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Author Topic: Heretics of Hexland 2 - Turn-based Colonisation Game - GAME OVER  (Read 26227 times)

Dariush

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Re: Heretics of Hexland 2 - Turn-based Colonisation Game - Year 4 - Summer
« Reply #270 on: March 18, 2014, 09:47:07 am »

Sorry GWG, I didn't notice your action.

meh game still not over
whyyyy
insert sounds of suffering here
expand 145 146 162
city 90 145 146 162

notquitethere

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Re: Heretics of Hexland 2 - Turn-based Colonisation Game - Year 4 - Summer
« Reply #271 on: March 18, 2014, 10:06:57 am »

I'm going to:

Expand 156, 145
Deforest 156, 143
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GreatWyrmGold

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Re: Heretics of Hexland 2 - Turn-based Colonisation Game - Year 4 - Summer
« Reply #272 on: March 18, 2014, 10:32:26 am »

Sorry GWG, I didn't notice your action.

meh game still not over
For you, maybe. I have literally no ability to grow because people keep turning my fields into uninhabitable wastelands what the hell people! And I'll probably lose my nice new plains before I can grow them again.

Expand to 100. Irrigate 100. Channel between 100 and 114.
« Last Edit: March 18, 2014, 12:26:43 pm by GreatWyrmGold »
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notquitethere

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Re: Heretics of Hexland 2 - Turn-based Colonisation Game - Year 4 - Summer
« Reply #273 on: March 18, 2014, 10:59:03 am »

Just a heads up, GWG, 113 can't be irrigated as it's not next to a riverline.
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GreatWyrmGold

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Re: Heretics of Hexland 2 - Turn-based Colonisation Game - Year 4 - Summer
« Reply #274 on: March 18, 2014, 12:03:58 pm »

So it doesn't. Edited.
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notquitethere

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Re: Heretics of Hexland 2 - Turn-based Colonisation Game - Year 4 - Summer
« Reply #275 on: March 18, 2014, 12:20:30 pm »

Channel extends existing river lines: there's not a river touching the border of 112-113.
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monk12

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Re: Heretics of Hexland 2 - Turn-based Colonisation Game - Year 4 - Summer
« Reply #276 on: March 18, 2014, 12:25:17 pm »

Hmm, if it really wasn't clear we can take a vote on this and shift it to Season end change. What do people think?

I don't think we should change that rule mid-game, particularly since, as a1s pointed out, I already asked about it and it has significantly affected my strategy. I'm definitely in favor of changing it for next game, though.



Babe reviewed the weapon in his hands dubiously. "You call this a... halberd?"

The weaponsmith nodded enthusiastically, his snout twitching with excitement. "Yes, First Speaker. You see, it has the haft and point of a pike, which our armies are already trained in, but also the blade of an axe, for slashing at Ent branches and roots."

Babe had some serious reservations about how quickly his soldiers could completely alter their tactics, but he also knew their current pike blocks would have little success against the mighty Ents. "Give me your designs; I will see them in the hands of every blacksmith in Babelon."

"Every man, woman and child must be armed in preparation of the coming war."



Action Pool: 11

Fortify 22 (AP:10)
Fortify 9 (AP:9)
Expand 77 (AP:7)
Expand 40 (AP:6)
Tower 40 (AP:5)
Fortify 10 (AP:4)
Fortify 63 (AP:3)
Fortify 91 (AP:2)
Fortify 92 (AP:1)
Fortify 79 (AP:0)
Industrious Improvement: Irrigate 50



((psst, GWG, expand 98 and set up a conquer of one of cerapa's cities))

GreatWyrmGold

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Re: Heretics of Hexland 2 - Turn-based Colonisation Game - Year 4 - Summer
« Reply #277 on: March 18, 2014, 12:26:35 pm »

Fixing again.
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notquitethere

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Re: Heretics of Hexland 2 - Turn-based Colonisation Game - Year 4 - Summer
« Reply #278 on: March 18, 2014, 12:27:29 pm »

Dariush, just a heads up, I took 145 so you can't expand and build there.
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Dariush

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Re: Heretics of Hexland 2 - Turn-based Colonisation Game - Year 4 - Summer
« Reply #279 on: March 18, 2014, 01:51:35 pm »

Thanks, NQT. It's a real pleasure to see you in my desert which you can't even use. :-/

Replace 145 in my turn with 149.

cerapa

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Re: Heretics of Hexland 2 - Turn-based Colonisation Game - Year 4 - Summer
« Reply #280 on: March 18, 2014, 02:18:55 pm »

Kay. This is gonna be hard. Especially because I have no idea where the hell anyone is after their turns.

NQT, mind putting up a WIP picture of the map? I think you said at some point that you were drawing things in the order that they happen. I can try to do it in my head, but I'm afraid I would fuck up gloriously.
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notquitethere

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Re: Heretics of Hexland 2 - Turn-based Colonisation Game - Year 4 - Summer
« Reply #281 on: March 18, 2014, 03:25:22 pm »

If you can wait until I'm at my work computer tomorrow... the quicker way would just be to double check your intended move against the tile numbers others have submitted.
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cerapa

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Re: Heretics of Hexland 2 - Turn-based Colonisation Game - Year 4 - Summer
« Reply #282 on: March 18, 2014, 04:57:21 pm »

The thing is, I currently have no intended moves.

I know I have to close a couple of my flanks, but I don't know which ones and what tiles I should abandon. And it's possible I will have to fortify a few tiles. I will also have to do some calculating to see if I should actually grow my pop, or if I will lose them all in the conquest, which also ties in with the flank closing and fortifying. It's also possible that I will just leave my northern territories after hurting everyone as much as I can, and leaving all the others to sort out the mess of borders.
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notquitethere

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Re: Heretics of Hexland 2 - Turn-based Colonisation Game - Year 4 - Summer
« Reply #283 on: March 18, 2014, 05:06:31 pm »

The next opportunity I'll have for displaying the current state of play will be in 11 hours time. You're welcome to wait, but for the speed of play it might be quicker if you just copy this season's map into Paint and plot out a rough draft of everyone's moves yourself.
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notquitethere

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Re: Heretics of Hexland 2 - Turn-based Colonisation Game - Year 4 - Summer
« Reply #284 on: March 19, 2014, 04:01:20 am »

This is the current state of play:


So it's a1s then Cerapa to act.
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