Expand to 12, 11, 10, 3, 71, 75, 76. Use the last action to hold a parade in my honor.I'm probably in favor of that sow-reap x(number of fields) system. If you wanted to get really fancy you could even add diminishing population growth- for instance, requiring a number of harvests or what have you equal to your current population to grow another point.
I'll bear those suggestions in mind. The benefit of cities is supposed to be that they prevent your population from being eaten away through conquest, but this could be drawn out a bit more by having a bigger map. This might encourage each civilisation to have a sort of heartland with their cities in, with a frontier that's heavily contested. I'll definitely be rethinking the population advancement, as it's very easy for there to be huge gulfs in the number of actions you can take.
Well, sort of. The player with the most terrain at the end of the game wins, so being able to take mountains and hold them is useful in the long run (and in the early game, holding a mountain might prevent you from being wiped out).
The problem with these are that they're more delaying the bleeding and less getting ahead. If you're getting hammered by conquest, you probably need to conquest them right back or set up a chokepoint that's too expensive for them to break through, not build some cities so no matter how much of your land they grab you'll still have some actions. Same with holding a mountain defensively- unless it's a chokepoint, sitting on a single mountain tile that it's just not worth it to conquer probably doesn't help you too much.
An interesting notion, but it would require a lot more from the players. I'm very much in favour of being in a position of waiting on players: the game is more engaging if it moves briskly. The money idea would require players to think tactically on another level, which is nice, but simply giving the poorest performing players the most advantage would probably work better for game balancing given the different skill levels of players.
I'm generally in agreement that "More Features Good, More Complexity Bad." I'd love to have gold and trade routes and trade goods and royalty and bloodlines and heroes and equipment and a horse-breeding minigame, but I'm not sure how many of those would actually improve the game along its current goals.
Maybe one of us could make a Heretics of Hexland Advanced version at some point, where you've got six different types of polearms.
What do people think of the Heresies as they stand? Builder was far and away the most popular. I'm thinking I priced the Shaker ability too high.
They're... odd.
Shaker would be good for leveling mountains to build on, but it is, as you say, pricey, and there aren't many mountains. You'd need kind of a specific starting spot to make carving out mountains for farms worth it, I think.
Builder is amazing because it lets you turn useless terrain into a population point for one action. Those deserts near me would be complete, 100% dead space (well, and defensive natural boundaries) without Builder, because I'm too far from water to irrigate them. I also would probably never bother building a city without it, because it consumes precious plains.
Though as a side note, I actually picked it in part for RP reasons. :3Aquatic is, as mentioned, really only useful for Merfolk aggression and Doge defensive lines, and even then it's somewhat situational. Not even merfolk prefer lakes/rivers to plains, and it's no more efficient to flood forests than to just take over and chop them down, so it's pretty much limited to flooding enemies before you invade them or raising barricades.
Merciless is interesting, but probably not useful for most conquests. That ability to create a dead zone while looting it could be handy for longer conflicts, though.
Bountiful is really only good for the Parakeetkin, since most other races have no interest in forests otherwise and a great deal of interest in chopping them down. It is amazing on the Parakeetkin, however.
Chaotic is kind of tempting, but it's so likely to give you something you don't care about that I'm not sure it's actually worth an action, much less a Heresy slot.
Overall, they tend to feel far too specialized to me. I'd prefer if they mimicked those racial traits that change the way their owner views the world without changing the way everyone else does more, but I think the more important feature is making sure they're equally useable by a much larger number of species. The notion of merfolk flooding their enemies before conquering them is certainly interesting, but it's a bit odd to have a Heresy for it, I think.
Alternatively, I guess you could keep going the specialized route, but maybe add some more so each species has at least two fairly useful/synergistic options.