blood
Post by: notquitethere on May 19, 2023, 11:47:20 am
Edit: a pretty funny bug in my generator: it was never giving the empty result, so the initial exploration was more deadly and scouts a bit more likely to head back early! This has now been fixed for this next turn.
The square of J13 did generate an empty monster result in turn one.. was the bug introduced later?
Ah but the tile wasn't entirely empty, the first "feature" roll made a quarry— it managed to get nothing on its second roll which wasn't bugged.
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 2 - The Valleys of Blood
Post by: Criptfeind on May 19, 2023, 11:51:10 am
So, worrying about those southern thorns. Is it true that the Thornish can't/won't use boats? I'm thinking about the T13 thornish fort right now, as far as I can tell, it's about to pop, the closet player tile that they'd normally assault would be S14. But, can they attack the island? If not, will they instead attack one of my provinces instead as the next closest tiles?
Closest valid county tile, and as they have no boats that won't be the island. If enemies get boats later somehow, they would use them.

Worrying. This could mean in theory if I sent out an army to attack the giant, they could be forced to take 3 fights in a row, first vs the giant, then attacked by the P11 thorn fort, then if the T13 thorn fort either if they attack the giant lair or my castle.... The possibility of a double ambush in the giants lair is the scariest scenario I think, because the thorns would get first strike on both assaults.

Welp.

Can I ask what you're going to do Egan_BW? The best scenario for me might be you taking the fort which I think is something you need to do eventually if you want to ever land on the shores, but I'm not sure what state you are in, if that's a reasonable possibility. Maybe there could be some assistance I could offer that would make it the correct choice?
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 2 - The Valleys of Blood
Post by: Egan_BW on May 19, 2023, 12:54:10 pm
Yeah, attacking isn't a very good idea for me right now, since 3 armies would have to get very lucky to wipe out 3 defenders in a single siege round even if I put my wood stockpile into siege engines, which delays getting a ship. If I siege and don't take it in the first turn, I've kinda got nothing, so I have to outnumber them, which requires building boats AND more armies, which I can't afford to hire, and I've got nothing to offer other players to trade for armies, and the gold reward for taking the castle is 0-3 gold, so not worth it.

Yeah I'm just gonna try the east coast and let them attack you instead. Then they'll be weaker when it is time to attack.
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 2 - The Valleys of Blood
Post by: Egan_BW on May 19, 2023, 12:55:58 pm
No wait, I already have two boats, duh. Then if I spend all my gold on armies, I can attack with 5, and...
Nah, still better to let them attack first so they're weaker. I want to save up my wood. >.>
Title: Re: Hedge Lords - Medieval Fantasy 4X game - Turn FOO
Post by: Egan_BW on May 19, 2023, 12:58:26 pm
1 Wood cut. 1 Gold taxed.

Scout S15 and R14. If somehow either aren't turned back, scout R15.

Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 2 - The Valleys of Blood
Post by: Criptfeind on May 19, 2023, 12:59:17 pm
How much would do you have? I could send you a wood and a skeleton archer to help you siege. Although yeah, maybe just waiting for them to attack would make sense. :P Specially if you want to save up for a ship.

Edit: Ah, I noticed how low you are on armies. Yes, it'd probably always make more sense to find a village first, perhaps never mind.
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 2 - The Valleys of Blood
Post by: Egan_BW on May 19, 2023, 01:03:21 pm
Argh, and there's two nice forests close to me protected by HORDES of barbarians! If I could take those ships would be CHEAP for me! >.<

At first my plan was to buy some armies and let them siege me to thin their numbers, but they can't actually reach me. Which is technically good for me because they'll still thin their numbers, just not on attacking me. :p
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 2 - The Valleys of Blood
Post by: Criptfeind on May 19, 2023, 01:07:51 pm
That's fair enough, I don't blame you for it, it's annoying for me, but you can't really do anything about it. Although via more exploring you might find more forts which would be hilarious and sad for me :P. In theory you could find up to 9 more thornish forts and win the game via everyone else being destroyed by them as you survive on the island.

Question for the GM: What happens to provinces that the thornish manage to take? Are they just left empty to be reclaimed?
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 2 - The Valleys of Blood
Post by: notquitethere on May 19, 2023, 02:05:34 pm
3 Thornish return to the fort, if possible, with the excess 1 holding the new territory (unless they take a fort or castle). So usually they abandon after a hit and run / raiding and razing party.

In contrast, the Squelsh stay and guard the place they took.
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 2 - The Valleys of Blood
Post by: Egan_BW on May 19, 2023, 02:08:20 pm
If Thornish manage to take and hold a village, will their associated fort get +1 recruitment? :p
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 2 - The Valleys of Blood
Post by: notquitethere on May 19, 2023, 02:10:20 pm
If Thornish manage to take and hold a village, will their associated fort get +1 recruitment? :p
If they become an organised force due to a site or artefact then yes, otherwise, and as it stands, no.
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 2 - The Valleys of Blood
Post by: Criptfeind on May 19, 2023, 02:30:22 pm
I'm just going to input my turn since I gota go afk and hope that I don't get rekt

Turn 2 gains/losses:
Gold -2
Army +1
Army -4
Wood -2
O14

Spoiler: Marquess Ambrosio Vulk (click to show/hide)

Spoiler: Turn 3 (click to show/hide)
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 2 - The Valleys of Blood
Post by: VermilionSkies on May 19, 2023, 07:13:22 pm
Spoiler: Gerald Wright (click to show/hide)
Production: 2 Gold, 2 Wood(I just realized that K13 is a forest), 1 Stone, 2 Armies.
Purchasing: 4 Gold for 2 Armies.
Crafting: 1 Bow for 2 Wood.

Scout K11-K10-K9
Scout K15-J15-J14
March to L13 with 4 Armies.
1 Archer and 1 Army defends Castle Wright.
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 2 - The Valleys of Blood
Post by: notquitethere on May 20, 2023, 01:37:05 am
TURN 3 REPORTS
Spoiler: Enemy phase (click to show/hide)

TURN 4

Research

Prince Mackial FitzHarbort learns that in F12 is The Grove of Tusks - Holy place of the Squelsh - This is a forest. Whoever owns this has a +50% chance of being attacked each turn by Squelsh, who will target the Grove. Special Action: a scout can be sent to the grove to make a sacrificial offering (worth 10 gold) to make peace with the Squelsh, setting their chance for reprisals against the Hedge Lord to 0.

In Q5 is The Moot - Village with 2d2 (2+1=3) Squelsh Barbarians and a moat (6/6 defense). It is the neutral meeting place of rival Squelsh bands. At the start of each enemy turn, each tile with a Squelsh Barbarian has a 25% chance of sending someone to the Moot. The first Squelsh reprisal each turn will be joined by whomever is in the Moot. If the Moot is conquered, a new Moot (with a new moat) will appear in the most populous Squelsh-held village at the start of the next player turn, or if there are no such villages, it may appear in future tile generation (from scouting, research etc.).

(https://i.imgur.com/ni0EMHb.png)
Title: Re: Hedge Lords - Medieval Fantasy 4X game - Turn FOO
Post by: Egan_BW on May 20, 2023, 02:14:27 am
Aww, my enemies didn't really thin their numbers as I'd hoped, meeting no resistance. But ho, squishy and rich targets! Profit on the horizon!

1 Wood cut. 1 Gold taxed.
Spend 6 gold on 3 armies.

March on S15 with 3 armies.
March on R14 with 2 armies.


Sorry 'bout using you as a shield, cryptfiend. 😅
I'll deal with Fort Birch soon enough, now that my manpower problem is dealt with.
Assuming I don't get too unlucky with these fights.

Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 4 - SWIFT REPRISAL
Post by: Quarque on May 20, 2023, 02:15:17 am
nqt: I think you forgot to draw the findings in D11 on the map?

a1s: I offer you 5 gold for your 4 wood this turn.
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 4 - SWIFT REPRISAL
Post by: notquitethere on May 20, 2023, 02:19:46 am
nqt: I think you forgot to draw the findings in D11 on the map?
Good spot. Now fixed.
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 4 - SWIFT REPRISAL
Post by: Egan_BW on May 20, 2023, 02:41:09 am
Also worth noting that that fort I gotta take out is up on a hill, which gives me a -1 on my attack. It's a surprisingly tough cookie...
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 4 - SWIFT REPRISAL
Post by: Criptfeind on May 20, 2023, 06:18:04 am
Sorry 'bout using you as a shield, cryptfiend. 😅

It's fine. Realistically it only cost me like, an army.

Keep in mind they are going to attack you  now, this turn.

Pretty unlucky that I got a barbarian attack this turn. At least it wasn't worst case scenario.
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 4 - SWIFT REPRISAL
Post by: Criptfeind on May 20, 2023, 06:37:40 am
Old turn, reworking because of new info

Turn 3 gains/losses:
Gold -2
Army +1
Wood +1
Gold +7
P12
-P13
-O14


Spoiler: Marquess Ambrosio Vulk (click to show/hide)

Spoiler: Turn 4 (click to show/hide)
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 4 - SWIFT REPRISAL
Post by: notquitethere on May 20, 2023, 07:04:28 am
Keep in mind they are going to attack you  now, this turn.
P12 is closer to T13 than R14, due to the water. Water and mountain are a factor in picking the "nearest" county square.
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 4 - SWIFT REPRISAL
Post by: Criptfeind on May 20, 2023, 07:05:53 am
I see, okay, never mind lol. I'm going to rework my turn with that in mind.

I take back my "It's fine" Curse you Egan_BW :P
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 4 - SWIFT REPRISAL
Post by: Criptfeind on May 20, 2023, 07:15:59 am
Double post because cuz reasons. I noticed 2 things, including what might have been a bug last turn.

First: I thought "Huh, a lair is weird in EE, is that possible?" And looked back at terrain generation rules, as far as I can see, lairs shouldn't be possible to spawn in EE?

Second: When looking back at the rules I also noticed that lairs are suppose to spawn with 2 monster groups, which means my single giant lair from last turn shouldn't be possible, nor should a single wisp lair?
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 4 - SWIFT REPRISAL
Post by: notquitethere on May 20, 2023, 07:48:46 am
First: I thought "Huh, a lair is weird in EE, is that possible?" And looked back at terrain generation rules, as far as I can see, lairs shouldn't be possible to spawn in EE?
Yes that's quite right! Not so much a bug, as me forgetting to toggle a setting before generating the tile. I'll let the challenge stand for now, as it benefits Egan, but yes good spotting. There shouldn't be lairs or sites to the east. I'll change it into a swamp with the same gold reward.

Second: When looking back at the rules I also noticed that lairs are suppose to spawn with 2 monster groups, which means my single giant lair from last turn shouldn't be possible, nor should a single wisp lair?
Yes that is a bug! Lairs were only spawning one group. Thanks for noticing that. Thirty second fix to the engine. Glad that one got nipped in the bud early on.
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 4 - SWIFT REPRISAL
Post by: Criptfeind on May 20, 2023, 08:00:25 am
What happens if I manage to successfully siege the p11 fort in a single turn and then it's selected as the attack target for the T13 fort? (As far as I can tell, P11-12-13 and Q13 are all equidistant from the T13 fort which is really annoying :P)
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 4 - SWIFT REPRISAL
Post by: notquitethere on May 20, 2023, 08:06:44 am
It that happened, they'd attack you but you'd have the benefit of the fort's defence. If you didn't manage to take the fort but stayed beseiging, then they wouldn't attack the seige (as it wouldn't be your tile yet).
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 4 - SWIFT REPRISAL
Post by: Criptfeind on May 20, 2023, 10:37:19 am
Do skeletons count for army size when calculating retreat thresholds? And do dead skeletons count as casualties when calculating retreat thresholds?
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 4 - SWIFT REPRISAL
Post by: notquitethere on May 20, 2023, 10:44:01 am
Do skeletons count for army size when calculating retreat thresholds? And do dead skeletons count as casualties when calculating retreat thresholds?
Yes to both. They act the same as people except for needing accompaniment and having some special interactions around artefacts.
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 4 - SWIFT REPRISAL
Post by: Criptfeind on May 20, 2023, 10:48:19 am
Turn 3 gains/losses:
Gold -2
Army +1
Wood +1
Gold +7
P12
-P13
-O14

Spoiler: Marquess Ambrosio Vulk (click to show/hide)

Spoiler: Turn 4 (click to show/hide)
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 4 - SWIFT REPRISAL
Post by: Egan_BW on May 20, 2023, 03:52:52 pm
First: I thought "Huh, a lair is weird in EE, is that possible?" And looked back at terrain generation rules, as far as I can see, lairs shouldn't be possible to spawn in EE?
Yes that's quite right! Not so much a bug, as me forgetting to toggle a setting before generating the tile. I'll let the challenge stand for now, as it benefits Egan, but yes good spotting. There shouldn't be lairs or sites to the east. I'll change it into a swamp with the same gold reward.

Second: When looking back at the rules I also noticed that lairs are suppose to spawn with 2 monster groups, which means my single giant lair from last turn shouldn't be possible, nor should a single wisp lair?
Yes that is a bug! Lairs were only spawning one group. Thanks for noticing that. Thirty second fix to the engine. Glad that one got nipped in the bud early on.
Bank error in your favor! 😍
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 4 - SWIFT REPRISAL
Post by: VermilionSkies on May 20, 2023, 04:41:37 pm
Spoiler: Gerald Wright (click to show/hide)
3 Wood, 2 Gold, 2 Armies, 1 Stone.
Purchase 1 Stone for 2 Gold.
Craft 1 Bow.
Scout J14.
Scout L15.
March L14 with 2 Armies.
March K15 with 4 Armies.
Send 1 Archer and 1 Army to Fort Bowyer.

Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 4 - SWIFT REPRISAL
Post by: a1s on May 20, 2023, 04:43:20 pm
a1s: I offer you 5 gold for your 4 wood this turn.
Accepted


Spoiler: orders (click to show/hide)

Minor bug:
Quote
Scout O12-O11-O10: You scout through the first land, a newly taken Fecund Copse, still with five armies securing it. You scout through the second land, discovering a hill. On the craggy slopes the scout finds five wood. Lying on the stockpile of wood, they find a bog cat!
Your scout withdraws to safety.
it says there are 5 armies securing the Fecund Copse, but in actuality it is 3 (enemy turn correctly uses that number)
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 4 - SWIFT REPRISAL
Post by: Quarque on May 20, 2023, 05:10:05 pm
a1s: I offer you 5 gold for your 4 wood this turn.
Accepted
confirmed :)

Spoiler: orders (click to show/hide)
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 4 - SWIFT REPRISAL
Post by: Kashyyk on May 20, 2023, 07:06:08 pm
Oooh. Tempted to build a big ol' Fort on that Holy Site...

Repair H13 Fort Heather with three Stone.
Two bows are built with four wood, and both are given to the Garrison of H13 Fort Heather.

Army 1,2 garrisons H14 Shandston's Folly
Army 3 marches on I15
Army 4 scouts I15->I14->J14
Armies 5, 6, 7, 8, 9, 10, 11 march on G15

Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 2
Post by: Quarque on May 21, 2023, 08:04:43 am
Some barbarian numbers on the map seem to mismatch the reports, or maybe I'm missing something?

TURN ONE REPORTS
[.. Marquess Ambrosio Vulk ..]
Scout Q13-Q12-Q11: You scout through the first land, discovering a village. The hamlet is defended by two Squelsh barbarians.
Your scout withdraws to safety.
on the map I see 3 (the status of this village did not change since the above report)

[snip]
[.. Enemy phase ..]
- Squelshman Reprisals:
--[Vulk 5%] The Squelsh launch a reprisal attack! Six Squelsh barbarians attack the undefended village of O14!
on the map I see 3?
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 4 - SWIFT REPRISAL
Post by: notquitethere on May 21, 2023, 08:12:38 am
That's a careless error on my part. Will have to double-check the numbers in future updates. As Criptfiend has made a move based on what is seen on the map, we can split the difference and leave it as that and in future I'll try and update it more accurately...
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 4 - SWIFT REPRISAL
Post by: notquitethere on May 21, 2023, 09:32:30 am
TURN 4 REPORTS
Spoiler: Marquess Ambrosio Vulk (click to show/hide)
Spoiler: Gerald Wright (click to show/hide)
Spoiler: Enemy Phase (click to show/hide)

TURN 5

Research

Countess Andice Gloronisits learns that in R15 is the Speculator's Rod (a scout scouting an empty hill that they own, has 25% chance to discover a quarry. They instead find a mine if the hill is adjacent to a mountain. The same tile cannot be scouted in this way more than once per turn.)

Prince Mackial FitzHarbort learns that in G10 is Bitter Brew  (The set of armies this is equipped to never retreats from losses.)

(https://i.imgur.com/Q4DCamC.png)

- As ever, check things against the map and let me know if any mistake is spotted.
- Note we have our first seige!
- It's not a bug, just weird fluke + double rolling for closeness, but the RNG loves to put stuff on the R row.
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 5 - SEIGE
Post by: Criptfeind on May 21, 2023, 09:37:40 am
Suspiciously perfect outcomes for me this turn.

I have noticed a small issue with the map. It's fixed :P

You're welcome for the dead Thorns Egan_BW, plz save me.

Also if anyone wants to buy armies, I'm interested in selling a few this turn. Was thinking probably 3 for 4 gold?
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 5 - SEIGE
Post by: Quarque on May 21, 2023, 10:24:38 am
updoot, hype!

B11 still needs to be marked as mine.
D11: Scouting revealed the bog cat had a treasure of 1 stone. Perhaps it was forgotten because it is invisible on the hill background?
E13 shows two barbarians on the map, but the report says three.

[Marquess Fritz Ferdinand von Bockhoven]
Two armies sail to B11 by boat, with the Rhuddy Cape
 => the first army marches on B11, with the Rhuddy Cape equipped: Your armies attack (one wearing the Rhuddy Cape) (8, 9 and 5), defeating two of the enemies (Squelsh barbarian and Squelsh barbarian).
All enemies are defeated and the forest is absorbed into your county. x1 wood is discovered.

 => the second army scouts B11-B10-B9
[ no result ]
My intention with this order was to transport two armies on the same boat, with the first army marching and the second army scouting. Is this allowed? Or do all armies on a boat / ship need to perform the same action? The roll indicates that only the one army wearing the cape was attacking, so "your armies attack" also seems like a minor inconsistency.
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 5 - SEIGE
Post by: notquitethere on May 21, 2023, 11:11:55 am
That second scout action should have gone through. I'll process it when I get home in an hour or so, and fix the other little bits. Thanks!

Edit: I've now updated the map and the scout report. The only thing I didn't change was E13: there were 3 as reported, but 1 of them went to the moot, and then subsequently took part in the invasion (it was #4 barbarian tile).
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 5 - SEIGE
Post by: Quarque on May 21, 2023, 12:46:26 pm
thank you

B11 and B10 still need to be a little bit updated on the map though, technically :P
(or maybe you accidentally reposted the wrong image)

Just to be sure: is it possible for the sort-of-half-revealed-lair on E10 to spawn additional monsters yet?
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 5 - SEIGE
Post by: notquitethere on May 21, 2023, 12:51:09 pm
B11 and B10 still need to be a little bit updated on the map though, technically :P
(or maybe you accidentally reposted the wrong image)
It would help if I actually uploaded the image I'd just amended, yes. Now done.

Just to be sure: is it possible for the sort-of-half-revealed-lair on E10 to spawn additional monsters yet?
It won't do anything until anyone knows a bit more about it by properly scouting it or marching on it.
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 5 - SEIGE
Post by: Quarque on May 21, 2023, 01:11:02 pm
Spoiler: orders (click to show/hide)

edit: after 3 comes 4, not 2
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 4 - SWIFT REPRISAL
Post by: a1s on May 21, 2023, 02:46:06 pm
Also if anyone wants to buy armies, I'm interested in selling a few this turn. Was thinking probably 3 for 4 gold?
May I instead (of gold) interest you in some wood?
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 5 - SEIGE
Post by: Criptfeind on May 21, 2023, 03:03:28 pm
Maybe? I'm not sure what I'd do with wood right at this moment, but it's probably more valuable then armies to me right now as well.

Although also maybe we can do some sorta swap here? I think Egan_BW was gagging for some wood to make a ship right? And I know that Countess Andice Gloronisits has a bunch of gold. If I want gold, you want armies, and Egan wants wood, maybe we can do a little trade merry go round?
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 5 - SEIGE
Post by: a1s on May 21, 2023, 03:38:24 pm
Triangular trade, you say?
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 5 - SEIGE
Post by: Criptfeind on May 21, 2023, 03:43:47 pm
Yes :P

Although if Egans not up for it then yeah I'll still trade them for wood if no ones offering gold.
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 5 - SEIGE
Post by: Kashyyk on May 21, 2023, 04:05:09 pm
A few very minor nitpicks:
1) Fort Heather's icon hasn't been updated to reflect repairs
2) My "scout I15->I14->J14" report says "you scout through the second land" when referring to the third tile scouted
3) You said Fort Ivy is at P11 in the enemy turn report, instead of I11

If y'all are trading I'll happily receive Stone for most anything.

Actions:
2x Infantry garrisons Shandston's Folly
1x Infantry marches on Village I14
1x Infantry marches on Marsh I12
3x Infantry marches on Hill G12
2x Infantry marches on Marsh H12
1x Infantry scouts F15->E15->D15
1x Infantry scouts F13->F14->E14

Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 5 - SEIGE
Post by: Egan_BW on May 21, 2023, 05:01:02 pm
You're welcome for the dead Thorns Egan_BW, plz save me.

What do you need saving from? I think you can clear one holdout. :p
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 5 - SEIGE
Post by: Egan_BW on May 21, 2023, 05:05:14 pm
Is there an equal chance that the extra Moot barbarians attack any player who gets a reprisal, NQT, or are those higher on the list at greater risk?
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 5 - SEIGE
Post by: Criptfeind on May 21, 2023, 05:29:56 pm
You're welcome for the dead Thorns Egan_BW, plz save me.

What do you need saving from? I think you can clear one holdout. :p

I just mean that I'm hoping you can take down the thornish fort within the next two turns.

Anyway, I forget, did you want wood to make ships? I have some memory telling me that you might have been interested in buying a1s, but maybe not.
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 5 - SEIGE
Post by: Egan_BW on May 21, 2023, 06:23:58 pm
Let's see, I'll calculate what I've got now.
I have enough wood for a ship now, but will probably want to spend wood on taking down that fort. Each of my 6 armies has a 0% chance to take out one of the two defenders, which raises to 1/8 each if I spend 2 wood or 2/8 if I spend 4 wood. That seems relatively safe.

I don't want to immediately go broke again, but 4 gold for 4 wood would serve me well here.

Also, that rod next to my land seems valuable, but it's not immediately useful for me.
Title: Re: Hedge Lords - Medieval Fantasy 4X game - Turn FOO
Post by: Egan_BW on May 21, 2023, 06:28:50 pm
Gained 6 gold and 1 recruitment from conquest.
1 Wood cut. 1 Army recruited. 1 Gold taxed.
4 Wood spent to build 2 engines.

Sending 4 gold to Castle Mysterious and receiving 4 wood from the Oak and Ash.

Land 2 boats at T13 and assault Fort Birch with 6 armies and 2 engines.

Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 5 - SEIGE
Post by: Criptfeind on May 21, 2023, 06:37:36 pm
I don't want to immediately go broke again, but 4 gold for 4 wood would serve me well here.

Well, a1s, it seems like we have our triangle trade? I send 3 armies to A1s, A1s sends 4 wood to Egan, Egan sends 4 gold to me. Bing bang bosh jobs a donen?

Also, that rod next to my land seems valuable, but it's not immediately useful for me.

Feels like it'd take quite a bit of trust but I wonder if people would want to rent it out. I would pay some amount of resources to use it if I had a hill.
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 5 - SEIGE
Post by: notquitethere on May 21, 2023, 06:39:09 pm
A few very minor nitpicks
Thanks for spotting. Now fixed.

Is there an equal chance that the extra Moot barbarians attack any player who gets a reprisal, NQT, or are those higher on the list at greater risk?
The person they hate the most out of those receiving reprisals gets the Moot barbarians, as the reprisals happen in order of highest to lowest chance.
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 5 - SEIGE
Post by: Criptfeind on May 21, 2023, 06:46:44 pm
*Bonks Squelsh with leg bone, turning them into a undead horror*

It's for their own good.

Question about the "fully mountain" provinces like Q10 and P5, are they immune to being scouted/conquered, I think I can't move into them because mountains block movement and they have a mountain province on all sides? And if left unconquered would they count as "unclaimed land" for bordering provinces for Squelshman retaliation?
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 5 - SEIGE
Post by: notquitethere on May 21, 2023, 06:49:36 pm
Question about the "fully mountain" provinces like Q10 and P5, are they immune to being scouted/conquered, I think I can't move into them because mountains block movement and they have a mountain province on all sides? And if left unconquered would they count as "unclaimed land" for bordering provinces for Squelshman retaliation?
Unless you have an artefact that says otherwise, these tiles (and full ocean tiles) can't be conquered, and the mountain tiles can't be scouted. Squelshman can't retaliate through them. Until something says otherwise, treat them like map edges.

(Naturally, they also don't count for the end-of-game map completion trigger.)
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 5 - SEIGE
Post by: Criptfeind on May 21, 2023, 07:04:43 pm
Anyway, Assuming you two are copacetic with that trade deal, I added it to my turn a. So then Egan can send the gold to me and A1s can send the wood to Egan.

Spoiler: Turn 4 gains/losses (click to show/hide)

Spoiler: Marquess Ambrosio Vulk (click to show/hide)

Spoiler: Turn 5 (click to show/hide)
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 5 - SEIGE
Post by: Egan_BW on May 21, 2023, 07:10:42 pm
done
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 5 - SEIGE
Post by: a1s on May 22, 2023, 03:18:02 am
I don't want to immediately go broke again, but 4 gold for 4 wood would serve me well here.

Well, a1s, it seems like we have our triangle trade? I send 3 armies to A1s, A1s sends 4 wood to Egan, Egan sends 4 gold to me. Bing bang bosh jobs a donen?
Agreed.
(Although 1:1 wood for gold trades are already in my wheelhouse, so there might not have been a need for any triangles. )


Spoiler: orders (click to show/hide)
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 5 - SEIGE
Post by: a1s on May 22, 2023, 04:49:21 am
Question: since archers are vulnerable to 5s, but regular armies are not, does that mean that an archer is guaranteed to die to a 5, or do you later roll to see who the 5 was directed at?
Also: boars are insane. Each is more than half as bad as a giant, comes in packs of 1d4 and drops no loot.
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 5 - SEIGE
Post by: Quarque on May 22, 2023, 05:07:53 am
Boars are nasty, but I think it's ok compared to other nasty things. Barbarians are scary in their own way and we've not seen any bog hags or dragons yet.. I like the element of challenge. The army of 5 wisps I fought in turn one was worse than 4 boars - they had treasure, but man.

I wouldn't count boars as half a giant, btw. A giant on his own is not too bad, but paired with additional armies it is pretty badass since it can soak hits.
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 5 - SEIGE
Post by: notquitethere on May 22, 2023, 05:32:20 am
Question: since archers are vulnerable to 5s, but regular armies are not, does that mean that an archer is guaranteed to die to a 5, or do you later roll to see who the 5 was directed at?
I think they're guaranteed to die to a 5. The way the engine works at the moment is it tries to assign the dice to whomever is valid, with it rolling randomly if there are giants or skeletons that it might hit or not hit.

Also: boars are insane. Each is more than half as bad as a giant, comes in packs of 1d4 and drops no loot.
Giving them both attacks-twice and haste is pretty nasty. Funny that I thought that would be easier than the Bone Reckoners, who just have a lot of guys. I'm glad though, as it means players can't just steamroll with big armies every challenge.

If you think boars are bad, wait until you meet the dragon that's coming...
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 5 - SEIGE
Post by: VermilionSkies on May 22, 2023, 08:24:37 pm
Spoiler: Gerald Wright (click to show/hide)
Looted 3 Armies.
Produced 3 Wood, 3 Armies, 1 Stone, 2 Gold.
Purchase 1 Stone.
Create a Keep in Castle Wright.
March K15 with 6 Armies.
March K13 with 3 Armies
Create 1 Archer.
Archer defends Castle Wright.
(God this turn hurts. 12 Squelsh will do that.
Apologies for the late turn, I've been unable to access my computer- and it's spreadsheets -for a while.)
Title: Hedge Lords - Medieval Fantasy 4X game - TURN 6 - Marrowfat
Post by: notquitethere on May 23, 2023, 04:53:13 am
TURN 5

Spoiler: Marquess Ambrosio Vulk (click to show/hide)
Spoiler: Enemy Phase (click to show/hide)

Research

Countess Andice Gloronisits learns that in Q8 is the Crimson Drum (attack first when defending)

Prince Mackial FitzHarbort learns that in E5 is the Verbian Tusk (summons 1d2-1 Rampaging Boars to your side at the start of each combat. Boars don't count towards your maximum army-size.)

(https://i.imgur.com/m4h7O7q.png)



- I actually took a close second pass before posting and picked up a bunch of missed map things, so this round the map should be accurate. As ever, let me know any mistakes!
- If it seems like there's a Squelsh Barbarian missing on the map, check that it hasn't gone to the host
- Bloodsingers (magical practitioners who have gained artefacts of power through sacrifice) are considered Squelsh for the purposes of the Marrowfat Throne. Squelsh barbarians and Thornish holdouts are not normally considered monsters for the purpose of 10-monsters-on-a-tile based invasion, but I'm ruling that minions of a monster unit also count as monsters. All to say, unless the moot keeps the numbers down, eventually the Host will pop with 10+ units including barbarians.

Spoiler: KNOWN UNIT TYPES (click to show/hide)
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 6 - MARROWFAT
Post by: Quarque on May 23, 2023, 06:02:16 am
Quote from: Original post, Monster Table
Bloodsinger (has an artefact, if undefended, will flee if fails to win counterattack and if unoccupied zone adjacent)
Does this mean that the Bloodsinger on A7 owns an additional artifact that can be gained from defeating him, in addition to the two artifacts that are already revealed on this tile?

Quote from: scouting report
a Bloodsinger sitting upon the Marrowfat Throne (when owned by someone of Squelsh heritage, one Squelsh defector will join your cause at the start of each turn (+1 army production) and adjacent Squelsh armies will join your attacks on non-Squelsh; when owned by an Alkabrian or other, +30 reprisal chance, +100 reprisal chance if destroyed.)
When / how would the throne be destroyed, rather than owned? Does a gold sacrifice on the F12 pit reset this reprisal chance?

Could I pay another player to aid me in a fight for A7?

I see two capital B on A7 on the map and no barbarian.. from the report I would expect one B and one S? Maybe I misread something.

edit: one more question. A dragon attacks first, does that mean that other monsters in the same fight would attack first as well? I guess not, but better double check.

edit: another question. If you fight barbarians your armies get +1 attack because the barbarians have weak defense. What happens when you fight a mixed army that includes a barbarian? Do all of your units get the +1 on their attack roll?
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 6 - MARROWFAT
Post by: Kashyyk on May 23, 2023, 06:04:05 am
Well, the North Coast is horrifying. Let's hope the central lands are slightly nicer!

@NQT: The Hill report at G12 seems to be mixing up East and West directions, except to the North. Also, it looks like Lake Sorrow spills over into the neighbouring tiles, does that mean you can't step around it diagonally? Also also, as it is impassable, is it pointless sending a Scout to it, or is there more to learn?

Sheet updated, but no actions yet.

Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 6 - MARROWFAT
Post by: notquitethere on May 23, 2023, 06:20:23 am
Quarque
Quote
edit: another question. If you fight barbarians your armies get +1 attack because the barbarians have weak defense. What happens when you fight a mixed army that includes a barbarian? Do all of your units get the +1 on their attack roll?
Currently in the engine the barbarians make both sides reckless, granting +1 to both sides. I guess I need to make a ruling on this. To make it simpler for me, I think I'll keep it as it is: the precence of barbarians in a host makes everything more chaotic and all their defence worse (+1 Lord attack) but also makes them more brutal and quick (+1 enemy attack). So, while barbarians are still on the field, all of their allies are also honoury barbarians.

Could I pay another player to aid me in a fight for A7?
Other players can send you armies or whatever, but currently only you have access to A7. If you bordered an ally, they could send troops through your lands as if they were their own, but you don't border anyone.

Does this mean that the Bloodsinger on A7 owns an additional artifact that can be gained from defeating him, in addition to the two artifacts that are already revealed on this tile?
No, the artefacts revealed are explicitly held by the two Bloodsingers, and will go with them wherever they go.

1. When / how would the throne be destroyed, rather than owned? 2. Does a gold sacrifice on the F12 pit reset this reprisal chance?
1. Currently there aren't any rules for destroying artefacts, but if a site or artefact allowed for artefact destruction then this would happen. 2. Yes.

I see two capital B on A7 on the map and no barbarian.. from the report I would expect one B and one S? Maybe I misread something.
Those capital Bs are the two Bloodsingers. There was one barbarian from the throne, but it immediately left for the moot! (See enemy phase.)

edit: one more question. A dragon attacks first, does that mean that other monsters in the same fight would attack first as well? I guess not, but better double check.
No, just the dragon. Same as if boar accompany other units. If someone attacked that lair, it would go:
- Dragon attack
- Lord attack
- Dragon + other monster units attack

Kashyyk
@NQT: The Hill report at G12 seems to be mixing up East and West directions, except to the North. Also, it looks like Lake Sorrow spills over into the neighbouring tiles, does that mean you can't step around it diagonally? Also also, as it is impassable, is it pointless sending a Scout to it, or is there more to learn?
Thanks, I've amended the description. Lake Sorrow spills out and prevents diagonal movement. Good question. There's nothing more to learn from sending a scout into water.

Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 6 - MARROWFAT
Post by: Quarque on May 23, 2023, 06:32:16 am
The description of Bog Cats doesn't mention yet that they give -1 attack, can turn areas into swamp and get a bonus there.

(By the way how does this bonus / penalty work in a mixed army with Bog Cats? Same as with Barbarians?)

Does an army wearing the Rhuddy Cape also count as three units for the purpose of deciding whether you retreat from a fight?

edit: How likely is a dragon or giant to absorb hits? If you fight one dragon and one wolf and you score one hit on them, is the chance to hit the dragon 1/2 or 1/6?
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 6 - MARROWFAT
Post by: Criptfeind on May 23, 2023, 06:35:35 am
A question: I have 13 army max, I also have 10 armies and am recruiting 5 this turn, giving me 2 more then max. Can I send the extra 2 to a fort, or do they dissolve before that is possible? I noticed that in a previous turn another player sent to a fort before overflow dissolved, but I'm a bit unsure if that's how one is suppose to treat the order of operations. Other order of operations questions, can I sell/trade the extra armies before they dissolve?
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 6 - MARROWFAT
Post by: notquitethere on May 23, 2023, 06:52:02 am
The description of Bog Cats doesn't mention yet that they give -1 attack, can turn areas into swamp and get a bonus there.
That is because I had completely forgotten about the cat rules. I'll update it.

(By the way how does this bonus / penalty work in a mixed army with Bog Cats? Same as with Barbarians?)
Mixed armies are normal for the cats, so I should probably just make it apply to the cats as that's what the wording in the OP implies.

Does an army wearing the Rhuddy Cape also count as three units for the purpose of deciding whether you retreat from a fight?
Not currently. Should it? Hmm...

A question: I have 13 army max, I also have 10 armies and am recruiting 5 this turn, giving me 2 more then max. Can I send the extra 2 to a fort, or do they dissolve before that is possible? I noticed that in a previous turn another player sent to a fort before overflow dissolved, but I'm a bit unsure if that's how one is suppose to treat the order of operations. Other order of operations questions, can I sell/trade the extra armies before they dissolve?

IMPORTANT NOTE FOR ALL PLAYERS
Your army cap is absolute, and production happens before actions. If you have 13/13 armies at the beginning of your turn, and +3 armies generated, you can't get rid of three armies to make room that turn. If you want to make room for incoming army production, put people in forts the turn before.

To reiterate: you can't sell off or trade away armies if you don't have room for them. If you want more room for armies, seize another castle, or build more towers. If people have done it wrong in previous turns, I won't retcon anything, but just do it correctly moving forward.
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 6 - MARROWFAT
Post by: Criptfeind on May 23, 2023, 07:05:22 am
Wait, killing another player gives us more army cap?

*side eyes neighbors*

:P

More seriously, for two players who want to attack a province together, how would that work?

Also a small thing, but if you want, you can turn on "don't use smileys" which will stop eights followed by parentheses turning into the "cool" emote. it's an option under attachments and other options below the typing box.

Spoiler: No smileys (click to show/hide)

To Quarque, depending on the specifics and payment, I would be interested in helping you kill The Marrowfat Host if you're looking for killing partners. I'm fairly confident I could kill that many, abet maybe with some losses to the dragon. I don't have any pressing targets in my own land this turn. If we can finagle it properly I'm also about to (assuming I can get access) pay off my reprisal chance, so if I end up with the throne after an attack it's probably not a big downside for me (although of course an artifact, no matter if it's negative, I'm sure still has some value of course.)

Edit: This is assuming that giving people pass though access to your lands works how I assumed, which is that then your lands would act as if they were their lands for matching and scouting, allowing me to march from A8 to B9, if it doesn't work like that then we're up a creek without a paddle on getting my boys that far up north.
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 6 - MARROWFAT
Post by: notquitethere on May 23, 2023, 07:19:28 am
Also a small thing, but if you want, you can turn on "don't use smileys" which will stop eights followed by parentheses turning into the "cool" emote. it's an option under attachments and other options below the typing box.
I've checked the box each turn, it just isn't working (maybe because it's text in a spoiler??).

Edit: This is assuming that giving people pass though access to your lands works how I assumed, which is that then your lands would act as if they were their lands for matching and scouting, allowing me to march from A8 to B9, if it doesn't work like that then we're up a creek without a paddle on getting my boys that far up north.
If another player gives you permission to march or through their lands, then their lands count as yours for that turn for movement purposes... but you have to actually be next to one another for that to work. So for you to assist you would need permission to pass through the conjoined lands of the three Lords in between and the Prince would have to next to the lands of Bockelstein. So it couldn't happen this turn, but perhaps next turn.

Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 6 - MARROWFAT
Post by: Quarque on May 23, 2023, 07:22:58 am
To Quarque, depending on the specifics and payment, I would be interested in helping you kill The Marrowfat Host if you're looking for killing partners. I'm fairly confident I could kill that many, abet maybe with some losses to the dragon. I don't have any pressing targets in my own land this turn. If we can finagle it properly I'm also about to (assuming I can get access) pay off my reprisal chance, so if I end up with the throne after an attack it's probably not a big downside for me (although of course an artifact, no matter if it's negative, I'm sure still has some value of course.)
I appreciate the interest, but unfortunately no one can directly aid me in a fight right now, because no one borders my terrain.

My current inclination is to leave that mess be for this turn. If Kash conquers F13 this turn I would connect to all other players and be absolutely willing to negotiate. Please do keep in mind that any players between you and me would need to consent to let your armies pass. Perhaps they would agree in return for a small fee. But let's talk about this again next turn. A lot could change in the meantime. Does the dragon move, does the lair spawn more monsters?

Does an army wearing the Rhuddy Cape also count as three units for the purpose of deciding whether you retreat from a fight?
Not currently. Should it? Hmm...
imho a giant along your side would inspire courage, but maybe it should depend on wound status. ie, perhaps a giant at 1/3 health could count as 1 unit and a healthy giant as 3, for the purpose of the retreat count?

also, nqt: How likely is a dragon or giant to absorb hits? If you fight one dragon and one wolf and you score one hit on them, is the chance to hit the dragon 1/2 or 5/6?
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 6 - MARROWFAT
Post by: Criptfeind on May 23, 2023, 07:26:47 am
Also a small thing, but if you want, you can turn on "don't use smileys" which will stop eights followed by parentheses turning into the "cool" emote. it's an option under attachments and other options below the typing box.
I've checked the box each turn, it just isn't working (maybe because it's text in a spoiler??).

Huh, weird.

Spoiler (click to show/hide)

Guess it's the spoiler.

If another player gives you permission to march or through their lands, then their lands count as yours for that turn for movement purposes... but you have to actually be next to one another for that to work. So for you to assist you would need permission to pass through the conjoined lands of the three Lords in between and the Prince would have to next to the lands of Bockelstein. So it couldn't happen this turn, but perhaps next turn.

Ah. Alright, shame about that lack of connection.

Gunna make it harder to make my way to the "please forgive my genocide" shrine as well.

If two players attack the same province, and they are trying to do it co-cooperatively, would their armies be able to merge, or would they have to do two subsequent battles? And would there be a risk of them attacking each other?
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 6 - MARROWFAT
Post by: notquitethere on May 23, 2023, 07:35:38 am
imho a giant along your side would inspire courage, but maybe it should depend on wound status. ie, perhaps a giant at 1/3 health could count as 1 unit and a healthy giant as 3, for the purpose of the retreat count?
I'll have a think. It probably makes sense for them and dragons to count in this way. That way attacking dragons will flee properly when injured.

also, nqt: How likely is a dragon or giant to absorb hits? If you fight one dragon and one wolf and you score one hit on them, is the chance to hit the dragon 1/2 or 5/6?
5/6. Each dragon or giant part is counted separately for hits. I should note, that they count for armies in a negative way as well: they roll less dice the more hits they take.

If two players attack the same province, and they are trying to do it co-cooperatively, would their armies be able to merge, or would they have to do two subsequent battles? And would there be a risk of them attacking each other?
No risk of them attacking each other unless one of the players told me that that was their intention. I'll count it as one big force attacking as one if players tell me that that is their intention. The prime attacker will get the loot and take the county if they succeed (and may decide to share if they want).

In other circumstances, players can come to blows if they both try to seize the same tile at the same time without co-ordinating.
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 6 - MARROWFAT
Post by: a1s on May 23, 2023, 07:49:18 am

Spoiler: orders (click to show/hide)

Questions: can I build a second barracks? Or only towers work like that? What is that ! on M10? I seem to have missed it's description.
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 6 - MARROWFAT
Post by: notquitethere on May 23, 2023, 08:12:16 am

Spoiler: orders (click to show/hide)

Questions: can I build a second barracks? Or only towers work like that? What is that ! on M10? I seem to have missed it's description.
Not sure about M10. I think I got a research result and put it on but had to reroll due to the item appearing elsewhere in the same round. I'll remove it from the map.

Only one barracks. Only duplicate feature is the tower
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 6 - MARROWFAT
Post by: Criptfeind on May 23, 2023, 08:25:12 am
Spoiler: Turn 5 gains/losses (click to show/hide)

Spoiler: Marquess Ambrosio Vulk (click to show/hide)

Spoiler: Turn 6 (click to show/hide)
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 6 - MARROWFAT
Post by: Quarque on May 23, 2023, 08:26:36 am
Spoiler: Orders (click to show/hide)

Minor error in the scout report for A8, it reports that the Wolf Crystal is found there instead of A7.

(By the way how does this bonus / penalty work in a mixed army with Bog Cats? Same as with Barbarians?)
Mixed armies are normal for the cats, so I should probably just make it apply to the cats as that's what the wording in the OP implies.
That would work for the attack bonus in marshes, but I guess the -1 attack penalty vs Cats would apply to all rolls of the attacking Lord?
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 6 - MARROWFAT
Post by: notquitethere on May 23, 2023, 08:38:58 am
Spoiler: Orders (click to show/hide)

Minor error in the scout report for A8, it reports that the Wolf Crystal is found there instead of A7.
Oh! Well then there are three artefacts in A7 I guess.

(By the way how does this bonus / penalty work in a mixed army with Bog Cats? Same as with Barbarians?)
Mixed armies are normal for the cats, so I should probably just make it apply to the cats as that's what the wording in the OP implies.
That would work for the attack bonus in marshes, but I guess the -1 attack penalty vs Cats would apply to all rolls of the attacking Lord?
That's right, as long as there are cats and it's a marsh.
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 6 - MARROWFAT
Post by: Criptfeind on May 23, 2023, 08:43:20 am
The Speculator's Rod specifies that it only works on "empty" hills, to clarify empty means no mine, quarry or fort on it already?

Also Egan_BW, I may want to rent your rod in the near future, since it looks like I'll be taking some hills soon. Would you be willing to rent it for such ventures? And if so, do you have any idea what price you'd accept for renting it? I'm really not sure how much that should be at all. It might have to be a fairly long term rental though with only 25% chance per turn.
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 6 - MARROWFAT
Post by: notquitethere on May 23, 2023, 08:50:12 am
If only because the tiles are quite cluttered as it is, I'm going to rule that a hill fort tile isn't empty and that you can't build forts on quarries and mines. I'll update the OP.
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 6 - MARROWFAT
Post by: Criptfeind on May 23, 2023, 08:53:01 am
Yeah, that makes sense. A bit of a shame since I think I'd rather have a quarry than a fort in that location.

Can one deconstruct a fort? I don't see any rules for it, so I'd assume no, but I figure I should ask.
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 6 - MARROWFAT
Post by: notquitethere on May 23, 2023, 10:34:16 am
Yeah, that makes sense. A bit of a shame since I think I'd rather have a quarry than a fort in that location.

Can one deconstruct a fort? I don't see any rules for it, so I'd assume no, but I figure I should ask.
RULE UPDATE

I have added rules in the OP for dismantling forts and castles, burning forests and villages, filling mines and flooding quarries. Also, considering their rarity (none have appeared so far), I've upped the gold income for gold mines to +2.
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 6 - MARROWFAT
Post by: Egan_BW on May 23, 2023, 09:11:27 pm
Hm, so does not every empty tile with barbarians in it count as an ambush? I noticed that Vermillion was able to attack first against the swarm on K15. Or is the ambush negated if you scout first / have knowledge of the tile?

Just asking because currently the two situations look identical.

Cryptfiend, I'll probably keep the rod on me until I'm not getting any value, then maybe sell it for gold or such. Fort Birch isn't giving me a huge amount of value anyways.
I mean, it's surrounded by barbarians who I'd assume would rush me if I tore down the walls, but mechanically that tile is at no greater risk than any other!
Title: Re: Hedge Lords - Medieval Fantasy 4X game - Turn FOO
Post by: Egan_BW on May 23, 2023, 09:39:12 pm
1 Gold looted, 2 Engines expended.
1 Wood cut. 1 Army recruited. 1 Gold taxed.
Ship built!

Land at S8 with 6 armies.
Go go go! I want that loot! :D
March on R15 with 1 army. If they should meet someone's scouts trying to yoink the Rod, shoo them away.
Hey, if it's empty I get the loot quick. If my army dies, they can be replaced~

Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 6 - MARROWFAT
Post by: Horizon on May 23, 2023, 10:00:11 pm
((PtW or waitlist this looks cool.))
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 6 - MARROWFAT
Post by: VermilionSkies on May 23, 2023, 10:57:02 pm
Spoiler: Gerald Wright (click to show/hide)
Lose 3 Armies.
Gain 1 Gold
Produce 3 Armies, 3 Wood, 1 Stone, 2 Gold.
Repair Fort Bowyer with 1 Wood and 1 Stone.
Craft 1 Bow.
Equip 1 Bows.
Assign 2 Archers to Fort Bowyer.
March 4 to J14.
March 2 to L15.
Scout L12-L11-L10.
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 6 - MARROWFAT
Post by: notquitethere on May 24, 2023, 01:43:18 am
I made a ruling some time back that the ambush was only an ambush if you didn't see it coming. So the barbarians have the +1 damage on both sides, but they don't attack first if they don't get the drop on you. Sorry that wasn't clearer earlier! Boar etc will still rush you.



((PtW or waitlist this looks cool.))
If someone ever drops out or is eliminated and there's enough space on the map, I'll let you join. Probably 6 players is the maximum number I should run with.
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 6 - MARROWFAT
Post by: Kashyyk on May 24, 2023, 09:57:01 am
Sheet updated, but no actions yet.
Action!

Spend 2 Wood to build a Siege Engine

1x Infantry garrisons Shandston's Folly
1x Infantry scouts F12->G12->G11
1x Infantry marches on Forest F13
3x Infantry and 1 Siege Engine marches on Fort Holly/Ivy I11
1x Infantry marches on Village H11
1x Infantry scouts H11->G10->F10
1x Infantry scouts J11->J10->J9
2x Infantry March on Villahe F15

Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 6 - MARROWFAT
Post by: Criptfeind on May 24, 2023, 10:05:53 am
Fort names are a bit weird with there being two of them called "Fort Ivy" right now, the one at P11 and the one at I11. Dug back though the thread to figure out how that happened, sorta a mildly amusing series of events during turn 4 seems to have caused it. From what I can tell originally P11 was called fort Ivy and I11 was called fort Holly, turn 4 when I took fort Ivy you said that fort Ivy at P11 recruited a bannerman when it was suppose to be fort Holly at I11, Kashyyk corrected you about it being at I11 but not about the name (presumably not noticing the names since they are somewhat hard to keep track of) and since then Fort Holly has been renamed to fort Ivy in both the GM and player turns.
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 6 - MARROWFAT
Post by: notquitethere on May 24, 2023, 10:10:21 am
Fort names are a bit weird with there being two of them called "Fort Ivy" right now, the one at P11 and the one at I11. Dug back though the thread to figure out how that happened, sorta a mildly amusing series of events during turn 4 seems to have caused it. From what I can tell originally P11 was called fort Ivy and I11 was called fort Holly, turn 4 when I took fort Ivy you said that fort Ivy at P11 recruited a bannerman when it was suppose to be fort Holly at I11, Kashyyk corrected you about it being at I11 but not about the name (presumably not noticing the names since they are somewhat hard to keep track of) and since then Fort Holly has been renamed to fort Ivy in both the GM and player turns.
Haha oh dear, well I guess it's not just me who's confused here. At least we have the co-ordinates. It would have been a better idea to name fort names after the letter co-ordinate they appear on. (Holly on H, Ivy on I etc.)

Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 6 - MARROWFAT
Post by: Horizon on May 24, 2023, 10:18:29 am
((PtW or waitlist this looks cool.))
If someone ever drops out or is eliminated and there's enough space on the map, I'll let you join. Probably 6 players is the maximum number I should run with.
((Preciate it))
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 7 - MONSTERS
Post by: notquitethere on May 24, 2023, 04:07:48 pm
TURN 6 REPORT
Spoiler: Marquess Ambrosio Vulk (click to show/hide)
Spoiler: Gerald Wright (click to show/hide)
Spoiler: Enemy Phase (click to show/hide)

TURN 7

Research

Countess Andice Gloronisits learns that in M8 is The Hirsute Sage's Hut (while independent, scouts that pass through the hut will ignore the first set of enemies they come across while scouting after visiting the hut. The sage leaves if his home becomes occupied.)

Prince Mackial FitzHarbort learns that in H4 is the Black Lance (Cursed item: cannot be destroyed, sacrificed, gifted or traded. Whoever defeats an army wielding the Black Lance will gain the Black Lance.) (You never attack first in combats, but on your first attack all your attackers will attack three times. The turn after slaying someone with the lance, Dragons will preferentially fly one square in your direction when flying to a new home. When this first discovered, place the Dawn Dragon on M6 (the Dawn Dragon counts for 15 armies)).

(https://i.imgur.com/S3AV70t.png)

Spoiler: Known Artefact List (click to show/hide)
Spoiler: Known Unique Sites (click to show/hide)



Notes
- We've seen some more dragons, our first monster march, and now a few special late-game sites where monsters remain stationary in unreasonably large numbers.
- Note the existence of a cursed item! These can be powerful but come with a big drawback and cannot be easily got rid of.
- This is different to bog hag curses. Which, I should note before it becomes relevant: each hag can only curse each Lord once but a Hedge Lord can have curses from multiple hags at once.
- Some sites and artefacts can introduce new unit types. In this case, a unique dragon, the Dawn Dragon who counts as 15 armies!
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 7 - MONSTERS
Post by: Egan_BW on May 24, 2023, 04:32:55 pm
If we wanted to get rid of a cursed item could we not just send a single army wielding it to attack someone's castle? :p
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 7 - MONSTERS
Post by: a1s on May 24, 2023, 04:35:44 pm
I would be willing to sell some armies to the highest bidder. I'm looking for gold or stone.
Also, hags suck. They are a danger to lords, but offer no benefit and live in useless swamps. Other than by blindly invading why would anyone ever fight one?
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 7 - MONSTERS
Post by: notquitethere on May 24, 2023, 04:41:00 pm
If we wanted to get rid of a cursed item could we not just send a single army wielding it to attack someone's castle? :p
Certainly! And that's probably a good approach for some of the items. If you do it to another player, I suspect they might not be very pleased.

I would be willing to sell some armies to the highest bidder. I'm looking for gold or stone.
Also, hags suck. They are a danger to lords, but offer no benefit and live in useless swamps. Other than by blindly invading why would anyone ever fight one?
Victory points at the end and access to adjoining lands... but that's about it.
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 7 - MONSTERS
Post by: Egan_BW on May 24, 2023, 04:41:13 pm
Well, any land is worth 10 victory points in the end, even otherwise useless march. If you care about such things. :p
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 7 - MONSTERS
Post by: Quarque on May 24, 2023, 04:52:52 pm
I like hags. Scouting costs time, so it is good that there is a risk involved in blindly attacking squares.

Thanks for adding the artifact list.
Will think about actions later, just update for now.
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 7 - MONSTERS
Post by: Kashyyk on May 24, 2023, 04:59:32 pm
The wild animals here are pretty frickin' wild.

A question regarding beseiging boars. Have they had their one turn of double-hit first strike, or do they get to do that every turn of a Siege?
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 7 - MONSTERS
Post by: Quarque on May 24, 2023, 05:09:31 pm
I would be willing to sell some armies to the highest bidder. I'm looking for gold or stone.
How many armies do you have available?

I'm looking for assistance in the fight against the lair with the dragon. Maybe we can work something out? I'd be willing to pay a fee of 1 gold to any lord in between for letting the armies pass, if that is acceptable.

edit: I would feel good about this fight with a three-army assist. Would offer 2 stone.
Title: Re: Hedge Lords - Medieval Fantasy 4X game - Turn FOO
Post by: Egan_BW on May 24, 2023, 05:14:39 pm
1 Army killed.
1 Wood cut. 1 Army recruited. 1 Gold taxed.

Scout R8 Q8.
Scout R7 Q6 P6.
Scout (with a ship) T3 T2 T1.
Scout (with a bote) R13 S12 R11.

March with 3 on R15!


Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 7 - MONSTERS
Post by: notquitethere on May 24, 2023, 05:15:50 pm
The wild animals here are pretty frickin' wild.
(https://i.pinimg.com/736x/88/a0/ce/88a0cea1d9beb5bddabc3e512f0b7ecf--princess-mononoke-hayao-miyazaki.jpg)

A question regarding beseiging boars. Have they had their one turn of double-hit first strike, or do they get to do that every turn of a Siege?
Well... it depends. If left to their devices, they'll attack the fort again and won't get a double strike. But if someone attacks them, then it'll be a different combat and they'll be back to their old tricks straight away.
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 6 - MARROWFAT
Post by: a1s on May 24, 2023, 05:16:30 pm

orders:
March 3 on N9
March 9 on O9
Scout N9-O8-P7

Questions: Are fully wooden forts 4/4 defense?

I would be willing to sell some armies to the highest bidder. I'm looking for gold or stone.
How many armies do you have available?
Let's say up to 5 armies are for sale.
And 12 wood.
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 7 - MONSTERS
Post by: Egan_BW on May 24, 2023, 05:21:11 pm
Goodness, you're quite rich. The only thing I have going for me is my ability to sprint out to uncharted territory by water. :p

Also, I corrected a mistake, the fort I captured was at 4/7, not 3/4. I assumed they came unupgraded, actually, and then the battle report just said "damaged (3)".
Bit of a shame, if I'd dealt less defense damage then I'd be able to get stone from dismantling it. ;p
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 6 - MARROWFAT
Post by: Quarque on May 24, 2023, 05:24:13 pm
How many armies do you have available?
Let's say up to 5 armies are for sale.
And 12 wood.
Ok. With a 5 army assist this fight is much safer. I would offer 2 stone and 2 gold.
Not for buying them, because my army cap would delete them. Instead I'd pay you to march those armies to A7 this turn and aid me in my fight there. Any surviving armies would return, of course.

@Vermilionskies, Kashyyk: do you agree to this if I pay you both one gold as well?
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 6 - MARROWFAT
Post by: notquitethere on May 24, 2023, 05:26:30 pm
Questions: Are fully wooden forts 4/4 defense?
Yes, this is what the OP says:

Quote
Forts give +4 defence at base. You can repace wood for stone in the construction of your fort, giving +1 defence for each stone spent this way.

It's confusing because they cost 5 wood, not 4. A fully stone fort is 9/9 I suppose.

Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 6 - MARROWFAT
Post by: a1s on May 24, 2023, 05:36:54 pm
Ok. With a 5 army assist this fight is much safer. I would offer 2 stone and 2 gold.
Not for buying them, because my army cap would delete them. Instead I'd pay you to march those armies to A7 this turn and aid me in my fight there. Any surviving armies would return, of course.
That's a bit lower than I expected. How about instead of the gold, a futures contract on 3 stone deliverable 3 turns from now? (basically your quarry production, but insured against you losing the site)
Note: I know this isn't risky ventures, I'm trusting you to keep faith with the contract. Because I belive in your high moral character and because I would be violently angry, if you don't keep it.

BTW, since I'm getting these back, 5 armies are still for sale, if anyone else needs them.

Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 6 - MARROWFAT
Post by: Quarque on May 24, 2023, 05:50:19 pm
Ok. With a 5 army assist this fight is much safer. I would offer 2 stone and 2 gold.
Not for buying them, because my army cap would delete them. Instead I'd pay you to march those armies to A7 this turn and aid me in my fight there. Any surviving armies would return, of course.
That's a bit lower than I expected. How about instead of the gold, a futures contract on 3 stone deliverable 3 turns from now? (basically your quarry production, but insured against you losing the site)
That is on the expensive side, but if the other parties involved agree (and do not make a cheaper offer ;) ) I will take it. Please wait for them to weigh in before committing the action.

Note: I know this isn't risky ventures, I'm trusting you to keep faith with the contract. Because I belive in your high moral character and because I would be violently angry, if you don't keep it.
Trust appreciated - though instead of my dubious moral character, I'd say you can trust me because no one would ever deal with me again in online games if I broke my word. ;)
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 6 - MARROWFAT
Post by: Egan_BW on May 24, 2023, 06:06:40 pm
BTW, since I'm getting these back, 5 armies are still for sale, if anyone else needs them.
I'll start the bid with 1 gold. :D
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 6 - MARROWFAT
Post by: a1s on May 24, 2023, 06:08:53 pm
BTW, since I'm getting these back, 5 armies are still for sale, if anyone else needs them.
I'll start the bid with 1 gold. :D
I can get 2 gold for them on the market, so obviously the lowest bid I will accept is 3 gold.  :P
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 7 - MONSTERS
Post by: Egan_BW on May 24, 2023, 06:31:40 pm
Hah, I can't actually accept five armies at the moment anyways, unless I garrison some and THEN accept the armies. Which... is probably legal, since trade between players happens any time during the turn, rather than right at the start?
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 7 - MONSTERS
Post by: Criptfeind on May 24, 2023, 06:43:28 pm
You win this race Egan lol rip that mountain pass.

My scouting is a bit weird, when I absorbed the hill I see "From the hill: NW: you see unusual site" However, NW was already scouted last turn and is as far as I can tell, just a normal marsh? Am I misunderstanding something there or bug? Criptifeind can't tell east from west.

Also I scouted O9 and found a dragon with stone+gold but the dragon was placed on O8, displacing whatever the unusual site is I think?
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 7 - MONSTERS
Post by: Criptfeind on May 24, 2023, 07:11:06 pm
I'm looking for assistance in the fight against the lair with the dragon.

If you're paying the way up north (assuming A1s would even accept the offer since I'm directly competing against them) I'd do it for 1 stone with 6 armies with the additional condition that I'd be sending the last femur to pick up skeletons in the fight, and if it's somehow lost and it ends up in there, when it's recovered it comes back to me.
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 7 - MONSTERS
Post by: Quarque on May 24, 2023, 07:25:33 pm
If you're paying the way up north (assuming A1s would even accept the offer since I'm directly competing against them) I'd do it for 1 stone with 6 armies with the additional condition that I'd be sending the last femur to pick up skeletons in the fight, and if it's somehow lost and it ends up in there, when it's recovered it comes back to me.
Yes, I pay the Lords in between. This is a good offer, I would agree to those terms.

a1s, would you agree to let the skeltons pass if I pay you 1 gold?
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 7 - MONSTERS
Post by: a1s on May 24, 2023, 07:36:00 pm
If you're paying the way up north (assuming A1s would even accept the offer since I'm directly competing against them) I'd do it for 1 stone with 6 armies with the additional condition that I'd be sending the last femur to pick up skeletons in the fight, and if it's somehow lost and it ends up in there, when it's recovered it comes back to me.
Yes, I pay the Lords in between. This is a good offer, I would agree to those terms.

a1s, would you agree to let the skeltons pass if I pay you 1 gold?
I will do it for 1 stone.
Also, this is a magnificent offer, I'm not going to even try and compete with it. My hat is off to you, Criptfeind
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 7 - MONSTERS
Post by: Criptfeind on May 24, 2023, 07:36:22 pm
If permission for me to move though peoples lands this turn is obtained, I'd also be using it as an opportunity to utilize the The Grove of Tusks.

As a question to the notquitethere: If me and Quarque attacked the marrowthrone and I ended up holding the throne, and then paid the grove of tusks in that same turn, would that end up as I wish it too, with me holding the marrowthrone and 0 retaliation percentage? If that is indeed how that works. I'd offer that to Quarque, so you don't have to also use the grove of tusks. Of course, this comes at the cost of me obtaining the throne, so you'd have to decide if you value having it more then you value not having those bonus anger points. I'm okay either way, just an offer in case you actively don't want the throne.
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 7 - MONSTERS
Post by: Quarque on May 24, 2023, 07:45:51 pm
I will do it for 1 stone.
Deal. In fact, I offer Vermilionskies and Kashyyk the choice of being paid in the resource of their choice as well (1 gold, 1 stone or 1 wood)

I'd offer that to Quarque, so you don't have to also use the grove of tusks. Of course, this comes at the cost of me obtaining the throne, so you'd have to decide if you value having it more then you value not having those bonus anger points. I'm okay either way, just an offer in case you actively don't want the throne.
That is generous, you can certainly have the throne. I feel that you deserve a bonus for keeping it, so will also give you the Pellucid Orb then (as soon as I have it - with bad luck a bloodsinger could escape).
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 7 - MONSTERS
Post by: Egan_BW on May 24, 2023, 07:52:41 pm
You win this race Egan lol rip that mountain pass.
Yeah, 15 bog cats right on the pass is unfortunate luck for you.
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 7 - MONSTERS
Post by: Criptfeind on May 24, 2023, 08:00:27 pm
The fact that they get 4 defense is really the topping on the cake really, I think that means without siege gear or archers they can't even be killed on the turn that I attack? Since I'd roll 1d8-1 and need to roll a 8 to kill one?

Although it does mean I could stack like 8 siege gear and kill them all super safely I guess?
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 7 - MONSTERS
Post by: Egan_BW on May 24, 2023, 08:10:26 pm
8 Siege gear would do it, but you'd need the equivalent of 16 armies to take out all the enemies in the one turn your 8 engines last for, which probably requires you to work with someone else, and there's no reward for defeating them.
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 7 - MONSTERS
Post by: VermilionSkies on May 24, 2023, 08:18:33 pm
Updated sheet:
Spoiler: Gerald Wright (click to show/hide)
I'll also take one stone for passage.
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 7 - MONSTERS
Post by: Criptfeind on May 24, 2023, 08:23:16 pm
there's no reward for defeating them.

Fuck bog hags thou, all my homies hate bog hags.
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 7 - MONSTERS
Post by: a1s on May 24, 2023, 08:30:57 pm
If a player's fort/castle runs out of defenders it falls to the enemy, right?
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 7 - MONSTERS
Post by: Kashyyk on May 25, 2023, 02:10:44 am
Good thing they got stalled out at the Fort rather than making it to my Castle.

@NQT: My reprisal odds didn't increase after taking the Village at F15.

@Quarque/Cript: I will permit passage this turn for 1 Stone or 2 Gold

1x Infantry get trained as Archers (-2 wood) and are garrisoned in Fort Hollivy
1x Infantry garrisons Shandston's Folly
1x Infantry marches on the empty lair at G11
1x Infantry scouts H10->H9->G9
7x Infantry breaks the Siege at Fort Heather (H13). The Garrison sallies forth to join the battle

Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 7 - MONSTERS
Post by: Quarque on May 25, 2023, 02:41:35 am
So it will be, then.

Orders:

Buy 2 stone for 4 gold
Pay 1 stone to Prince Mackial FitzHarbort
Pay 1 stone to Gerald Wright
Pay 1 stone to Marquess Ambrosio Vulk
Pay 1 stone to Marchioness Aywen Ayes
March 9 armies (1 equipped with the Rhuddy Cape) to A7
Build a Fort ("Neubockelstein") on D11 for 5 wood
Scout B14-B15-A15



as discussed, I will cooperate with the forces of Marquess Ambrosio Vulk in the Battle for A7.
The Marrowfat Throne and the Pellucid Orb will go to him

Rest assured I will guarantee you the Spiked Femur back in case you would lose it - although I think this is extremely unlikely to happen with the overkill we're sending.
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 7 - MONSTERS
Post by: Criptfeind on May 25, 2023, 03:06:45 am
If you want to pay me the stone on a later turn to save yourself from having to purchase it now, I don't mind.
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 7 - MONSTERS
Post by: Quarque on May 25, 2023, 03:14:01 am
no worries, you're getting it today
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 7 - MONSTERS
Post by: notquitethere on May 25, 2023, 03:37:19 am
My scouting is a bit weird, when I absorbed the hill I see "From the hill: NW: you see unusual site" However, NW was already scouted last turn and is as far as I can tell, just a normal marsh? Am I misunderstanding something there or bug? Criptifeind can't tell east from west.
I switch them round in my head too.

Also I scouted O9 and found a dragon with stone+gold but the dragon was placed on O8, displacing whatever the unusual site is I think?
It displaced another marshland. I've swapped it back round. Good spot.

As a question to the notquitethere: If me and Quarque attacked the marrowthrone and I ended up holding the throne, and then paid the grove of tusks in that same turn, would that end up as I wish it too, with me holding the marrowthrone and 0 retaliation percentage?
Sure, if the payment is made before the next enemy phase, and you don't kill any more barbarians after that, it would be zero for the enemy phase.

If a player's fort/castle runs out of defenders it falls to the enemy, right?
Correct, even if it has defence left. This is why Keeps are good.

@NQT: My reprisal odds didn't increase after taking the Village at F15.
Fixed.
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 7 - MONSTERS
Post by: a1s on May 25, 2023, 03:45:46 am
Giants in sieges, how do they work vis-a-vis being 3 armies? Do they regenerate every turn?
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 7 - MONSTERS
Post by: notquitethere on May 25, 2023, 03:49:40 am
Giants in sieges, how do they work vis-a-vis being 3 armies? Do they regenerate every turn?
Good question... I suppose they should do because:
1. New combats can occur mid-seige
2. I don't want to have to track health levels
3. They can go behind the walls and have a little rest between assaults.

Does this make dragons/giants more scary? Maybe.
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 7 - MONSTERS
Post by: Criptfeind on May 25, 2023, 03:54:45 am
That's very scary for fighting castle Bryn, or at least it would be if their rules didn't suggest that you'll pretty much always end up killing at least half of them via field battles (patrol or against their reclamation is a bit unclear though) before you get to the castle.

If you break a fort/castles defenses down to 0 during a round, it turns into just a normal combat next round right? If so, does it still only do the siege battle that turn, and the normal battle rounds would have to take place next turn, or would the normal battle immediately commence at the end of the siege round?
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 7 - MONSTERS
Post by: Criptfeind on May 25, 2023, 03:58:44 am
Also I think when you fixed the swamp swap you accidentally left in the partially processed turn. Spoiler alert!
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 7 - MONSTERS
Post by: a1s on May 25, 2023, 04:03:40 am
it's interesting to me that siege engines don't actually break walls (they kill people but the chance to destory a wall is still 3/8).
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 7 - MONSTERS
Post by: Criptfeind on May 25, 2023, 04:10:41 am
Okay, I belive that this turn order, assuming we win A7, ends with me having neutered the marrowfat throne before it can fuck anyone up.

Spoiler: Turn 6 gains/losses (click to show/hide)

Spoiler: Marquess Ambrosio Vulk (click to show/hide)

Spoiler: Turn 7 (click to show/hide)
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 7 - MONSTERS
Post by: notquitethere on May 25, 2023, 04:28:26 am
Also I think when you fixed the swamp swap you accidentally left in the partially processed turn. Spoiler alert!
Oops. Uh... should be fixed now!

If you break a fort/castles defenses down to 0 during a round, it turns into just a normal combat next round right? If so, does it still only do the siege battle that turn, and the normal battle rounds would have to take place next turn, or would the normal battle immediately commence at the end of the siege round?
A normal battle commences as soon as the walls are completely destroyed.

it's interesting to me that siege engines don't actually break walls (they kill people but the chance to destory a wall is still 3/8).
This would be a better way of implementing the siege engines:

- for one roll, walls breaks on a lower dice result, with each additional engine lowering it further, so on a 4+, then a 3+ etc. instead.

This means it would actually just give better targeting to walls, and also you couldn't stockpile siege engines indefinitely to ultrakill on any siege.

I'd be quite tempted to move over to this, but it's not good form to chop-and-change the mechanics mid-game.
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 7 - MONSTERS
Post by: a1s on May 25, 2023, 04:35:48 am
I'd be quite tempted to move over to this, but it's not good form to chop-and-change the mechanics mid-game.
We could take a vote on this: if no one minds (i.e. unanimous approval) we will switch.
I vote switch.
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 7 - MONSTERS
Post by: notquitethere on May 25, 2023, 04:40:47 am
I've put up a poll!
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 7 - MONSTERS
Post by: Quarque on May 25, 2023, 04:49:52 am
If this rule is going to be changed, we should be careful to reconsider the cost and durability of siege engines. These currently last only one combat round. As it stands they are expensive and good. Let's not make them expensive and bad.
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 7 - MONSTERS
Post by: notquitethere on May 25, 2023, 04:56:36 am
If this rule is going to be changed, we should be careful to reconsider the cost and durability of siege engines. These currently last only one combat round. As it stands they are expensive and good. Let's not make them expensive and bad.
It's a good point. Destroying walls on long seiges is useful (essential vs. anywhere with a Keep), but killing defenders is strictly better. Maybe they don't get exhausted?
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 7 - MONSTERS
Post by: Kashyyk on May 25, 2023, 05:04:52 am
Not all Siege engines were designed to break fortifications. Towers and ladders let you get over the walls, whilst galleries and mantlets protect you from the defenders whilst you move about.

You can very easily spend the same number of resources on engines to take a Fort as the actual Fort cost to build, but the odds of that actually goes down with higher defence (on a Fort at least). I'm going to vote no change, but if we did change it, I would want high Defence to to be worth more than low Defence beyond merely being more ablative hits. Perhaps the more defence you have, the more likely the defence takes the hit instead of the Garrison? (With the Keep being the ultimate form of that). The maths could complex though.
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 7 - MONSTERS
Post by: Criptfeind on May 25, 2023, 05:06:18 am
Ironically, I'd probably be better off if we don't swap because someday I want to kill that dang old witch and the easiest way to do it would be stacking 8 siege engines. The change might be better overall (hard to tell really the long term ramifications of it since we've not really gotten into the late game pvp where siege engines would see the most use I think) but I'm gunna have difficulty looking past my own selfish short term self interest :P

If this rule is going to be changed, we should be careful to reconsider the cost and durability of siege engines. These currently last only one combat round. As it stands they are expensive and good. Let's not make them expensive and bad.

I totally agree that we should be careful of changes, but also I sorta think that as we move out of the early game and into the more mid game the economy of the game is changing a lot. In the first few turns they were expensive as there were some forts that needed to be sieged and most people were on 0-1 wood income, but I'm not really sure if they really are expensive anymore? I'm making 3 wood a turn, Wright is making 3 a turn, FitzHarbort is making 4, Ayes is making 5! considering that it's not every turn that we are besieging down a place (at least for the moment) woods really stacking up quite quickly. And we've not even conquered half the map yet. Similarly armies are now sorta lowish value, whereas in the first turns everyone was buying them for 2 gold each, but as everyone hits their army cap and gathers more villages we are reaching a point where loosing armies doesn't really matter that much, and army cap becomes a much more valuable stat. So long as our actions are limited by our army cap our resource incomes will keep going up but our ability to spend that income won't really go up with it, which I think will make things like siege gear better but also cheaper.

Right now I think the only really valuable material is stone, since it can raise army cap, and gold, since it can buy stone.

If this rule is going to be changed, we should be careful to reconsider the cost and durability of siege engines. These currently last only one combat round. As it stands they are expensive and good. Let's not make them expensive and bad.
It's a good point. Destroying walls on long seiges is useful (essential vs. anywhere with a Keep), but killing defenders is strictly better. Maybe they don't get exhausted?

I think that if they don't get used up that'll mean pretty much everyone just buys 5 (or however many to make 1 kill a wall) and then never buy any more ever again? I'm not sure if that's what we should aim for, but then again maybe then people might eventually buy bows.
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 7 - MONSTERS
Post by: Quarque on May 25, 2023, 05:08:21 am
hmm

A decent siege army consists typically of like 6 units, so in an "average" use case a single siege engine demolishes one layer of wall on average. So you're spending 2 wood to destroy something that costs 1 stone to repair. Given that wood is much more abundant than stone, this is actually surprisingly fair.

Ok, I'm voting for the rule change.
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 7 - MONSTERS
Post by: notquitethere on May 25, 2023, 05:31:49 am
All good points raised. As we're not unanimous here, what I think I'll do is introduce the possibility of creating wall-damaging seige engines as an additional extra from one of the unique sites that is upcoming.

As it currently stands, if someone wants to spend 14 wood to create the ultimate anti-personnel trebuchet for one round, that's fine- for tiles with lots of units on, or a keep, they'll probably still face some counter-attack.
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 7 - MONSTERS
Post by: Egan_BW on May 25, 2023, 02:35:31 pm
The current way it works makes sense to me. A properly prepared siege can bypass the walls and kill the defenders, while a less prepared one has to settle down and hope to wear them out. Though maybe it should be harder or more expensive to do.
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 6 - MARROWFAT
Post by: a1s on May 25, 2023, 02:52:37 pm
If no one will trade with me, I shall make my own gold.
New orders:
orders:
March 3 on N9
March 9 on O9
Scout N9-O8-P7
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 7 - MONSTERS
Post by: notquitethere on May 25, 2023, 10:54:22 pm
Just a heads up I'm going away for a long weekend, so unless I get a move from Vermillion in the next hour or so there probably won't be an update before Monday.
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 7 - MONSTERS
Post by: VermilionSkies on May 25, 2023, 11:04:11 pm
Spoiler: Gerald Wright (click to show/hide)
3 Wood, 2 Gold, 3 Armies (1 lost due to overflow), 1 Stone.
Sell 2 Wood for 1 Gold.
Purchase 4 Stone for 8 Gold.
Build Fort Mason at L15 using 5 Stone, assigning three Armies.
Build Fort Tailor at J14 using 5 Wood, assigning three Armies.
Scout L11-L10-L9.
1 Army defends Castle Wright.

About time I finally got around to my true goal this game.
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 8 - CATS
Post by: notquitethere on May 26, 2023, 12:54:45 am
TURN 7 REPORT
Spoiler: Marquess Ambrosio Vulk (click to show/hide)
Spoiler: Gerald Wright (click to show/hide)
Spoiler: Enemy Phase (click to show/hide)

TURN 8

Research

Countess Andice Gloronisits learns that in N7 is Taghairn Cave - Owned by Cuthbert Catsbane, a Bloodsinger who wields the Cat Sack if it hasn't appeared elsewhere. Has a limited kind of Bloodforge in which three cats may be sacrificed to create a new artefact. You would first have to find a way of gaining the cats.

Prince Mackial FitzHarbort learns that in G6 is Black Claw (Cursed item: cannot be destroyed, sacrificed, gifted or traded. Whoever defeats an army wielding Black Claw will gain the Black Claw.) (+4 dice rolled when attacking, every time someone is killed by a force wielding the claw, the nearest square with a bog cat gains another cat. If there are none, a bog cat will appear in the nearest empty square.)

(https://i.imgur.com/xyLir7C.png)

Spoiler: Known Artefact List (click to show/hide)
Spoiler: Known Unique Sites (click to show/hide)
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 8 - CATS
Post by: Kashyyk on May 26, 2023, 02:16:49 am
Quote
Your total losses: one. The 10 gold that would have been looted remains.
Gosh darnit! The one good thing I was hoping to get out of this debacle  :'(
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 8 - CATS
Post by: Criptfeind on May 26, 2023, 05:45:39 am
Well rip. I'll send the orb back to you Quarque since our plan for the marrowfat failed. I guess "undefended" means "not behind a wall" not " notdefended by other monsters". At least you have tons of gold to pay it off later.

Also it looks like you might have missed rolling for the fight in Q15 notquitethere. NBD. Although, also, should there be a unique site at O8? I saw one from the hill when I took it, but now that I properly scouted it it's just a hag and her bog.
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 8 - CATS
Post by: Criptfeind on May 26, 2023, 05:58:35 am
Turn complete

Spoiler: Turn 6 gains/losses (click to show/hide)

Spoiler: Marquess Ambrosio Vulk (click to show/hide)

Spoiler: Turn 7 (click to show/hide)
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 8 - CATS
Post by: Quarque on May 26, 2023, 06:32:09 am
Well rip. I'll send the orb back to you Quarque since our plan for the marrowfat failed. I guess "undefended" means "not behind a wall" not " notdefended by other monsters". At least you have tons of gold to pay it off later.
That's kind, but you can keep it if you like, you earned it. Not your fault that the bugger escaped.
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 8 - CATS
Post by: notquitethere on May 26, 2023, 06:44:12 am
Ppe

Not sure how that unusual site turned into a marsh, but I'll sort it out on Monday. For now, assume that there are still cats and hags there and it'll be clarified later. I'll also process the missed fight and whatever else.

But first... I have to put up a tent!
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 8 - CATS
Post by: Egan_BW on May 26, 2023, 07:42:59 am
gooooooold! :D :D :D
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 8 - CATS
Post by: Criptfeind on May 26, 2023, 10:35:09 am
(A question for ya when you get back next week)

3 armies 2 skeletons 1 skeleton archer continue sieging fort Hawthorn 1/5 at Q14: Your armies attack (with two skeletons) (7, 7, 7, 4 and 4), damaging the walls (1) and breaking through into the fort, defeating two of the enemies (Thornish holdout and Thornish holdout).
All enemies are defeated and the marshland is absorbed into your county.

Digging into this more, am I understanding correctly that what happened here is that the first 7 caused the wall to break and then it immediately went into "normal" combat mid rolls with the subsequent sevens killing the enemies under normal combat rules? If so, how do archers and their +1 fit into the instantly swapping combat rules? Siege weapons as well?

Also doesn't matter but I guess the skeleton archer didn't attack, probably just a minor error in the input that didn't include it. Maybe I need a better way to notate the forces being sent, especially if things get more complicated.
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 6 - MARROWFAT
Post by: a1s on May 27, 2023, 02:36:43 pm

orders:
Buy 7 stone
Sell 12 wood
Build Tower
March 5 on M14
Scout M14-M15
Scout N8-N7-O7
Scout M9-L10-K10
Scout M8-M7-N6
Scout M8-L8-K8
Socut M8-L7-K7
Scout M8-L9-K9
Scout O8-O7-O6 buy 3 cats.

Will pay 3:2 gold for stone! or 2:1 wood for stone.
Still willing to sell off some armies/do mercenary work.
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 8 - CATS
Post by: Criptfeind on May 27, 2023, 02:50:30 pm
Well rip. I'll send the orb back to you Quarque since our plan for the marrowfat failed. I guess "undefended" means "not behind a wall" not " notdefended by other monsters". At least you have tons of gold to pay it off later.
That's kind, but you can keep it if you like, you earned it. Not your fault that the bugger escaped.

Sorry for the late reply, wanted to say though thanks, that's mighty generous of you. I'll cherish this orb as a souvenir of my adventures in the north. Maybe I can attach it to the last femur to make some sorta wizards staff, they gota have an orb on top, right?

Another question for notquitethere when he gets back from camping. How do blood forges work? Specifically, are they one use or multi use?
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 8 - CATS
Post by: Quarque on May 27, 2023, 11:19:28 pm
no worries

@Kashyyk: I see you have a wolf problem. I'll let you use my wolf crystal for a turn if I can have half of the wolves.
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 8 - CATS
Post by: Kashyyk on May 28, 2023, 03:36:31 am
@Kashyyk: I see you have a wolf problem. I'll let you use my wolf crystal for a turn if I can have half of the wolves.
Yeah,  I'll take that deal.

16 Gold is spent to buy 8 Stone
A Barracks is built for 10 Stone
3 Siege Engines are built for 6 Wood
1x Infantry garrisons Shandston's Folly
1x Infantry with Bockhaven's Wolf Crystal, marches on H12
9x Infantry and 3x Siege Engines march on Fort Heather H13

Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 8 - CATS
Post by: Quarque on May 28, 2023, 06:30:53 am
ok!

Orders:
edit: orders changed, see below
Lend the Wolf Crystal to Prince Mackial FitzHarbort
Sell 2 wood for 1 gold
Buy 9 stone for 18 gold
Build a barracks
March 3 with Rhuddy Cape at A8
March 5 at C12
March 1 at D10
Send a scout to F12 to sacrifice 10 gold, then continue scouting* - E13 - E14
*: if that is allowed, otherwise just sac the gold
Spoiler (click to show/hide)
[/s]
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 8 - CATS
Post by: notquitethere on May 29, 2023, 09:40:05 am
I am back!

I have updated the previous post with the missing unique site. It's a hag-related one which incidentally allowed an extra tile to be scouted. I've also put in the missing battle in the southeast corner. I'll be updating the turn in a few hours probably, so feel free to make any last minute changes accordingly.

Another question for notquitethere when he gets back from camping. How do blood forges work? Specifically, are they one use or multi use?
Multiuse, but only once set of sacrifices per turn.

Digging into this more, am I understanding correctly that what happened here is that the first 7 caused the wall to break and then it immediately went into "normal" combat mid rolls with the subsequent sevens killing the enemies under normal combat rules? If so, how do archers and their +1 fit into the instantly swapping combat rules? Siege weapons as well?
Currently, the engine gives the archers and seige engines the bonus when the roll is made, and each dice is assigned one-by-one to the walls or, if no more walls, to normal combat.
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 8 - CATS
Post by: a1s on May 29, 2023, 09:56:15 am
Question: what does releasing an unfriendly cat from a bag do? or is that a surprise?
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 8 - CATS
Post by: notquitethere on May 29, 2023, 10:04:23 am
Question: what does releasing an unfriendly cat from a bag do? or is that a surprise?
It would act as a unit hostile to Alkabarian (and Thornish etc. forces), and friendly to monster-aligned forces. If let loose by a scout, the scout would flee as if they had encountered it in the wild naturally.
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 8 - CATS
Post by: Criptfeind on May 29, 2023, 10:06:21 am
Okay... naturally I'm going to have redo my turn so I'm not sending an army in against 30 cats. Might not have time to do that right now.

Edit: Since scouts can go though the hag market, I think my scout last turn should also have scouted O7, if I understand correctly. (Both me and a1s scouted the hag market this turn and you only edited their scouting results.)
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 8 - CATS
Post by: notquitethere on May 29, 2023, 10:25:46 am
Edit: Since scouts can go though the hag market, I think my scout last turn should also have scouted O7, if I understand correctly. (Both me and a1s scouted the hag market this turn and you only edited their scouting results.)
Right you are. I've updated accordingly with the O7 result
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 6 - MARROWFAT
Post by: Quarque on May 29, 2023, 10:45:50 am
imho a giant along your side would inspire courage, but maybe it should depend on wound status. ie, perhaps a giant at 1/3 health could count as 1 unit and a healthy giant as 3, for the purpose of the retreat count?
I'll have a think. It probably makes sense for them and dragons to count in this way. That way attacking dragons will flee properly when injured.
Did you decide yet?

A few questions about player-aligned wolves.
Are they allowed to perform actions on their own, such as marching or scouting?
What happens if they flee during a fight, do they remain under your ownership?
I think they only flee when a fellow wolf dies (or half army strength), not when a regular army dies. Correct?
Does the bitter brew prevent them from fleeing, if you have it?
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 6 - MARROWFAT
Post by: notquitethere on May 29, 2023, 10:57:32 am
imho a giant along your side would inspire courage, but maybe it should depend on wound status. ie, perhaps a giant at 1/3 health could count as 1 unit and a healthy giant as 3, for the purpose of the retreat count?
I'll have a think. It probably makes sense for them and dragons to count in this way. That way attacking dragons will flee properly when injured.
Did you decide yet?
Yes I think I will amend the engine to take into account giant and dragon health when weighing up whether to flee. It's more consistent that way too.

A few questions about player-aligned wolves.
Are they allowed to perform actions on their own, such as marching or scouting?
No, monster units cannot perform actions unaccompanied. (This helps keep the action economy pegged to your max army count even though there's no limit on monster units.)

What happens if they flee during a fight, do they remain under your ownership?
I had in mind that they would revert back to being wild wolves, but the artefact description doesn't say that, and units, once joined to your army, usually remain. So they will remain under ownership. I could have had weilding the artefact necessary for continued monster unit control, but I didn't go down that route, so I guess it's fine.

I think they only flee when a fellow wolf dies (or half army strength), not when a regular army dies. Correct?
Correct, they only care about wolf deaths.

Does the bitter brew prevent them from fleeing, if you have it?
Sure, that makes sense to me.

Send a scout to F12 to sacrifice 10 gold, then continue scouting* - E13 - E14
[/b]*: if that is allowed, otherwise just sac the gold
Yes, units who scout to a special site can continue scouting if they have tiles remaining to play with.
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 8 - CATS
Post by: Quarque on May 29, 2023, 11:07:01 am
So, if I have no good mission for my wolves for a turn and just want to prevent losing them, am I allowed to keep them playing in front of my castle or something?
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 8 - CATS
Post by: notquitethere on May 29, 2023, 11:13:19 am
So, if I have no good mission for my wolves for a turn and just want to prevent losing them, am I allowed to keep them playing in front of my castle or something?
Unassigned units will always just defend your castle, this is true for wolves, cats, skeletons etc.



I was planning on doing an update now I'm back, but apparently I'm still waiting on orders from Vermillion and Egan, and I think Criptfeind wants to send in some updated orders. So, the ball is your court.
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 8 - CATS
Post by: VermilionSkies on May 29, 2023, 01:01:20 pm
Spoiler: Gerald Wright (click to show/hide)
Produced: 1 Stone, 3 Wood, 3 Armies (3 Overflow), 2 Gold.
March K11 with 1 Army.
Scout K10-K9-K8.
Scout J10-K9-K8.
Scout L10-L9-L8.
March L12 with 4 Armies.
2 Armies defend Castle Wright.
(edited)
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 8 - CATS
Post by: a1s on May 29, 2023, 01:48:57 pm
updated my orders to buy more cats.
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 8 - CATS
Post by: Criptfeind on May 29, 2023, 10:10:06 pm
Welp, the hag market really fucked me up a bit, so my current turn is probably a bad idea. But I don't have any other idea, so I'll just go for a blind expand. My turn post is fixed and runnable
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 8 - CATS
Post by: Quarque on May 29, 2023, 11:34:22 pm
The hag market might need some tuning if you run this game again. That's a unit that ignores army cap, is available in unlimited amount, lowers pvm damage by 33% and pvp damage by 25% and gives a bonus in swamps. With no drawbacks. Given how much income we have already, they're worth closer to 12 gold a piece than 4 gold.
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 8 - CATS
Post by: a1s on May 30, 2023, 01:01:01 am
The hag market might need some tuning if you run this game again. That's a unit that ignores army cap, is available in unlimited amount, lowers pvm damage by 33% and pvp damage by 25% and gives a bonus in swamps. With no drawbacks. Given how much income we have already, they're worth closer to 12 gold a piece than 4 gold.
I wouldn't go as far as saying they are worth 12 gold, but they are certainly a steal at 4. Also the amount is limited to 27.

If anyone wants to throw money at me, I will resell my cats for 6 gold each.
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 8 - CATS
Post by: notquitethere on May 30, 2023, 02:28:21 am
Hag market may be a steal with those cats, and could've more expensive... but it isn't all upsides in the context of other sites and artefacts, so we shall see...
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 8 - CATS
Post by: a1s on May 30, 2023, 02:51:58 am
I'm sure I don't know what you mean.  :P
Come on guys, just 6 gold for a super-useful cat! while supplies last! Operators are standing by!
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 8 - CATS
Post by: Quarque on May 30, 2023, 03:38:11 am
You can only start selling next turn, I think? Would you accept an offer of 4 gold + 1 stone?
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 8 - CATS
Post by: Criptfeind on May 30, 2023, 04:17:50 am
I think most of the things that allow going past the unit cap are going to ultimately be pretty op. Last femur, wolf thing (depending on how many wolves spawn, but, hey, lucky you and Kashyyk, shit tons of them spawned in the north) and cats. But I mean, artifacts in general are very unbalanced so hard to say if it's too much of a bad thing that there is a particularly unbalanced class of them. I think the the blood forges sound super op as well right now if they just let you get an artifact per turn.

Also I guess I could buy cats, and probably should. But I'm poor.

Also blackclaw+catmarket=effectively infinite cats for sale?
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 8 - CATS
Post by: a1s on May 30, 2023, 04:26:42 am
Not exactly. I am willing to simultaneously give you 3 gold for 2 of your stone, or 2 wood for 1 of your stone. And then you can pay me the 6 gold.
Taking a peek at your finances, I can see that this is not for you. I can also sell you a cat on credit, if you promise to pay me 2 gold for the next 4 turns. 1 creditCat per customer.

Also blackclaw+catmarket=effectively infinite cats for sale?
Only if battles near the cat-market are infinite, but yes that can add a few cats to the stockpile.
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 8 - CATS
Post by: notquitethere on May 30, 2023, 04:38:04 am
I think it'll all even out more or less, but I'm prepared to be wrong. The generator on its own has a flat difficulty curve, where you can mostly avoid harder encounters until later. The sites and artefacts then are designed to ramp up the power and difficulty as it goes on, with harder encounters but more tools for solving those encounters. Whether it works out as intended, we shall see. The main thing I have for balancing the use of monster units hasn't appeared yet but will probably appear in the next few turns.
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 8 - CATS
Post by: Quarque on May 30, 2023, 04:47:32 am
Not exactly. I am willing to simultaneously give you 3 gold for 2 of your stone, or 2 wood for 1 of your stone. And then you can pay me the 6 gold.
Taking a peek at your finances, I can see that this is not for you. I can also sell you a cat on credit, if you promise to pay me 2 gold for the next 4 turns. 1 creditCat per customer.
I'll just change my orders to be able to pay directly.. next turn, that is. Since your scout first needs to pick up the cats, I don't think you can instantly sell them this turn yet?

New orders:
Lend the Wolf Crystal to Prince Mackial FitzHarbort
Buy 9 stone for 18 gold
Build a barracks
March with 1 army on B14
March with 9 armies and the Rhuddy cape on D14

Spoiler: Bockelstein (click to show/hide)
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 8 - CATS
Post by: notquitethere on May 30, 2023, 05:25:35 am
Since your scout first needs to pick up the cats, I don't think you can instantly sell them this turn yet?
This is correct. It's unlikely, but in theory something could happen to the scout on the way due to some other event.
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 8 - CATS
Post by: Criptfeind on May 30, 2023, 06:25:11 am
Do player owned cats turn the terrain into marshes on victory like normal cats, presumably destroying forests/villages/unique terrain? And, if so, what would that do to quarries and mines, which as terrain features I guess there's no rules that they can't exist in marshes, but will never generate in a marsh naturally outside of some sort of unique terrain/artifact?
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 8 - CATS
Post by: notquitethere on May 30, 2023, 06:39:23 am
Do player owned cats turn the terrain into marshes on victory like normal cats, presumably destroying forests/villages/unique terrain? And, if so, what would that do to quarries and mines, which as terrain features I guess there's no rules that they can't exist in marshes, but will never generate in a marsh naturally outside of some sort of unique terrain/artifact?
Yep. You're asking the right kind of question.

"Failure to defeat the Bog Cat turns the terrain into Marshland" but wouldn't get rid of terrain features... so it wouldn't destroy forts, castles*, quarries, mines, free-standing moats etc. It can get rid of lairs, villages, forests, hills, and (if ever fight anything there) water and mountains. Unique sites are probably mostly fine (with a notable exception being the destruction of the unique forests).

*Castles are mostly terrain types as they're all unique, but for this purpose I'm treating them as terrain features as it makes more sense.
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 8 - CATS
Post by: a1s on May 30, 2023, 07:03:18 am
Which happens first then, the scouting from a hill or the turning the terrain into marsh?
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 8 - CATS
Post by: notquitethere on May 30, 2023, 07:05:53 am
Which happens first then, the scouting from a hill or the turning the terrain into marsh?
Turning into marshland, because it's an effect that triggers at the end of combat , and the scouting happens when combat is over and the terrain is seized.
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 8 - CATS
Post by: Kashyyk on May 30, 2023, 07:12:44 am
So that's one way to permanently destroy the Grove... Gonna have to save up for some cats!
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 8 - CATS
Post by: notquitethere on May 30, 2023, 07:23:40 am
So that's one way to permanently destroy the Grove... Gonna have to save up for some cats!
The Grove is undefended so I'm not sure how you'd orchestrate that but I suppose it might be possible with some co-ordination.



I'll give Egan until abut 5pm BST (3.5 hours time) then I'll roll on the next turn.
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 9 - REMNANTS
Post by: notquitethere on May 30, 2023, 11:34:15 am
Turn 8 Reports
Spoiler: Marquess Ambrosio Vulk (click to show/hide)
Spoiler: Enemy Phase (click to show/hide)

Turn 9

Research
Countess Andice Gloronisits learns that in L2 is the Puzzle Dungeon of Mad Lord Frost (Castle with keep, Seige Workshop) 13/13 defence - Lord Frost, a paranoid and inventive Thornish holdout, has retreated deep into his keep to tinker on his creations and allowed monsters to live in the outer areas. While he holds the Puzzle Dungeon, this castle counts as a lair: roll three on the monster table [2 giant, 2 wisps] for initial population. Any monsters marching from this location gain a randomly typed seige engine. He has stockpiled 2d6 wood [5] and 1d6 stone [2].


Prince Mackial FitzHarbort learns that in B1 is the Black Trotter (Cursed item: cannot be destroyed, sacrificed, gifted or traded. Whoever defeats an army wielding Black Trotter will gain the Black Trotter.) (One unit attacks first, twice in every combat, but each time they kill a unit somewhere a boar will turn into a grand tusk- a giant pig that counts as 2 boar. If no boar are currently on the map, the next X boar to appear will all be grand tusks, where X is the number of units killed by the Trotter.)

(https://i.imgur.com/B7lpcfy.png)

Spoiler: Known Artefact List (click to show/hide)
Spoiler: Known Unique Sites (click to show/hide)
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 9 - REMNANTS
Post by: Criptfeind on May 30, 2023, 11:48:03 am
It never stops, at this point I don't even want to kill more Squelsh, but I just can't stop myself.
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 9 - REMNANTS
Post by: Quarque on May 30, 2023, 11:56:12 am
Minor error, I should gain vision on C15 to E15 because of the hill.
Is it possible to attack the dragon on F11 by boat? If a cat is included in the fight, can it turn the water into swamp?
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 9 - REMNANTS
Post by: notquitethere on May 30, 2023, 12:02:19 pm
Minor error, I should gain vision on C15 to E15 because of the hill.
Good spot. Now included.

Is it possible to attack the dragon on F11 by boat? If a cat is included in the fight, can it turn the water into swamp?
Yes and yes.
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 9 - REMNANTS
Post by: Quarque on May 30, 2023, 01:25:20 pm
Another minor correction, the border between C11 and C12 should be black, since I do not own C11.

@a1s wtb 2 cats for 12 gold this turn
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 8 - CATS
Post by: Kashyyk on May 30, 2023, 02:24:48 pm
Tally ho!

Edit: see a later post for my actions this turn.

First, buy 3 wood from Bockhoven for 2 Gold, and 2 armies for 2 Gold from Ayes. I also send the Wolf Gem and five wolves to Bockhoven.
Then build 6 siege engines for 12 wood, and march 14 Infantry, 1 Wolf and 6 Siege engines on the Sundered Spire (J10)


@Quarque: Would you be willing to sell me 2 wood? What's your price?

Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 9 - REMNANTS
Post by: Quarque on May 30, 2023, 02:32:53 pm
@Kashyyk: I think the going rate is 3 wood for 2 gold, so that would be a deal. Also, if I can have your dragon, you can have a new marsh next turn..
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 8 - CATS
Post by: a1s on May 30, 2023, 02:40:12 pm
@a1s wtb 2 cats for 12 gold this turn
Sending you two cats. Not sure where you got 12 gold, but that's your business I guess.
Title: Re: Hedge Lords - Medieval Fantasy 4X game
Post by: a1s on May 30, 2023, 03:07:59 pm

orders:
send 2 bog cats and 1 army to Marquess Fritz Ferdinand von Bockhoven
Receive 12 gold, 1 stone from same
receive 4 gold from Prince Mackial FitzHarbort
Send 2 armies to Prince Mackial FitzHarbort
march 5 armies on L9.
March 3 army on M9
March 3 armies to N8

Will pay 3:2 gold for stone! or 2:1 wood for stone. or 3 wood for 2 gold, for that matter.
Still willing to sell off some armies/do mercenary work.
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 9 - REMNANTS
Post by: Kashyyk on May 30, 2023, 03:29:46 pm
@Kashyyk: I think the going rate is 3 wood for 2 gold, so that would be a deal. Also, if I can have your dragon, you can have a new marsh next turn..
Deal.

@a1s, how many armies can I get for 2 Gold? Can I get more if I promise to pay more next turn?
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 9 - REMNANTS
Post by: Criptfeind on May 30, 2023, 03:40:29 pm
I notice that there's only 5 people in the reprisals section, looks like maybe Bockhoven wasn't put into it.

@a1s wtb 2 cats for 12 gold this turn
Sending you two cats. Not sure where you got 12 gold, but that's your business I guess.
If I had to guess where this tiny confusion comes from my best guess would be you probably looked at an old turn of his last turn where he spent 10 gold paying off reprisals at the Grove of Tusks when you were thinking about cat selling, but he changed his turn to one where he didn't do that, thus he was up 10 gold from what you thought?

Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 8 - CATS
Post by: Quarque on May 30, 2023, 03:50:49 pm
@a1s wtb 2 cats for 12 gold this turn
Sending you two cats. Not sure where you got 12 gold, but that's your business I guess.
Thanks. I changed my orders last turn to be able to afford this (delaying the sacrifice to the barbarians).

Orders:
Sell 3 wood to Prince Mackial FitzHarbort for 2 gold and receive 5 wolves plus the Wolf Crystal from them
Buy 2 cats and 1 army from Marchioness Aywen Ayes for 12 gold and 1 stone
March with 11 armies, the Rhuddy Cape and 1 cat on J10 to support the attack of the Prince.
March with 1 army and the Wolf Crystal on C11
Scout E10
Spoiler: Bockelstein (click to show/hide)
[/s]

Outdated orders see below
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 9 - REMNANTS
Post by: notquitethere on May 30, 2023, 03:52:53 pm
I notice that there's only 5 people in the reprisals section, looks like maybe Bockhoven wasn't put into it.
Originally he was paying off the Squelsh that turn. But it's now in and freshly rolled and nothing has to change.


The ancient Dusk Dragon trembles in fear before the might of the two terrible monsters that are coming to kill him.
Spoiler (click to show/hide)
:D
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 9 - REMNANTS
Post by: Egan_BW on May 30, 2023, 07:48:19 pm
So can I submit an action for the previous turn?
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 9 - REMNANTS
Post by: notquitethere on May 30, 2023, 08:48:57 pm
So can I submit an action for the previous turn?
This is what I said:

Quote
No turn submitted. Everyone is defending. You can still get all your resources from the missed turn. Next turn, to make up for lost time, each scout may go on two separate scouting missions.

So, you can still get all of last turn's resource gain, and this turn each scout can act twice. So it's a lot like having two turns (especially if you want to do some scouting) but I don't have to retcon anything from the previous turn.
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 9 - REMNANTS
Post by: Criptfeind on May 30, 2023, 09:52:42 pm
Spoiler: Turn 8 gains/losses (click to show/hide)

Spoiler: Marquess Ambrosio Vulk (click to show/hide)

Spoiler: Turn 9 (click to show/hide)
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 9 - REMNANTS
Post by: Quarque on May 31, 2023, 12:08:40 am
how many armies can I get for 2 Gold? Can I get more if I promise to pay more next turn?
I could borrow you two wolves for a turn. As payment I'd take an extra wolf next turn.

@a1s (or anyone else): Willing to buy 1 army this turn for 1 stone.
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 9 - REMNANTS
Post by: a1s on May 31, 2023, 02:34:46 am
@a1s (or anyone else): Willing to buy 1 army this turn for 1 stone.
Agreed.

@a1s, how many armies can I get for 2 Gold? Can I get more if I promise to pay more next turn?
2 armies. And not really. I expect to take some casualties clearing out that lair.


BTW, there's a mistake in the map- I bought 3 cats, not 1 from the market and so the population should be 24, not 26.
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 9 - REMNANTS
Post by: Kashyyk on May 31, 2023, 03:05:24 am
Quarque and a1s, I'll take both deals.
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 9 - REMNANTS
Post by: Quarque on May 31, 2023, 03:16:40 am
Changed my orders to take the deals into account.

Quarque and a1s, I'll take both deals.
For sake of clarity, this means I receive 1 wolf from you this turn. (That's easier bookkeeping than receiving 3 and sending 2 back.)
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 9 - REMNANTS
Post by: notquitethere on May 31, 2023, 03:36:01 pm
Time reminder for Vermillion and Egan. I would like to update tomorrow midday (BST) within about 15 hours.
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 9 - REMNANTS
Post by: Egan_BW on May 31, 2023, 07:58:57 pm
Yeah, probably won't make that. Will have to read two turns and actually figure out what I should be prioritizing, so...
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 9 - REMNANTS
Post by: VermilionSkies on May 31, 2023, 09:15:47 pm
Spoiler: Gerald Wright (click to show/hide)
3 Wood, 2 Gold, 3 Armies (3 Overflow), 1 Stone.
Pay 2 Gold and 2 Wood to Marchioness Aywen Ayes.
March L10 with 9 Armies.
1 Army defends Castle Wright
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 9 - REMNANTS
Post by: a1s on June 01, 2023, 02:29:06 am
Hey, VermilionSkies, I can offer you 1 gold to not attack that lair. Otherwise you might learn first-hand the might of [checks notes] a cat.
Seriously though, this is a bad idea for both of us.
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 9 - REMNANTS
Post by: notquitethere on June 01, 2023, 03:24:25 am
Yeah, probably won't make that. Will have to read two turns and actually figure out what I should be prioritizing, so...
I'm happy to give a little longer, but not too much longer. I'll give you another day if you think that would help, but otherwise I'll have to time you out and let your castle fall into ruin to keep this moving.
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 9 - REMNANTS
Post by: Kashyyk on June 01, 2023, 04:48:57 am
Having reread the Spire, I realise I need a little more help in guaranteeing victory. Anyone else interested in lending/selling units? I'm happy to offer future support/payment, the Golden Net, things like that.
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 9 - REMNANTS
Post by: Quarque on June 01, 2023, 04:54:19 am
What is the problem with the spire?
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 9 - REMNANTS
Post by: a1s on June 01, 2023, 04:57:18 am
16 defenders for one. I'm not willing to commit to a siege at this time, can we just break those walls and have a good old battle instead?
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 9 - REMNANTS
Post by: Kashyyk on June 01, 2023, 04:59:59 am
Turns out the Defenders get first strike, which is not ideal. You've bought a cat, right? Would you be interested in trading it away for some Wolves?

I could sweeten the deal by offering to recruit more for you on later turns. Perhaps even work together to get that Bitter Brew, which will make those Wolves super scary. Also happy to receive some direct army support, if NQT is okay with late action changes.
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 9 - REMNANTS
Post by: a1s on June 01, 2023, 05:03:33 am
Hey, VermilionSkies, I can offer you 1 gold to not attack that lair. Otherwise you might learn first-hand the might of [checks notes] a cat.
Seriously though, this is a bad idea for both of us.
or, bear with me, you can pay me 1 gold to f-off, so I can go help Kashyyk.
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 9 - REMNANTS
Post by: a1s on June 01, 2023, 05:08:59 am
Assuming VermilionSkies goes for it (I would) I can send an additional detachment of 5 (negotiable) troops to your siege- they will soak up some damage, deal a few hits of their own and will withdraw (possibly to return next turn for an additional fee) plus I can rent you the cat (you owe me 6 gold if it dies)

Early apologies to NQT: this will completely change my turn.
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 9 - REMNANTS
Post by: Kashyyk on June 01, 2023, 05:10:39 am
I have 4 Gold right now, I'm willing to pay 2 Gold and some promises in exchange for both of you helping me?
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 9 - REMNANTS
Post by: a1s on June 01, 2023, 05:22:09 am
I have 4 Gold right now, I'm willing to pay 2 Gold and some promises in exchange for both of you helping me?
In exchange for 5 troops and the cat (cat is a safety issue, my men will not march without it giving the enemies -1 to hit) I would expect 6 gold paid out over the next 3 turns (2gp/turn.)
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 9 - REMNANTS
Post by: Quarque on June 01, 2023, 05:25:52 am
Turns out the Defenders get first strike, which is not ideal.
Ouch. Missed that detail. So that is what a watchtower does.

You've bought a cat, right? Would you be interested in trading it away for some Wolves?
Yes.

Ok, this messes up my planning a bit but we can work something out if NQT allows the last minute change.

How about:
- you send me 5 wolves back. Including more than one wolf in this fight is a negative anyway, because they would flee in the first round.
- I send over 11 armies, one cat and the Rhuddy cape. This amounts to a net 14 units and would almost guarantee an instant victory.
- You help me get the Bitter Brew later.
- If the unit wearing the cape dies, I do expect the cape back and the one piece of wood is mine.
- If the cat survives, the cat is yours and you give it a name. It would be the hero of the fight. :P
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 9 - REMNANTS
Post by: notquitethere on June 01, 2023, 05:51:04 am
I was looking forward to seeing the watchtower play out, but I suppose I can allow the late changes if we're waiting on a possible Egan action anyway
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 9 - REMNANTS
Post by: Kashyyk on June 01, 2023, 06:08:49 am
@a1s: That's quite a lot for rental, considering you sold me armies for the same price earlier.

@Quarque: It's a deal. These wolves must be getting confused!
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 9 - REMNANTS
Post by: Quarque on June 01, 2023, 06:12:24 am
Excellent.

Final Orders submitted
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 9 - REMNANTS
Post by: Kashyyk on June 01, 2023, 06:21:36 am
My turn post should now have the latest version of my shenanigans for this turn.
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 9 - REMNANTS
Post by: a1s on June 01, 2023, 06:25:36 am
@a1s: That's quite a lot for rental, considering you sold me armies for the same price earlier.
You drive a hard bargain. 2 gold up front and you agree to rent my cat?
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 9 - REMNANTS
Post by: Kashyyk on June 01, 2023, 07:00:19 am
2 Gold to rent 5 armies and a Cat for one turn? I'll agree to those terms.
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 9 - REMNANTS
Post by: a1s on June 01, 2023, 07:08:51 am
Great! Turn updated, 1 cat sent.
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 9 - REMNANTS
Post by: Criptfeind on June 01, 2023, 07:20:37 am
Oh, hey A1, this is a bit embarrassing, but with the forums being so fucky and me being so busy yesterday I only quickly scanned though the stuff yesterday before making my turn, so it wasn't until just now I realized exactly what's going on here

send 2 gold to Marquess Ambrosio Vulk

But I don't think that this deal should kick in until next turn, given that I don't HAVE any cats to compete with you this turn, so I can't take part in/break the monopoly this turn if that makes sense? So go ahead and take that money back and I'll edit my turn accordingly.
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 9 - REMNANTS
Post by: a1s on June 01, 2023, 07:27:58 am
That's very generous of you.  :D
Title: Re: Hedge Lords - Medieval Fantasy 4X game
Post by: Quarque on June 01, 2023, 08:29:14 am
march 5 armies to the Broken Spire, under Prince Mackial FitzHarbort's command.
Note that this is only possible if Wright gives you explicit permission first.
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 9 - REMNANTS
Post by: Kashyyk on June 01, 2023, 09:02:49 am
Quarque has expressed concern about an immediate reprisal after defeating so many Squelsh. That, combined with Wright not having given access for Ayes' reinforcements yet means I'll have to call off the attack for this turn. I'll be posting a new set of actions shortly. I won't renege on any purchases, cos that's not fair on others, but I won't be renting Ayes' troops.
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 9 - REMNANTS
Post by: Quarque on June 01, 2023, 09:11:05 am
Much appreciated. If the barbarians land on my castle I'm pretty much dead. Sorry for not mentioning that sooner, it was a lot last minute panic.

You're still getting a cat for the two dogs.
Title: Re: Hedge Lords - Medieval Fantasy 4X game
Post by: a1s on June 01, 2023, 09:15:12 am
march 5 armies to the Broken Spire, under Prince Mackial FitzHarbort's command.
Note that this is only possible if Wright gives you explicit permission first.
Right.
Hey, VermilionSkies, I can offer you 1 gold to not attack that lair. Otherwise you might learn first-hand the might of [checks notes] a cat.
Seriously though, this is a bad idea for both of us.
or, bear with me, you can pay me 1 gold and the permission, good only for this turn to cross your lands to f-off, so I can go help Kashyyk.
There.
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 8 - CATS
Post by: Kashyyk on June 01, 2023, 09:16:34 am
Here are my new orders. I'm sorry NQT! I was excited for the ultimate showdown.

First, buy 3 wood from Bockhoven for 2 Gold, and 2 armies for 2 Gold from Ayes. I also send the Wolf Gem and five wolves to Bockhoven, and receive 1 Bog Cat.

1x Infantryand 1x Bog Cat garrisons Shandston's Folly
4x Infantry and 1x Wolf marches on Wolf Hall (G11)
3x Infantry garrison Fort Heather (H13), and 4 Wood is spent on repairs
2x Infantry garrison Fort Hollivy (I11)
1x Infantry scouts I10->H9->G9
1x Infantry scouts I10->I9->J9
2x Infantry march on I13

Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 9 - REMNANTS
Post by: Quarque on June 01, 2023, 09:33:02 am
Apologies to nqt and prince Fitzharbort for the panic and such. Final final orders, then.

Orders:
Sell 3 wood to Prince Mackial FitzHarbort for 2 gold and receive 5 wolves plus the Wolf Crystal from them
Buy 2 cats and 1 army from Marchioness Aywen Ayes for 12 gold and 1 stone
Send 1 cat to FitzHarbort
Sail a ship with 8 armies, the Rhuddy Cape, 1 dog and 1 cat to F11 to attack
Sail a boat with 3 armies to F11 to support the attack
March with 1 army and the Wolf Crystal on C11
Scout C14 - C15 - D15
Spoiler: Bockelstein (click to show/hide)
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 9 - REMNANTS
Post by: VermilionSkies on June 01, 2023, 11:28:50 am
march 5 armies to the Broken Spire, under Prince Mackial FitzHarbort's command.
Note that this is only possible if Wright gives you explicit permission first.
Right.
Hey, VermilionSkies, I can offer you 1 gold to not attack that lair. Otherwise you might learn first-hand the might of [checks notes] a cat.
Seriously though, this is a bad idea for both of us.
or, bear with me, you can pay me 1 gold and the permission, good only for this turn to cross your lands to f-off, so I can go help Kashyyk.
There.
Woke up and this has been revised without me ever seeing it. As apologies for a lack of communication, have 2 Gold and 2 Wood instead of 1 Gold.
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 9 - REMNANTS
Post by: notquitethere on June 01, 2023, 11:33:42 am
OK, everyone's orders are good and I'm ready to put the update through. Other than trades which I don't have to track, any other edits from now will be ignored! I'll give Egan a bit longer to decide whether to submit a turn, otherwise I'll have to implement the (newly codified) time out rules:

Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 9 - REMNANTS
Post by: a1s on June 01, 2023, 12:16:12 pm
Wait! No! S-t!
I'm trading the rights to L10 to VermilionSkies. Don't kick him out!
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 9 - REMNANTS
Post by: notquitethere on June 01, 2023, 12:31:39 pm
Ok, if that's the only change, I'll double check your order before I post and take it into account. Otherwise, unless I hear from Egan, I'm rolling on the turn within the next four hours when I get back from dinner.

As there's been a lot of chopping and changing, apologies in advance for any errors.
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 9 - REMNANTS
Post by: a1s on June 01, 2023, 12:37:13 pm
Basically, yes. If you already processed my orders, this is one less battle to roll for.
Title: Re: Hedge Lords - Medieval Fantasy 4X game - Turn FOO
Post by: Egan_BW on June 01, 2023, 02:30:33 pm
Dismantle Fort Birch.

March 2 to R8.
March 2 to T3.
March 3 to R7.

Scout to Q8.
Also Scout to R4.

Scout with the Speculator's Rod to T13.
Also scout to R11

Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 10 - RECKONING
Post by: notquitethere on June 01, 2023, 05:18:09 pm
Turn 9 Reports
Spoiler: Enemy Phase (click to show/hide)

Turn 10
Research
Countess Andice Gloronisits learns that in I6 is Sundering Claw (assign a scout to crack open a permanent path through any adjacent mountain. 25% chance to call a hostile dragon to the location)

Prince Mackial FitzHarbort learns that in A11 is the Selkie Court (Castle with Keep, Moat x 3!) 31/31 defence - The Selkie Queen lives in the Selkie Court. She is a hag protected by 8 royal seals (who act identically to bog cats but with water instead of marshes). In her vault, she has a treasure of 20 gold and two random artefacts (which may be used in defence). The court only appears on coast or water tiles.)

(https://i.imgur.com/4q7RwxC.png)

Spoiler: Known Artefact List (click to show/hide)
Spoiler: Known Unique Sites (click to show/hide)



- Trust me, things turned out even worse with some of your original orders.
- We have seen our first curse and first monster march this turn!
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 10 - RECKONING
Post by: Criptfeind on June 01, 2023, 05:51:44 pm
Hmm, I assume that P11 should have black outlines on the map and a fuck ton of monsters in it? Also, how did they pick up the wolf from N10? Also I didn't have an archer to loose in P11.

Heck, what happened to N10, why doesn't Aywen Ayes own it, was it taken over by the wolf? And what happened to N11?

Also this is a strictly good error for me I think, but I think thornish forts are suppose to attack the nearest tile, not nearest fort? So M11... which doesn't exist and I think it should have been M7 should have attacked N8, not P11?
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 10 - RECKONING
Post by: Kashyyk on June 01, 2023, 05:53:30 pm
Was the curse that my march on I13 got devoured by Eldritch time beasts?

I'm curious how badly the previous orders went considering the results of this one went. Obviously my assault on the Spire would've gone splendidly.
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 10 - RECKONING
Post by: Egan_BW on June 01, 2023, 05:55:50 pm
Woah the dusk dragon is awake? and there's a dawn dragon now? I may have skipped over other player actions a bit because they're hard to decipher...
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 10 - RECKONING
Post by: Criptfeind on June 01, 2023, 06:04:30 pm
Whoops, looks like my scout skipped over N7, where cats bane is and he should have turned around and went right into N6.
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 10 - RECKONING
Post by: Criptfeind on June 01, 2023, 06:10:35 pm
Also Egan managing to accidentally launch a 18 monster attack on me seems on brand. Welcome back Egan. :P
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 10 - RECKONING
Post by: Egan_BW on June 01, 2023, 06:12:50 pm
You're welcoooooome.

So long as I don't build any forts I can awaken monsters as much as I want. Until it's an all dragon and wisps force and just flies over to my island.

May we build forts in the same turn we march to take that tile? Before the enemy phase that is? I don't think so because combat happens after spending resources, hmm.
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 10 - RECKONING
Post by: Egan_BW on June 01, 2023, 06:28:49 pm
No wait, I think that monsterball actually attacked A1s and it's just the narration that's wrong. N11 is colored black for monsters and has an asterisk on it indicating that there's a heckton of monsters on it.
Title: Re: Hedge Lords - Medieval Fantasy 4X game - Turn FOO
Post by: Egan_BW on June 01, 2023, 06:32:41 pm
Scout the far shore at S1 (by ship, not exploring tiles in the way.)
Scout through giant territory to R4 again, plundering the 9 gold at Giant's Toe along the way. Wow, all the monsters went somewhere!

March 3 to the gold mine at R7 again. For gold!
March 4 into the barbarian-infested woods of S14. Hey, if I don't get some of my troops killed, those villages I took won't be doing anything!

Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 10 - RECKONING
Post by: Criptfeind on June 01, 2023, 06:37:01 pm
Oh shit I misread the monster turn, they didn't march on me, they marched on N11. Whoops, that explains... most of my questions.

Edit: right, Egan said that two posts ago lol :P

Welp that's a problem.
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 10 - RECKONING
Post by: notquitethere on June 01, 2023, 06:38:31 pm
Hmm, I assume that P11 should have black outlines on the map and a fuck ton of monsters in it? Also, how did they pick up the wolf from N10? Also I didn't have an archer to loose in P11.

Heck, what happened to N10, why doesn't Aywen Ayes own it, was it taken over by the wolf? And what happened to N11?
No I wrote it down wrong, they picked N11 instead. And yes N10 was taken over by a wolf which then joined the march.

Also this is a strictly good error for me I think, but I think thornish forts are suppose to attack the nearest tile, not nearest fort? So M11... which doesn't exist and I think it should have been M7 should have attacked N8, not P11?
Oops. I'm not retconning it now, but that was a genuine mistake. Oh well. Next time...

Was the curse that my march on I13 got devoured by Eldritch time beasts?
Got lost in the wash maybe. I'll have a look... OK and it's done. I didn't even have to edit the map.

Whoops, looks like my scout skipped over N7, where cats bane is and he should have turned around and went right into N6.
Quite.

May we build forts in the same turn we march to take that tile? Before the enemy phase that is? I don't think so because combat happens after spending resources, hmm.
No.

No wait, I think that monsterball actually attacked A1s and it's just the narration that's wrong. N11 is colored black for monsters and has an asterisk on it indicating that there's a heckton of monsters on it.
Yes, I mixed up the numbers. The random number generator said the first of two, and that was N11.

Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 10 - RECKONING
Post by: Criptfeind on June 01, 2023, 06:50:47 pm
Big F for A1s then. Pretty dangerous position to be in with such a horde one 50/50 away from your castle. We'll have to see if we can come up with a suitable death for them.

Are we going to keep the scouting mishap "as is" or change it? I'd be okay keeping it as is if you want, just for less work.
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 10 - RECKONING
Post by: notquitethere on June 01, 2023, 06:53:22 pm
Yes it's fine. We can imagine the Bloodsinger was deep in his cave and didn't see the scout go past. I don't think it particularly benefits the players knowing that the dragon has a bunch of friends.
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 10 - RECKONING
Post by: Criptfeind on June 01, 2023, 06:54:37 pm
Should I take that as implying that the bloodsinger is solo? Or would that be the bloodsinger+his unknown but presumably high number of allies were deep in their cave :P
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 10 - RECKONING
Post by: Quarque on June 01, 2023, 08:50:04 pm
I don't understand what happened in the fight with the dusk dragon. I had a bog cat, so I thought it would only hit on a 7+. But it scored hits on 6+?

Edit: perhaps the shown results are the final rolls, after deducting the penalty?

In any case, the tile of G11 was taken by Fitzharbort and should be colored orange rather than yellow.

And a question. If two players cooperate to kill 10 barbarians, do they both gain 10% reprisal? Or only proportional to the number killed by each player?
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 10 - RECKONING
Post by: notquitethere on June 02, 2023, 02:53:27 am
Should I take that as implying that the bloodsinger is solo? Or would that be the bloodsinger+his unknown but presumably high number of allies were deep in their cave :P
No, he's alone. He's very unpopular.

I don't understand what happened in the fight with the dusk dragon. I had a bog cat, so I thought it would only hit on a 7+. But it scored hits on 6+?

Edit: perhaps the shown results are the final rolls, after deducting the penalty?
That's right, you'll see the dragon didn't roll any 8s. Sometimes when people face cats they're shown as rolling 0s. This is why. A similar thing happens against barbarians, where both sides are sometimes shown as rolling 9s.

In any case, the tile of G11 was taken by Fitzharbort and should be colored orange rather than yellow.
Thanks, now fixed.

And a question. If two players cooperate to kill 10 barbarians, do they both gain 10% reprisal? Or only proportional to the number killed by each player?
If they're acting as a single army, they both get the blame for each Squelsh kill, so it would be 10%.
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 10 - RECKONING
Post by: Quarque on June 02, 2023, 03:20:56 am
Ok. What does a moat do, exactly?
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 10 - RECKONING
Post by: notquitethere on June 02, 2023, 03:28:38 am
Ok. What does a moat do, exactly?
Nothing special, just extra defence.
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 10 - RECKONING
Post by: Quarque on June 02, 2023, 04:07:48 am
Thank you nqt.

So, I thought about it more carefully this time. @Kashyyk: I am willing to commit completely to helping you getting the Spire this time, if you help me get the Selkie Court later. That would be an even trade - both are fights with nasty drawbacks (high reprisal chance for the Spire, potential curses for the Selkie Court).
The biggest reason I'm willing to do it this turn is that the Moot is empty now. If a reprisal hits my castle it's still bad, but I'd survive.

What I am offering is to send over all my forces: 11 armies, the Rhuddy Cape and a wolf (sending more than one wolf would only hurt our winchances because they would all flee before attacking, increasing the risk of a total retreat).
I can send two more armies if you could send them to me. I'm currently two below the unit cap, whereas you could refill your forces from your fort.
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 10 - RECKONING
Post by: Kashyyk on June 02, 2023, 04:16:31 am
That sounds like a good plan to me :)

@Criptfeind: Would I be able to borrow the Last Femur for the assault? There's gonna be lots of casualties to rezz, and I'll give you half the surviving skeletons in payment.

@a1s: Are you still interested in renting out 5 Armies and a Cat for this turn?
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 10 - RECKONING
Post by: Criptfeind on June 02, 2023, 04:54:41 am
I'm going to have to see exactly what's going on with A1s and the monster stack this turn. It's a pretty serious issue right now given that if it's not taken care of it it will march again and if I understand has basically a 50/50 of killing A1s, and, from the last femur perspective, also very useful to have the femur to help against (and although it's less dudes I bet I could end up with all skeletons under my ownership :P... Although maybe not, could depend on how skeletons and dragons work with the last femur...) Given that I also soooorta suspect that A1s won't be renting out armies this turn :P

A1s, I'm sorta thinking about that stack, it's got... Well, a lot of dudes, and a fair number of boar. I think you can send 14 armies and a cat? I know I can send at least some armies and the last femur, even if I also have to attempt to take out the lair in my own lands. I'm wondering how many we need to be reasonably assured that we'll beat the giant monster stack. I think the cat will help some, although as we saw with the dusk dragon it's not a sure fire thing...
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 10 - RECKONING
Post by: Criptfeind on June 02, 2023, 06:43:46 am
@A1: If I consider the other things I want to do this turn, I can freely send 4 armies and the last femur to help you fight off your monster invasion. Do you think that'll be enough? Helping you out here is a higher priority then... anything else I'd be doing I think, but those 4 wouldn't be doing much of anything else anyway, so that's how many I want to send, but if I need to send more I could :P.

If you're not at full army cap (if I did the math right, you're down 3 from your max? I think?) I can also sell you up to 3 armies cheaply to refill in preparation for the fight as well by emptying out my forts.

Here's sorta what I was thinking for my turn

Spoiler: Turn 9 gains/losses (click to show/hide)

Spoiler: Marquess Ambrosio Vulk (click to show/hide)

Spoiler: Turn 10 (click to show/hide)
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 10 - RECKONING
Post by: Horizon on June 02, 2023, 10:15:34 am
((Oiii >_< i was waiting to join. Oh well.))
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 10 - RECKONING
Post by: Quarque on June 02, 2023, 12:32:05 pm
Orders:
Receive 2 armies and a cat from Prince FitzHarbort
March with 13 armies, the Rhuddy Cape, 1 cat and 1 wolf to J10 to support the attack of Prince FitzHarbort
Garrison the castle with 6 wolves

Spoiler: Bockelstein (click to show/hide)

Von Bockelstein paces up and down the living room as his servant Garry knocks on the door.
"Any news from our forces?"
Before Garry can answer, a chorus of wolf howles rises from the barracks.
Von Bockelstein smashes his wine into the fireplace. "I swear, if they don't cut it I will have them all for dinner!"
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 10 - RECKONING
Post by: a1s on June 02, 2023, 12:59:08 pm
@a1s: Are you still interested in renting out 5 Armies and a Cat for this turn?
You are, surely, joking?

@A1: If I consider the other things I want to do this turn, I can freely send 4 armies and the last femur to help you fight off your monster invasion. Do you think that'll be enough? Helping you out here is a higher priority then... anything else I'd be doing I think, but those 4 wouldn't be doing much of anything else anyway, so that's how many I want to send, but if I need to send more I could :P.

If you're not at full army cap (if I did the math right, you're down 3 from your max? I think?) I can also sell you up to 3 armies cheaply to refill in preparation for the fight as well by emptying out my forts.
I am not 3 down from max, the extra casualties came from a fort. I will advise you upfront that a good chunk of our enemies are undead and will not leave a ghost for you to harvest with the last femur. It would also be nice if you could commit 5 armies to the fight so as to raise the retreat threshold by 1.


orders:
March 1 on N10
march 13 and a bog cat on N11
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 10 - RECKONING
Post by: Criptfeind on June 02, 2023, 01:12:05 pm
Do skeletons not get raised by the last femur? That sounds like something I would have asked about before, but I can't recall or find it in a quick search (could just be missing it)

Also yeah, changed to 5, is a good enough point. Maybe I should consider not taking some stuff like the quarry or catman cave to add more.
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 10 - RECKONING
Post by: notquitethere on June 02, 2023, 01:36:23 pm
I don't think I ever specified about the Femur and re-raising undead. The Femur only raises units when they die, and skeletons are already dead. (So when your own skeletons are killed they're not re-raised either.)
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 10 - RECKONING
Post by: Criptfeind on June 02, 2023, 01:49:21 pm
Fair enough. And giant counts as just 1 right, not each part?

In that case there would be 7 dudes here vs 21 in the barbarian fort. Which, well... If I get half the skeletons there and all the skeletons here, that'd mean 7 kills (potentially) vs 10.5 in the barbarian fort. Which, is a difference for sure. But not as huge a one as it looks like at first blush. And too be honest I'm a bit more worried about this combat then the barbarian fort one, as far as I can tell, the barbarian fort isn't going to start trying to kill players, so it's a bit more important to put down the one that's actually attacking us right now? Also, it's a siege, Kashyyk can just spend wood to win it basically, so there's no risk of him needing the femur to win. That's sorta my train of thought right now at least.

As a total aside:
Resources:
Army: 13 (+4/turn) = 13 - 6(curr) + 4(inc) +2(from FitzHarbort)
Gold: 1 (+1/turn) = 0(curr) + 1(inc)
Stone: 3 (+2/turn) = 1(curr) + 2(inc)
Wood: 9 (+3/turn) = 6(curr) +3(inc)

Is this taking into account the curse placed on you? I'm not really keeping track of other peoples incomes, but a quick glance makes me think you have 2 quarries so should have 2-1=1 income?
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 10 - RECKONING
Post by: Quarque on June 02, 2023, 02:03:43 pm
No, I completely overlooked that, sorry. What a hateful bitch.
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 10 - RECKONING
Post by: Criptfeind on June 02, 2023, 02:06:07 pm
Yes. Once I get that cat bag to put all her pets into for me or A1s to eventually sacrifice, I'm for sure going to squish her like the witch she is.
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 10 - RECKONING
Post by: Quarque on June 02, 2023, 02:22:02 pm
Can you be cursed multiple times by the same witch? Does it stack?
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 7 - MONSTERS
Post by: notquitethere on June 02, 2023, 02:33:20 pm
I should note before it becomes relevant: each hag can only curse each Lord once but a Hedge Lord can have curses from multiple hags at once.
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 10 - RECKONING
Post by: Quarque on June 02, 2023, 02:48:43 pm
Ok, thanks, thought I'd read that somewhere but good to be sure. Well Kashyyk, you might want to give the cat to me and let me take it to battle. I'm cursed already. You can have it back after the battle but I'm not sure you'd want it.
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 10 - RECKONING
Post by: Kashyyk on June 02, 2023, 03:21:05 pm
Right, let's see if we can't crack this Spire for real this time.

I would like the Cat back, if it survives, but yes I'll send it your way for now.

2 Infantry and 1 Bog Cat are sent to join Lord Bockhoven
2 Infantry are recalled from Fort Heather
1 Infantry is recalled from Fort Hollivy
1 Wolf garrisons Shandston's Folly
12 wood is spent to build six Siege engines
14 Infantry and 6 Siege engines march on the Sundered Spire (J10)

Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 10 - RECKONING
Post by: VermilionSkies on June 03, 2023, 02:25:12 am
Spoiler: Gerald Wright (click to show/hide)
3 Wood, 3 Armies, 2 Gold, 1 Stone.
Looted 18 Gold.
Spend 14 Gold for 7 Stone.
Construct a Barracks in Castle Wright.
Spend 6 Gold for 3 Armies.
Assuming a1 has no issue with me marching through their lands:
12 Armies march to N11, to assist Aywen Ayes in their battle.
1 Army defends Castle Wright.
Fort Tailor patrols J13.
Fort Bowyer patrols K12 and L13.
Fort Mason patrols L14.
I won't ask for any materials, but I would enjoy assistance with the Squelsh situation sometime in the following turns.
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 10 - RECKONING
Post by: a1s on June 03, 2023, 02:55:49 am
I'm assuming the squelsh are not monsters and will not march just because there's more than 10 of them?
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 10 - RECKONING
Post by: notquitethere on June 03, 2023, 02:59:50 am
I'm assuming the squelsh are not monsters and will not march just because there's more than 10 of them?
Yes, I had a note on this a few updates back. Squelsh and Thornish don't monster-march, unless they're aligned units of a monster (as in the Marrowfat throne case). Other artefacts and sites may cause them to move but on their own the stack isn't going anywhere.
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 10 - RECKONING
Post by: a1s on June 03, 2023, 05:43:00 am
Assuming a1 has no issue with me marching through their lands:
No issue, no.
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 10 - PEACE
Post by: notquitethere on June 03, 2023, 07:25:58 am
TURN 10 REPORT
Spoiler: Marquess Ambrosio Vulk (click to show/hide)
Spoiler: Gerald Wright (click to show/hide)
Spoiler: Enemy Phase (click to show/hide)

(https://i.imgur.com/gABcFCy.png)

Turn 11
Research
Countess Andice Gloronisits learns that in R10 is the Scout Hut - Initially abandoned and inhabited by a family of 6 boar. Up to three armies can be assigned to the Hut as if it were a fort and they don't count towards your army cap. These armies can scout so long at they begin scouting from a tile adjacent to the hut. Spend 3 wood to dismantle and reassemble the hut on an empty tile you own.

Prince Mackial FitzHarbort gains a new feature: Alkabrian Outpost. (Special! If this would appear, it appears in the revealing player's primary castle instead, possibly rerolling a tile if discovered while scouting or marching). Players can send a scout to the Outpost in friendly castles to send a special envoy to King Alkabar. The scout doesn't return. Choose one of the following actions for the envoy:
 - Spend 10 gold and declare one unconquered tile uncontestable: King Alkabar will give dispensation and allow it to remain independent. This is only checked when triggering the end of game. If someone conquers an uncontestable tile anyway, they will owe +20 debt for inconveniencing the King.
 - Ask for a loan: gain 20 gold and 20 debt.
 - Send a gift (-1 artefact of your choice, +20 score at the end of the game, cursed items cannot be sent. -2 less score for each successive artefact anyone sends.)
 - Wipe out any amount of debt by spending 2 gold for every 1 debt.
The effects are immediate. Outposts can appear for any player without one.

Spoiler: Known Artefact List (click to show/hide)
Spoiler: Known Unique Sites (click to show/hide)



- The outpost is a possible outcome on the table of sites, and functions more as an event making the castle a unique site, than discovering one in the wild.
- There's not normally hidden stuff (other than the contents of the artefact and site tables) but I thought having the cat sack already be full would be funnier.
- The fight against the monster horde was a good idea, but 30 armies including cats and the femur was probably overkill.
- I've not reread the lot, so there might be some map mistakes. Let me know as usual!
- Paying a bunch of wood and massing a huge army to beat the Spire has paid off, as getting more castles is the biggest way to expand the army cap. There will be enough castles for everyone to get at least one more (assuming they can get to them).
- Free bit of info: there are a few more difficult sites which can only appear in WW.
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 11 - PEACE
Post by: a1s on June 03, 2023, 07:52:46 am

orders:
Buy 9 stone
build another tower.
March 3 on L8
March 5 on M7
March 6 + bog cat on N12
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 11 - PEACE
Post by: Criptfeind on June 03, 2023, 08:03:22 am
Curse you catburt. I wasn't expecting a bunch of cats for sure, rip skeleton archer :P. I think that was the first time I've lost a skeleton, I've been attempting to be pretty good at keeping them alive so a bit sad, but I guess I couldn't keep them alive forever (the lair was a heck of a risk, I expected some to die there this turn, but I guess I got lucky there)

In the fight vs Cuthbert I think the last femur was activated for some reason, doesn't matter since the cats killed everything.

Also are the crumbled enemy skeletons suppose to strike back on the turn they are crumbled? Makes sense either way but they seem to be doing so in my fight vs the lair, so I thought I'd check. Doesn't matter since they didn't kill anything though. Also the lair doesn't mention that I get the 11 gold from it, I assume I do, but most of the time it says so explicitly in the turn so I figured I'd check.

Also yeah, it was mega overkill but I was already asleep by the time VermilionSkies came in with the giant army :P
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 11 - PEACE
Post by: Criptfeind on June 03, 2023, 08:17:14 am
Oh, also, in situations like that with a 3 way battle, how is it determined who each army strikes? And if they overkill, are the rest of the rolls on their attack wasted or do they spread to the other enemies?
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 11 - PEACE
Post by: Quarque on June 03, 2023, 08:21:42 am
I see that a total of 5 armies died in the fight for the spire. How many of those were mine?
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 11 - PEACE
Post by: Quarque on June 03, 2023, 08:26:30 am
Curse you catburt.
Catburt now produces -1 gold, -1 wood and -1 stone
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 10 - RECKONING
Post by: Kashyyk on June 03, 2023, 09:11:50 am
Just a quick statsheet update, positive some comments/questions:

Were all five casualties of the Spire mine?
Fort Heather (H13)'s icon needs updating to show 4 Defence
Do other players beed access permission to reach the Alkabrian Outpost?

@Quarque: I know you're concerned about Reprisals atm, would you like a loan? Can pay it back from that Dragon's hoard perhaps?

Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 10 - RECKONING
Post by: Quarque on June 03, 2023, 09:23:30 am
@Quarque: I know you're concerned about Reprisals atm, would you like a loan? Can pay it back from that Dragon's hoard perhaps?
Much appreciated, yes I would like to borrow 10 gold. Will repay as soon as possible. And yes we can work out a way to repay from dragon hoard. Killing that thing this turn would make a lot of sense in any case. I can build you a ship for you for 6 wood, or perhaps build it for myself and borrow it to you?

Not committing other orders yet, but of course I'm sending the cat back so you can add it to your sheet.
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 11 - PEACE
Post by: Criptfeind on June 03, 2023, 09:35:54 am
Also, wait getting a castle increases your army capacity by 10? Can you send those armies out to do things or are they stuck defending the castle like a fort?

If you can send them out that seems like a really huge deal when actions are, in theory, somewhat gated by army size, basically doubles the amount of stuff you can do in a turn.

Edit: Also, yes, Kashyyk, how much would you charge to send a scout though your outpost?
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 10 - RECKONING
Post by: notquitethere on June 03, 2023, 12:01:26 pm

Were all five casualties of the Spire mine?
No, I've updated it for Bockhoven and FitzHarbort

Fort Heather (H13)'s icon needs updating to show 4 Defence
Do other players beed access permission to reach the Alkabrian Outpost?
I'll fix that shortly.  And it's up to the players involved who has access.
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 11 - PEACE
Post by: notquitethere on June 03, 2023, 12:33:41 pm
Oh, also, in situations like that with a 3 way battle, how is it determined who each army strikes? And if they overkill, are the rest of the rolls on their attack wasted or do they spread to the other enemies?
In a three way fight, each side's attack treats the other two sides as if they were the same, so hits are randomly apportioned and all used up as usual. So in that last fight, if Cuthbert hadn't already ran away, the cats would have killed him at the same time as you.

Also, wait getting a castle increases your army capacity by 10? Can you send those armies out to do things or are they stuck defending the castle like a fort?

If you can send them out that seems like a really huge deal when actions are, in theory, somewhat gated by army size, basically doubles the amount of stuff you can do in a turn.
Yep, it's a mid-game power boost... and if I've built the end-game threats, you'll need it... They work just the same as your first castle, so you can send armies out from them.

Cn the fight vs Cuthbert I think the last femur was activated for some reason, doesn't matter since the cats killed everything.
That was me forgetting to untoggle the option, oops. No harm done.

Also are the crumbled enemy skeletons suppose to strike back on the turn they are crumbled? Makes sense either way but they seem to be doing so in my fight vs the lair, so I thought I'd check. Doesn't matter since they didn't kill anything though. Also the lair doesn't mention that I get the 11 gold from it, I assume I do, but most of the time it says so explicitly in the turn so I figured I'd check.
Yep, you got the treasure, the omission wasn't deliberate. And when they're dead (through crumbling etc.) they shouldn't fight back so that sounds like a bug to me. The code gets pretty fiddly with that bit. I'll have to check.
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 11 - PEACE
Post by: Egan_BW on June 03, 2023, 12:53:41 pm
Looks like you missed scouting S1 and didn't mark R4 as a bog.
Also move the Shield of Earth on the known artifacts list.

Also, uhh, if I'm defending a tile with the shield of earth and the 1 defense isn't broken, does it turn into a siege? Does the shield of earth give enemies -1 attack when fighting on hills?
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 11 - PEACE
Post by: notquitethere on June 03, 2023, 01:01:43 pm
Looks like you missed scouting S1 and didn't mark R4 as a bog.
Now fixed.

Also move the Shield of Earth on the known artifacts list.
OK.

Also, uhh, if I'm defending a tile with the shield of earth and the 1 defense isn't broken, does it turn into a siege? Does the shield of earth give enemies -1 attack when fighting on hills?
The description was a bit terse for this one. It doesn't turn into a siege, but while the shield is up, rolls are made as if it was a siege (killing attackers on 7+, defenders on 8+) , but without it being a siege. It has no interaction with hills.
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 11 - PEACE
Post by: Elephant Parade on June 03, 2023, 01:40:35 pm
PTW
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 11 - PEACE
Post by: Egan_BW on June 03, 2023, 01:50:44 pm
rolls are made as if it was a siege (killing attackers on 7+, defenders on 8+)
To be clear, the owner of the shield is always counting as the "defender", even if it's being brought on a march? What happens if it's brought to a siege? Both sides defend as if siege defenders?
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 11 - PEACE
Post by: notquitethere on June 03, 2023, 01:56:58 pm
rolls are made as if it was a siege (killing attackers on 7+, defenders on 8+)
To be clear, the owner of the shield is always counting as the "defender", even if it's being brought on a march? What happens if it's brought to a siege? Both sides defend as if siege defenders?
Yes to both, you get the benefit from it even if you're marching. And in a siege, both would count as siege defenders while it lasts.
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 11 - PEACE
Post by: a1s on June 03, 2023, 02:04:04 pm
Do archers then get +1 against the shield of earth?
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 11 - PEACE
Post by: Egan_BW on June 03, 2023, 02:05:34 pm
I'd think not, since it's not a real siege.
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 11 - PEACE
Post by: notquitethere on June 03, 2023, 02:09:14 pm
I think it should probably cancel out both parts of the archer, as its not a siege but its not open combat. So they don't get +1 vs,  but they also don't die on 5s vs the shield. Makes sense to me that way.
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 11 - PEACE
Post by: Egan_BW on June 03, 2023, 02:10:54 pm
No downsides for making the shieldcarrier an archer then. They act as normal armies in open combat and get a +1 when attacking forts.
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 11 - PEACE
Post by: notquitethere on June 03, 2023, 02:13:55 pm
Good use. And yes, normal until the shield breaks, yeah.
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 11 - PEACE
Post by: a1s on June 03, 2023, 02:28:19 pm
Way to bury the lead! Artifacts can break? :o
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 11 - PEACE
Post by: Egan_BW on June 03, 2023, 02:33:47 pm
I think that just means the +1 defense. Since it's a shield of EARTH, I imagine it doing some earthbending shit erupting basic fortifications out of the ground.

But, we have heard that artifacts can be destroyed. Just haven't found out how yet. And they can be shipped to the king of course. :p
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 11 - PEACE
Post by: notquitethere on June 03, 2023, 02:44:53 pm
Haha I meant the temporary earth wall effect. Yes I imagined it a bit like earth bending too. The effect is cast new each combat and the artefact doesn't break through normal use.
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 11 - PEACE
Post by: Devastator on June 03, 2023, 03:30:53 pm
I think that just means the +1 defense. Since it's a shield of EARTH, I imagine it doing some earthbending shit erupting basic fortifications out of the ground.

But, we have heard that artifacts can be destroyed. Just haven't found out how yet. And they can be shipped to the king of course. :p

Anyone found Mount Doom yet?
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 11 - PEACE
Post by: Kashyyk on June 03, 2023, 05:39:57 pm
If you have a ship to lend me Quarque, I can send some units to fight that Dusk Dragon. Shall we split the loot 50/50? The Golden Net isn't particularly useful to me, so would you want to trade it for Ascupart's Bane?

I can spare you a Bog Cat and 6 Infantry.

10 Gold and the Golden Net is sent to Lord Bockhoven, and a Ship and my Bog Cat is received.
4 Gold is spent to buy 2 Stone, which are used to repair the Sundered Spire.

6 Armies and the Bog Cat sail by Ship (somehow) to attack F10 supported by the attack of Bockhoven
   (treasure division: they receive half the gold, rounded down; I get the territory + artifact, and other half of the Gold)
1 Infantry garrisons the Sundered Spire
1 Infantry garrisons Shandston's Folly
1 Infantry scouts J9->J8->J7
1 Infantry marches on Village K10
1 Infantry marches on Marsh I10
1 Infantry marches on Hill J15
2 Infantry and 1 Wolf marches on Hill I13
2 Infantry march on Village I9

Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 11 - PEACE
Post by: Quarque on June 03, 2023, 06:27:51 pm
Anyone found Mount Doom yet?
We found some pretty nasty places but I feel the worst is yet to come.

@Kashyyk: That's a deal. I will join the attack with 9 armies for a total of 16, should be enough with the cat.

Orders:
Build 1 ship
Receive 10 gold and the Golden Net from prince Fitzharbort and send them one ship plus one cat
Sail by ship with 9 armies on F10 to support the attack of Fitzharbort
   (treasure division: I receive half the gold, rounded down; they get the territory + artifact)
March with 1 army, the Rhuddy Cape and 7 wolves on A8
Scout C15 - B15 - A15
Scout D15 - E15
Send a scout to sacrifice 10 gold at F12, then continue - E13 - E14
Spoiler: Bockelstein (click to show/hide)
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 11 - PEACE
Post by: Criptfeind on June 03, 2023, 10:19:30 pm
Spoiler: Turn 10 gains/losses (click to show/hide)

Spoiler: Marquess Ambrosio Vulk (click to show/hide)

Spoiler: Turn 11 (click to show/hide)
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 11 - PEACE
Post by: notquitethere on June 04, 2023, 08:16:58 am
OK, no more edits, as I have the turn ready to go (sans Egan). Nice to have a relatively calm expansion turn in between panicking over mega-stacks. But worse threats are incoming...
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 11 - PEACE
Post by: Criptfeind on June 04, 2023, 08:23:35 am
Starting to regret scouting 5 tile when you say stuff like that.
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 11 - PEACE
Post by: VermilionSkies on June 04, 2023, 11:50:15 pm
oh god uh
Spoiler: Gerald Wright (click to show/hide)
3 Wood 3 Armies(2 Overflow) 2 Gold 1 Stone
March L9 with 4 Armies (we hate this one specific wisp).
Build Fort Shepard on K11 with 5 Wood. Provide 3 Armies.
Build Fort Butcher on L10 with 4 Wood and 1 Stone. Provide 3 Armies.
1 Army marches J15.
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 11 - PEACE
Post by: Quarque on June 05, 2023, 02:49:32 am
Questions about the Selkie court:

It has 31 defense, but what part of that defense score is added by moats?
Can moats be destroyed, like walls?
Do the moats have to be destroyed before the final defending unit can be killed (since it has a keep)?
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 11 - PEACE
Post by: a1s on June 05, 2023, 03:43:11 am
Questions about the Selkie court:

It has 31 defense, but what part of that defense score is added by moats?
Can moats be destroyed, like walls?
Do the moats have to be destroyed before the final defending unit can be killed (since it has a keep)?
6 points.
Moat: +6/6 defence
moats are effectively walls.
Yes
Keep: +3/+3 defence, your last defender cannot be killed during a siege until your defence is less than 3.

Note also, since seals will scarfiice themselves for The Selkie Queen the unit is the keep is guaranteed to be the hag. Good news: no -1 penalty, bad news you'll be cursed the entire time.
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 11 - PEACE
Post by: Quarque on June 05, 2023, 03:52:55 am
Thank you. So I guess that the three moats count for a total of 18 points, but either way they act like regular points of wall.

Since I am going to need tons of wood for this fight, I would be interested in selling wolves for wood next turn (still thinking about the price, but we have some time left before the new turn starts).
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 11 - PEACE
Post by: a1s on June 05, 2023, 04:58:42 am
I'm guessing we already know this, but I don't want to dig through the thread: Do friendly wolves remain friendly after they retreat?
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 11 - PEACE
Post by: notquitethere on June 05, 2023, 05:06:20 am
I'm guessing we already know this, but I don't want to dig through the thread: Do friendly wolves remain friendly after they retreat?
Yeah, I clarified that in an earlier post. They retreat in the same way as your normal armies retreat (i.e. leave the fight, and not being present for any secondary battles in the same tile). You can use them again the following turn.

Questions about the Selkie court:
A1s's explanations were all correct.
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 11 - PEACE
Post by: Egan_BW on June 05, 2023, 07:59:58 am
Forgot to post yesterday. A forum game demanding my attention every day is a strange aberration.
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 11 - PEACE
Post by: notquitethere on June 05, 2023, 08:42:36 am
I'm maybe too hard-line with the update schedule, but most forum games give out mid-way and I'm quite keen on seeing them through.

I'm going on another holiday on Wednesday, for a week this time. I'll have a laptop but I'll probably have better things to be doing with my time, so you'll all have a little break then. I'm hoping to get a turn or two done before though. It's been 48+ hours now, so I'm going to be rolling on the next turn in a few hours time (so not too late to spam out a few quick orders, Egan).
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 11 - PEACE
Post by: Criptfeind on June 05, 2023, 08:46:55 am
I'm maybe too hard-line with the update schedule, but most forum games give out mid-way and I'm quite keen on seeing them through.
I think it's a refreshing change of pace tbh. Not just the update schedule (although that too is something I quite enjoy) but most forum games are pretty half baked (if even that), whereas this seems like a much more fully realized game.
Title: Re: Hedge Lords - Medieval Fantasy 4X game - Turn FOO
Post by: Egan_BW on June 05, 2023, 09:08:09 am
March 4 to the forest valley in Q6.
Sail 1 to the shore of S1.
Sail 1 to claim the useless bog at R13.

Scout R6.
Scout Q7.
Scout R9.

Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 11 - PEACE
Post by: Criptfeind on June 05, 2023, 09:15:36 am
Going to kill my dude with that, but, given that you're sending 4, I assume you already know that.
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 11 - PEACE
Post by: Egan_BW on June 05, 2023, 09:16:43 am
If God gave me a nice natural chokepoint to fence off a segment of the map for myself, then I'm gonna take it, dammit.
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 11 - PEACE
Post by: Criptfeind on June 05, 2023, 09:20:26 am
That does immediately expose a flaw with the way the game works. Egans going to get a significant advantage to this clash because they sent in their turn way after me, both easily killing my armies because they can see what I'm doing and the scouts I sent into that area are now basically working for Egan. I can't even pull back my dudes to avoid dead armies or wasted scouts now. There's a pretty hefty perverse incentive if you think you might have clashing expansion to wait for as long as possible before inputting your turn.
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 11 - PEACE
Post by: Quarque on June 05, 2023, 09:32:21 am
That does immediately expose a flaw with the way the game works. [snip]
Sorry, but I do think you could have avoided this clash by communicating with Egan before sending units. But if we are getting into pvp, we'll probably have to send our orders by pm instead of publicly.
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 11 - PEACE
Post by: Criptfeind on June 05, 2023, 09:35:53 am
Yeah, we could have avoided this specific problem, but you're right that I mean in the broader sense of any sort of conflict between players.

I'm not sure if turns via PM are allowed. That could get pretty messy with editing depending on how that's handled. But yeah if they are allowed then that's at least a solution.
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 12 - REBELLION
Post by: notquitethere on June 05, 2023, 10:24:47 am
TURN 11

Spoiler: Marquess Ambrosio Vulk (click to show/hide)
Spoiler: Enemy Phase (click to show/hide)


Turn 12
Research
In A11 (in the Selkie Court) is Cragman's Spike (a scout may pass through mountains)

In K4 is the Host of Prince Owain - Village - Prince Owain is a Squelshman who intends to take back the Hedge for the natives. Starting in his home village (in a WW sector), the Host will march on a random occupied village square each turn (so long as it's reachable by land), and leave a troop behind to guard. If there are no villages left to liberate, the Host will march on a castle belonging to the Lord with the highest reprisal level. The Host has a chance of attacking the owner of a Marrowfat artefact instead of a village if any are present on the map. When attacking, all Squelsh in tiles adjacent to the tile being attacked will join the Host. Liberated villages pledge to Prince Owain. Each turn the Host gains one Squelsh Barbarian for each village pledged. The host begins with 1 unit (Owain, a Squelsh Champion who counts as two armies, personally has +1 to combat rolls) + 1 Squelsh barbarian for each village currently conquered when the Host is discovered. Players may voluntarily give villages to the Host, which also reduces their reprisal chance by 5 for each village. While Owain lives, conquering Squelsh villages generates +5 reprisal chance. Prince Owain carries the Marrowfat Shield. While Owain lives the ferocity of the Squelsh is at its height: all Squelsh units attack first, even if they've been scouted or appear in villages. The Host can retreat in battle if they have any territory left.

(https://i.imgur.com/ifcfOQW.png)


Spoiler: Known Artefact List (click to show/hide)
Spoiler: Known Unique Sites (click to show/hide)



Notes
- PVP! We've had two player-driven fights. As I said at the beginning, this game can be played co-operatively or competitively... If you feel you're moving into a competive area then you may send your orders by PM. But if you do: update your sheet publically (at least with the your state at the start of each player turn). Don't play mindgames with public posts: if you post things publically and send things privately, I will take the public-facing order. The correct way to do it is place a spoiler of your current game-state and write a note that the orders were sent privately. Please continue to do trades publically. As an optional nice touch for the thread-history, you're encouraged to edit in your previous orders after a turn update so players can see what you said you did.
- Edits are a pain with PMs, so be sure of your order before you send via this method as I'm much more likely to take the wrong post if you spam me with four different versions of your turn.
- Regarding PVP, I randomise who turns up at a location first, so bear that in mind. Often coming last has the most benefits but there's not currently a way to guarantee that.
- Skeletal fighters can't normally do things on their own, but I've ruled that the Blasted Oak ones can as they can apparently spawn without assistance: it's the tree itself that continues to empower them.
- Owain has globally made all the Squelsh more dangerous: they all get first strike regardless while he lives. So bear that in mind.
- Owain himself is a Squelsh Champion, a new unit type which you'll see a bit more of. They count as two armies and get +1 to their own attack rolls.
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 12 - REBELLION
Post by: Criptfeind on June 05, 2023, 10:36:02 am
That dragon is rolling hot!

If an archer has the marrowfat shield, does that protect him from 5s until everyone else is dead?
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 12 - REBELLION
Post by: notquitethere on June 05, 2023, 10:38:04 am
That dragon is rolling hot!
His luck is going to run out eventually but he's had a good run so far! He needs to join up with some friends like the Dawn Dragon.

If an archer has the marrowfat shield, does that protect him from 5s until everyone else is dead?
Sure, it makes a unit untargetable while allies on the field live.
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 12 - REBELLION
Post by: Criptfeind on June 05, 2023, 10:41:11 am
Does anything stop us from taking back villages we give to the host to farm Reprisal reduction? Even if the host leaves behind a warrior to protect it that's still 4% reduction overall? Abet at the cost of a couple of army turns. That seems like it shouldn't work but am unsure if there'd be something else to stop it?
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 12 - REBELLION
Post by: notquitethere on June 05, 2023, 10:46:47 am
Does anything stop us from taking back villages we give to the host to farm Reprisal reduction? Even if the host leaves behind a warrior to protect it that's still 4% reduction overall? Abet at the cost of a couple of army turns. That seems like it shouldn't work but am unsure if there'd be something else to stop it?
Good point. I remembered something I'd meant to add (which probably should have always been there from the beginning).

Quote
While Owain lives, conquering Squelsh villages generates +5 reprisal chance.
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 12 - REBELLION
Post by: Criptfeind on June 05, 2023, 10:48:45 am
Yeah, now that's a proper incentive to kill Owain.

Gunna take a lot of working together to put him down though, since it'll be very difficult to kill that many barbarians attacking first at the same time.

If he happens to attack K12 on his first roll that might be the end of us. Which would be pretty funny.
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 12 - REBELLION
Post by: Kashyyk on June 05, 2023, 10:54:08 am
There are a few different "first strike" effects now, (Owain, the Watchtower, Boars, Crimson Drum...) what takes precedence if opposing armies both claim first strike?

Edit to add: Also, does the "march to random village" equate to a teleport or do they interact with each territory they pass through on the way?

Edit2: Will destroying the Blasted Oak force its Skeletons to crumble?

Edit3: Is it conquering "any" Squelsh Village that nets reprisal, or just ones that owe fealty to Owain? Also is he at all concerned with unaligned villages?
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 12 - REBELLION
Post by: Quarque on June 05, 2023, 11:03:43 am
That dragon is rolling hot!
No kidding.

Quote
The Host has a chance of attacking the owner of a Marrowfat artefact instead of a village if any are present on the map.
What is the probability that he attacks the owner of a Marrowfat artefact? Which square does he attack in such a case, is this random? Does Owain join in these attacks in person?

The Host of Prince Owain is not in the list of unique locations yet btw.
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 12 - REBELLION
Post by: Criptfeind on June 05, 2023, 11:08:34 am
I somewhat wonder if having the libraries are more of a danger then they are worth, they make the game a lot more interesting for sure, but they do seem to be popping out hard to deal with threats at a high rate. In this case, if I understand correctly, owain is going to be picking off a random village every turn, and making it a very dicey proposition to take them back, until basically we go conquer K4, which is, minimum, 4 turns away (and that'd be with A1 bombing for it as fast as possible and assuming no other threats popped up in the way)
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 12 - REBELLION
Post by: notquitethere on June 05, 2023, 11:11:52 am
If he happens to attack K12 on his first roll that might be the end of us. Which would be pretty funny.
Might be a bit tricky, but even then I think you'd have some clever ways to beat him.

There are a few different "first strike" effects now, (Owain, the Watchtower, Boars, Crimson Drum...) what takes precedence if opposing armies both claim first strike?
The general principle is the more specific rules supersede general rules. So in this case, the order should go, from first to last:

Crimson Drum (specific, artefact-based) -> The Watchtower (specific) -> Boars (unit effect) -> Owain (global effect)

Does that match with people's intuitions here? I'm prevaricating a bit on the last two, but my thinking is that boars are inherently more prone to charging than the barbarians.

What is the probability that he attacks the owner of a Marrowfat artefact? Which square does he attack in such a case, is this random? Does Owain join in these attacks in person?
It's an even probability (if there are 26 player-owned villages, and one Marrowfat artefact, he has a 1 in 27 chance of attacking it). Artefacts are held in the main castle unless explicitly assigned to a scout or marching army or set of defenders in another castle or fort. Owain marches with the army and will move from place to place each turn.

The Host of Prince Owain is not in the list of unique locations yet btw.
One moment...

I somewhat wonder if having the libraries are more of a danger then they are worth, they make the game a lot more interesting for sure, but they do seem to be popping out hard to deal with threats at a high rate. In this case, if I understand correctly, owain is going to be picking off a random village every turn, and making it a very dicey proposition to take them back, until basically we go conquer K4, which is, minimum, 4 turns away (and that'd be with A1 bombing for it as fast as possible and assuming no other threats popped up in the way)
Well, they raise both the power and danger level, as they seed many more artefacts into the world than would appear with normal tile generation. Most of the sites offer some sort of reward for beating them (even Owain does), but whether that balances out the danger they present is debatable.
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 12 - REBELLION
Post by: Kashyyk on June 05, 2023, 11:14:56 am
Understandably, you missed some questions I edited in.

The Specific beats General rule is intuitive, and what I assumed. I'm sure we can always ask for clarification in weird edge cases.

Edit to add: Also, does the "march to random village" equate to a teleport or do they interact with each territory they pass through on the way?

Edit2: Will destroying the Blasted Oak force its Skeletons to crumble?

Edit3: Is it conquering "any" Squelsh Village that nets reprisal, or just ones that owe fealty to Owain? Also is he at all concerned with unaligned villages?
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 12 - REBELLION
Post by: notquitethere on June 05, 2023, 11:18:28 am
Edit to add: Also, does the "march to random village" equate to a teleport or do they interact with each territory they pass through on the way?
They sneak their way into the villages, bypassing other tiles. They still can't travel on water or mountain tiles, which might be more relevant if you pick up the right artefacts.

Edit2: Will destroying the Blasted Oak force its Skeletons to crumble?
That's a reasonable assumption to make. There are rules in the OP about destroying terrain.

Edit3: Is it conquering "any" Squelsh Village that nets reprisal, or just ones that owe fealty to Owain? Also is he at all concerned with unaligned villages?
They care about all Squelsh villages (I should have made it give reprisal from the beginning). I'll rule that they won't give reprisal for taking a monster or Thornish aligned villages (as it's not making things worse) but they will still try and retake any Lord-owned village.
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 12 - REBELLION
Post by: a1s on June 05, 2023, 11:21:10 am
I came here to ask the same question. I'm assuming if I sent a cat in to turn that forest into a marsh it would kill the evil oak?
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 12 - REBELLION
Post by: Criptfeind on June 05, 2023, 11:21:41 am
Does that match with people's intuitions here? I'm prevaricating a bit on the last two, but my thinking is that boars are inherently more prone to charging than the barbarians.

I'm okay with whatever rule is decided so long as it's clear.

I think it'd be simpler to just have all strikes first effects work, and things that are striking first would then go in the standard order of attacker defender. So if you have say an army of boars+skeletons attack an army of with the drum it'd go
Attacking boars attack
Defenders attack
Attacking skeletons attack
Normal combat rounds from then on and such.

But really whatever so long as we know the rules is okay with me :P

Owain marches with the army and will move from place to place each turn.

Ah, does that mean he'll effectively spends a turn "defending" every village he takes? And thus would be open to a reprisal attack? If so, that makes him much less of a threat, abet still one that will require player co-operation to take down.
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 12 - REBELLION
Post by: notquitethere on June 05, 2023, 11:30:23 am
I came here to ask the same question. I'm assuming if I sent a cat in to turn that forest into a marsh it would kill the evil oak?
I think I said before that unique site forests specifically can be destroyed by bog cats, yes.

I think it'd be simpler to just have all strikes first effects work, and things that are striking first would then go in the standard order of attacker defender. So if you have say an army of boars+skeletons attack an army of with the drum it'd go
Attacking boars attack
Defenders attack
Attacking skeletons attack
Normal combat rounds from then on and such.
Oh that's more simple and I don't have remember what I ruled on to be consistent. Let's go with this.

Ah, does that mean he'll effectively spends a turn "defending" every village he takes? And thus would be open to a reprisal attack? If so, that makes him much less of a threat, abet still one that will require player co-operation to take down.
Yes that's right.
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 12 - REBELLION
Post by: a1s on June 05, 2023, 12:14:52 pm
If two battles happen near the oak, and it's occupied, will there be two battles against skeletons or one?
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 12 - REBELLION
Post by: notquitethere on June 05, 2023, 12:22:12 pm
If two battles happen near the oak, and it's occupied, will there be two battles against skeletons or one?
Two, as the summons happen at the end of each individual combat.
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 12 - REBELLION
Post by: Quarque on June 05, 2023, 12:29:20 pm
Can a ship reach B2 from A3?
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 12 - REBELLION
Post by: Kashyyk on June 05, 2023, 12:34:27 pm
If two battles happen near the oak, and it's occupied, will there be two battles against skeletons or one?
Two, as the summons happen at the end of each individual combat.
Does the skeletons appearing via Summon count as "attacking" the territory?
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 12 - REBELLION
Post by: notquitethere on June 05, 2023, 12:37:35 pm
Can a ship reach B2 from A3?
It can land there but not sail along the water that way to B1 etc

If two battles happen near the oak, and it's occupied, will there be two battles against skeletons or one?
Two, as the summons happen at the end of each individual combat.
Does the skeletons appearing via Summon count as "attacking" the territory?
If a player conquers it and a new enemy unit spawns in a player-owned tile, that enemy unit counts as attacking.
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 12 - REBELLION
Post by: Quarque on June 05, 2023, 02:31:27 pm
@Kashyyk: I can spare 7 units to aid with the dragon this turn. Do you want to take it on? It can't be insanely lucky like this forever.
If I can keep the Golden Net, I would propose for you to get the Bane and to split the gold proportional to unit count. However, to save the GM some work you can take the gold and we can do the calculation next turn.
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 12 - REBELLION
Post by: a1s on June 05, 2023, 04:10:44 pm

orders:
receive The Wolf Crystal from Bockhoven
Send 6 wood to Bockhoven
Send 6 wood to Ambrosio Vulk
March 5 on L7
March 3 on M7
March 1 on K7 with the Wolf Crystal.
March 5 + bog cat on K8
Scout K7-K6-L6

I would also like to sell some wood. 3:2 gold, 2:1 stone!
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 11 - PEACE
Post by: Kashyyk on June 05, 2023, 04:11:13 pm
That all sounds good to me. I'll send you back that Ship too, I doubt I'll have much use for it.

Give 1 Ship to Lord Bockhoven
Spend 8 Wood to build four Siege engines
Receive 3 stonefrom Lord Bockhoven and use them to repair Sundered Spire
Receive 4 armies from Lord Wright
2 armies Garrison Sundered Spire
2 armies Garrison Shandston's Folly
10 armies, 1 wolf and 1 Bog Cat (assisted by Lord Bockhoven) March on Hill G12
1 army marches on Hogs Landing K9
1 army marches Village H9
5 armies and 4 Siege engines march on Fort Juniper J9
1 army gifts the Hunter's Stand to the King
1 army garrisons Fort Heatehr

Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 12 - REBELLION
Post by: Quarque on June 05, 2023, 05:13:05 pm
Orders:
Send the Wolf Crystal to marchioness Aywen Ayes and receive 6 wood from them.
Receive 1 ship from prince Fitzharbort and send them 3 stone, discounting debt by 6.
Build 3 siege engines
March 1 army to C15
1 scout scouts the Selkie Court at A11 by boat
1 army garrisons D11, carrying the Marrow Throne to fort Neubockelstein
1 army with 3 siege engines, the Rhuddy Cape and 7 wolves lay siege to the Thorns at B15
1 army sails by ship to B2 with the Golden Net and scouts B2 - B1
Send 7 armies to support the attack on the dragon at G12

Spoiler: Bockelstein (click to show/hide)
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 12 - REBELLION
Post by: Criptfeind on June 05, 2023, 06:22:48 pm
Spoiler: Turn 11 gains/losses (click to show/hide)

Spoiler: Marquess Ambrosio Vulk (click to show/hide)

Spoiler: Turn 12 (click to show/hide)
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 12 - REBELLION
Post by: Quarque on June 06, 2023, 01:13:16 am
Editing my orders to add in a trade deal with marchioness Aywen Ayes. I shall lend them the Wolf Crystal for one turn in return for 6 wood now and 1 wolf next turn.
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 12 - REBELLION
Post by: Kashyyk on June 06, 2023, 02:08:14 am
Quote from: Quarque
Since I have no gold, I'm willing to repay my debt in the form of stone, if you'd accept them as discounting two gold of debt each. I have up to 3 stones available this turn.
I accept all three Stone
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 12 - REBELLION
Post by: Quarque on June 06, 2023, 02:17:10 am
done
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 12 - REBELLION
Post by: a1s on June 06, 2023, 09:32:46 am
Can a loan from the king be taken multiple times?
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 12 - REBELLION
Post by: notquitethere on June 06, 2023, 09:33:37 am
Yeah on separate trips (or multiple scouts on the same turn).
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 12 - REBELLION
Post by: a1s on June 06, 2023, 09:49:06 am
Scouts, right. I can't spare any ATM.
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 12 - REBELLION
Post by: VermilionSkies on June 06, 2023, 03:51:09 pm
Spoiler: Gerald Wright (click to show/hide)
3 Armies 3 Wood 2 Gold 1 Stone
Trade 4 Armies to the Prince as an apology for accidentally murdering the J15 group.
Purchase 3 Armies.
Fort Tailor patrols J13.
Fort Bowyer patrols L13 and L14.
Fort Shepard patrols K12
March J12 with 8 Armies.
1 Army defends Castle Wright.
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 12 - REBELLION
Post by: Kashyyk on June 06, 2023, 04:04:07 pm
Quote
Trade 4 Armies to the Prince as an apology for accidentally murdering the J15 group.
Thank you. I've updated my action post to deploy them
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 12 - REBELLION
Post by: Egan_BW on June 07, 2023, 06:18:19 pm
This is too much for me, I give everything I own to Horizon for the glory of the sun.
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 12 - REBELLION
Post by: Criptfeind on June 07, 2023, 06:35:09 pm
Give it to me, for the glory of me. It's pretty cramped down here anyway :P
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 12 - REBELLION
Post by: notquitethere on June 08, 2023, 04:40:46 am
This is too much for me, I give everything I own to Horizon for the glory of the sun.
Thanks for playing! I've messaged Horizon with the offer.

For inheritance, Horizon would take over from Egan with the castle, land and resources but would gain a new name and background to represent a new Lord taking over. OR, a fresh castle on the new frontier in a part-explored sector.
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 13 - WAR
Post by: notquitethere on June 08, 2023, 10:52:05 am
TURN 12

Spoiler: Marquess Ambrosio Vulk (click to show/hide)
Spoiler: Enemy Phase (click to show/hide)


Turn 13
Research

Prince Mackial FitzHarbort learns in E7 and K1 are the Walking Stone Circles - A pair of sites. They are considered adjacent: units can walk from one to the other across the map. Each is initially defended by three giants. They will let anyone pass through both tiles unharmed in a turn as if they were owned by the traveller, for 1 gold per unit passing. Gold accumulates on the first stone circle passed through. Enemies always find the gold for it.

Marquess Ambrosio Vulk learns in J4 is Wellspring Staff (the Wellspring Staff may be cast into marshland by a unit to turn it into a lake (spilling out into all adjacent tiles - units can drown this way without proper precautions). If the staff is recovered (by boat etc) in subsequent turns, the lake remains.)


(https://i.imgur.com/ZjpudOj.png)

Spoiler: Known Artefact List (click to show/hide)
Spoiler: Known Unique Sites (click to show/hide)



Notes

- Anathema has been mentioned. That'll be relevant later, don't worry about it now.
- Horizon has PM'd to accept a place. The Countess has left but rather than forcing the inheritor player to take on a besieged castle, I've let Horizon build anywhere in a partially explored sector, with the Countess's resources/equipment/artefacts (but not land) as a nice catchup boost.
- I've not looked over the report with a fine comb, so there may be some errors on the map etc. As usual, let me know!
- The stone circles are a way to travel across the map more easily... but be warned that any enemies can also use this route and will calculate the shortcut when marching on the closest fort etc.
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 13 - WAR
Post by: Criptfeind on June 08, 2023, 11:00:43 am
My attack on the thornish fort is on the map itself (looks like a killed a thorn and the siege is ongoing) but isn't included in my turn report.

Do I loose the siege equipment I sent, or get to keep them as there wasn't apparently a battle?

I'm going to choose to be worried about Anathema anyway.

Edit: Also small error on map, I killed cuthburt and own P8 now (apparently)
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 13 - WAR
Post by: notquitethere on June 08, 2023, 11:06:11 am
My attack on the thornish fort is on the map itself (looks like a killed a thorn and the siege is ongoing) but isn't included in my turn report.

Do I loose the siege equipment I sent, or get to keep them as there wasn't apparently a battle?

I'm going to choose to be worried about Anathema anyway.

Edit: Also small error on map, I killed cuthburt and own P8 now (apparently)
1. Fixed. 2. You keep it. 3. A fair choice. 4. Fixed.
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 13 - WAR
Post by: Quarque on June 08, 2023, 11:10:32 am
I think you forgot to edit the tile of P8.

edit - ninja
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 13 - WAR
Post by: Criptfeind on June 08, 2023, 11:15:27 am
I propose a mega alliance vs Prince Owain btw. If everyone sent, say, 10 dudes at him, we'd have 50 to his 29, which... I think we'd win, even with them striking first?

Abet, this would mean that we all eat the reprisal chance, which sucks. But not much way around that I think?

Edit: Also might as well mention. This was a prettttty awkward turn for me when I learned Egan was being replaced. Thanks to notquitethere for figuring out a compromise of sorts. Sorry for any last minute confusion there.
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 12 - REBELLION
Post by: Quarque on June 08, 2023, 11:59:21 am
The Host can retreat in battle if they have any territory left.
This here is a relevant detail. Even with 50 units we're highly unlikely to defeat Owain immediately. We'd likely cut his forces in half and force him to flee instead.

I have to admit your casual backstab of Egan makes me feel a little bit uncomfortable, Crypt. If you'd hypothetically stab a1s next, you'd be unstoppable. Three castles, a cat monopoly, about to fill a cat sack with godawfully many cats and and a ton of skeletons.. hmm. Granted, it would require another order by pm, which would warn us in advance.
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 13 - WAR
Post by: Elephant Parade on June 08, 2023, 12:10:33 pm
I'll /in as a replacement if another one ends up being needed (though the game looks to be closing out). Even as a nonplayer, it's really satisfying to watch the map fill in.
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 13 - WAR
Post by: Criptfeind on June 08, 2023, 12:25:23 pm
Well, ah, that's an understandable discomfort. I guess if the issue is that you don't trust me, there's probably not much I can say about it, since anything I say would be distrusted. Saying that, I'm probably going to go ahead and say a whole lot here:

I really do not intend to fight A1s, they have been a lot more friendly to me then Egan was, although I didn't talk to Egan much, but I have talked to A1 a fair bit and think of them as an ally. Admittedly this is more on A1s being actively communicative in PMs with me, it's not like I'm any better at initiating conversations then Egan was, but thus far me and A1 have managed to deal with any of our territorial issues and come to agreements, coming away friendlier then before. Sorta stark contrast to Egan who was mostly just a source of attacks on me and A1 (including removing a fort to make sure that monsters continue to be someone elses problem) along with blocking my expansion (understandable, it's not like I'm entitled to expand, but still annoying)

Over all, I can and do attack and kill people in competitive games, even relatively friendly ones like this, that's for sure. But I feel like I don't tend to betray people who I make friendly relationships with, like A1s. Your millage my vary and my perspective might be flawed on this, c'est la vie. I'm not sure if I've played enough of these games lately to have any sort of built up reputation, maybe A1s can consider the dominions game we semi recently played together where I was friends with them, even after they attacked me.

Of course, I understand that talk can be cheap and not comforting. :P If it makes you feel any better I think from a mechanical perspective it's basically impossible to actually kill a player without the permission of the others, excepting the players on the edge (Egan and you, now me and Egan ), the only reason Egon instantly died out is because they left and the GM didn't want to push their replacement into a inherited war. If Egan didn't leave the war would have had to continue and the only reason why the other players couldn't have teamed up to make sure Egan won decisively is because I controlled army movement permission down to help Egan. In a theoretical situation where I attack A1s, that's not a problem, even if I was to snipe the Oak and Ash turn one of the war, it'd do little to stop you all from being able to just kill me because in this situation A1s would of course grant permission to everyone to go though their lands to attack me. In this situation only A1 can kill me or Kashyyk can kill you without interference.

I would have been sending orders via PM this whole game if I knew that was an option, and I would have continued to do so by default. If it'd a condition of trusting me though perhaps I could stop? Or maybe I could give A1s O14, at least until they get a second castle, thus making it physically impossible for me to snipe them?
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 13 - WAR
Post by: notquitethere on June 08, 2023, 12:34:37 pm
I'll /in as a replacement if another one ends up being needed (though the game looks to be closing out). Even as a nonplayer, it's really satisfying to watch the map fill in.
Consider yourself waitlisted.
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 13 - WAR
Post by: Criptfeind on June 08, 2023, 12:46:23 pm
Where is Horizon going to appear btw? Or is that yet to be determined? I assume they'll get their own castle and such?
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 13 - WAR
Post by: notquitethere on June 08, 2023, 12:52:30 pm
Horizon is still deciding, but anywhere on the borderlands: any empty unexplored tile in a sector which has been partially conquered or scouted. There'll be a new castle.
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 13 - WAR
Post by: Horizon on June 08, 2023, 01:34:36 pm
Where is Horizon going to appear btw? Or is that yet to be determined? I assume they'll get their own castle and such?
Wouldn't you like to know? Hahaha.
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 13 - WAR
Post by: Criptfeind on June 08, 2023, 01:37:48 pm
Hah, well, I'm sorta hoping you start far away from everyone else so that there's plenty of room for everyone, but I don't wanta start working on my turn just in case you start real nearby and I need to take that into account.

Of course though, take your time. Don't feel like I'm rushing you or anything like that :P
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 13 - WAR
Post by: Quarque on June 08, 2023, 01:57:55 pm
I didn't notice Egan removing a fort on purpose. Well anyway, I guess it's something between the two of you.

Could Royal Seals be captured in a cat sack?
How would a siege on the Selkie Court work, do attackers sail home automatically after a round of combat?
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 13 - WAR
Post by: Horizon on June 08, 2023, 02:05:44 pm
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 13 - WAR
Post by: notquitethere on June 08, 2023, 02:19:43 pm
Could Royal Seals be captured in a cat sack?
It's more fun if I say yes here I think.

How would a siege on the Selkie Court work, do attackers sail home automatically after a round of combat?
Sort of but not actually. It works the same as a regular siege: the units remain on the tile (with the boats) during the whole enemy phase and then on the player's next turn, they can continue whether to continue the siege or redeploy the units and boats elsewhere. What you can't do is sail in with 10 units on a ship and then try to continue the siege in the next round while using the ship somewhere else.

This looks good! One thing: Castle Aubade isn't a fort, it's a castle, which is even better. Fort are like mini-castles which can only hold three guys and ususually no features. As such it has 10 defence, +4 for the tower, so 14/14 defence. Also, you can have your starting 5 gold as well as the stuff the Countess gave you, so that puts you at 26!

As a hero you get to start with an artefact from previous adventures, you get: the Whiptide Sail (one boat or ship can travel twice as far).

(https://i.imgur.com/ucTyDLV.png)
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 13 - WAR
Post by: Horizon on June 08, 2023, 02:22:34 pm
A naval force of reckoning I am indeed. Also good to know! Will adjust sheet accordingly.
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 13 - WAR
Post by: Criptfeind on June 08, 2023, 02:24:44 pm
The Host can retreat in battle if they have any territory left.
This here is a relevant detail. Even with 50 units we're highly unlikely to defeat Owain immediately. We'd likely cut his forces in half and force him to flee instead.

Also I sorta got sidetracked there ranting on about whatever I was talking about. Sorry, you're right here, assuming he CAN retreat when fleeing? I guess I assumed it was normal retreat rules (where defenders can't retreat) but the way you put it makes a lot of sense.

How many people do we realistically need to take him out? Assuming we use a cat he'll strike out with 31 6+s, probably kill 12 dudes, then we strike back needing 31 5+s, which is about 62 dudes. So 74 dudes should give us even odds on taking him down? 80-90 to "make sure" (so long as we don't have as bad luck as you did vs the dragon) That is, I'll admit, a lot. But not past what we're capable of. But yeah, it's a lot.

It's a big commitment but I'm not sure I see an alternative.
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 13 - WAR
Post by: Kashyyk on June 08, 2023, 02:28:24 pm
Owain only leaves a single army behind to defend captured villages, so if we're quick about it, and mop up the random Squelsh squads, we'll grow faster than him. Unfortunately we have a troop cap but we could keep throwing bodies at him and trust that we reinforce faster.

Edit: updating my sheet.

Bockhoven gets a 4 Gold share from the Dragon Hoard, and then immediately gives it to me to pay off the last of the loan

Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 13 - WAR
Post by: Criptfeind on June 08, 2023, 02:43:53 pm
Hmm, that is a good point, although we do have to keep in mind that every village we take back from him is going to give us +6% reprisal chance, which might start to stack up somewhat unpleasantly. I do think we need to kill him sooner rather then later, but if people want to wait to capture another castle or two and until we can kill him and take all his villages in the same turn to prevent retreats I think that's reasonable enough.

Edit: Unless someone else has a better use for it this turn can I hire out your wolf Crystal to hit R5 Quarque?
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 13 - WAR
Post by: Quarque on June 08, 2023, 03:23:30 pm
Bockhoven gets a 4 Gold share from the Dragon Hoard, and then immediately gives it to me to pay off the last of the loan
ok, updating sheet

I would prefer to capture the Selkie Court first and take on Owain next, if possible.

Edit: Unless someone else has a better use for it this turn can I hire out your wolf Crystal to hit R5 Quarque?
I already worked out a deal with Horizon, can it wait a turn? In any case, before we talk about this I technically need a confirmation from a1s that I'm getting it back.

Spoiler: Bockhoven (click to show/hide)
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 13 - WAR
Post by: Quarque on June 08, 2023, 03:29:17 pm
How many people do we realistically need to take him out? Assuming we use a cat he'll strike out with 31 6+s, probably kill 12 dudes, then we strike back needing 31 5+s, which is about 62 dudes. So 74 dudes should give us even odds on taking him down? 80-90 to "make sure" (so long as we don't have as bad luck as you did vs the dragon) That is, I'll admit, a lot. But not past what we're capable of. But yeah, it's a lot.
With 74 dudes (including a cat) we would are like 95% likely to wipe them out in one go. They would need crazy luck to kill more than 16 in the first round. I can show the math, the binomial distribution tells you the odds of killing a certain number of units in a combat round, given the number of attacking units and the odds per unit.
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 13 - WAR
Post by: Criptfeind on June 08, 2023, 04:32:07 pm
I don't need to see the math, I'll believe you, I'm not particularly good at math anyway :P Although I wasn't counting on a cat! (which would reduce our casualties by 1/3, so the back of the napkin math I was doing would have 74 be more like the 80 I proposed?... maybe lol idk I'm not good at math)

I already worked out a deal with Horizon, can it wait a turn? In any case, before we talk about this I technically need a confirmation from a1s that I'm getting it back.

Absolutely go ahead with your other deal. Like I said, "Unless someone else has a better use for it this turn". I might end up killing those wolves but I'm sure there will always be wolves around somewhere.
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 12 - REBELLION
Post by: a1s on June 08, 2023, 04:42:16 pm

orders:
Send The Wolf Crystal to Bockhoven with a complimentary wolf.
Send 10 armies to K10
Send 3 armies a wolf and a cat to L7
Send 1 army and a wolf to M7
Scout J7-I6-J6
Repair N11 with 1 wood (to 1/4)

I would also like to sell some wood. 3:2 gold, 2:1 stone!
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 13 - WAR
Post by: Criptfeind on June 08, 2023, 05:02:23 pm
This might be a weird one, but Horizon, would you be amenable to renting out the speculators rods? I have no idea how one would price such a random thing thing, per turn or per discovery or whatever. But I have some hills that need speculating. I got wood, I got armies, I got gold, so if you are open to the idea of renting it out I'd be glad to negotiate a price.
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 13 - WAR
Post by: Horizon on June 08, 2023, 05:19:37 pm
I will consider it but as of this moment no.
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 13 - WAR
Post by: Horizon on June 08, 2023, 05:22:24 pm
Also this might sound silly but it occurred to me that communication might be much easier if this game had a discord to get diplomatic relations, trades or just talking things out a bit more quicker? Dunno just a thought.
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 13 - WAR
Post by: Criptfeind on June 08, 2023, 05:33:07 pm
Probably would be easier/faster, however I don't think the way it's currently done is much of a strain and I find a certain satisfaction to having it all in one thread that can be read back though. Which is something I sometimes do to old interesting games although I could be totally alone in that. Hosting it on discord would lead to it being lost in the ether once the game finishes and probably wouldn't be great for any watchers who are interested in reading the byplay, if there is any of those.

It's the sorta thing I'd be okay doing if everyone wants, but wouldn't vote for myself.
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 12 - REBELLION
Post by: Quarque on June 08, 2023, 05:48:48 pm
Send The Wolf Crystal to Bockhoven with a complimentary wolf.
Thank you.

So, Horizon, as discussed, I will lend you the wolf crystal for one turn to deal with the lair at B2, for the price of 1 gold now and three of the wolves next turn.

@Kashyyk: as discussed, I would like your support in a siege on the Selkie Court this turn with 10 units, if possible. I would provide the ship.

edit: tentative orders replaced, see further down
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 13 - WAR
Post by: Criptfeind on June 08, 2023, 07:36:39 pm
Can we give territories to other players in trade or does the other play have to spend a march on them?
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 13 - WAR
Post by: Horizon on June 08, 2023, 08:30:18 pm
Nul
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 13 - WAR
Post by: Quarque on June 09, 2023, 12:27:46 am
Thanks.

Tip, you need to mention in the order that you bring the wolf crystal to B2.
I'd send more than two armies; at least 4, maybe more. That big G is a giant and it counts for three armies. The wolves will join you, but if the giant survives the first round and kills one wolf, the other wolves flee and that would trigger the rest of your units to retreat.

Also don't forget to send some scouts.
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 13 - WAR
Post by: a1s on June 09, 2023, 02:44:14 am
So are we taking Owain down or what? I feel like people with 2x castles should be expected to provide 2x forces.
(It is worth noting that a cat will destroy the village, but compared to the destruction of Owain this is a small loss)
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 13 - WAR
Post by: Criptfeind on June 09, 2023, 03:09:31 am
I feel like people with 2x castles should be expected to provide 2x forces.

I agree.

So are we taking Owain down or what?

Seems like not this turn. My understanding is that Quarque and Kashyyk want to capture another castle/expand more first. Which is fair enough, it'll be a nice boost of power to deal with him. It's a bit of a gamble, because once he rolls k12 it becomes tremendously more expensive to take him down. But until that happens, it's not too bad of a situation and an extra castle would help.
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 13 - WAR
Post by: Quarque on June 09, 2023, 04:53:19 am
It is lucky that we have a week to figure this mess out.

(It is worth noting that a cat will destroy the village, but compared to the destruction of Owain this is a small loss)
I think I read somewhere that a cat only transforms the terrain type, but does not destroy features like villages / mines.

Seems like not this turn. My understanding is that Quarque and Kashyyk want to capture another castle/expand more first. Which is fair enough, it'll be a nice boost of power to deal with him. It's a bit of a gamble, because once he rolls k12 it becomes tremendously more expensive to take him down. But until that happens, it's not too bad of a situation and an extra castle would help.
The K12 risk is a good point. If he attacks the village at M11, same problem. And then there is the possibility that he might attack a village that is next to a new reprisal.

It is a bit frustrating for me to have to delay the Selkie Court after preparing for multiple turns, but I'm willing to give Owain priority, under one condition. I want us to take him out in one go. All of us will gain +29% reprisal. That is bad enough, but if we have to attack him again next turn and face a high reprisal rate for multiple turns, that would be awful.

By my calculations we need about 70 units, including a cat, to have a very high certainty (roughly around the 95% range) to do that.

I feel like people with 2x castles should be expected to provide 2x forces.
Reasonable. If the people with 1 castle send 10 units each and the people with 2 castles send 20, we're at 70 total. (Horizon can't send units yet because he doesn't border the rest of us.)

I would be down.
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 13 - WAR
Post by: notquitethere on June 09, 2023, 05:08:06 am
(It is worth noting that a cat will destroy the village, but compared to the destruction of Owain this is a small loss)
I think I read somewhere that a cat only transforms the terrain type, but does not destroy features like villages / mines.
You're right, but a village is a terrain type not a feature. That's why players can stick a fort on their village.

Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 13 - WAR
Post by: a1s on June 09, 2023, 05:13:51 am
It is lucky that we have a week to figure this mess out.
Wait, what? Did NQT mention this in another thread, or did I finally lose the ability to read?

I think I read somewhere that a cat only transforms the terrain type, but does not destroy features like villages / mines.
Mines and forts, but not villages or forests:
TURN 10 REPORT

(https://i.imgur.com/gABcFCy.png)
as you can see my village became a swamp, but my fort did not.
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 11 - PEACE
Post by: Quarque on June 09, 2023, 05:17:04 am
It was easy to miss, but see here:
I'm going on another holiday on Wednesday, for a week this time. I'll have a laptop but I'll probably have better things to be doing with my time, so you'll all have a little break then. [snip]
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 13 - WAR
Post by: Criptfeind on June 09, 2023, 07:45:20 am
It is a bit frustrating for me to have to delay the Selkie Court after preparing for multiple turns

This is totally understandable, and I am willing to wait, I do think it's riskier to wait, but not unduly so.

If the people with 1 castle send 10 units each and the people with 2 castles send 20, we're at 70 total. (Horizon can't send units yet because he doesn't border the rest of us.)

I would be down.

I'm totally down for sending 20 dudes. I'll throw in my cat as well, if people are up for it.
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 13 - WAR
Post by: Horizon on June 09, 2023, 08:54:08 am
Orders amended. Sending more armies.
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 13 - WAR
Post by: Horizon on June 09, 2023, 09:58:36 am
Operation exterminate giant hopefully will be a success
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 13 - WAR
Post by: Horizon on June 09, 2023, 10:51:08 am
Nul
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 13 - WAR
Post by: notquitethere on June 09, 2023, 11:18:03 am
I've got major jet lag and am waking at 5am every day, so if players do get their act together and post their turns I will almost certainly have time to process it. Half of you have got tentative orders down. Let's make the other half happen.
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 13 - WAR
Post by: Kashyyk on June 09, 2023, 11:29:00 am
I'm happy to smack Owain about, but I've also promised to help with the Selkie Court.

 Unless we do 31 hits in the first round (after biting the First Strike with +1 from the Squelsh), then Owain and his army will retreat. I don't mind that, as we'll have crippled his forces, but worth noting.
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 13 - WAR
Post by: Criptfeind on June 09, 2023, 11:36:29 am
Yeah, sorry, I'm still a bit confused about if we're fighting Owain, it seemed like a no at first, but then now seems like it might be a yes? And I'm afraid of hammering in a incorrect order on that front, I was planning on waiting until the 36 hour mark then just inputting an alternative turn, but I can start working on an alternative turn now

I'm happy to smack Owain about, but I've also promised to help with the Selkie Court.

 Unless we do 31 hits in the first round (after biting the First Strike with +1 from the Squelsh), then Owain and his army will retreat. I don't mind that, as we'll have crippled his forces, but worth noting.

Yeah, that's why we're trying to pull in 70+ units, to one shot him. If I put in 20, and you put in 20, then we get ten each from Quarque, a1s, and VermilionSkies, we'll be at that 70 number, and should crunch him up good. Certainly if Quarque is okay putting off the Selkies for a turn that'd be okay with you?

It seems like everyone is close to the same page here, especially if we can get a confirmation if vermilionskies would be interested in this.

Although vermilionskies might not be 100% necessary, if, for instance, I put in 26, and then Kashyyk did 22, and Quarque and a1s put in 12, that'd pretty much get us there, so we don't need skies confirmation.
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 13 - WAR
Post by: a1s on June 09, 2023, 12:07:40 pm
vermilionskies is not needed, but appreciated- it would be nice to do something as a team.

Am I correct in understanding that there is no path from K7 to L6, nor from M7 to N6?
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 12 - REBELLION
Post by: a1s on June 09, 2023, 12:14:33 pm
New orders:
orders:
Send The Wolf Crystal to Bockhoven with a complimentary wolf.
Send 10 armies to K10
Send 3 armies a wolf and a cat to L7
Send 1 army and a wolf to M7
Scout J7-I6-J6
Repair N11 with 1 wood (to 1/4)
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 13 - WAR
Post by: notquitethere on June 09, 2023, 12:22:35 pm
Am I correct in understanding that there is no path from K7 to L6, nor from M7 to N6?
Correct.
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 13 - WAR
Post by: Criptfeind on June 09, 2023, 12:24:43 pm
Yeah. Lets do this, hopefully Quarque and Kashyyk and vermilionskies can join in here...

Spoiler: Turn 11 gains/losses (click to show/hide)

Spoiler: Marquess Ambrosio Vulk (click to show/hide)

Spoiler: Turn 12 (click to show/hide)
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 13 - WAR
Post by: Quarque on June 09, 2023, 02:40:56 pm
I'm happy to smack Owain about, but I've also promised to help with the Selkie Court.
The idea would be to delay the Selkie Court until next turn. Sorry for not communicating that more clearly. Would you be on board?

Although vermilionskies might not be 100% necessary, if, for instance, I put in 26, and then Kashyyk did 22, and Quarque and a1s put in 12, that'd pretty much get us there, so we don't need skies confirmation.
Sure, we can all send a little extra for good measure. I will bring the cape to deliver 12 effective units, in any case.

But as a1s said:
Quote
vermilionskies is not needed, but appreciated- it would be nice to do something as a team.
totally agree. Vermilion, what do you say?

Once everyone has responded I will finalize my orders.
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 13 - WAR
Post by: Criptfeind on June 09, 2023, 02:47:09 pm
Oh yeah, sure, he'd be a welcome addition, I'm just happy to bring a bit more to make up for any shortfalls that anyone might experience, after all, with the last femur, I do stand to significantly gain from killing all the barbarians, so it's only fair that contribute a bit more. I probably communicated that a bit poorly, using Vermilion as an example.

I put in 26 dudes because that's the number that lets me continue to siege my thorns and potentially kill them wolves. Realistically I could do a little bit more if people need.
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 13 - WAR
Post by: Kashyyk on June 09, 2023, 03:32:38 pm
This all sounds good.

Bockhoven gets a 4 Gold share from the Dragon Hoard, and then immediately gives it to me to pay off the last of the loan
I receive 1 Stone from Bockhoven in exchange for access to the Alkabrian Outpost
1 Stone is spent repairing Sundered Spire
Access permission is given to Bockhoven and Wright so they can oin the assault on Owain

22 armies march on Owain's host at K10, assisted by Vulk's forces (plus hopefully Ayes, Bockhoven, and Wright)
1 Bog Cat garrisons Shandston's Folly
1 Wolf garrisons Sundered Spire
1 army garrisons Fort Juniper
2 Wood is spent repairing Fort Juniper
1 army scouts J8->J7->J6
1 army marches on J11

Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 13 - WAR
Post by: VermilionSkies on June 09, 2023, 03:33:33 pm
I'd be happy to participate.
Additionally, I'm planning on sacrificing K12 to Owain so that he never marches there to recruit the 32x Squelsh sitting right next to it.
Turn will be up today.
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 13 - WAR
Post by: Horizon on June 09, 2023, 04:42:10 pm
Amending order again
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 13 - WAR
Post by: Quarque on June 09, 2023, 05:16:26 pm
before I write my orders: Horizon, could I please borrow 8 gold from you this turn? I'm paying it back as soon as I can.
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 13 - WAR
Post by: Horizon on June 09, 2023, 05:22:57 pm
Yes I'll add it to my new orders as follows:

(Updated) Tentative Orders:
- Receive the Wolf Crystal, paying back the favor with 2 gold.
- Send back another 8 gold to Blockhoven.
- [Army: 8] Send a ship to March to B4, taking the Whiptide Sail and Wolf Crystal.
- [Army: 1] Send a  Scout to A4.
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 13 - WAR
Post by: Quarque on June 09, 2023, 05:46:09 pm
Trade:
Receive the wolf crystal and 1 wolf from Marchioness Aywen Ayes
Send the wolf crystal to Lord Sol, receive 10 gold total
Send 1 stone to prince Fitzharbort as a fee for using their Alkabarian Outpost
Actions:
Send 9 armies, 1 wolf and the Rhuddy Cape to K10 to support the attack on Owain
March 1 army and 7 wolves at C12
March 1 army at C9
Send 1 scout to donate the Marrowfat Throne to the King with permission from prince fitzHarbort
Send 1 scout to F12 to sacrifice 10 gold to the barbarians
Spoiler: Bockelstein (click to show/hide)
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 13 - WAR
Post by: Criptfeind on June 09, 2023, 06:42:01 pm
Actually that's a pretty good point, gunna to need to sacrifice gold to the barbarians to get rid of retaliation percentages.

I guess I technically don't need access though Kashyyks lands to get to Owain, so it's probably not assumed I have it. What would you charge to let me dispose of retaliation percentage Kashyyk? Might make sense to wait until next turn so that I can take down their moot first and stop their big attacks and then reduce it too.
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 13 - WAR
Post by: VermilionSkies on June 09, 2023, 10:42:10 pm
Spoiler: Gerald Wright (click to show/hide)
3 Wood 3 Armies 2 Gold 1 Stone
Return K12 to Owain, reducing my retaliation by 5%.
Pull 2 Armies from both Fort Tailor and Fort Mason.
Retain 3 Armies to guard Castle Wright in preparation for the inevitable Squelsh retaliation.
Pending border permission from either Kashyyk or A1:
March 8 Armies to K10 to assist with the repelling of Owain.
March 1 Army to L9 to acquire more production after the crippling of everything.

Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 13 - WAR
Post by: Kashyyk on June 10, 2023, 02:04:36 am
Access permission to join the anti-Owain force is granted for anyone who needs it.

Access to the Alkabrian Outpost or the Grove seems to be averaging at 1 Stone/2 Gold
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 14 - REVENGE
Post by: notquitethere on June 10, 2023, 07:44:37 am
TURN 13

Spoiler: Count Sol (click to show/hide)
Spoiler: Marquess Ambrosio Vulk (click to show/hide)
Spoiler: Enemy Phase (click to show/hide)


Turn 14
Research

Prince Mackial FitzHarbort learns in M3 is the Rock Ring (With a scout, raise up a mountain wall between any two tiles. You must own at least one of the tiles to do this.)

Marquess Ambrosio Vulk learns in H5 is Siege Workshop Plans (The owner of this can build a Siege Workshop as a feature (spending 10 stone as normal). Siege Workshop: You can build these two alternative types of seige engine: 1. Battering Ram: destroy walls on a 4+ for one round (or 3+ or 2+ if you spend 2 or 4 more wood). 2. Giant Trebuchet: destroy 1d4 defence before the attack begins. You may spend 1-3 stone in ammunition to add 1-3 d4s to this.) Doesn't count towards anathema count.

(https://i.imgur.com/b4DknXm.png)

Spoiler: Known Artefact List (click to show/hide)
Spoiler: Known Unique Sites (click to show/hide)



Notes

- I haven't updated artefact list yet, will do later. Just getting the turn out before starting out this morning.
- Let me know any mistakes as usual...
- Horizon seems to have deleted his sheet. You'll want to fix that before the next turn.
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 14 - REVENGE
Post by: Quarque on June 10, 2023, 08:00:48 am
A question, does capturing a village still increase reprisal by +5% now that Owain is dead?
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 14 - REVENGE
Post by: Criptfeind on June 10, 2023, 08:01:22 am
Should the moot be currently depopulated, since it sent it's dude out on a raid? Or is the map right and it has 11 dudes in it still somehow?
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 14 - REVENGE
Post by: Criptfeind on June 10, 2023, 08:22:41 am
Access to the Alkabrian Outpost or the Grove seems to be averaging at 1 Stone/2 Gold

I am interested in both, and would pay 4 gold if you're amenable?

I'll also need access though your lands A1s, is 2 gold good for you as well?

Edit: Quarue, is the wolf crystal unrented for this turn? If so, still wish to use it to capture wolves in R5, shockingly, the single unarmed man I sent there was ripped to pieces.

Edit2: Of course, selling wood, if anyone still has need of such a common resource.
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 14 - REVENGE
Post by: Horizon on June 10, 2023, 10:26:44 am
Heckin yeah, the lair is gone! Epic, awesome for the Hero of Swearing! Alrighty, Quarque maybe now we can talk of the recompense of providing you a hefty sum of gold? And haha yeah sheet whoops!

Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 14 - REVENGE
Post by: Kashyyk on June 10, 2023, 11:40:24 am
Awesome! That went well :)

When you get a chance NQT, could you also update the battle to say whom took the casualties?
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 14 - REVENGE
Post by: Criptfeind on June 10, 2023, 11:44:17 am
Total losses 8: (4 Fitzharbort, 1 Wright, 2 Ayes, 1 Bockhoven)

Is that not this bit? Although it doesn't mention the 2 dead skeletons (which is fine, since we knew who lost those)
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 14 - REVENGE
Post by: a1s on June 10, 2023, 11:58:06 am
Access to the Alkabrian Outpost or the Grove seems to be averaging at 1 Stone/2 Gold
Since we all need access to the grove after we defeated the Squelsh together, could you maybe lower the price for this one time? You'll still get more gold than usual.
I'll also need access though your lands A1s, is 2 gold good for you as well?
No, for the same reason. Access to the grove is free from me this turn, and I will take 1 gold for access to the Outpost.
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 14 - REVENGE
Post by: Kashyyk on June 10, 2023, 12:05:59 pm
Total losses 8: (4 Fitzharbort, 1 Wright, 2 Ayes, 1 Bockhoven)

Is that not this bit? Although it doesn't mention the 2 dead skeletons (which is fine, since we knew who lost those)
Ah yeah, I was looking for it further up, when the casualties first happened.
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 14 - REVENGE
Post by: Quarque on June 10, 2023, 06:23:29 pm
Quarue, is the wolf crystal unrented for this turn? If so, still wish to use it to capture wolves in R5, shockingly, the single unarmed man I sent there was ripped to pieces.
Yes. I'll lend it for a turn in return for three of the wolves.

Heckin yeah, the lair is gone! Epic, awesome for the Hero of Swearing! Alrighty, Quarque maybe now we can talk of the recompense of providing you a hefty sum of gold? And haha yeah sheet whoops!
Sure. I'll repay the full 8 gold after conquering the Selkie Court, or if you prefer I could repay in the form of 4 stones now.

@Kashyyk: Could you please help me with the Selkie Court? I'm borrowing you the ship again, so you can send 10 units. This fight doesn't need a cat.
Spoiler: Bockelstein (click to show/hide)

Trade:
Receive the Wolf Crystal and three wolves from Lord Sol
Send 1 ship to prince Fitzharbort
Actions:
Build 5 siege engines
Attack the Selkie Court at A11 with:
* 1 ship with 1 army, the rhuddy cape, 5 siege engines and 9 wolves
* 1 boat with 2 armies and 1 wolf
March at C14 with 3 armies
March at D15 with 3 armies
March at D10 with 1 army
Scout B8 with 1 army
Scout A15 with 1 army
Scout E15 with 1 army
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 14 - REVENGE
Post by: Criptfeind on June 10, 2023, 07:18:45 pm
Yes. I'll lend it for a turn in return for three of the wolves.

Hmm, can I talk you into an even split? 2 to 2?
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 14 - REVENGE
Post by: notquitethere on June 10, 2023, 10:44:52 pm
Should the moot be currently depopulated, since it sent it's dude out on a raid? Or is the map right and it has 11 dudes in it still somehow?
Fixed.

And yes, the battle losses are there. I think it's just the artefacts I still need to do. Maybe tomorrow.
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 14 - REVENGE
Post by: Quarque on June 11, 2023, 12:07:30 am
Hmm, can I talk you into an even split? 2 to 2?
Sorry, I stopped offering even wolf splits for free, the deals with a1s and Sol weren't even either (a1s payed a lot of wood when I needed it). My reasoning is that you're not only getting wolves but also a trivial battle. I will split even for 3 gold.
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 14 - REVENGE
Post by: Kashyyk on June 11, 2023, 04:31:11 am
Since we all need access to the grove after we defeated the Squelsh together, could you maybe lower the price for this one time? You'll still get more gold than usual.
Sorry a1s, I missed this. Yeah, for post-Owain recovery I'll take 1 Gold.
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 14 - REVENGE
Post by: Criptfeind on June 11, 2023, 07:08:52 am
My reasoning is that you're not only getting wolves but also a trivial battle.

Fair enough reasoning. I think I'll pass in this instance.
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 14 - REVENGE
Post by: notquitethere on June 11, 2023, 07:27:07 am
A question, does capturing a village still increase reprisal by +5% now that Owain is dead?
I missed that before. No that was an effect from Owain.
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 14 - REVENGE
Post by: Criptfeind on June 11, 2023, 08:06:16 am
Thinking about it, shouldn't there be only one thorn in k7? They normally just go back to their fort, don't they?
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 14 - REVENGE
Post by: notquitethere on June 11, 2023, 05:05:20 pm
Good spot. Now fixed.
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 14 - REVENGE
Post by: Criptfeind on June 11, 2023, 10:30:40 pm
Feels like this turn is probably going to take a bit because there's a lot of back and forth between players and each other and the gm spread over a few days, just the nature of forum games sometimes, but in the interests of not missing some unknown deadline (because the game often updates when I'm asleep) I'll input this turn now. It should be mostly good.

Spoiler: Turn 12 gains/losses (click to show/hide)

Spoiler: Marquess Ambrosio Vulk (click to show/hide)

Spoiler: Turn 13 (click to show/hide)
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 14 - REVENGE
Post by: notquitethere on June 12, 2023, 12:32:13 am
I appreciate it. I'll update next when everyone's submitted a turn but probably no hard deadline while I'm holidaying. But the sooner people submit, the sooner the next turn will roll on.
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 14 - REVENGE
Post by: a1s on June 12, 2023, 06:19:16 am

orders:
Receive 1 gold  from Ambrosio Vulk
Send 1 gold to Mackial FitzHarbort
Sell 22 wood for 11 gold
buy 8 stone for 16 gold
Build a tower.
March 2 armies and a cat to M7
March 6 armies and a wolf on O13
March 2 armies and a wolf to K7
March 2 armies and a wolf on M15
March 1 army on J7

Send scout with Sundering claw to make a tunnel between L6 and L7. If possible scout L6-L5-K5
Send a scout with 10 gold to the sacred grove.

I would also like to sell some wood. 3:2 gold, 2:1 stone!
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 13 - WAR
Post by: Kashyyk on June 12, 2023, 07:09:09 am
I suppose I should actually do a turn, huh?

Two GM questions:
1. Do the Squelsh at the K9 Lair cause monsters to spawn/monster marches/etc? I might need to change my orders if so
2. I'm building a Marketplace this turn, do I start getting the Gold this turn or next?

@VermilionSkies: I'm happy to assist you with that monsterFort on L10, it's likely to pop next turn. Just let me know and I'll rejig my orders.

Borrowing a Ship from Bockhoven for the turn
Receive 1 Gold from Ayes and 3 Gold from Vulk

Spend 10 Wood to make 5 bows
Spend 20 Gold to buy 10 Stone, and build a Marketplace at Sundered Spire
1 Army and 2 Bows garrison Fort Heather
1 Army and 1 Bow garrisons Fort Hollivy
2 Armies and 2 Bows garrison Fort Juniper
1 Army sacrifices 10 Gold at the Grove
10 armies in Bockhoven's Ship sail in support of Bockhoven's assault on the Selkie Court
3 armies march on G9
5 armies march on J8
1 Army garrisons Shandston's Folly
1 Army garrisons Sundered Spire

Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 13 - WAR
Post by: notquitethere on June 12, 2023, 07:15:34 am
I suppose I should actually do a turn, huh?

Two GM questions:
1. Do the Squelsh at the K9 Lair cause monsters to spawn/monster marches/etc? I might need to change my orders if so
It's a bit of an edge case, but no I think the lair counts as having been defeated by the Squelsh while they occupy it and so no monsters will spawn (and I shouldn't have listed it in the last enemy phase).

Quote
2. I'm building a Marketplace this turn, do I start getting the Gold this turn or next?
Next turn. Same goes for building coppicing etc.
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 14 - REVENGE
Post by: a1s on June 13, 2023, 03:54:29 am
Question: the sundering claw is not marked on the map, but it is marked in Known Artifacts as still being on I6. Did my scout pick it up or is that just visual glitch?
Also, does the Dragon of Dawn carry the normal amount of gold in his hoard? I expect it does, but I wanted to be sure.
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 14 - REVENGE
Post by: notquitethere on June 13, 2023, 04:06:51 am
As I didn't specify otherwise, I guess Dawn Dragon drops normal amount of dragon gold. And yes you picked up the Claw, I've now updated the artefact list accordingly.
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 14 - REVENGE
Post by: a1s on June 13, 2023, 04:25:29 am
New orders:
orders:
Receive 1 gold  from Ambrosio Vulk
Send 1 gold to Mackial FitzHarbort
Sell 22 wood for 11 gold
buy 8 stone for 16 gold
Build a tower.
March 2 armies and a cat to M7
March 6 armies and a wolf on O13
March 2 armies and a wolf to K7
March 2 armies and a wolf on M15
March 1 army on J7

Send scout with Sundering claw to make a tunnel between L6 and L7. If possible scout L6-L5-K5
Send a scout with 10 gold to the sacred grove.
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 14 - REVENGE
Post by: notquitethere on June 13, 2023, 07:12:07 pm
I think that's just two more players left to enter (Horizon and Route Horizon VermilionSkies).

Update: the other four player turns are processed and I won't be checking for edits.
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 14 - REVENGE
Post by: VermilionSkies on June 14, 2023, 03:04:32 am

Unfortunately, I'm going to be fairly busy soon and I'm not certain I'll be able to keep up with this. I leave my belongings to the next waitlister, or, if one is lacking, the 32-stack of Squelsh outside my home.
Thank you for hosting.
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 14 - REVENGE
Post by: a1s on June 14, 2023, 03:22:15 am
If no one steps forth, I would like to call dibs on their castle (monsters and all) as one of only 2 players without a second castle. I consider myself to have seniority (and with it a higher chance of governing well) I am willing to send Sol (Horizon) some complimentary wood to make this happen.
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 14 - REVENGE
Post by: notquitethere on June 14, 2023, 07:58:47 am
Thank you kindly for playing and thank you for the considerate handover.

I've offered Elephant Parade the same deal as I did Horizon (fully replacement or new castle on the frontier). If Elephant Parade declines or doesn't get back to me, the land will fall into ruin as per the OP, to be picked over by neighbours.
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 14 - REVENGE
Post by: Horizon on June 14, 2023, 10:00:25 am
Just been a bit busy haha, I'll get my orders through today.
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 14 - REVENGE
Post by: Horizon on June 14, 2023, 10:09:56 am
Tentative Orders (TURN: 14)
- Send the Wolf Crystal back to Blockhoven.
- (3 armies) Build a Fort at B2 (-5 wood), henceforth named Fort Howling.
- (5 armies) take the ship with Whiptide Sail back to Castle Aubade.
- Pending some agreements to be made between the neighboring lord's and ladies.

Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 14 - REVENGE
Post by: Criptfeind on June 14, 2023, 10:26:05 am
You do not need to send your armies or your ship back as an explicit action.

Armies don't really exist on the map, outside of certain specific situations involving sieges (and even then, not really).

Armies can simply take actions anywhere that you have access, with access being defined by borders, with ships being able to give access across water.

At this point though, owning B2, you no longer need a boat to draw access to and from it, the boat is now simply a resource you can use elsewhere if you wish, and your armies can be expanding from B2 or A5 without the use of a boat.
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 14 - REVENGE
Post by: Elephant Parade on June 14, 2023, 11:08:47 am
Dolton the Drunk is a late arrival to the contest. An incorrigible alcoholic, he was out on one of his drunken voyages when he ran the ship aground on the north coast of Thornland. Heading inland with his men, he found a castle staffed by the runaway servants of an ex-competitor. What fortune! Surely God intended for him to join—and win!

Spoiler: Character Creation (click to show/hide)


Income
+1 soldier (already capped)
+2 Gold (-> 6)

Orders:
- March G6 (7 soldiers)
- Scout E5 -> D5 -> D4
- Scout G5 -> H5 -> I5
- Scout F4 -> G4 -> H4
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 15 - SCREAM
Post by: notquitethere on June 14, 2023, 07:14:46 pm
TURN 14 REPORT

Spoiler: Count Sol (click to show/hide)
Spoiler: Marquess Ambrosio Vulk (click to show/hide)

Spoiler: The Night Scream (click to show/hide)
Spoiler: Enemy Phase (click to show/hide)

TURN 15
Research

Prince Mackial FitzHarbort learns in E2 is the Boarskin Coat (when you attack boars, they don't get first attack, they get two attacks on their first counterattack)

Marquess Ambrosio Vulk learns in M5 is White-Tusk's Hollow - Forest. Inhabited by White-Tusk (counts as 4 boar), 6 boar and 2 grand tusks (counts as 2 boar). White Tusk wields the Black Trotter if it hasn't been found elsewhere, otherwise he wields a random artefact.

(https://i.imgur.com/F8Ph2c5.png)



Spoiler: Known Artefact List (click to show/hide)
Spoiler: Known Unique Sites (click to show/hide)



Notes

- What a hell of a turn! Everything was relatively normal until the new player accidentally triggered one of the big end-game threats.
- This turn was complicated, check the enemy phase carefully to see if you lost troops outside of your main turn.
- Tanglebats are nasty, multiplying in number in combat. But they have at least three weaknesses that can be exploited.
- The Night Scream can happen again, so you might want to block it off if you can.
- Otherwise, any lair can be sealed off with ten stone. But first you have to capture it and hold it a turn.
- There are a lot of places that will spawn enemies, so make sure to whack-a-mole as many of them as you can. The difficulty just ramped up massively, but I'm sure you're all up to the challenge!
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 15 - SCREAM
Post by: Criptfeind on June 14, 2023, 08:00:30 pm
Wow.

I understand why the thorns were unable to fully conquer the hedge.

Also, 4 curses applied this turn I think? Hot digity damn, witches stepping up, although most of the curses won't survive for long.

Doing a quick once though the turn. Don't see anything wrong with my stuff I think.

But should the tanglebat that attacked B2 have summoned 3 more tanglebats to help it siege, or is that a defensive only ability?

Also, when you loose max army size, what happens to the units you have above that size?

Edit: Does the moot moat count as a fort as far as me garrisoning units, and shouldn't it have relocated? (I think to B10) I see it relocated to t3, nvm.
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 15 - SCREAM
Post by: notquitethere on June 14, 2023, 08:05:48 pm
But should the tanglebat that attacked B2 have summoned 3 more tanglebats to help it siege, or is that a defensive only ability?
Tanglebats don't get more bats if there are any defensive walls in the way, as in sieges. That is one of their weaknesses.

Also, when you loose max army size, what happens to the units you have above that size?
I'll be nice and say Lords still have the excess units, they just can't generate replacements while at cap. (This is how it works when you lose your last castle, after all.)

Edit: Does the moot moat count as a fort as far as me garrisoning units, and shouldn't it have relocated? (I think to B10)
It did relocate, to T3, but the old moat is still there. It doesn't count as a fort, but any units patrolling there get the benefit of the moat, as would any fort built there.
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 15 - SCREAM
Post by: Criptfeind on June 14, 2023, 08:12:43 pm
Lets see... Three weaknesses huh? Sorta wanta play the guessing game of finding them out, if that's one of them, is the second that cats can destroy lairs to permanently keep them from spawning without us having to pay 10 stone?

Can't think of a third off the top of my head. Is it something we can figure out from the game text for sure? Or something hidden like their inability to multiple during sieges?

Edit: Whoops, found probably a mistake, I think I should have only gotten 16 vp for the orb, it's the third sacrificed artifact thus far.
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 15 - SCREAM
Post by: notquitethere on June 14, 2023, 08:18:41 pm
It's not hidden. The siege thing shouldn't have been hidden, I'd just missed that bit of info in their description (I've updated it now).

Edit: Whoops, found probably a mistake, I think I should have only gotten 16 vp for the orb, it's the third sacrificed artifact thus far.
My mistake! Yeah, the stand, the throne then the orb. You're right that should be 16vp.

And the cat thing is potentially a good idea, but it wasn't one of the things I was thinking of.
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 15 - SCREAM
Post by: Criptfeind on June 14, 2023, 08:28:51 pm
Skeletons don't spawn bats?

Edit: and in battle summoned units.

Ignore how dumb I am for taking this long to notice those two things.  :P
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 15 - SCREAM
Post by: notquitethere on June 14, 2023, 08:34:43 pm
That's it! Now with those puzzle pieces in place, I'm sure it'll be a doddle.
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 15 - SCREAM
Post by: Criptfeind on June 14, 2023, 08:40:56 pm
Indeed, I guess not even that hard if I send my skeletons around to help take out out the caves, assuming I can trade them like any other commodity.

The sleeper terrifying end game boss though I think is hoglands hallow. Boars are fucking scary, constantly spewing out boar attacks is terrifying.
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 15 - SCREAM
Post by: notquitethere on June 14, 2023, 08:53:33 pm
Also, I now have a channel on the forum games discord (https://discord.gg/AYBb7evz) if anyone wants to discuss things more rapidly. I'll still be using the forum for anything important.
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 15 - SCREAM
Post by: Quarque on June 14, 2023, 11:31:55 pm
The Selkie Court still has 31/31 hits in the unique site list.

Also, according to the battle report we only dealt 10 damage to the walls, but I think it should be 17? We went in with a total of 23 units +2 from the cape and every hit was a 5+, so after killing 8 seals there was 17 damage left to be absorbed by walls.
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 15 - SCREAM
Post by: Elephant Parade on June 15, 2023, 12:04:31 am
Oh god why
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 15 - SCREAM
Post by: notquitethere on June 15, 2023, 04:10:52 am
The Selkie Court still has 31/31 hits in the unique site list.

Also, according to the battle report we only dealt 10 damage to the walls, but I think it should be 17? We went in with a total of 23 units +2 from the cape and every hit was a 5+, so after killing 8 seals there was 17 damage left to be absorbed by walls.
I can see why you would think that but walls aren't damaged on an 8+. We had a whole poll about this.
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 15 - SCREAM
Post by: Quarque on June 15, 2023, 05:00:39 am
I hope we can reconsider the way this works in the next game *grumble*. The current rules make no sense at all. For monsters, defending a castle makes them far more vulnerable than being out in the open. And if you attack a castle with a keep, bringing lots of siege weapons means you deal no damage at all.

Anyway, there is a special location at D5 missing in the unique location list.
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 15 - SCREAM
Post by: Criptfeind on June 15, 2023, 05:37:29 am
Sorta a special case scenario so I figure it's worth asking: Is it guaranteed that territory containing a village from dissolved players (IE: L14) will have the normal village roll of 1d4-1 Squelsh barbarian units defending? Or is it possible that something else moved into the power vacuum?

Also I'm not sure if this is a hidden mechanic or not so I figured I'd ask. Bryn the Brawn is described as "will wage war to retake any squares adjacent to his castle" does that mean that if I take a square next to his castle, in the following enemy phase him and his family will come to take it back? What happens if I take multiple squares adjacent to his castle at once?

Does the Cave of the Night Scream not get the traditional 2d6 gold that lairs gets by the way? It's not included in the turn or map, but it is called a "Lair" in it's description so I thought that there's at least a chance it was an oversight during the excitement of the bats, but seems like it'd be reasonable either way.

(Sorry if any of these questions seem like they have obvious answers by the way, especially the Bryn one :P. I've learned not to trust my instincts on what the obvious answer to questions in games are :P)
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 15 - SCREAM
Post by: a1s on June 15, 2023, 05:48:59 am
Questions:
Should I own the forest at K7 or did something horrible happen to it too?
Does the Black Trotter's grand tusk making abilities only come from the one unit, or the whole army?
We already discussed this, but I can't find where: how do boars interact with sieges? do they attack twice? do they attack first?
How does Shield of the Earth  interact with tanglebats? Does the side with the shield count as "protected"?
Cn a scout be used to release cats out of the cat bag near your enemies? Are cats and bats on the same team?
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 15 - SCREAM
Post by: Criptfeind on June 15, 2023, 05:54:30 am
Should I own the forest at K7 or did something horrible happen to it too?
The J6 thornish fort attack there and killed your armies and wolf that you sent there last turn during the enemy phase.
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 14 - REVENGE
Post by: a1s on June 15, 2023, 06:19:12 am

orders:
March 10 + wolf on L6
March 3 on L14
Scout L14-K14-L13
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 15 - SCREAM
Post by: notquitethere on June 15, 2023, 07:45:02 am
I hope we can reconsider the way this works in the next game *grumble*. The current rules make no sense at all. For monsters, defending a castle makes them far more vulnerable than being out in the open. And if you attack a castle with a keep, bringing lots of siege weapons means you deal no damage at all.
I agree, and that's why I suggested a change earlier in the game but the it wasn't unanimous among players so I kept it as-is for this game. There are wall-damaging siege engines available if you get a siege workshop (there are two ways of doing so, I think one has yet to be revealed). Think of the basic siege engines as ladders: they're not increasing the chance of damaging the walls at all, and enough of them may even bypass it. Some places you just have to siege, and you'll be pleased that that's the case if you yourself are ever beseiged.

Anyway, there is a special location at D5 missing in the unique location list.
Fixed.

Sorta a special case scenario so I figure it's worth asking: Is it guaranteed that territory containing a village from dissolved players (IE: L14) will have the normal village roll of 1d4-1 Squelsh barbarian units defending? Or is it possible that something else moved into the power vacuum?
All mystery rolls are within normal parameters. There'll be 0-3 barbarians.

Also I'm not sure if this is a hidden mechanic or not so I figured I'd ask. Bryn the Brawn is described as "will wage war to retake any squares adjacent to his castle" does that mean that if I take a square next to his castle, in the following enemy phase him and his family will come to take it back? What happens if I take multiple squares adjacent to his castle at once?
Not meant to be hidden, so the question is fine: he'll try to retake it in the enemy phase, attacking the troops that just took the land, but if you take more than one, he'll pick one to retake at random, and try attacking one tile per turn until he has his land back.

Does the Cave of the Night Scream not get the traditional 2d6 gold that lairs gets by the way? It's not included in the turn or map, but it is called a "Lair" in it's description so I thought that there's at least a chance it was an oversight during the excitement of the bats, but seems like it'd be reasonable either way.
Sure, why not. I'll stick some gold in there when I get a moment. Least I can do given the horror it causes.

Questions:
Should I own the forest at K7 or did something horrible happen to it too?
The Thornish attacked and took it back in the enemy phase. You lost troops and a wolf, so make a note of that:

[J6] Grows in size and the soldiers march on K7, with Perfidy's Horn! The wolf turns hostile!
The Thornish holdout, Thornish holdout, Thornish holdout and Thornish holdout attack first (6, 4, 2 and 8), killing one of your armies, and the wolf.
Your armies attack (5), defeating one of the enemies (Thornish holdout).
The enemy attacks back (3, 7 and 8), killing one of your armies. Your armies have been defeated.
Your total losses: two armies and wolf. The Thornish all withdraw to their fort.

Does the Black Trotter's grand tusk making abilities only come from the one unit, or the whole army?
One unit. Specifically, the one with the Trotter.

We already discussed this, but I can't find where: how do boars interact with sieges? do they attack twice? do they attack first?
How does Shield of the Earth  interact with tanglebats? Does the side with the shield count as "protected"?
Cn a scout be used to release cats out of the cat bag near your enemies? Are cats and bats on the same team?
Boars attack first twice in all situation. Shield of Earth puts up a wall and would prevent new tanglebats from spawning. Scouts can release cats on enemies and then run away, though keep in mind that hostile cats will ally with monster units so they would be on the same team as the bats.

Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 15 - SCREAM
Post by: Criptfeind on June 15, 2023, 08:11:38 am
Not meant to be hidden, so the question is fine: he'll try to retake it in the enemy phase, attacking the troops that just took the land, but if you take more than one, he'll pick one to retake at random, and try attacking one tile per turn until he has his land back.

Sorry for wording my first question probably pretty badly :P. I was wondering about the split, but also if his family will come with him on the attacks, or if they stay behind in his castle as a defensive force.
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 15 - SCREAM
Post by: Quarque on June 15, 2023, 08:23:42 am
[Known Unique Sites]
A11 is the Selkie Court (Castle with Keep, Moat x 3!) 31/31 defence
This still needs to be adjusted (we did deal 10 damage to the walls).

The Golden Net is listed under artifacts as owned by prince fitzHarbort, but they traded it to me.
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 15 - SCREAM
Post by: notquitethere on June 15, 2023, 09:37:00 am
Sorry for wording my first question probably pretty badly :P. I was wondering about the split, but also if his family will come with him on the attacks, or if they stay behind in his castle as a defensive force.
Oh his family will attack as well, yes. Also, they won't attack out if their castle is under siege.

This still needs to be adjusted (we did deal 10 damage to the walls).

The Golden Net is listed under artifacts as owned by prince fitzHarbort, but they traded it to me.
Sure, now fixed.
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 15 - SCREAM
Post by: Elephant Parade on June 15, 2023, 12:23:15 pm
Alright, here's my rough plan: This turn, I'll march on the Nest with one soldier and the skeletons Criptfiend has pledged to send me. Next turn, if people send me stone, I'll wall it up.
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 15 - SCREAM
Post by: Criptfeind on June 15, 2023, 01:13:20 pm
I'm sending skeletons around to Elephant and a bit around my own lands this turn, so they'll be busy, but if people still need them next turn they'll be up for mercenary work, although of course, hopefully Horizon will rent out the archers stand for some bat clearing as well.

Spoiler: Turn 12 gains/losses (click to show/hide)

Spoiler: Marquess Ambrosio Vulk (click to show/hide)

Spoiler: Turn 13 (click to show/hide)
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 15 - SCREAM
Post by: Quarque on June 15, 2023, 02:44:58 pm
Criptfiend, still interested in borrowing the Wolf Crystal for a turn? For two skeletons (this turn) I will let you keep all four of the wolves.
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 15 - SCREAM
Post by: Criptfeind on June 15, 2023, 03:07:23 pm
No, not that I don't think that's a fine deal. Just that... well. I like skeletons more then wolves. Sorta dumb, I know. But yeah. Also I wasn't really planning on attacking wolves this turn, I could change my plans but yeah, wolves are not critical and I do have a lot of guys tied up in attacking Q9 and the bat cave this turn.
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 15 - SCREAM
Post by: Quarque on June 15, 2023, 04:17:03 pm
Fair enough. Kashyyk, are you able to send any further aid this turn? If not I understand, but in that case I would like the ship back, please.

How long do we have until the deadline?

in case the deadline hits, a few Orders:
Build 5 siege engines
Continue the siege of the Selkie Court with:
 - 1 ship carrying 5 armies and 5 wolves
 - 1 boat carrying 3 armies
March on D12 with 1 army and the Rhuddy Cape
March on A15 with 1 army, 5 siege engines and 5 wolves
March on D10 with 1  with 1 army
Garrison castle Bockelstein with 1 army.

Spoiler: Bockelstein (click to show/hide)
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 13 - WAR
Post by: Kashyyk on June 15, 2023, 05:56:34 pm
Wow. This has taken a substantial turn for the worse.

I'm not gonna be able to help you right now Quarque, I've got 5 problems of varying severity to deal with. I'm so glad that Monster Fort didn't spawn anything, I could've been wiped in a single turn.

A few quwstions/fixes, for now. Plus am updated sheet.

@NQT: Are the two powers of bats that they always multiply themselves to equal the force their attacking (unless behind fortifications), and armies they kill coming back as monsters? Cos that is horrific. Also yhe Artifacts list needs updating. I own Ascupart's Bane and the Marrowfat Shield.

@a1s: Any particular reason you're blocking me off at J7?

Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 13 - WAR
Post by: notquitethere on June 15, 2023, 06:27:35 pm
@NQT: 1. Are the two powers of bats that they always multiply themselves to equal the force their attacking (unless behind fortifications), and 2. armies they kill coming back as monsters?
1. Yes, they do that. 2. That's just the ones at the scream because of the artefact they're carrying, the Black Claw.

Also yhe Artifacts list needs updating. I own Ascupart's Bane and the Marrowfat Shield.
Thanks, now updated.
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 13 - WAR
Post by: a1s on June 15, 2023, 06:40:48 pm
@a1s: Any particular reason you're blocking me off at J7?
No. It was a free forest and I took it so it wouldn't go to waste, feel free to march right through. Preferably on the fort in J6
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 15 - SCREAM
Post by: Elephant Parade on June 16, 2023, 01:40:33 am
Spoiler: Gains/Losses (click to show/hide)

Spoiler: Dolton the Drunk (click to show/hide)

Spoiler: Turn 15 (click to show/hide)
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 15 - SCREAM
Post by: Criptfeind on June 16, 2023, 06:03:29 am
I sent you 8 skeletons, not 6!
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 15 - SCREAM
Post by: Elephant Parade on June 16, 2023, 10:16:35 am
Fixed.
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 15 - SCREAM
Post by: notquitethere on June 16, 2023, 10:23:09 am
I am back from my travels and so normal update schedules will resume (until I go on holiday again, early next week).
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 15 SCREAM
Post by: Kashyyk on June 17, 2023, 03:42:03 am
Send the Ship back to Bockhoven

2 Armies and a Wolf march on the Wolf Den G11
9 Armies and a Bog Cat march on Forest I15
5 Armies march on J15
3 Armies garrison Shandston's Folly
Send thoughts and prayers to the Garrison of Fort Juniper

Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 16 - RAMPAGE
Post by: notquitethere on June 17, 2023, 12:23:37 pm
TURN 15 REPORT
Spoiler: Marquess Ambrosio Vulk (click to show/hide)
Spoiler: Count Sol (click to show/hide)
Spoiler: Enemy Phase (click to show/hide)
Spoiler: Enemy Phase Continued (click to show/hide)

TURN 16

Research

Prince Mackial FitzHarbort learns in E10 is The Wicked Gorge - Deep lair: roll on the monster table four times...
Spoiler: Wicked Gorge Rolls (click to show/hide)
At the end of the enemy phase, if the Wicked Gorge is empty and not conquered, roll on the monster table three times to repopulate. Monsters will leave the hoard treasure when marching.

Marquess Ambrosio Vulk learns in F9 is Murkblade (a scout will kill any lone undefended human enemy that they come across while scouting.)

(https://i.imgur.com/FwDdT0q.png)

Spoiler: Known Artefact List (click to show/hide)
Spoiler: Known Unique Sites (click to show/hide)



Notes:

- The action around Castle Wright was a convoluted and quite unlikely sequence of events. Ayes took a village adjacent to it, but a 1-in-50 reprisal chance triggered, and a 1/20 chance the Squelsh picked that exact village, puttting a huge stack next to the castle. In the lair generation, a Bloodsinger arrived and with a new artefact, the Black Horn, lured all the nearby Squelsh into attacking. They destroyed the castle walls but not before the Bloodsinger was able to flee to the nearby forest with the horn, preventing further counterattacks.
- The generator seems to love putting Giants in the Puzzle Dungeon, it's done this five times now.
- Speaking of... those rampaging boar are getting closer to the player castles...
- Before you ask, the Murkblade just murks lone humans, there's no attack rolls involved.
- Quarque proves wholly justified in not scouting that huge lair. It'll be funny if you let them march next turn.
- I think I've checked things but let me know mistakes as usual...
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 15 SCREAM
Post by: Kashyyk on June 17, 2023, 01:14:48 pm
Updating my sheet.

Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 16 - RAMPAGE
Post by: Quarque on June 17, 2023, 02:03:25 pm
@notquitethere: Could you please remind me what happens when a monster group with boars have conquered a fort and you attack them? It came up earlier but I forgot, do the boars still charge?
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 16 - RAMPAGE
Post by: Kashyyk on June 17, 2023, 02:26:08 pm
They get to charge every turn Iirc.
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 16 - RAMPAGE
Post by: notquitethere on June 17, 2023, 02:40:22 pm
@notquitethere: Could you please remind me what happens when a monster group with boars have conquered a fort and you attack them? It came up earlier but I forgot, do the boars still charge?
Yes, they do.

Speaking of boars, I realise the boars should have marched before the bog cat siege was processed, so I've done that now.
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 16 - RAMPAGE
Post by: Quarque on June 17, 2023, 02:44:27 pm
@Elephant Parade: Since you need stone to plug the bat cave, I can send you 5 stone in return for 3 skeletons.
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 16 - RAMPAGE
Post by: Elephant Parade on June 17, 2023, 03:10:05 pm
The skeletons aren't mine to give, and everyone wants that hole plugged as much as I do. Why not just give me the stone so we don't all suffer?

e: How much stone does everyone have? We should split the burden equally, insofar as it's possible to split a 10-stone cost between 6 people.
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 16 - RAMPAGE
Post by: Quarque on June 17, 2023, 03:26:28 pm
I'm not sure we're still with 6 people. Horizon, you still playing?

Anyway, 5 stones is what I have. Willing to contribute more than my share for a compensation, but equal shares is fine too.
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 16 - RAMPAGE
Post by: Criptfeind on June 17, 2023, 03:36:00 pm
My proposal is the four oldest lords provide the stone. Unfair to expect someone who just joined to do it.
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 16 - RAMPAGE
Post by: Quarque on June 17, 2023, 03:45:53 pm
Would you be willing to provide four stone, then? Since you're the only one with two castles.
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 14 - REVENGE
Post by: a1s on June 17, 2023, 05:31:35 pm

orders:
sell 18 wood for 9 gold
buy 1 stone for 2 gold
send 2 stone to Marques Dolton
march 1 army on L14
march 1 army on L15
march 1 army on K7
march 1 army on K6
march 1 army to K9
march 1 army to M7
march 1 army to M8

send scout with 8 gold to buy 2 cats from O8
Scout M7 - use Sundering claw to cut the corner between M7 and N6
Scout L5 - K5 - J4
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 15 - SCREAM
Post by: Quarque on June 18, 2023, 12:04:29 am
Orders:
Send 2 stone to Marques Dolton
Lend 1 stone to Marques Vulk
March on E12 with 1 army
March on C12 with 1 army
March on E10 with 1 army and the Wolf Crystal
March on B9 with 1 army and the Rhuddy Cape
Scout A7 by boat with 1 army and the Golden Net
Continue the siege of the Selkie court with:
 * 1 ship carrying 4 armies and 5 wolves
 * 1 ship carrying 3 armies and 4 wolves
Garrison Bockelstein with 1 wolf

Spoiler: Bockelstein (click to show/hide)
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 16 - RAMPAGE
Post by: Criptfeind on June 18, 2023, 04:18:09 am
Would you be willing to provide four stone, then? Since you're the only one with two castles.
Maybe you should give 4 since you have the most stone, the most lairs, and are soonish to take your second castle with a giant pile of treasure (and frankly it looks like an easy third if horizon doesn't show...)? Or kashyyk since he's had two castles the longest? I already contributed the forces to kill the lair. Not feeling much of a sense of civic responsibility from the other players on this one. I understand the irony in me saying that after I attacked egan. But still:p

How about I give 3 and someone between the three of you can somehow painfully reach deep too provide 1 extra stone somehow?
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 16 - RAMPAGE
Post by: Quarque on June 18, 2023, 05:02:50 am
As I said, I am willing to contribute above my share in return for a compensation.

As for your position, you are far ahead of anyone else. Thanks to the weird ruling about how sieges vs walls work, the ruling that only you voted for, for admittedly selfish reasons, it will take me forever to take the Selkie Court and not "soonish". Meaning I will be cursed for a very long time, too.

You are also far ahead in points, about to gain a third castle, you have two quarries and two gold mines, are the only one without major problems and without any curses and have far more room to expand than anyone else. If we are going to divide the burden fairly, as you suggest, I think four stones would really be a very small gesture of goodwill here.
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 16 - RAMPAGE
Post by: Criptfeind on June 18, 2023, 05:43:01 am
As for your position, you are far ahead of anyone else. Thanks to the weird ruling about how sieges vs walls work, the ruling that only you voted for, for admittedly selfish reasons, it will take me forever to take the Selkie Court and not "soonish". Meaning I will be cursed for a very long time, too.

You know the saying about assumptions. I didn't vote for the siege rules to stay the same. Good point on the time and curse to a point.

Quoting in my phone is torture so I'll skip to the point. You not wrong with your points, I have had the same thoughts as well. It's just been annoying me recently how you and kashyyk have been a bit more mercenary than I would have liked recently about game wide issues. Kashyyk charging for Grove access after the prince and your first thought on the cave to ask to be paid for helping.

Your not wrong that I should contribute the most, but I already have and have offered to do more still. Even if your right in how much I should contribute, and you likely are right, 4 stone would be reasonable and honestly I don't think I would have blinked if a1 had been the one to ask it of me, I donno. I just feel like... It bothered me that your the one that asked me. I think it's because lately I have been thinking that if the shoes was on the other foot, you wouldn't be giving 4 stone.

Edit: oh. Yeah.and because your not wrong. Yes I will do 4. I need to buy an extra if I recall. Would you loan me a stone? I'll pay back next turn.
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 16 - RAMPAGE
Post by: Quarque on June 18, 2023, 06:41:51 am
Would you loan me a stone? I'll pay back next turn.
Yes, sure. Thanks for understanding my point of view. Will edit my orders.
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 16 - RAMPAGE
Post by: a1s on June 18, 2023, 12:57:44 pm
I think someone is about to have 3 castles, while most people haven't had a 2nd one. I am of course talking about Prince Mackial FitzHarbort.
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 15 - SCREAM
Post by: Elephant Parade on June 18, 2023, 03:27:36 pm
Income:
+2 soldiers (already capped)
+1 wood
+2 gold

Trading:
- Send *8 skeletons to Vulk
- Receive 4 stone from Vulk
- Receive 2 stone from Bockelstein
- Receive 2 stone from Aywen

Spoiler: Dolton the Drunk (click to show/hide)

Actions:
- Wall up awful hellbat lair (-10 stone)
- March F6 (5, Verbian Tusk)
- March G4 (1, Black Claw)
- March E4 (3)
- March H4 (1)
- March H5 (1)
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 16 - RAMPAGE
Post by: Kashyyk on June 18, 2023, 04:41:27 pm
I think someone is about to have 3 castles, while most people haven't had a 2nd one. I am of course talking about Prince Mackial FitzHarbort.
Your vote of confidence is lovely, but that isn't happening any time soon
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 16 - RAMPAGE
Post by: Criptfeind on June 18, 2023, 05:50:43 pm
Spoiler: Turn 13 gains/losses (click to show/hide)

Spoiler: Marquess Ambrosio Vulk (click to show/hide)

Spoiler: Turn 14 (click to show/hide)
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 15 SCREAM
Post by: Kashyyk on June 19, 2023, 04:29:24 am
Spend 4 Gold to buy 2 Stone
Send 2 Stone to Dolton

3 armies Garrison Shandston's Folly
11 armies marches on J10 Sundered Spire
3 armies attack Forest K15


Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 16 - RAMPAGE
Post by: Horizon on June 19, 2023, 04:58:53 pm
- (2 armies) Send a scout from Fort Howling to C3 then C2, and a scout from Castle Aubade to A6 and A7 on a boat.
- (2 armies) patrol the vicinity of Fort Howling.
- (3 armies) are stationed in Fort Howling with the Shield of Earth.
- (3 armies) are stationed at Castle Aubade.

Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 17 - ANATHEMA
Post by: notquitethere on June 19, 2023, 06:32:17 pm
TURN 16 REPORT
Spoiler: Dolton the Drunk (click to show/hide)
Spoiler: Count Sol (click to show/hide)
Spoiler: Enemy Phase (click to show/hide)

TURN 17

Research

In D2 is The Order of Obeisance (Castle with Keep/Moat/Mustering Yard/Barracks/Garrison) Defence 19/19, Recruitment 1 - Remote Thornish knightly order, made up of 13/13 Thornish Knights.

In L1 is Black Cauldron  (Cursed item: cannot be destroyed or sacrificed, gifted or traded. Whoever defeats an army wielding Black Cauldron will gain the Black Cauldron.) (If a bog hag owns the Black Cauldron, all hags on their side will attack twice each round and always have the first attack; if anyone else owns the cauldron, 3 bog hags and 6d2 bog cats will spawn and then attack the current holder of the cauldron each turn until all three hags are defeated. Spawning occurs anew each time the cauldron gets a new non-hag owner)

(https://i.imgur.com/r55wxLG.png)

Spoiler: Anathema (click to show/hide)
Spoiler: Known Artefact List (click to show/hide)
Spoiler: Known Unique Sites (click to show/hide)



Notes

- 4 players face serious monster invasions, but you all have the power to avoid being defeated here. Remember, being beseiged isn't the worst thing so long as they don't kill all your defenders.
- Anathema! You all knew it was coming and here it is. A quick summary: the knights are only interested in defeating one player, whoever's been doing the most forbidden things. Currently only two players are in the running. Other players can sign up with the order, to convert their excess recruitment into gold. Over time, other Thornish forts will join the Order, leaving the other players alone.
- Definitely some missing artefacts in the list. Let me know what else...
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 17 - ANATHEMA
Post by: Quarque on June 19, 2023, 07:02:19 pm
G6 can be removed from the list of unique locations.

Quote
While operational: +2 income, if possible, two Barbarians from two different random squares will leave their post to fight at the start of each enemy phase, one one will return a Squelsh Champion (counts as two units, +1 to its attacks).
Could you please explain this? On which side (and against whom) do those barbarians fight?
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 17 - ANATHEMA
Post by: Elephant Parade on June 19, 2023, 07:05:35 pm
Will I never be free from tanglebats? How much to borrow those skeletons again, Criptfiend? I can shoot you a boar next time I spawn one.
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 17 - ANATHEMA
Post by: notquitethere on June 19, 2023, 07:08:47 pm
G6 can be removed from the list of unique locations.

Quote
While operational: +2 income, if possible, two Barbarians from two different random squares will leave their post to fight at the start of each enemy phase, one one will return a Squelsh Champion (counts as two units, +1 to its attacks).
Could you please explain this? On which side (and against whom) do those barbarians fight?
They fight each other to the death in the death ring. The winner upgrades to a Champion and returns to its prior location. It converts two barbarians into one champion once per turn.
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 17 - ANATHEMA
Post by: Horizon on June 19, 2023, 07:28:09 pm
- (4 armies) March by boat to A6 from Castle Aubade.
- (2 armies) March from Fort Howling to C2.
- (1 army) sails forth by boat to C4 to scout.
- Spend 6 wood to make three bows.
- Spend 6 gold buying three armies.
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 17 - ANATHEMA
Post by: Horizon on June 19, 2023, 07:28:44 pm
Don't mind if I do.
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 17 - ANATHEMA
Post by: Criptfeind on June 19, 2023, 07:47:25 pm
Will I never be free from tanglebats? How much to borrow those skeletons again, Criptfiend? I can shoot you a boar next time I spawn one.

Luckily since they are in a fort, tanglebats are turned off. If I send you a cat when you siege they'll only kill on a 8. With 7 siege weapons every attack is a kill and with the black lance you get 3 times the attacks. They'll still kill like... 4 of your dudes if you are loosing the first strike advantage via the lance (on average, with bad luck, more!) so you'll need around 12 dudes (with the cat, that'd be 11) to take it out. More for safety is always appreciated... but that'd be not too bad.

Order of Obeisance is very bad. Considering my reaction, but I'd say right now that people who help fight against them will certainly get my friendship, people who join them, less so.
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 17 - ANATHEMA
Post by: Quarque on June 19, 2023, 07:51:37 pm
Quote
Order of Obeisance is very bad. Considering my reaction, but I'd say right now that people who help fight against them will certainly get my friendship, people who join them, less so.
It might not suprise you that I don't like the Order very much, either.

By the way, I see there is a new poll up? But the closing date is still May 27th. Tanglebat has my vote for scariest monster, without any doubt.
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 17 - ANATHEMA
Post by: notquitethere on June 19, 2023, 07:53:34 pm
Polls are borked on the forum, I can't seem to reset it properly.
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 17 - ANATHEMA
Post by: Criptfeind on June 19, 2023, 07:57:58 pm
I wasn't allowed to vote but I'd vote Boar on the whole. Dragons are worse but there's a lot more and more aggressive boars then there are dragons.
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 17 - ANATHEMA
Post by: Elephant Parade on June 19, 2023, 08:21:33 pm
Will I never be free from tanglebats? How much to borrow those skeletons again, Criptfiend? I can shoot you a boar next time I spawn one.

Luckily since they are in a fort, tanglebats are turned off. If I send you a cat when you siege they'll only kill on a 8. With 7 siege weapons every attack is a kill and with the black lance you get 3 times the attacks. They'll still kill like... 4 of your dudes if you are loosing the first strike advantage via the lance (on average, with bad luck, more!) so you'll need around 12 dudes (with the cat, that'd be 11) to take it out. More for safety is always appreciated... but that'd be not too bad.

Order of Obeisance is very bad. Considering my reaction, but I'd say right now that people who help fight against them will certainly get my friendship, people who join them, less so.
Aha, didn't catch that they were in a fort. Thanks.
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 17 - ANATHEMA
Post by: Criptfeind on June 19, 2023, 08:23:14 pm
For trading this turn.

Obviously sending a stone to Quarque no matter what, so write that one down.
I'll also send a cat to Elephant Parade to kill his monsters for free, or sell it to him permanently for 6 gold.

To A1s and Kashyyk, I'd like to purchase access to the outpost this turn.

Edit: Oh, I didn't actually read your turn. You are talking about the tanglebats in the swarm forest? In that case yeah that's not great and not a fort. I thought you were talking about the monster mash to your north that is about to kill you. I'll send skeletons to help clean that up, let me give that a think about how much/if I would charge for that.

Edit2: L1 is missing a !
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 17 - ANATHEMA
Post by: Elephant Parade on June 20, 2023, 01:17:23 am
Oops  I didn't notice that E5 had been occupied. That complicates things.
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 17 - ANATHEMA
Post by: Kashyyk on June 20, 2023, 10:37:29 am
To A1s and Kashyyk, I'd like to purchase access to the outpost this turn.

I would very much like some Skeletons, to help clear out some Tanglebats. Would you be willing to trade/rent any in exchange for access?
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 17 - ANATHEMA
Post by: Elephant Parade on June 20, 2023, 07:16:04 pm
Thanks for offering the cat, Criptfiend, but I'm going to pass—I don't want to wreck my only forest.

Gains
-2 soldiers (RIP)
-10 stone (lair)
+2 stone (received from FitzHarbort last turn, but not recorded in my post)
+4 soldiers
+1 stone
+2 gold

Trading
+1 cat (received from Vulk)

Spoiler: Dolton the Drunk (click to show/hide)

Orders
- Build 2 siege engines (-4 wood)
- March on E5 with 10 soldiers, 4 siege engines, Verbian Tusk
- March on H3 with 1 soldier
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 17 - ANATHEMA
Post by: Criptfeind on June 20, 2023, 07:25:21 pm
Thanks for offering the cat, Criptfiend, but I'm going to pass—I don't want to wreck my only forest.

Yeah, actually, that makes sense, in that case, I guess I won't send it if you don't have need of it?
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 17 - ANATHEMA
Post by: Elephant Parade on June 20, 2023, 07:29:34 pm
Sure, sounds good.
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 17 - ANATHEMA
Post by: Criptfeind on June 20, 2023, 10:04:55 pm
Spoiler: Turn 16 gains/losses (click to show/hide)

Spoiler: Marquess Ambrosio Vulk (click to show/hide)

Spoiler: Turn 17 (click to show/hide)
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 17 - ANATHEMA
Post by: notquitethere on June 21, 2023, 12:56:55 am
Thanks for turns so far. I won't be around until Monday as I am on holiday again (on an island!) and only have my phone. Obviously please do submit a turn before Monday if you haven't already.
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 15 SCREAM
Post by: Kashyyk on June 21, 2023, 01:53:39 am
For some reason the combat results at the Spire says I only lost three units total, which we know is silly. Also, the Black Horn is missing from my section of the Artifacts list.

There's no cost to breaking membership AFAIK, and I could really do with the Gold...

I join the Order of Obeisance (no recruits sent this turn)
Permission is given to Vulk to attack the Lair at G11 and visit the Outpost at Shandston's Folly Grove of Tusks
1 Stone received from Bockhoven
3 armies and the Black Horn Garrison Shandston's Folly
1 Army marches on Fort Juniper (J9)
2 Armies march on Fort Tailor (J14)
1 Army marches on Village I9
1 Army scouts F9->F10
1 Army scouts G8->G7->H7
1 Army scouts J13->K12->L13
1 Army spends 5 wood to build and then occupy Fort Capricorn at Marsh I10
2 armies march of Forest J8

Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 15 SCREAM
Post by: notquitethere on June 21, 2023, 02:03:12 am
For some reason the combat results at the Spire says I only lost three units total, which we know is silly.

 Also, the Black Horn is missing from my section of the Artifacts list.
I'll update the artefact list when I get a moment. The combat result correctly records the 8 previous deaths which, added to the 3, makes all 11, it just diplayed the total wrong. I can fix that.

Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 17 - ANATHEMA
Post by: Criptfeind on June 21, 2023, 04:40:37 am
There's no cost to breaking membership AFAIK, and I could really do with the Gold...

Yeah, I understand the gold is really nice, but I am not going to help you if you join the order. It is basically explicitly sending dudes to attack me and Quarque.

Especially since it's on the other side of the map and no one near there is willing to work with me in taking them out, I have no remedy for this. If it was just like "hah hah I need to kill a few more dudes in two turns" that'd be more understandable. But it's "hah hah I have a constant stream of extra strong dudes coming at me and their base is becoming more and more difficult to attack to make it stop"
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 17 - ANATHEMA
Post by: Quarque on June 21, 2023, 11:35:46 am
Yeah, I understand the gold is really nice, but I am not going to help you if you join the order. It is basically explicitly sending dudes to attack me and Quarque.
Well I understand that the eradication of the order is something that mostly benefits the two of us, while you're just missing income. As such, I am willing to pay you for it Kashyyk. A stone per turn.

Mind, this is on the condition that you can convince the other players to cooperate and refrain from joining the order, Crypt. This is pretty expensive and I can't afford to pay everyone else for it as well.
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 14 - REVENGE
Post by: a1s on June 22, 2023, 10:09:57 am

Question: how much defense does the fort at L15 have?
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 17 - ANATHEMA
Post by: Kashyyk on June 22, 2023, 10:11:04 am
Yeah, I understand the gold is really nice, but I am not going to help you if you join the order. It is basically explicitly sending dudes to attack me and Quarque.
Well I understand that the eradication of the order is something that mostly benefits the two of us, while you're just missing income. As such, I am willing to pay you for it Kashyyk. A stone per turn.
I'll mainly be spending that Gold on Stone anyway, so that works for me. I'll update my orders
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 14 - REVENGE
Post by: notquitethere on June 22, 2023, 11:12:29 am

Question: how much defense does the fort at L15 have?
It has nine defence. You can tell the health of a fort by the stones on top.
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 17 - ANATHEMA
Post by: Quarque on June 22, 2023, 02:11:44 pm
Still puzzling over actions, but trade wise:

Receive 1 stone from Vulk
Sending 1 stone to Fitzharbort
Sending 3 wolves to Vulk
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 17 - ANATHEMA
Post by: Elephant Parade on June 22, 2023, 02:43:27 pm
So I hear people are being paid not to join the Order...
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 17 - ANATHEMA
Post by: notquitethere on June 25, 2023, 09:02:44 am
I come back from my holiday tomorrow, when I will most likely process the next round. I think the two players who haven't submitted their full turn will be kicking themselves if they time out after been given a week to do so.
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 17 - ANATHEMA
Post by: a1s on June 25, 2023, 11:39:04 am
Orders:
Permit Ambrosio Vulk access through my territories.
March 1 army on K6
March 3 armies on L10, and immediately garrison.
March 1 army on M8
create 3 siege weapons
March 5 armies, with 3 siege weapons on J6
Garrison L15 with 3 armies
Scout L9
Scout L13
Scout K5-K4-J5
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 15 - SCREAM
Post by: Quarque on June 25, 2023, 04:04:40 pm
Trade:
Receive 1 stone from Vulk
Sending 1 stone to Fitzharbort
Sending 3 wolves to Vulk
Actions:
Sent by pm

Spoiler: Bockelstein (click to show/hide)
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 18 - CAPTURE
Post by: notquitethere on June 27, 2023, 10:01:39 am
TURN 17 REPORT
Spoiler: Dolton the Drunk (click to show/hide)
Spoiler: Count Sol (click to show/hide)
Spoiler: Current Anathema (click to show/hide)
Spoiler: Enemy Phase (click to show/hide)

TURN 18

Research

Prince Mackial learns that G3 is the Yawing Crevice (A desolate crack in the earth. Artefacts may be destroyed by a scout or army throwing it into the crevice. Doing so releases a tanglebat, which will attack anyone present at the time, including scouts. Doing so also grants a permanent -2 anathema score. Only appears in WW.)

Marquess Vulk learns that in C1 is the Blood Forge Plans (The owner of this can build a Bloodforge as a feature (spending 10 stone as normal). Blood Forge: 3 armies may be sacrificed to create a new artefact (and become anathema to all.)

(https://i.imgur.com/5CxgfqE.png)

Spoiler: Known Artefact List (click to show/hide)
Spoiler: Known Unique Sites (click to show/hide)




Notes:

- Sol is now a Roving Force. See the text from the OP:
Quote
While a player has no castle, they are considered a roving force: they take no resources from features, but they still have access to any resources or equipment they owned (assumed to be smuggled out by loyal servants). Once the last army dies, any remaining resources and equipment are left at the final battlefield. Roving forces can still take resources from terrain they own, and may still buy and sell in order to maintain an army. The roving force can only increase their number of armies through villages and purchases if their force is below 10 armies. All units should be assigned an action that puts them somewhere on the map, as any unassigned units will be lost to desertion.
- Ayes is under siege: remember you can't collect resources from any castle features or re-deploy troops in the castle.
- Check the enemy phase and other player's phases to see if you've lost troops.
- Lots of enemy stuff, so let me know if I missed anything as usual
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 18 - CAPTURE
Post by: Horizon on June 27, 2023, 10:49:36 am
Nvm, just jumping to conclusions.
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 18 - CAPTURE
Post by: Criptfeind on June 27, 2023, 11:20:09 am
Wanting to buy armies this turn, if anyone is willing to sell excess (unlikely). Can't offer rates that the order does, but it's probably a lot safer to sell to me then it is to them.
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 18 - CAPTURE
Post by: Horizon on June 27, 2023, 11:21:34 am
Pulling all remaining forces back to the Fort, and I dunno what I'm gonna do tbh, just buy armies and resources. Whatever it takes to live I guess.
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 18 - CAPTURE
Post by: Horizon on June 27, 2023, 12:22:47 pm
Trades & Purchases:
Receive 9 armies, 9 gold, 6 wood, 4 stone, and the Verbian Tusk from Dolton.
Receive the Shield of Earth and 4 wood from Blockhoven. Pending further trade.
Sell 5 armies to Vulk for one gold each.
Receive 20 wolves from Blockhoven.
Orders for Turn 18:
- 10 armies march to D2 carrying with them the Verbian Tusk, and Shield of Earth.
- 20 wolves march to D2.
- The troops and lord empty abandon Fort Howling (4/4 defence).
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 18 - CAPTURE
Post by: Elephant Parade on June 27, 2023, 01:56:18 pm
"First tanglebats, now giants... What's next, giant tanglebats? Fie, it's enough to drive a man to drink! Fetch me some ale, you!"

Income
-6 soldiers (combat losses)
+4 soldiers (recruitment)
+2 gold (income)
+1 stone (income)

Spoiler (click to show/hide)

"...We're out? We're OUT? Curse this puritan continent! I'm going home!"

Trading
- Send 9 soldiers to Sol
- Send 9 gold to Sol
- Send 6 wood to Sol
- Send 4 stone to Sol
- Send Verbian Tusk to Sol

Orders
- Build a boat
- Smuggle it to the coast, get aboard with my retinue, and leave this blighted land behind!
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 18 - CAPTURE
Post by: Criptfeind on June 28, 2023, 12:47:53 pm
Spoiler: Turn 17 gains/losses (click to show/hide)

Spoiler: Marquess Ambrosio Vulk (click to show/hide)

Spoiler: Turn 18 (click to show/hide)
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 15 - SCREAM
Post by: Quarque on June 28, 2023, 06:12:44 pm
Trade:
Receive 3 wolves from Vulk
Sending 1 stone to Fitzharbort
Send 4 wood to Sol
Send the Shield of the Earth to Lord Sol
Send 20 wolves to Lord Sol
Send the Wolf Crystal to Ayes
Actions:
Scout with 1 army C12 -> D13 with the Pellucid Orb
March on E10 with 12 armies, the Rhuddy Cape and 1 wolf
March on A11 with 3 armies and 7 wolf by ship
March on E14 with 1 army
Scout A11 with 1 army by boat with the golden net

Spoiler: Bockelstein (click to show/hide)
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 15 SCREAM
Post by: Kashyyk on June 29, 2023, 01:33:24 am
Receive 1 Stone from Bockhoven, and repair Shandston's Folly with it

1 Army marches on I6
1 Army scouts I6->J5->J4
1 Army Marches on I11 (Fort Hollivy)
1 Army marches on J10 (Sundered Spire)
1 Army marches on Village L14
1 Army scouts F10
1 Army marches on G11
1 Army marches on G14
3 armies march on J11
3 armies Garrison Shandston's Folly  :-*

Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 18 - CAPTURE
Post by: notquitethere on June 29, 2023, 05:15:15 am
Just A1s now, I think. I'm on track to update this evening (in about 10 hours time).
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 18 - CAPTURE
Post by: a1s on June 29, 2023, 11:30:23 am

Orders:
Pull 2 armies out of fort at L10
March 1 army to K14
March 1 army to L14
March 12 armies with wolf crystal to N13 (Oak and Ash) 1 cat breaks siege with them.
March 1 army on N11
Maintain siege of J6 with 1 army
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 19 - PUNISHMENT
Post by: notquitethere on June 29, 2023, 05:14:35 pm
TURN 18 REPORT
Spoiler: Marquess Vulk (click to show/hide)
Spoiler: Dolton the Drunk (click to show/hide)
Spoiler: Roving Count Sol (click to show/hide)
Spoiler: Current Anathema (click to show/hide)
Spoiler: Enemy Phase (click to show/hide)

TURN 19

Research

Prince Mackial learns that in C8 is Hedgeblade - (One unit gains +7 attack, but there's a 75% chance the unit will be targeted by any given enemy attack until the unit dies.)

Marquess Vulk's learns that in L3 is The Prison of the Anathalord - Hill -  Defence (20/20) - The Anathalord, a powerful Bone Reckoner, is stuck within a near-impregnable prison (only attack rolls of 8+ may damage the cage (and not him), and he cannot attack from within it). If the Anathalord ever gets loose, all existing skeletal units would crumble and reconstitute by his side (as a one-time effect). The Anathalord can gain Anathema. The Anathalord carries the Last Femur [Doghorn], the Bonemeal Shield, the Rip Cage, the Dreadskull and Fleshbane (or random artefacts for any already discovered). Only found in WW or full-mountain tiles. Nearby monster marches can seek to free the Anathalord if the prison is as close or closer than a normal target. The prison can be repaired, one stone per wall strength.

(https://i.imgur.com/FMVEYqu.png)

Spoiler: Known Artefact List (click to show/hide)
Spoiler: Known Unique Sites (click to show/hide)




Notes
- These monster stacks are getting too big, I've had to put more of them in little side blocks.
- The Downfall Stack in J6 is particularly nasty.
- Note the new rules for monsters while the Crepuscular Dragon lives: increased chance of monster spawning in lairs/occupied forts, and other monsters will move with dragons.
- Remember your castle's features won't work while under siege.
- Check the artefact list for the Anathalord's five artefacts.
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 18 - CAPTURE
Post by: a1s on June 29, 2023, 05:41:50 pm

Orders:
send 4 wolves and wolf crystal to Bockelstein
Allow Vulk access through my lands
Build 7 siege engines
March 15 armies on J6 with 7 siege engines
March 1 army and 1 wolf on M13
March 2 armies and 1 wolf on L13
March 1 army, a wolf and a cat on K6
manufacture 1 bow
Build a fort on L6 and garrison it with 1 archer

Question: do castles generate one gold (without a marketplace?)
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 18 - CAPTURE
Post by: notquitethere on June 29, 2023, 05:49:57 pm
Question: do castles generate one gold (without a marketplace?)
No, the base 1 income is from being a Lord. It's not tied to the castle. And so you also don't get extra gold just for having more castles.
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 19 - PUNISHMENT
Post by: Criptfeind on June 29, 2023, 06:00:35 pm
Well, this is a rough one, in particular the part that that mega dragon has come up and that I can't kill it because of the keep, so everyone is going to suffer more attacks for a while. That said, if we work together and start stomping monsters, we should be able to hold out.

At least until the puzzle dungeon frees the Anathalord and takes half my army. Then I am probably fucked.
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 19 - PUNISHMENT
Post by: Criptfeind on June 29, 2023, 07:16:10 pm
Here are my current stats as I think about my upcoming turn.

Spoiler: Turn 18 gains/losses (click to show/hide)

Spoiler: Marquess Ambrosio Vulk (click to show/hide)

Spoiler: Turn 18 (click to show/hide)

Edit: I checked out the math some, I might be able to kill the dragon in a single turn if I had some help. Issue is everyone is probably too busy too do so this turn. given how many monster stacks are starting to pop up. I'm not sure really what a good answer is.

Edit 2: If I could borrow the wolf crystal, the earth shield, and maybe 10 more guys (technically, I don't need that many more guys, but it would be very nice to clear the thorns from my land at least so it'd be nice to free up the dudes) I think I could be fairly comfortable in taking down the dragon.

Is anyone willing/able to mercenary up? And to Quarque and Horizon, is anyone else using those artifacts this turn? Although I don't have a lot of gold now (although some) the dragon should drop a lot, so maybe I can rent some assistance here?
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 19 - PUNISHMENT
Post by: Quarque on July 01, 2023, 03:30:48 am
Orders:
send 4 wolves to Bockelstein
And the wolf crystal, I assume? It is still unclear what is happening with the crystal this turn, but I can post the actions now.

Trade:
Receive 4 wolves from Ayes
Repay the dept of 8 gold to lord Sol
Pay 1 stone to Fitzharbort to refrain from joining the order

Actions:
disband the two forts at A15 and B15
Build two siege engines
Build a ship
March with a ship, 7 armies and 2 siege engines on B2 to support the attack of Lord Sol
Send a scout to D8
March on the Selkie court with
* 1 ship with 1 army and 9 wolves
* 1 ship with 7 armies, 3 wolves and the Rhuddy Cape
Scout with 1 army and the Speculators Rod C12 => D13
Defend castle Bockelstein with 1 army

Spoiler: Bockelstein (click to show/hide)
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 19 - PUNISHMENT
Post by: Horizon on July 01, 2023, 12:22:03 pm
Trades & Purchases:
Build 7 siege weapons (14 wood).
Receive payment of 8 gold from Blockhoven.
Orders for Turn 18:
- 1 army with the Shield of Earth and 20 wolves march on D2 again, sending 3 siege weapons to aid in the fight as well.
- With the support of Bockhoven and Vulk, 9 armies march to B2 with the Verbian Tusk and 4 siege weapons.
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 15 SCREAM
Post by: Kashyyk on July 01, 2023, 12:48:31 pm
Updating my numbers whilst I think.

Receive 1 Stone from Bockhoven

Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 19 - PUNISHMENT
Post by: notquitethere on July 02, 2023, 01:43:06 pm
I would like to update Tuesday evening (GMT) latest, but I will update on Monday if everyone gets their actions in.
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 18 - CAPTURE
Post by: a1s on July 02, 2023, 04:47:57 pm
New orders
send 4 wolves and wolf crystal to Bockelstein
Allow Vulk access through my lands
Build 7 siege engines
March 15 armies on J6 with 7 siege engines
March 1 army and 1 wolf on M13
March 2 armies and 1 wolf on L13
March 1 army, a wolf and a cat on K6
manufacture 1 bow
Build a fort on L6 and garrison it with 1 archer
questions: Do I understand correctly that bats won't spawn reinforcements when besieged? Can I reach K5? (from L6)
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 19 - PUNISHMENT
Post by: notquitethere on July 02, 2023, 05:16:19 pm
Yes, if a wall is in the way, no new bats come.

No, if you look carefully, the lake spills over the corner (as do all lakes).
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 18 - CAPTURE
Post by: Quarque on July 02, 2023, 10:36:10 pm
questions: Do I understand correctly that bats won't spawn reinforcements when besieged?
As nqt said, yes, but be careful. Only works if the fort has at least 1 point of wall / defense left.
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 20 - SCALES
Post by: notquitethere on July 03, 2023, 10:13:21 am
TURN 19 REPORT
Spoiler: Marquess Vulk (click to show/hide)
Spoiler: Roving Count Sol (click to show/hide)
Spoiler: Current Anathema (click to show/hide)
Spoiler: Enemy Phase (click to show/hide)

TURN 20

Research

Prince Mackial learns that in G7 is is Toad Pond - Marshland - (5 toads live here (toads don't march and don't have special abilities).)
Spoiler: Toad Pond (click to show/hide)

Marquess Vulk learns that in N3 is Serene Glade - Forest. Units in the Glade won't march, fly, or be lured by artefacts, and no monsters will spawn here. A fort may be built in the Glade.


(https://i.imgur.com/T5FI2O5.png)

Spoiler: Known Artefact List (click to show/hide)
Spoiler: Known Unique Sites (click to show/hide)




Notes
- Through a lot of teamwork, the Order has been defeated. Now you just have to deal with the rampaging monsters and the Hedge will be almost safe to live in...
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 20 - SCALES
Post by: a1s on July 03, 2023, 11:26:40 am
Why did my 15 armies inflict only 13 hits, when they all rolled 9 and above?
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 20 - SCALES
Post by: Horizon on July 03, 2023, 11:34:23 am
Trades & Purchases:
- Spend 26 gold to gain 13 stone.
- Spend 4 gold to buy 2 armies
- Use 6 wood, to build 3 Siege Weapons.
- Send 12 wolves back to Bockhoven, and at the Marquess' behest keep 7 wolves as sign of our formal alliance.
- (+1) army, gained via Mustering Yard
- (+1) wood gained via forest (C2)
Orders for Turn 18:
- Repair the Castle of Obeisance, with 19 stone and rename the Order to that of the Coalition of Freedom of which Bockhoven and Sol shall form. From this point forward the Castle of Obeisance will be known as the Castle of Freedom.
- Have 5 armies carrying the Verbian Tusk march to B1, to claim the Black Trotter with 4 wolves and 3 siege weapons to back them.
- 5 armies march to E2, to where the Boarskin Coat is located, with 3 wolves to back them.
- The Shield of Earth is left in the Castle of Freedom with one army with bows (1)
- Two armies patrol the Fort at B2 with bows (2)
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 18 - CAPTURE
Post by: a1s on July 04, 2023, 06:52:58 am

Orders:
March 1 on K5
March 1 on L11
March 1 on L12
March 2 on J6
March 2 armies and a wolf on L13
Garrison 2 armies in L6
March 12 armies and a cat on J9
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 20 - SCALES
Post by: Criptfeind on July 04, 2023, 08:44:50 am
Spoiler: Turn 19 gains/losses (click to show/hide)

Spoiler: Marquess Ambrosio Vulk (click to show/hide)


Spoiler: Turn 20 (click to show/hide)
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 18 - CAPTURE
Post by: notquitethere on July 04, 2023, 09:56:46 am
I seem to have the wrong defense for Oak and Ash. What is it really?
When it was under siege, the enemy did 4 damage to the walls. I don't think its been damaged at other times.
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 19 - PUNISHMENT
Post by: Quarque on July 05, 2023, 03:00:16 am
Trade:
Receive 12 wolves from lord Sol and declare an official alliance with them
(support attack of Fitzharbort in return for keeping the wolves, see below)

Actions:
buy 4 stone
buy 9 armies
build 2 siege engines
build Keep in castle Bockelstein
12 army with 2 siege engines and the Wolf Crystal march on I10 to support the attack of prince Fitzharbort
1 wolf garrisons castle Bockelstein
Scout with 1 army and the Speculators Rod C12 => D13
March with 1 army to D8
Two ships carry 14 armies, the Rhuddy Cape and 1 wolf to march on D5
One army brings the Thornish Lodestone to the king, using the outpost
One army brings the Cragman's Spike to the king, using the outpost
One scout sails to D6 by boat with the Golden Net and the Whiptide Sail
One army scouts D9 -> E9
Three armies and 22 wolves march on C8

Spoiler: Bockelstein (click to show/hide)
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 15 SCREAM
Post by: Kashyyk on July 05, 2023, 09:17:07 am
Spend 10 Wood to build 5 Siege engines

5 armies march on J4
9 armies, 5 Siege engines and Ascupart's Bane march on I10, supported by Bockhoven's forces

Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 21 - REGRET
Post by: notquitethere on July 05, 2023, 06:19:41 pm
TURN 20 REPORT
Spoiler: Marquess Vulk (click to show/hide)
Spoiler: Count Sol (click to show/hide)
Spoiler: Enemy Phase (click to show/hide)

TURN 21

Research

Prince FitzHarbort learns that in F2 is Horn of Fool's Retort (at the start of combat, summons the Thunderstorm Dragon as a third-party participant in a fight, hostile to all sides. The Horn will always summon the same Thunderstorm dragon and is destroyed if the dragon perishes. The Thunderstorm Dragon is always hostile to everyone, can only be damaged by archers and flying units, flies above forts and castles and so cannot be harmed by siege weaponry and ignores walls and keeps, and always flies in the enemy phase. She will flee in a random direction if she takes three hits. She doesn't willingly pick up artefacts.)

Marquess Vulk learns that in L4 is the Sunken Library - Lair containing a library (that works the same as a normal library) and a Scriptorium (Once per turn, you may duplicate a Plan artefact). A place for students of the forbidden rites, only Bloodsingers and Bone Reckoners will appear here. It starts with 1d4 [1] Bloodsingers with artefacts [Black Dog], 1d4 Bone Reckoners [4], 1d4+3 [5] Skeletal Warriors and 1d4 [3] Skeletal Archers. Once this is revealed, Bloodsingers who flee combat will go here, including any still alive on the map having fled a previous combat. Bloodsingers and Bone Reckoners and their minions won't march from here. Only in WW.

(https://i.imgur.com/1AJLCQU.png)

Spoiler: Known Artefact List (click to show/hide)
Spoiler: Known Unique Sites (click to show/hide)
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 18 - CAPTURE
Post by: a1s on July 06, 2023, 01:11:45 am

Send 4 stone to Vulk, receive 6 armies.
Pull 3 troops from L15

March 1 army on K4
March 8 armies and a wolf on J
March 3 armies on L13
March 4 armies and a wolf on J13
March 5 amries 1 cat and 1 wolf on J6

I'm in the market for armies, willing to pay in stone.
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 21 - REGRET
Post by: Criptfeind on July 06, 2023, 05:51:20 am
I have some armies I think I wouldn't mind selling, what rate did you want to trade for the stone?

I have... I guess 9 armies I could sell, I think. Not sure if I would want to sell all of them, but if the price was right maybe?
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 21 - REGRET
Post by: a1s on July 06, 2023, 06:21:12 am
3 armies for 2 stone. 6 for 4. I only have the 4. But you mentioned you needed wood. I can supply 2 wood per army. nearly unlimited amounts.
Finally, I have some gold set aside for cat purrchases, but I can use it for armies too. 1-1.
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 21 - REGRET
Post by: Criptfeind on July 06, 2023, 06:48:08 am
I'll send you 6 armies for 4 stone, sounds great to me.

Also I was planning on sending a person to purchase cats as well this turn, if you wanted, I'd be willing to take your gold and purchase your cats for you. Save a scout turn between the two of us.

Edit: Ah! I just remembered!  Aywen Ayes is Thornish! So the crown is actually useful. Nice.
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 21 - REGRET
Post by: Criptfeind on July 06, 2023, 06:51:50 am
Spoiler: Turn 20 gains/losses (click to show/hide)

Spoiler: Marquess Ambrosio Vulk (click to show/hide)

Spoiler: Turn 21 (click to show/hide)
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 19 - PUNISHMENT
Post by: Quarque on July 07, 2023, 08:06:45 am
Trade:
Rent a ship to prince Fitzharbort for 2 wood
Rent Ascupart's Bane from prince Fitzharbort for 1 wolf

Actions:
Buy 1 army
Build 2 ladders
Build 3 siege engines
March on C8 with 31 wolves and 8 armies
March on E7 with 11 armies, Ascupart's Bane and the Rhuddy Cape (cape and bane on same unit)
Sail to A15 by boat with 1 army to scout, with the Speculator's Rod and the Golden Net
March on E15 with 1 army
Scout D5 with 1 army and 2 ladders to retrieve artifacts
Scout with 1 army E6 => D7
March with 11 armies on E5, with 3 siege engines and the Wolf Crystal

Spoiler: Bockelstein (click to show/hide)
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 15 SCREAM
Post by: Kashyyk on July 07, 2023, 08:46:26 am
Doing turn math, and confirming trades. Full turn!

Lend Ascupart's Bane to Bockhoven for a Wolf
Borrow a Ship from Bockhoven for 2 Wood

5 Armies march on J4 with Bockhoven's ship
2 Armies and 1 Wolf march on I11 Fort Hollivy
1 Army scouts Marsh G5
1 Army marches on Forest F10
5 Armies march on Frog Pond G7

Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 18 - CAPTURE
Post by: a1s on July 08, 2023, 11:44:15 am
newer orders:
Send 4 stone to Vulk, receive 6 armies.
Pull 3 troops from L15

March 1 army on K4
March 8 armies and a wolf on J7
March 3 armies on L13
March 4 armies and a wolf and a cat on J13
March 5 armies on J6
I'm still in the market for armies.
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 22 - CROAK
Post by: notquitethere on July 09, 2023, 08:59:13 am
TURN 21 REPORT
Spoiler: Marquess Vulk (click to show/hide)
Spoiler: Count Sol (click to show/hide)
Spoiler: Enemy Phase (click to show/hide)

TURN 22

Research

Prince FitzHarbort learns that in H6 is Lustre Mine - Hill. Grants +5 gold income. Protected by nine wisps (only found adjacent to mountains)

Marquess Vulk, in his main castle, gains an Alkabrian Outpost
Spoiler: Alkabrian Outpost (click to show/hide)

(https://i.imgur.com/Dklvata.png)

Spoiler: Known Artefact List (click to show/hide)
Spoiler: Known Unique Sites (click to show/hide)
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 22 - CROAK
Post by: Criptfeind on July 09, 2023, 10:28:21 am
Gunna be away from my home mostly the next 2 days so posting a partially done turn here, will be easier to edit on my phone.

Spoiler: Turn 21 gains/losses (click to show/hide)

Spoiler: Marquess Ambrosio Vulk (click to show/hide)

Spoiler: Turn 22 (click to show/hide)
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 18 - CAPTURE
Post by: a1s on July 09, 2023, 11:09:21 pm

March 3 units to J9 and garrison there.
March 7 armies to J6
March 3 armies on L10
March 3 armies on L13
Scout K3
Scout L3
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 15 SCREAM
Post by: Kashyyk on July 11, 2023, 08:33:13 am
Math time.

Return Ship to Bockhoven, and receive Ascupart's Bane

Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 22 - CROAK
Post by: Horizon on July 11, 2023, 11:19:44 am
Trades & Purchases:
- (+1) army, gained via Mustering Yard which goes into the Garrison of Castle Freedom (total: 1 guards)
- (+2) wood gained via forest (C2)
- Send a ship, and boat to Bockhoven as a gift.
Orders for Turn 18:
-  Send (1) a Scout to C1.
-  Send (1) a Scout to F2
-  (3) armies march to C3 to absorb more territory.
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 19 - PUNISHMENT
Post by: Quarque on July 12, 2023, 09:45:01 am
Trade:
Return Ascupart's Bane to prince Fitzharbort
Receive the rented ship from prince Fitzharbort
Receive a loan of 6 gold from prince Fitzharbort
Send 3 stone to Lord Sol as thanks for their gift

Actions:
Buy 10 armies
Repair the Crimson Tower (C8) using 3 stones
March 8 armies with the Wolf Crystal to F5 in support of the attack from Fitzharbort
March 8 armies (one carrying the Hedgeblade and the Rhuddy Cape) on J6 in support of the attack from Fitzharbort
March 12 armies to J10 in support of Fitzharbort
Sail to A15 by boat with 1 army to scout, with the Speculator's Rod and the Golden Net
Garrison the Selkie Court with the 5 toads that used to be armies and the Black Toad, plus the wolf that has the Black Toad attached
Garrison Castle Aubade with 10 former wolf toads
Garrison Castle Crimson Tower with 11 former wolf toads
Garrison Castle Bockelstein with 10 former wolf toads and 2 wolves
Send 1 army to the pond (G7) to sacrifice the Scriptorium Plans to the Toad Pond
Send 1 army to the pond (G7) as a scout, to ask for a boon (to turn toads back into their old form)
March with 3 armies on E6
March with 1 army on E9
Scout D9 with 1 army
Scout E8 with 1 army
Scout D4 with 1 army
Scout E4 with 1 army
Scout C6 with 1 army
March on A4 with 1 army
Garrison 3 armies in E5

Spoiler: Bockelstein (click to show/hide)
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 18 - CAPTURE
Post by: a1s on July 12, 2023, 11:01:24 am
new orders
March 3 units to J9 and garrison there.
March 7 armies to J6
March 3 armies on L10
March 3 armies on L13
Scout K3
Scout L3
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 22 - IRRIDENTISM
Post by: notquitethere on July 13, 2023, 01:17:37 am
TURN 22 REPORT
Spoiler: Marquess Vulk (click to show/hide)
Spoiler: Count Sol (click to show/hide)
Spoiler: Enemy Phase (click to show/hide)

The Golden Toad is in G7, and will offer one boon to each player who visits him (see unique sites).

TURN 23

Research

Prince FitzHarbort writes a History of the Hedge (Special! Can only appear with the library, and only if no other site can appear. Gain +1 victory point. Can happen multiple times.)

Marquess Vulk learns in M1 is the Tanglecomb (Only appears on Bloodsingers. Only appears after 30 artefacts have appeared. Summons a third-party hostile tanglebat at the start of combat. The wearer of the tanglecomb won't be targeted by tanglebats.)



(https://i.imgur.com/qxWBc4u.png)

Spoiler: Known Artefact List (click to show/hide)
Spoiler: Known Unique Sites (click to show/hide)
Spoiler: Known Unit Types (click to show/hide)
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 23 - IRRIDENTISM
Post by: Criptfeind on July 14, 2023, 05:29:47 am
Sometimes I feel like including discord can lead a lessening of the experience in the thread itself. It's so convenient for talking that, of course, I'll still be using it. But as a historical note to anyone who might ever read this thread.

That turn was a cluster fuck.

Anyway, here are my stats, I've not finished my turn, so I'll put that up later.

Spoiler: Turn 22 gains/losses (click to show/hide)

Spoiler: Marquess Ambrosio Vulk (click to show/hide)

Spoiler: Turn 23 (click to show/hide)
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 15 SCREAM
Post by: Kashyyk on July 16, 2023, 05:04:36 pm
Produce three units of bows, and send them to Fort L14 (now named Tinker) alongside a garrison
Buy 4 Stone for 8 Gold, and spend 6 Gold to repair Castle Wright to 6 Defence

1 army garrisons Castle Wright

3 armies march on Swamp F14
1 army marches on Forest J12
1 army marches on Fort K11
14 armies and 1 wolf march on Sundered Spire

I'm willing to talk about our border a1s, let's figure something out.

Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 23 - IRRIDENTISM
Post by: a1s on July 17, 2023, 02:36:44 am

orders:

Send 16 gold to  Marquess Ambrosio Vulk
Receive wolf crystal from Bockhoven
Sell 10 wood
send 5 gold to FitzHarbort in exchange for access.

March 1 army on K14
March 1 army on L14
March 1 army on L15
March 1 army on L2
March 1 on K1
March 3 armies and Perfidy's Horn on K3
March 3 on K11 and immediately garrison
March 1 army and wolf crystal on L10
March 1 army, 1 wolf, 1 cat and black claw on O10
Scout visits the golden toad to request the resource boon (5 gold, etc.)
Scout K3-K2-J2
Scout K3-J3-I3
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 23 - IRRIDENTISM
Post by: Criptfeind on July 17, 2023, 11:04:59 am
I'm going to post this here as well just in case that would mean Kashyyk sees it faster. In order to cut down the conversation time between you two: As far as I'm concerned A1s more or less last minute stuck to their end of the deal last turn by pulling back their attack on the spire, I told Kashyyk that a1s deserved the stuff in J6, I understand why Kashyyk went for it but since Kashyyk failed to get those artifacts I think we should just call it water under the bridge. Let A1s have L14 and L15 and castle Wright back, Kashyyk can take the spire back now that they have a reasonable army cap. A1 obviously keeps J6 and then I stick to my end of the deal and A1s gets to pick up the puzzle dungeon and K1. A1s agreed to this deal, are you okay with that Kashyyk?

Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 23 - IRRIDENTISM
Post by: Quarque on July 17, 2023, 11:25:00 am
Confirming a deal with Marchioness Aywen Ayes, where they will borrow the Wolf Crystal in return for 2 wolves and 2 gold.

Will be able to post a turn in about 4 hours.
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 23 - IRRIDENTISM
Post by: a1s on July 17, 2023, 04:25:21 pm
New orders:
Send 16 gold to  Marquess Ambrosio Vulk
Receive wolf crystal from Bockhoven
Sell 10 wood
send 5 gold to FitzHarbort in exchange for access.

March 1 army on K14
March 1 army on L14
March 1 army on L15
March 1 army on L2
March 1 on K1
March 3 armies and Perfidy's Horn on K3
March 3 on K11 and immediately garrison
March 1 army and wolf crystal on L10
March 1 army, 1 wolf, 1 cat and black claw on O10
Scout visits the golden toad to request the resource boon (5 gold, etc.)
Scout K3-K2-J2
Scout K3-J3-I3
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 23 - IRRIDENTISM
Post by: Horizon on July 17, 2023, 05:48:15 pm
Trades & Purchases:
- (+1) army, gained via Mustering Yard which goes into the Garrison of Castle Freedom (total: 2 guards)
- (+2) wood gained via forest (C2)
- Lend the Bloodforge plans to Vulk in trade for 6 gold for a turn.
Orders for Turn 18:
-  Send (1) a Scout to D4.
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 19 - PUNISHMENT
Post by: Quarque on July 18, 2023, 03:56:24 am
Trade:
Send the Wolf Crystal to Marchioness Aywen Ayes

Actions:
Build 8 siege engines
Garrison A5 with the 5 toads that used to be armies and the Black Toad, plus the wolf that has the Black Toad attached
Sail to B3 by boat with 1 army to scout, with the Golden Net
March 1 army to C3 by boat
March 1 army and 10 wolves on D9
March 1 army and 11 wolves and 3 siege engines on C6
March 1 army and 11 wolves on D4
Scout 1 army E9 => D9 with Speculator's Rod
March 1 army on C4
March 2 army and 1 wolf on E4
March 3 army on E8
March 3 army and Rhuddy Cape on B10
March 7 army and 1 wolf and 5 siege engine on B2 by ship
March 1 army on B1 by ship
March 1 army on C3 by boat
March 1 army on C1 by ship
Scout with 1 army B6
Scout with 1 army C7
Scout with 1 army B7
Garrison C8 with 1 army
Garrison C13 with 1 army
Scout E1 with 1 army, the whiptide sail and a ship
March on D7 with 10 army and 1 wolf

Spoiler: Bockelstein (click to show/hide)
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 24 - DECAY
Post by: notquitethere on July 18, 2023, 07:25:38 am
TURN 23 REPORT
Spoiler: Marquess Vulk (click to show/hide)
Spoiler: Count Sol (click to show/hide)
Spoiler: Enemy Phase (click to show/hide)

TURN 24

Black Orb

Hedgeblade is destroyed by the Black Orb.

Research

Prince FitzHarbort writes a History of the Hedge (Special! Can only appear with the library, and only if no other site can appear. Gain +1 victory point. Can happen multiple times.)

Marquess Vulk learns in In Q2 is Bloodstone Mirror (Only appears on Bloodsingers. Only appears after 30 artefacts have appeared. At the start of combat, the Mirror creates shadow units equal to the armies attacking it. Shadow units don't attack, but can absorb hits. They disappear at the end of combat.)

(https://i.imgur.com/fyoCBzL.png)

Spoiler: Known Artefact List (click to show/hide)
Spoiler: Known Unique Sites (click to show/hide)
Spoiler: Known Unit Types (click to show/hide)
Spoiler: Black Orbed Artefacts (click to show/hide)
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 24 - DECAY
Post by: Criptfeind on July 18, 2023, 07:59:11 am
Small error on map, I took Q7.

Also P2 should be a empty forest.

Also, did I end up getting my last femur roll in P3? It's very plausible that I rolled 0 skeletons but it didn't include the "last femur raises no one" line that it normally does.

Also not an error but a question: Will the bonemeal shield kill a whole ass dragon/giant, or just part of one?

Also, just to check, if two people collaborate on attacking a tile and one of them brings the black lance, do both players forces benefit/suffer the effect?
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 24 - DECAY
Post by: a1s on July 18, 2023, 08:06:11 am
And I took O10
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 24 - DECAY
Post by: Criptfeind on July 18, 2023, 09:03:02 am
I'm sending you 4 cats this turn A1s, so keep that in mind as you make your turn.
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 24 - DECAY
Post by: notquitethere on July 18, 2023, 10:00:20 am
Map should be fixed. And femur skeletons added!

Black Lance applies to both players as they're attacking as a unified force.

I suppose the Bonemeal shield should kill a whole giant/dragon/etc! A life for a life.
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 24 - DECAY
Post by: Criptfeind on July 18, 2023, 10:09:39 am
Spoiler: Turn 23 gains/losses (click to show/hide)

Spoiler: Marquess Ambrosio Vulk (click to show/hide)

Spoiler: Turn 24 (click to show/hide)
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 24 - DECAY
Post by: Criptfeind on July 18, 2023, 10:39:26 am
I suppose the Bonemeal shield should kill a whole giant/dragon/etc! A life for a life.

Auto win vs single big monsters for the win!
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 15 SCREAM
Post by: Kashyyk on July 19, 2023, 02:29:56 pm
Just updating numbers and confirming the access permission for Vulk and Sol

Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 23 - IRRIDENTISM
Post by: a1s on July 20, 2023, 08:22:21 am
can an artifact be kept in a fort?

orders:

Send wolf crystal, 2 wolves and 2 gold to Bockhoven
receive 4 cats from Vulk

March 15 armies and the black lance in support of Vulk on R3.
March 4 armies, 1 cat and 1 wolf on O8 (to be supported by Vulk)
March 1 on J3
March 1 on J2

Repair Castle Wright and Puzzle dungeon to 4 each. permanently assign 1 cat (each) to defend them.

Scout J2-I2-H
Scout J1
Scout L1
Scout M1
Scout M2-N2-O2

Permit Vulk to move through my territory.
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 23 - IRRIDENTISM
Post by: notquitethere on July 20, 2023, 12:06:04 pm
can an artifact be kept in a fort?
Needs to be assigned to a unit, but the unit can be posted in a fort, yes.
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 15 SCREAM
Post by: Kashyyk on July 20, 2023, 03:10:09 pm
Just updating numbers and confirming the access permission for Vulk and Sol

Borrow a Ship each from Vulk and Bockhoven

16 armies and Vulk's loaned cat, plus support from Bockhovem, and two ships, march on Lake I10
5 armies march on K11, and Garrison
1 army marches on G9
1 army marches on H9
1 army and 1 Wolf marches on I6
1 army scouts F4->G4->H4
1 army scouts F6->F7

Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 24 - DECAY
Post by: Criptfeind on July 20, 2023, 04:57:26 pm
16 armies and Vulk's cat, with two ships, march on Lake I10

To clarify for the GM, this is the cat I sent him in trade this turn, I am not attempting to march a solo cat out to assist without any army leading it.
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 19 - PUNISHMENT
Post by: Quarque on July 20, 2023, 06:25:04 pm
Trade:
Receive the Wolf Crystal, 2 gold and 2 wolves from Marchioness Aywen Ayes
Lend one ship to Fitzharbort for a turn.
Lend one ship to Vulk for a turn.
Receive from Sol: 15 wood, 5 gold, 3 bows, 7 wolves, Shield of Earth, Verbian Tusk, Black Trotter, Boarskin Coat

Actions:
March on I10 with one ship and 10 armies to support Fitzharbort.
March 1 army on B6
March 1 army with the wolf crystal on C7
Garrison A5 with the Black Toad, plus the wolf that has the Black Toad attached, plus 8 armies
Garrison C8 with 3 toads
Garrison C13 with 2 toads
Sail to D1 by boat with 1 army to scout, with the Golden Net
march on C6 with 1 army and 32 wolves
march on D6 with 9 armies, the Verbian Tusk and 5 wolves
march on E1 by boat with 3 armies and the Rhuddy Cape
march on B7 with 5 armies
Send 1 scout to F12 to sacrifice 10 gold
march on B3 with 1 army
march on D2 with 1 army
scout D3 with 1 army
scout E3 with 1 army

Spoiler: Bockelstein (click to show/hide)
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 25 - HOPE
Post by: notquitethere on July 21, 2023, 09:30:17 am
TURN 23 REPORT
Spoiler: Count Sol (click to show/hide)
Spoiler: Marquess Vulk (click to show/hide)
Spoiler: Marchioness Ayes (click to show/hide)
Spoiler: Alkabrian Outpost (click to show/hide)
Spoiler: Enemy Phase (click to show/hide)

TURN 24

Research

Prince FitzHarbort writes a History of the Hedge (Special! Can only appear with the library, and only if no other site can appear. Gain +1 victory point. Can happen multiple times.)

Marquess Vulk writes a History of the Hedge (Special! Can only appear with the library, and only if no other site can appear. Gain +1 victory point. Can happen multiple times.)

(https://i.imgur.com/5VcQJcA.png)

Spoiler: Known Artefact List (click to show/hide)
Spoiler: Known Unique Sites (click to show/hide)
Spoiler: Known Unit Types (click to show/hide)
Spoiler: Black Orbed Artefacts (click to show/hide)



Notes:

- The Age of the Crepuscular Dragon is over and the Black Orb has been cast into the Yawning Crevice. The world may yet not be doomed!
- Counterinvasions may start happening! One has already occured, now beseiging Castle Mysterious. More might happen (there's usually a 1/8 chance when scouting/marching on somewhere unknown). There are different flavours of counterinvasion (see the spoiler above).
- This all means we're firmly in the end game and we might expect the game to end within the next four turns or so, (unless PvP ramps up massively).
- Bryn, the final NPC castle, has been defeated. However, three of the player castles
- If it becomes relevant: I'm going to consider the players 'primary castle' the one that's been in their possession the longest, if their original castle is defeated.
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 25 - HOPE
Post by: Criptfeind on July 21, 2023, 11:17:53 am
Spoiler: Turn 24 gains/losses (click to show/hide)

Spoiler: Marquess Ambrosio Vulk (click to show/hide)

Spoiler: Turn 25 (click to show/hide)
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 19 - PUNISHMENT
Post by: Quarque on July 24, 2023, 01:29:09 pm
Trade:
Receive one ship from Fitzharbort.
extend the rent of a ship to Vulk for another turn, in return for two wood.
Lend the Wolf Crystal to Fitzharbort in return for getting 13 wolves and the bitter brew later.

Actions:
Buy 12 stone
Build a Barracks in the Selkie Court
Garrison A5 with 3 toads
Repair A5 with 4 stone
Garrison A11 with the wolf that has the Black Toad attached, plus two armies that turn into toads
Repair A11 with 4 stone
Garrison C8 with 5 toads
Repair C8 with 4 stone
Garrison C13 with 5 toads
march on D2 with 1 army and 45 wolves
march on D1 with 1 army
march on E3 with 1 army
march on D3 with 3 armies
march on E5 with 19 armies
march on C6 with 1 army
march on B8 with 11 armies and the Boarskin Coat and the Verbian Tusk
march on D9 with 3 armies and the Rhuddy Cape
Scout C2 with 1 army
Scout E2 with 1 army
Scout A15 with 1 army by boat, carrying the Golden Net and the Pellucid Orb

Spoiler: Bockelstein (click to show/hide)
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 15 SCREAM
Post by: Kashyyk on July 24, 2023, 02:55:04 pm
Give the ships and cat back to their owners, and borrow the Wolf Gem from Bockhoven

Buy 30 Stone for 60 Gold,  and build a Barracks at Sundered Spire, two keeps (at Castle Bacchus and Sundered Spire) and repair Sundered Spire and Castle Bacchus for two each (to a total of five thanks to the Keep)
1 army builds Fort Pisces at F10 with five Wood and Garrison,  equipped with the Black Horn and the Wolf Gem
1 army marches on G10 After the Wolves at G10 have marched to attack the Black Horn at F10
1 army marches on F14
2 armies march on Forest I6
5 armies march on Village F4
8 armies march on Swamp F6
12 armies and 1 Wolf march on Lustre Hills H6

1 army garrisons Castle Bacchus
1 army garrisons Sundered Spire

1 army scouts G4->G3->G2
1 army scouts H8

Title: Re: Hedge Lords - Medieval Fantasy 4X game
Post by: a1s on July 25, 2023, 02:54:03 am

orders:
Send 27 gold to Vulk

March 3 armies on L13, garrison if able.
March 1 on I2
March 3 on J1
March 1 on L1
March 20 armies, 1 wolf, 1 cat on L2

Scout I2-G2-H2
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 25 - HOPE
Post by: Quarque on July 25, 2023, 02:58:33 am
toads can't march
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 25 - HOPE
Post by: a1s on July 25, 2023, 03:04:16 am
Can they, sort of, hop?
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 25 - HOPE
Post by: notquitethere on July 25, 2023, 05:22:36 am
They can garrison castles and forts, and accompany patrols but they can't hop aggressively towards anyone.
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 26 - CHIMERA
Post by: notquitethere on July 27, 2023, 08:57:36 am
TURN 25 REPORT

Spoiler: Marquess Vulk (click to show/hide)
Spoiler: Marchioness Ayes (click to show/hide)

Spoiler: Enemy Phase (click to show/hide)

TURN 26

Research

Prince FitzHarbort writes a History of the Hedge (Special! Can only appear with the library, and only if no other site can appear. Gain +1 victory point. Can happen multiple times.)

Marquess Vulk writes a History of the Hedge (Special! Can only appear with the library, and only if no other site can appear. Gain +1 victory point. Can happen multiple times.)

(https://i.imgur.com/Hz5kdrH.png)

Spoiler: Known Artefact List (click to show/hide)
Spoiler: Known Unique Sites (click to show/hide)
Spoiler: Known Unit Types (click to show/hide)
Spoiler: Black Orbed Artefacts (click to show/hide)



Notes:

- A chimera! The GHOST WOLF can attack literally anywhere not blocked off by mountains. It leaves wolves in its wake.
- Some forces got killed in unconventional ways this turn (black cauldron extra battle, village desecration), so take note if they were yours
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 26 - CHIMERA
Post by: Criptfeind on July 27, 2023, 10:46:24 am
That's 16 squelsh and 3 champions (22 health) in the moot right?

Mayyyybe I should take care of them.
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 26 - CHIMERA
Post by: notquitethere on July 27, 2023, 10:58:45 am
Yep
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 26 - CHIMERA
Post by: Criptfeind on July 27, 2023, 11:27:19 am
Wyrm Belly and Wisp form sure is a funny combo.

I am somewhat wondering how much we should focus on combating this monster.

Spoiler: Turn 25 gains/losses (click to show/hide)

Spoiler: Marquess Ambrosio Vulk (click to show/hide)

Spoiler: Turn 26 (click to show/hide)
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 26 - CHIMERA
Post by: Criptfeind on July 27, 2023, 09:25:48 pm
Id be up for trying to figure out a way to kill the ghost wolf if people are interested in that... It'd probably take like 30 dudes or something? Less if the bitter brew can be used. I'd be willing to contribute, but a full army that size is a lot for anyone.  Or we can just ignore it... The wolf ability is super annoying though. What does everyone else think?
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 15 SCREAM
Post by: Kashyyk on July 31, 2023, 02:31:06 pm
Send 13 wolves, the Bitter Brew and the Wolf Gem to Bockhoven
Send a Ship and the Crimson Drum to Vulk

1 armies and 4 wolves march on Swamp G5
1 armies and 7 Wolves garrison Castle Bacchus with the Black Horn
1 Army marches on Village G4
1 Army marches on Yawning Crevice G3
9 armies join the combined march on the Wisp Wolf at N10
1 Army scouts Forest F9
1 Army marches on Forest J7
1 Army marches of Swamp J6
11 armies and 1 Wolf marches on Village H9
1 Army marches on Hill H8
4 armies march on Lustre Hills H6

Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 26 - CHIMERA
Post by: a1s on July 31, 2023, 03:12:58 pm

orders:
Sell 40 wood
Buy 15 stone
Build a keep in Oak and Ash.
repair Puzzle Dungeon to 5 defense
repair Castle Wright to 5 defense
permit others to march through my territory.

March 9 armies and a wolf to N10, hopefully to be supported by a broad coalition.
March 1 army to H2
March 5 armies on L13
March 10 armies and a wolf on H3
March 6 armies and a wolf on M2
March 4 armies and a wolf on M1

Scout H3-H4-I4
Is there any point in sending artifacts to the king, or has that been tapped out?
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 26 - CHIMERA
Post by: notquitethere on July 31, 2023, 03:21:56 pm
Is there any point in sending artifacts to the king, or has that been tapped out?
It's all tapped out now.
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 19 - PUNISHMENT
Post by: Quarque on July 31, 2023, 05:35:08 pm
Trade:
Receive bitter brew, wolf crystal and 13 wolves from Fitzharbort.
Receive ship from Vulk

Actions:
Garrison A5 with 5 toads
Garrison A11 with the wolf that has the Black Toad attached, plus 3 armies that turn into toads
Garrison C8 with 5 toads
Garrison C13 with 5 toads
March 9 armies with the Bitter Brew and the Shield of the Earth to N10 to support the attack of Aywen Ayes
Scout A15 with 1 army by boat, carrying the Golden Net and the Pellucid Orb
March 1 army on E6
March 1 army on E2
March 1 army with 57 wolves, the Wolf Crystal and the Boarskin Coat on D2
March 3 armies with the Rhuddy cape on C2
March 3 armies on C1
Scout F1 with 1 army
March 14 armies and 1 boar with the Verbian Tusk on G2, using 2 ships
March 12 armies on F3

Spoiler: Bockelstein (click to show/hide)
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 27 - AFTERMATH
Post by: notquitethere on August 02, 2023, 12:05:53 pm
TURN 26 REPORT

Spoiler: Marquess Vulk (click to show/hide)
Spoiler: Marchioness Ayes (click to show/hide)
Spoiler: Enemy Phase (click to show/hide)

TURN 27

A new moot is founded in [F1].

Research

Prince FitzHarbort writes a History of the Hedge (Special! Can only appear with the library, and only if no other site can appear. Gain +1 victory point. Can happen multiple times.)

Marquess Vulk writes a History of the Hedge (Special! Can only appear with the library, and only if no other site can appear. Gain +1 victory point. Can happen multiple times.)

(https://i.imgur.com/TKAdouW.png)

Spoiler: Known Artefact List (click to show/hide)
Spoiler: Known Unique Sites (click to show/hide)
Spoiler: Known Unit Types (click to show/hide)
Spoiler: Black Orbed Artefacts (click to show/hide)



Notes:
- Some units died in the enemy phase, so do check there
- We're on the home stretch! Probably only a turn or two left.
- The Tanglebats in M1 are third party, so they won't spawn new monsters in the lair or join with other marching monsters. They hate everyone equally.
- RIP the moot. Long live the new moot!
- Congratulations on beating the Chimera with teamwork!
- Weird interaction with the Black Horn and wolves fleeing... but I think that was probably the right interpretation. It was the most amusing one anyway.
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 27 - AFTERMATH
Post by: Criptfeind on August 02, 2023, 01:31:47 pm
Well, awkward turn, but we'll recover.

Does using the kings writ take a dude, or can I just do it for free whenever?
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 27 - AFTERMATH
Post by: notquitethere on August 02, 2023, 02:09:10 pm
Does using the kings writ take a dude, or can I just do it for free whenever?
You can use it whenever, it doesn't take someone.
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 27 - AFTERMATH
Post by: Criptfeind on August 03, 2023, 09:38:26 pm
Here are my stats. Turn will have to come later, probably.

Spoiler: Turn 26 gains/losses (click to show/hide)

Spoiler: Marquess Ambrosio Vulk (click to show/hide)

Spoiler: Turn 27 (click to show/hide)
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 27 - AFTERMATH
Post by: Criptfeind on August 04, 2023, 04:11:25 am
If I build multiple libraries, can I write multiple histories of the hedge per turn?
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 27 - AFTERMATH
Post by: notquitethere on August 04, 2023, 04:36:48 am
If I build multiple libraries, can I write multiple histories of the hedge per turn?
Sure, but maximum one library per castle.
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 27 - AFTERMATH
Post by: Quarque on August 07, 2023, 02:04:44 pm
Trade:
Send Vulk the Boarskin Coat

Actions:
Build 16 bows
Garrison A5 with 6 toads
Garrison A11 with the wolf that has the Black Toad attached
Garrison C8 with 6 toads
Garrison C13 with 6 toads
Scout A15 with 1 army by boat, carrying the Golden Net and the Pellucid Orb
March 1 army on E4
March 10 armies to M1 by ship with the Shield of Earth, the Rhuddy cape and the whiptide sail
March 1 army with 57 Wolves and the Bitter Brew on D2
March 3 armies and the Verbian Tusk on F1
March 16 normal armies and 16 archers on F2

Spoiler: Bockelstein (click to show/hide)
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 15 SCREAM
Post by: Kashyyk on August 07, 2023, 04:59:34 pm
Sell 70 Wood for 35 Gold
Buy 20 Stone for 40 Gold
Build a Library at Sundered Spire
Build a Library at Castle Bacchus (after sallying forth)

7 armies at Castle Bacchus sally forth
5 armies, joined by Vulk's troops, march on Forest H10
1 army and 5 wolves, with Ascupart's Bane, march on Forest F9
1 Army marches on Village H2
1 Army marches on Hill H3
1 Army scouts G6
1 Army scouts H7
1 Army scouts I7
1 Army scouts F7
1 Army scouts F8
1 Army scouts H4->I4->I5 with the Murkblade
1 Army scouts I4
1 Army scouts I5
1 Army amd 5 wolves march on Lustre Hills H6
18 armies march on Lair F3
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 27 - AFTERMATH
Post by: notquitethere on January 05, 2024, 11:52:07 am
TURN 27 REPORT

Spoiler: Marquess Vulk (click to show/hide)
Spoiler: Marchioness Ayes (click to show/hide)
Spoiler: Enemy Phase (click to show/hide)

Time to Count the Score?

It's been six months. Life got in the way hard and I dropped the ball massively here. I think it might be best to just count up the score here, especially given that A1s never submitted a turn and another turn of going idle could prolong the game by quite a bit with all the new empty land.

Also, leaving some pockets of wilderness and resistance is more romantic than a completely pacified landscape. My back-of-the-envelope calculation is that the Lords collectively have enough gold that the king could declare those last 16 or so tiles uncontestable.

Here's how the land looks:

(https://i.imgur.com/Mdd12Ek.png)

As ever, let me know if I've forgotten anything. It's been long enough there's bound to be something.

Spoiler: Known Artefact List (click to show/hide)
Spoiler: Known Unique Sites (click to show/hide)
Spoiler: Known Unit Types (click to show/hide)
Spoiler: Black Orbed Artefacts (click to show/hide)
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 28 - AT LONG LAST
Post by: Quarque on January 05, 2024, 11:59:15 am
yeah agree to count the score
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 28 - AT LONG LAST
Post by: Criptfeind on January 05, 2024, 12:14:38 pm
I'm glad to have closure on this game. I think it's probably the best forum game that I've ever seen on bay12. It was a lot of fun and I'm glad to see it finally reaching completion.
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 28 - AT LONG LAST
Post by: notquitethere on January 05, 2024, 12:51:10 pm
GRAND SCORE

NameDebtOrphaned LandCountyRenownGrant Total
Marquess Ambrosio Vulk of Castle Mysterious0182049870
Marquess Bockelstein of Castle Bockelstein0164044685
Prince Mackial Fitzharbort of Castle Bacchus0052025545
Marchioness Aywen Ayes of The Oak and Ash004400440

(https://i.imgur.com/JvXZyLd.png)

After much violence and many hard years of pacification, castle building, co-operation and a little bit of backstabbing, the Hedge is conquered! The age of dragons is over, though some say that you may still spot the occasional giant or wisp on a lonely hillside. There is still a place where the wild boar roam, wreathed in an impenetrable mist. Some say treasures may be yet found but the remaining dungeons lie closed for now. The terror of chimeras and vast roaming hordes of monsters is long over.

A shaky peace was made with final Squelsh barbarians and Thornish holdouts. They knew their time was over in the Hedge, and so they held on to the final glade and village. The last bog hag and her cats fester in a marsh somewhere, plying their trade to those that need a witch.

The squabbling hedgelords settled in their four counties, passing them on to their descendants. Bockelstein in the north plied the sea trade and split his castles between his sons and daughters. His was the House of Wolf, and howling could always be heard in that part of the land. The houses of Fitzharbort and Ayes carried forth a series of blood feuds and border squabbles in the central valleys. The vast swampland made travel hard, and agriculture harder, and their counties remained something of a backwater in the larger Alkabrian kingdom.

Marquess Vulk was the most successful of the Hedge Lords, carving out a huge county and sending back many treasures to the King. But at such a cost! Years of accruing anathema, learning dread secrets, using cursed artefacts, and consorting with foul monstrosities had taken their toll. He sequestered himself in the library at Point Swearing and sought to prolong his own life. In time, he would become viewed as the new Anathalord and the Order of Obeisance would once more sail to the shore of the Hedge...
Title: Re: Hedge Lords - Medieval Fantasy 4X game - TURN 28 - AT LONG LAST
Post by: Criptfeind on January 05, 2024, 01:09:36 pm
Huzza! Good game everyone!

The Hedge has certainly been an amazing place, full of terror and mystery. It's surprising how relatively simple mechanics have made such a place of evocative wonder. Thank you for taking us to explore these lands Notquitethere. And to my fellow players for exploring them with me. Congratulations to all of us hedge lords, and congratulations especially to Notquitethere for such a wonderful game.

Our time in the hedge may be over now, but if we ever visit it again I'll look forward to meet you and others there. Perhaps we'll meet in my library!
Title: Re: Hedge Lords - Medieval Fantasy 4X game - COMPLETED
Post by: Quarque on January 05, 2024, 01:16:00 pm
grats on the win Criptfiend

the idea of a followup game is not at all terrifying with the number of walking dead