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Author Topic: Heretics of Hexland 2 - Turn-based Colonisation Game - GAME OVER  (Read 25680 times)

notquitethere

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Re: Heretics of Hexland 2 - Turn-based Colonisation Game - Year 2 - Spring
« Reply #150 on: March 06, 2014, 07:30:27 am »

Year Two - Summer

Greasy black smoke wafted across the island as the Heretics continued to stake their claims...

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

Turn order:
DarkPaladin [pop.1]
GreatWyrmGold [pop.2]
a1s [pop.2]
cerapa [pop.3]
Dariush [pop.3]
NQT [pop.4]
Monk12 [pop.4]


Players (at the end of Spring)
Spoiler: 1. The Accord - NQT (click to show/hide)
Spoiler: 7. Pearly Swine - a1s (click to show/hide)



Year Two - Fall

That summer, the rapacious Heretics continued to expand until only the Pearly Swine in the far northwest and the Sand Empire to the Southeast, both locked behind their respective mountains, did not border another. Surely fall would be the season of slaughter.

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

In Fall you can: Harvest, Conquer, Raze, Raid, Dismantle, as well as doing a heresy-specific action. If you border another civilisation, please submit your actions in turn order.

Turn order:
DarkPaladin [pop.1]
GreatWyrmGold [pop.2]
a1s [pop.3]
NQT [pop.4]
cerapa [pop.4]
Dariush [pop.4]
Monk12 [pop.5]



Players (at the end of Summer)
Spoiler: 1. The Accord - NQT (click to show/hide)
Spoiler: 7. Pearly Swine - a1s (click to show/hide)


As ever, inform me if I've made a mistake.
« Last Edit: March 06, 2014, 12:06:26 pm by notquitethere »
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Dariush

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Re: Heretics of Hexland 2 - Turn-based Colonisation Game - Year 2 - Fall
« Reply #151 on: March 06, 2014, 07:56:33 am »

Scorch 120
Conquer 107 (2 actions)
Conquer 145
« Last Edit: March 06, 2014, 08:42:30 am by Dariush »
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notquitethere

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Re: Heretics of Hexland 2 - Turn-based Colonisation Game - Year 2 - Fall
« Reply #152 on: March 06, 2014, 08:24:01 am »

I know you're going to rage, Dariush, but like I said earlier you can't Conquer neutral territory.
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Dariush

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Re: Heretics of Hexland 2 - Turn-based Colonisation Game - Year 2 - Fall
« Reply #153 on: March 06, 2014, 08:42:00 am »

...you didn't actually say this.

Scorch 120
Scorch 134
Rage (2 actions)

notquitethere

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Re: Heretics of Hexland 2 - Turn-based Colonisation Game - Year 2 - Spring
« Reply #154 on: March 06, 2014, 09:05:12 am »

Sorry chief, but I did:

Dariush
Question: if I conquer a tile and this brings me under my minimum population, does the difference get reimbursed before next season? Also, can we conquer neutral territories?
You can't conquer neutral territories— there's no infrastructure there to hijack.
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a1s

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Re: Heretics of Hexland 2 - Turn-based Colonisation Game - Year 2 - Fall
« Reply #155 on: March 06, 2014, 09:11:22 am »

[/b]harvest 30 [/b]
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GreatWyrmGold

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Re: Heretics of Hexland 2 - Turn-based Colonisation Game - Year 2 - Fall
« Reply #156 on: March 06, 2014, 11:04:23 am »

Hm. No point in harvesting more than one, I guess.

Harvest 100.
Conquer 113.


Do fields roll over from year to year?
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Are you a GM with players who haven't posted? TheDelinquent Players Help will have Bay12 give you an action!
[GreatWyrmGold] gets a little crown. May it forever be his mark of Cain; let no one argue pointless subjects with him lest they receive the same.

notquitethere

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Re: Heretics of Hexland 2 - Turn-based Colonisation Game - Year 2 - Fall
« Reply #157 on: March 06, 2014, 11:21:42 am »

GWG
Do fields roll over from year to year?
They do. Maybe in the next version they'll go fallow, but here they remain as fields indefinitely.
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notquitethere

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Re: Heretics of Hexland 2 - Turn-based Colonisation Game - Year 2 - Fall
« Reply #158 on: March 06, 2014, 11:34:39 am »

Co-opt the Pearly Swines (to gain double harvesting)
Harvest
Stare wistfully at 113, but do not retaliate
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cerapa

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Re: Heretics of Hexland 2 - Turn-based Colonisation Game - Year 2 - Fall
« Reply #159 on: March 06, 2014, 11:44:52 am »

Monk12 should have a population of 5 as he has 4 cities.

Fecund 47, 48, 49
(Fall is tree planting season)

Monk12, I propose a temporary alliance. If we spend our time conquering eachother, then NQT and/or Dariush could very well backstab us later.
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Tick, tick, tick the time goes by,
tick, tick, tick the clock blows up.

notquitethere

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Re: Heretics of Hexland 2 - Turn-based Colonisation Game - Year 2 - Fall
« Reply #160 on: March 06, 2014, 12:07:09 pm »

Monk12 should have a population of 5 as he has 4 cities.
Good spot. I've updated it now.
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Dariush

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Re: Heretics of Hexland 2 - Turn-based Colonisation Game - Year 2 - Fall
« Reply #161 on: March 06, 2014, 12:48:25 pm »

Monk12, I propose a temporary alliance. If we spend our time conquering eachother, then NQT and/or Dariush could very well backstab us later.
Me? Backstab someone? Why would I do that?! My empire is the most peaceful one around here! Especially if you ignore the small detail of us actively annihilating all greenery and leaving mountains and desert behind.
« Last Edit: March 06, 2014, 12:51:20 pm by Dariush »
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monk12

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Re: Heretics of Hexland 2 - Turn-based Colonisation Game - Year 2 - Fall
« Reply #162 on: March 06, 2014, 01:19:08 pm »

Monk12, I propose a temporary alliance. If we spend our time conquering eachother, then NQT and/or Dariush could very well backstab us later.

The Republic of Babelon is interested in alliance, and we counterpropose a more long-term nonaggression pact. In short, I will abandon tile 50, and we both agree to leave tiles 50, 63, and 76 unoccupied as a Neutral Zone between our civs. This removes our shared border for the foreseeable future and with it the potential for backstabbing, since it would be impossible to Expand into the Neutral Zone and then Conquer into one another's territory on the same season. Obviously, such Expansion would be seen as a prelude to war, giving the other party at least one season to react. It is the best way to protect both of our heartlands, as the approaches from other directions are much more defensible.

I have your back if you have mine. What say you?


EDIT: Just noticed there's no rule listed for abandoning tiles, apart from Razing them (impossible on a Desert.) Is that a free action, nqt, or will I need to use one to leave the tile?
« Last Edit: March 06, 2014, 01:24:08 pm by monk12 »
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notquitethere

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Re: Heretics of Hexland 2 - Turn-based Colonisation Game - Year 2 - Fall
« Reply #163 on: March 06, 2014, 03:03:42 pm »

No, there's no provision in the rules for abandoning tiles, so other than Razing, it's currently not possible. Whether it should be is an open question.

If most players are in favour, I can add an abandon action for this game.
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cerapa

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Re: Heretics of Hexland 2 - Turn-based Colonisation Game - Year 2 - Fall
« Reply #164 on: March 06, 2014, 03:22:45 pm »

50 can be abandoned by irrigating and razing. The total cost is 0.
I am in favour of an abandon action being added. It already technically exists as a free improve action(for deserts), but under strange circumstances.

The Republic of Babelon is interested in alliance, and we counterpropose a more long-term nonaggression pact. In short, I will abandon tile 50, and we both agree to leave tiles 50, 63, and 76 unoccupied as a Neutral Zone between our civs. This removes our shared border for the foreseeable future and with it the potential for backstabbing, since it would be impossible to Expand into the Neutral Zone and then Conquer into one another's territory on the same season. Obviously, such Expansion would be seen as a prelude to war, giving the other party at least one season to react. It is the best way to protect both of our heartlands, as the approaches from other directions are much more defensible.

I have your back if you have mine. What say you?

The Council of Trees accepts this pact. The great cities of Babelon and the great forests of The Council shall know peace. May we both prosper under this pact.
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Tick, tick, tick the time goes by,
tick, tick, tick the clock blows up.
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