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Author Topic: Heretics of Hexland 2 - Turn-based Colonisation Game - GAME OVER  (Read 26235 times)

a1s

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Re: Heretics of Hexland 2 - Turn-based Colonisation Game - Year 4 - Summer
« Reply #285 on: March 19, 2014, 11:22:25 am »

forage 28,16,3, 44,56
citify 56
expand 82, 96
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I tried to play chess but two of my opponents were playing competitive checkers as a third person walked in with Game of Thrones in hand confused cause they thought this was the book club.

monk12

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Re: Heretics of Hexland 2 - Turn-based Colonisation Game - Year 4 - Summer
« Reply #286 on: March 19, 2014, 11:25:48 am »

minor edit, I threw a Tower on 40

notquitethere

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Re: Heretics of Hexland 2 - Turn-based Colonisation Game - Year 4 - Summer
« Reply #287 on: March 19, 2014, 12:10:24 pm »

Ah cool, I've updated that on my local version now.

OK, so just Cerapa and we can enter the killing seasons...
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cerapa

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Re: Heretics of Hexland 2 - Turn-based Colonisation Game - Year 4 - Summer
« Reply #288 on: March 19, 2014, 02:26:44 pm »

Is that a raze powered backstab I see to the south?

16 action pool
Abandon 71, 110 (2)
Deforest 97 (1)
Raze 97 (-1)
Fortify 20, 21, 33, 35, 47, 48, 49, 73, 60 (9)
Expand 34 (2)
Fortify 34 (1)


I think it's impossible for you to cleanse the north of the Ents. I was exceptionally tempted to just leave the north as is, to see how my fertile lands would be divided between you all, but I guess I will try to survive.

EDIT: Fudged some tile numbers.
EDIT2: Holy crap, I didn't realize that cities gave defense. I am totally gonna survive this.
« Last Edit: March 19, 2014, 02:37:25 pm by cerapa »
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Tick, tick, tick the time goes by,
tick, tick, tick the clock blows up.

monk12

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Re: Heretics of Hexland 2 - Turn-based Colonisation Game - Year 4 - Summer
« Reply #289 on: March 19, 2014, 03:17:43 pm »

EDIT2: Holy crap, I didn't realize that cities gave defense. I am totally gonna survive this.

...holy crap, so they do! Wow my soft underbelly is way less soft than I had thought. Also wow this war is gonna be way bloodier than I had prepared for.

a1s

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Re: Heretics of Hexland 2 - Turn-based Colonisation Game - Year 4 - Summer
« Reply #290 on: March 20, 2014, 02:14:16 am »

EDIT2: Holy crap, I didn't realize that cities gave defense. I am totally gonna survive this.

...holy crap, so they do! Wow my soft underbelly is way less soft than I had thought. Also wow this war is gonna be way bloodier than I had prepared for.
Yup. Cities give population caps. Forts give raid protection (raids never really took off, but they can be pretty useful in an early Fall campaign), and are denied to the enemy (while cities will give him defense). it's a balance (but cities are more generally useful, IMHO).
Other rules of note for the WAAAGH:
  • you can't conquer what you raided (though you can harvest what you conquered)
  • population counts from the start of your turn, not the start of the season
  • Attacking across a river is +1 actions
  • Ents expand into forests easily, but don't get any defensive or offensive bonuses in that terrain
  • Merfolk can expand and conquer oceans easily (0 defense), but get no special defensive bonus, and no bonuses whatsoever for lakes
(no other races in play have terrain boni or mali)
« Last Edit: March 20, 2014, 02:18:21 am by a1s »
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notquitethere

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Re: Heretics of Hexland 2 - Turn-based Colonisation Game - Year 4 - Fall
« Reply #291 on: March 20, 2014, 05:42:44 am »

Year Four - Fall

All that summer trenches were dug, ramparts laid and weapons forged. For fall would be season of slaughter...

Spoiler: Year 4 - Fall (click to show/hide)

In Fall you can: Conquer, Harvest, Raze, Raid, Dismantle, and do some heresy actions. Everyone except GWG should post in strict turn order.

Turn order:
GreatWyrmGold [pop.3]
NQT [pop.5]
Dariush [pop.11]
Monk12 [pop.12]
a1s [pop.15]
cerapa [pop.16]



Active Players
Spoiler: 1. The Accord - NQT (click to show/hide)
Spoiler: 7. Pearly Swine - a1s (click to show/hide)



Doublecheck that your territories and population figures are all okay.
« Last Edit: March 20, 2014, 05:47:47 am by notquitethere »
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notquitethere

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Re: Heretics of Hexland 2 - Turn-based Colonisation Game - Year 4 - Summer
« Reply #292 on: March 20, 2014, 05:53:23 am »

Actions - 5
Raze 153, 154, 128, 143, 156, 141 - Actions: 11
Conquer 132, 146, 133 - Actions: 5
Conquer 134 - Actions 2
Conquer 135

Dariush now has a population of 6.
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GreatWyrmGold

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Re: Heretics of Hexland 2 - Turn-based Colonisation Game - Year 4 - Summer
« Reply #293 on: March 20, 2014, 08:36:54 am »

I have no neighbors to conquer, raze, or raid. I have no fields to harvest. I have nothing I want to dismantle. Guess I should Heresy.
...Why are there no inland Plains?

Channel the 86/100, 113/114, and 113/127 borders.
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[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 4 - Summer
« Reply #294 on: March 20, 2014, 09:13:43 am »

...Why are there no inland Plains?
Uh, there were a few to begin with but they've been desertified. My design choice was to have no lakes on shores and so the other terrain features tended to go by the shore-line. I'm still thinking about map construction for the next game. One idea is for players to take turns creating the map, placing maybe three tiles at a time until all the land tiles are used.
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GreatWyrmGold

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Re: Heretics of Hexland 2 - Turn-based Colonisation Game - Year 4 - Summer
« Reply #295 on: March 20, 2014, 09:46:47 am »

It's annoying, you know? I can't really do much to destroy the enemy productive capacity. Turning terrain to lakes should do something to--actually, I think I've mentioned this before.
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[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 4 - Summer
« Reply #296 on: March 20, 2014, 09:48:24 am »

You're right. I think in the next version, converting terrain types (in whatever way) will destroy fortifications and cities.
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a1s

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Re: Heretics of Hexland 2 - Turn-based Colonisation Game - Year 4 - Summer
« Reply #297 on: March 21, 2014, 04:16:20 am »

Foreign ministry of the Pearly Swine must regretfully inform The Accord, that their act of unprovoked aggression against the peaceful Djinn has not gone unnoticed, and they are now enemies of the Swine. Once the Council of Trees situation is over, they will be deal with.
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I tried to play chess but two of my opponents were playing competitive checkers as a third person walked in with Game of Thrones in hand confused cause they thought this was the book club.

notquitethere

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Re: Heretics of Hexland 2 - Turn-based Colonisation Game - Year 4 - Summer
« Reply #298 on: March 21, 2014, 04:28:40 am »

The Accord send their humble condolences to the presumably offended honour of the Pearly Swine and point to the repeated aggression of the Djinn in the Grit Wars as casus belli for a pre-emptive strike. They also note that, being located on opposite sides of the island, being 'dealt with' is an easier proposition to threat than to enact.
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a1s

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Re: Heretics of Hexland 2 - Turn-based Colonisation Game - Year 4 - Summer
« Reply #299 on: March 21, 2014, 04:52:02 am »

Well it was that or issuing a "moral embargo". And that's just stupid.

By the way, in case any observers wandered in, we're waiting for Dariush to take his turn.
« Last Edit: March 21, 2014, 04:54:50 am by a1s »
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I tried to play chess but two of my opponents were playing competitive checkers as a third person walked in with Game of Thrones in hand confused cause they thought this was the book club.
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