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Author Topic: Heretics of Hexland 3 - Turn Based Colonisation Game - Year 3 - Summer  (Read 20959 times)

notquitethere

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Re: Heretics of Hexland 3 - Turn Based Colonisation Game - Year 1 - Spring
« Reply #45 on: March 25, 2015, 12:40:11 am »

That's a nice nook there anyway; was wondering if someone would grab it.

Embark 21
Grow 21
Fortify 21
Deforest 34 [I don't see a requirement to own the tile; is neighboring it enough?  If no, just skip this line because I don't have anything else to do]

To improve a tile you have to own it. I've now amended the OP to be clearer on this point.
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Persus13

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Re: Heretics of Hexland 3 - Turn Based Colonisation Game - Year 1 - Spring
« Reply #46 on: March 25, 2015, 12:41:56 am »

Embark 146
Industrious Improve Channel between 145 and 146
Grow 146
Fortify 146
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Congratulations Persus, now you are forced to have the same personal text for an entire year!
Longbowmen horsearcher doomstacks that suffer no attrition and can navigate all major rivers without ships.
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Peradon

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Re: Heretics of Hexland 3 - Turn Based Colonisation Game - Year 1 - Spring
« Reply #47 on: March 25, 2015, 12:55:20 am »

Embark 24
Grow 24
Fortify 24
Channel 24|23

« Last Edit: March 25, 2015, 01:03:43 am by Peradon »
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Ya'll need Jesus. Just sayin'.

notquitethere

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Re: Heretics of Hexland 3 - Turn Based Colonisation Game - Year 1 - Spring
« Reply #48 on: March 25, 2015, 12:57:54 am »

Embark 24
Expand 11
Grow 24
Build Tower 11(Via Monk power)
Fortify 24


Is this alright?
Uh, almost. You can't expand in Spring though. Urist can because he's a Letterbeast and that's their special ability.
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Peradon

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Re: Heretics of Hexland 3 - Turn Based Colonisation Game - Year 1 - Spring
« Reply #49 on: March 25, 2015, 12:59:47 am »

Embark 24
Expand 11
Grow 24
Build Tower 11(Via Monk power)
Fortify 24


Is this alright?
Uh, almost. You can't expand in Spring though. Urist can because he's a Letterbeast and that's their special ability.
Fixed.
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Ya'll need Jesus. Just sayin'.

notquitethere

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Re: Heretics of Hexland 3 - Turn Based Colonisation Game - Year 1 - Spring
« Reply #50 on: March 25, 2015, 01:01:27 am »

You've still got a free industrious improve action, though all you could do with it is channel a river (which may be good for defensive reasons).
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Peradon

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Re: Heretics of Hexland 3 - Turn Based Colonisation Game - Year 1 - Spring
« Reply #51 on: March 25, 2015, 01:04:01 am »

You've still got a free industrious improve action, though all you could do with it is channel a river (which may be good for defensive reasons).
.....edited again........
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Ya'll need Jesus. Just sayin'.

cerapa

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Re: Heretics of Hexland 3 - Turn Based Colonisation Game - Year 1 - Spring
« Reply #52 on: March 25, 2015, 09:01:07 am »

Since I already made the plans for the year, might as well post them.

Unless otherwise specified, Mabbling Monks ability is used to reduce the cost of Co-Opt.

Spring:
(0) Embark 124
(1) Grow 124
(0) Co-Opt Poult
(1) City 124

Summer:
(1) Expand 138
(1) Expand 125

Fall:
(0) Co-Opt Swine
(1) Harvest 124
(1) Expand 151

Winter:
(1) Channel 124/138
(1) Irrigate 138
(1) City 138
(1) City 125

The council leading the Accord of Unity convenes on the first day of their settling in this new island. Plans are drawn for the coming year, and a shackled poult brought to the council chambers. The shackles are ceremonially opened. The orders are clear, this spring the Poult will rule over the other slaves.

I propose 112 as a barrier between The Swarm and The Accord. Neutral territory.
« Last Edit: March 25, 2015, 09:12:47 am by cerapa »
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notquitethere

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Re: Heretics of Hexland 3 - Turn Based Colonisation Game - Year 1 - Spring
« Reply #53 on: March 25, 2015, 09:40:00 am »

I propose 112 as a barrier between The Swarm and The Accord. Neutral territory.
Fine by me.

OK, I'll roll round the next season in just a moment.
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notquitethere

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Year One - Summer

The Builders struck the earth, the Hetrodox held meetings, the Apostates raved, the Bountiful contemplated the flowers, the Arid wailed... but everyone sowed their seeds for they knew they must reap come harvest time.

Spoiler: Year 1 - Summer (click to show/hide)

In Summer you can: Conquer, Expand, Raze, Raid, Dismantle, as well as doing certain heresy-specific actions. I'll process the entire season in one go, so make sure you read other people's actions before submitting your own. If your turn can't interact with any of the other player's then feel free to submit it out of turn order. The latest maps and current player info will always be in the latest turn update.

Turn order:
1. The Divine Swarm - NQT [pop. 2]
2. The Children of Penance - Rolepg [pop. 2]
3. Cobalt Wanderers - Monk12 [pop. 2]
4. The Grand Garden - Urist Arrhenius [pop. 2]
5. Four Legs GoodToaster [pop. 2]
6. Babelians - Persus13 [pop. 2]
7. Morkwind - Peradon [pop. 2]
8. Accord of Unity - Cerapa [pop. 2]



Players
Spoiler: The Divine Swarm - NQT (click to show/hide)
Spoiler: Cobalt Warders- Monk12 (click to show/hide)
Spoiler: Babelians - Persus13 (click to show/hide)
Spoiler: Morkwind - Peradon (click to show/hide)

I'm just a man and not yet a superman, so do let me know if you think I've made any mistakes.
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cerapa

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Re: Heretics of Hexland 3 - Turn Based Colonisation Game - Year 1 - Summer
« Reply #55 on: March 25, 2015, 10:48:12 am »

I shall follow my yearly plan this season.
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notquitethere

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Re: Heretics of Hexland 3 - Turn Based Colonisation Game - Year 1 - Summer
« Reply #56 on: March 25, 2015, 10:49:30 am »

Expand 114
Expand 101

Hey Monk, do you want to have 87 as a neutral zone? Note that I've left things open for you to attack me this round, but you'd be advised not to as it'd half your number of actions through population loss.
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Toaster

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Re: Heretics of Hexland 3 - Turn Based Colonisation Game - Year 1 - Summer
« Reply #57 on: March 25, 2015, 11:00:34 am »

Let me make sure I'm understanding things right; right now my min/max population is 1-2 and current is 2.  If I expand a tile, it becomes 2-3 and 2, meaning I'd be ineligible to tower it this turn, correct?

Also, minimum population only prevents decreases, correct?  If you instead raise the minimum above current there is no effect, right?
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HMR stands for Hazardous Materials Requisition, not Horrible Massive Ruination, though I can understand how one could get confused.
God help us if we have to agree on pizza toppings at some point. There will be no survivors.

cerapa

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Re: Heretics of Hexland 3 - Turn Based Colonisation Game - Year 1 - Summer
« Reply #58 on: March 25, 2015, 11:04:37 am »

If you expand a tile it becomes 1-3

Only cities give minpop.
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notquitethere

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Re: Heretics of Hexland 3 - Turn Based Colonisation Game - Year 1 - Summer
« Reply #59 on: March 25, 2015, 11:08:10 am »

Let me make sure I'm understanding things right; right now my min/max population is 1-2 and current is 2.  If I expand a tile, it becomes 2-3 and 2, meaning I'd be ineligible to tower it this turn, correct?

Also, minimum population only prevents decreases, correct?  If you instead raise the minimum above current there is no effect, right?
Cerapa has the right of it:

Quote from: OP
Pop: 1-2 [Unless stated otherwise, you have population minimum of 1 + the number of cities you control, and a population maximum (cap) of the number of 1 + territories + cities you hold, so 1-2 at the beginning.]

So if you expand a tile you'll be pop 2, range 1-3, and you'll be in a legal position to build a city/tower.

You can only raise minpop when population exceeds minpop, and the point of minpop is to prevent decreases. Basically, you have to have excess population to build a city: you can never gain population by city building.
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