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Scariest Monster?

Bog Cat/Hag
- 0 (0%)
Dragon
- 0 (0%)
Tanglebat
- 0 (0%)
Bloodsinger
- 0 (0%)
Boar
- 0 (0%)

Total Members Voted: 0

Voting closed: May 27, 2023, 04:40:22 am


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Author Topic: Hedge Lords - Medieval Fantasy 4X game - COMPLETED  (Read 23741 times)

Egan_BW

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Re: Hedge Lords - Medieval Fantasy 4X game - Turn FOO
« Reply #135 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.

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Criptfeind

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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.
« Last Edit: May 19, 2023, 01:01:11 pm by Criptfeind »
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Egan_BW

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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
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Criptfeind

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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?
« Last Edit: May 19, 2023, 01:14:42 pm by Criptfeind »
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notquitethere

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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.
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Egan_BW

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If Thornish manage to take and hold a village, will their associated fort get +1 recruitment? :p
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notquitethere

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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.
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Criptfeind

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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)
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VermilionSkies

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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.
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notquitethere

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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.).

« Last Edit: May 20, 2023, 07:50:19 am by notquitethere »
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Egan_BW

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Re: Hedge Lords - Medieval Fantasy 4X game - Turn FOO
« Reply #145 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.

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Quarque

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Re: Hedge Lords - Medieval Fantasy 4X game - TURN 4 - SWIFT REPRISAL
« Reply #146 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.
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notquitethere

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Re: Hedge Lords - Medieval Fantasy 4X game - TURN 4 - SWIFT REPRISAL
« Reply #147 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.
« Last Edit: May 20, 2023, 02:34:54 am by notquitethere »
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Egan_BW

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Re: Hedge Lords - Medieval Fantasy 4X game - TURN 4 - SWIFT REPRISAL
« Reply #148 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...
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Criptfeind

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Re: Hedge Lords - Medieval Fantasy 4X game - TURN 4 - SWIFT REPRISAL
« Reply #149 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.
« Last Edit: May 20, 2023, 06:19:46 am by Criptfeind »
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