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Author Topic: Heretics of Hexland 2 - Turn-based Colonisation Game - GAME OVER  (Read 26220 times)

notquitethere

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Re: Heretics of Hexland 2 - Turn-based Colonisation Game - Year 4 - Fall
« Reply #315 on: March 24, 2014, 10:06:51 am »

Are cities +1 action to expand or only to conquer?
Uh, to conquer as well. I think I'll change this in future (so abandoned cities give -1 to expand), but that's what the rules say at the moment.

I can't believe I didn't think of this sooner, but bountiful letterbeasts would be completely amazing. Letterbeasts in general actually.
There hasn't been enough Letterbeast-love in this game.

I'll roll on the next season in about an hour.
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a1s

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Re: Heretics of Hexland 2 - Turn-based Colonisation Game - Year 4 - Fall
« Reply #316 on: March 24, 2014, 10:08:52 am »

Are cities +1 action to expand or only to conquer?
Uh, to conquer as well.
To clarify: you meant to say "to expand as well"?
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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 - Fall
« Reply #317 on: March 24, 2014, 10:22:01 am »

Are cities +1 action to expand or only to conquer?
Uh, to conquer as well.
To clarify: you meant to say "to expand as well"?
Sorry, I think I'm having one of those days. I meant 'expand as well'. Cities give terrain +1 defence, which applies both to conquering and expanding (but I definitely see the argument that, like rivers, it should really just apply to conquering).

Also:
(cant fort ocean)
That is in fact the case, apologies to Monk for me not remembering that earlier.
« Last Edit: March 24, 2014, 11:06:42 am by notquitethere »
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notquitethere

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Re: Heretics of Hexland 2 - Turn-based Colonisation Game - Year 4 - Winter
« Reply #318 on: March 24, 2014, 11:20:35 am »

Year Four - Winter

To the south, the Accord burned their fields and marched into the deserts of the Djinn, seizing their domed citadels for themselves. The Empire of Sand retrenched and took back much of the land while the grit was continued in the heart of the island. The Battle of Forests raged in the north, with the ents besieged on two sides by the combined swine forces. And still the fighting would continue...

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

In Winter you can: Conquer, Improve, Raze, Raid, Dismantle, and do some heresy actions. Everyone should post after their neighbours in turn order.

Turn order:
GreatWyrmGold [pop.3]
NQT [pop.4]
Dariush [pop.7]
cerapa [pop.12]
a1s [pop.12]
Monk12 [pop.14]



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



Doublecheck that everything looks as expected. I recalculated all figures from scratch, so everything should be accurate.
« Last Edit: March 26, 2014, 11:50:14 am by notquitethere »
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GreatWyrmGold

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Re: Heretics of Hexland 2 - Turn-based Colonisation Game - Year 4 - Winter
« Reply #319 on: March 24, 2014, 11:26:25 am »

Fortify 100, 101, 102.
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Sig
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 4 - Winter
« Reply #320 on: March 24, 2014, 11:35:30 am »

Abandon 133
Mimic Sand Empire
Build 145
Fortify 132
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Dariush

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Re: Heretics of Hexland 2 - Turn-based Colonisation Game - Year 4 - Winter
« Reply #321 on: March 24, 2014, 02:44:47 pm »

Fail to give a fuck (7 actions)

cerapa

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Re: Heretics of Hexland 2 - Turn-based Colonisation Game - Year 4 - Winter
« Reply #322 on: March 24, 2014, 03:58:21 pm »

Actions 12

Conquer 9 (-3)
Raze 9 (+1)
Monk12 pop = 13

Conquer 46, 47 (-6)
a1s pop = 10

Fortify 33, 46, 47, 49, (-4)
« Last Edit: March 25, 2014, 12:20:28 pm by cerapa »
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tick, tick, tick the clock blows up.

a1s

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Re: Heretics of Hexland 2 - Turn-based Colonisation Game - Year 4 - Winter
« Reply #323 on: March 24, 2014, 04:55:34 pm »

Actions 12

Conquer 9 (-2)
Abandon 9 (+1)

That's not how either of those work. 9 is fortified and takes 3 AP. Abandoning costs an action, not gives it.
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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.

cerapa

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Re: Heretics of Hexland 2 - Turn-based Colonisation Game - Year 4 - Winter
« Reply #324 on: March 25, 2014, 02:50:17 am »

Yeah. Meant raze instead. And I wondered why I had an extra action for forting...
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a1s

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Re: Heretics of Hexland 2 - Turn-based Colonisation Game - Year 4 - Winter
« Reply #325 on: March 25, 2014, 03:55:36 am »

conquer 46,60,61,75
citificate 69
irrigate 61, 75

edit: changed priorities, in case I miscounted APs.
« Last Edit: March 26, 2014, 07:15:42 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.

monk12

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Re: Heretics of Hexland 2 - Turn-based Colonisation Game - Year 4 - Winter
« Reply #326 on: March 25, 2014, 12:17:25 pm »

conquer 46 (6)
feccund 57,45 (4)
encitifize 45,57,69,82 (0)

no players later in turn order affected.

Unless I'm misunderstanding the meaning of the word "encitifize," you can't build cities on Mountains, just Plains or your favorite terrain (i.e Forests.) So 69 and 82 work, but 45 and 57 are invalid. I think you're right though, your turn won't affect mine.



Babe's brow furrows as he studies the situation map. The war with the Ents was a deadlock, a trio of titans locked in mortal combat. However, Djinn captured in the conquest of 90 painted an alluring picture of their political situation; Emperor Dariush missing and presumed dead, Djinn warlords frantic and disorganized as they try to restore order, The Accord sweeping through and adding to the chaos.

All in all, a readily exploitable situation.



Action Pool: 13

Conquer 22 (AP:9)
Conquer 106 (AP:4)
Conquer 120 (AP:1)
Tower 92 (AP:0)
Industrious Improve: Irrigate 78

notquitethere

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Re: Heretics of Hexland 2 - Turn-based Colonisation Game - Year 4 - Winter
« Reply #327 on: March 25, 2014, 12:21:58 pm »

a1s, Fecund only works on Plains.

If that's everyone, I'll roll on the next season a little later this evening tomorrow morning (when I'm less likely to make mistakes through tiredness).
« Last Edit: March 25, 2014, 06:49:18 pm by notquitethere »
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a1s

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Re: Heretics of Hexland 2 - Turn-based Colonisation Game - Year 4 - Winter
« Reply #328 on: March 25, 2014, 09:33:12 pm »

feccund 57,45 (4)
encitifize 45,57,69,82 (0)


Unless I'm misunderstanding the meaning of the word "encitifize," you can't build cities on Mountains, just Plains or your favorite terrain (i.e Forests.) So 69 and 82 work, but 45 and 57 are invalid.
I was clearly doing something with those forests. It didn't work though.
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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 - Winter
« Reply #329 on: March 26, 2014, 11:11:50 am »

Year Five - Spring

The War of Ents, the Grit Wars and the Djinn-Accord Discord continued, much to the fortune of the swine civilisations who carved into the harried ents. Spring arrived on a war torn ravished island. Year 5 had come, the final year before the arrival of the Second Wave...

Spoiler: Year 5 - Spring (click to show/hide)

In Spring you can: Grow, Expand, Raze, Raid, Dismantle, and do some heresy actions. Everyone should post after their neighbours in turn order.

Turn order:
GreatWyrmGold [pop.3]
NQT [pop.4]
Dariush [pop.7]
a1s [pop.12]
cerapa [pop.13]
Monk12 [pop.15]



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