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Author Topic: Heretics of Hexland 3 - Turn Based Colonisation Game - Year 3 - Summer  (Read 20926 times)

Peradon

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Re: Heretics of Hexland 3 - Turn Based Colonisation Game - Year 1 - Fall
« Reply #90 on: March 26, 2015, 02:19:53 pm »

Harvest 24
Expand 11
Fortify 25


Also, if I Grow and Harvest on a Tower, it doesnt destroy the tower, does it?
Yeah, you can't grow on cities. Also, I hate to be that guy, but you can only Industrious Improve in Spring/Winter and so unless I've missed something, you won't be able to fortify this season.
I will get it right eventually........
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Ya'll need Jesus. Just sayin'.

notquitethere

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Year One - Winter

The scythes and ploughshares worked the land throughout the long autumn and the people grew more plentiful... but those same ploughshares could yet be beaten into swords.

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

In Winter you can: Conquer, Improve, 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.

Winter Reminder: You can't expand in winter.

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




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)

As ever, let me know if you think I've made any mistakes.
« Last Edit: March 26, 2015, 06:08:56 pm by notquitethere »
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Urist Arrhenius

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Re: Heretics of Hexland 3 - Turn Based Colonisation Game - Year 1 - Winter
« Reply #92 on: March 26, 2015, 06:00:56 pm »

Did my actions get counted?
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notquitethere

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Re: Heretics of Hexland 3 - Turn Based Colonisation Game - Year 1 - Winter
« Reply #93 on: March 26, 2015, 06:08:19 pm »

Did my actions get counted?
Good spot. I uploaded the wrong map file. Give me just a moment... and now it should be correct.
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Peradon

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Re: Heretics of Hexland 3 - Turn Based Colonisation Game - Year 1 - Winter
« Reply #94 on: March 26, 2015, 06:17:15 pm »

Channel 25|38
Channel 25|11
Fortify 11
Fortify 25
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notquitethere

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Re: Heretics of Hexland 3 - Turn Based Colonisation Game - Year 1 - Winter
« Reply #95 on: March 26, 2015, 06:21:09 pm »

General Reminder

It hasn't come up yet, but soon might do: when you conquer a tile, you and the person who's tile you are taking both lose 1 population (down to your minimum). As you know, actions are dictated by population number. This is the number of population you have at the beginning of your turn not the beginning of the season. So if someone earlier in the turn order attacks you and you lose pop, then you will have fewer actions on your turn. Bear this in mind when planning your actions.



My turn:

Raise (shaker power) 115
Build city 115
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Urist Arrhenius

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Re: Heretics of Hexland 3 - Turn Based Colonisation Game - Year 1 - Winter
« Reply #96 on: March 26, 2015, 07:05:52 pm »

Channel 29|30
Channel 30|17
Channel 30|31
Irrigate 29
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Persus13

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Re: Heretics of Hexland 3 - Turn Based Colonisation Game - Year 1 - Winter
« Reply #97 on: March 26, 2015, 07:26:47 pm »

Tower 148
Channel 147/160
Drain 148/161
Irrigate 147 (Industrious)
« Last Edit: March 26, 2015, 08:00:43 pm by Persus13 »
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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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notquitethere

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Re: Heretics of Hexland 3 - Turn Based Colonisation Game - Year 1 - Winter
« Reply #98 on: March 26, 2015, 07:42:41 pm »

Tower 148
Channel 133/147
Drain 148/161
Irrigate 147 (Industrious)

I realise checking the OP that it's slightly ambiguous on irrigation: the tile has to be 'next to a river line'. I had in my mind that this means 'a river line bordering the tile', rather than one that just connects to one of the corners of the tile. You can see that at the beginning of the game no rivers were directly bordering deserts for this reason. You could either channel 147|161 or 147|148 instead.
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Persus13

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Re: Heretics of Hexland 3 - Turn Based Colonisation Game - Year 1 - Winter
« Reply #99 on: March 26, 2015, 08:00:53 pm »

Edited
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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.
Sigtext

monk12

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Re: Heretics of Hexland 3 - Turn Based Colonisation Game - Year 1 - Winter
« Reply #100 on: March 26, 2015, 08:10:33 pm »

The weak, waning light of the Midwinter's Night moon glints off of rushing water, the might of Trefoil Lake carving a wide swath through soil prepared by spectral hands. As the new river runs out to sea, tendrils of water run westward down narrow trenches, bringing moisture and new life to the desert. Life, and the Dead.

The Captain of the Cobalt Warders stands in the center of a peculiar sort of village. Each "house" is composed of large stone slabs, roughly arranged to protect a large blue gem standing taller than a Swine. There are no pieces of furniture, no amenities- many do not even have doors, the loose spaces filled in with rubble. As each cairn is completed, a ghostly warrior passes within. Nothing seems different when they emerge a few moments later, but to the Captain's eyes a thin purple wisp of energy connects them to their home, their phylactery. Though they may be banished, dismissed, or rent asunder in combat, these ghosts will not lose the life energy that gives them form, and will reform at their cairns soon enough.

A trick of the Necromancer, though not without its limitations- it did not save him in the end. However, it may save the Captain's plans for Hextopia.




Action Pool: 4

Channel 72|73 (AP:3)
Irrigate 72 (AP:2)
City 72 (AP:1)
Fortify 74 (AP:0)


Rolepgeek

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Re: Heretics of Hexland 3 - Turn Based Colonisation Game - Year 1 - Winter
« Reply #101 on: March 26, 2015, 09:15:02 pm »

Slight change to my posted action for this turn from previously;

Instead of Fortifying 79, Channel 93|94.
So it would be:
Irrigate 66
Channel 93|94
Shore Up 80



The Children needed to keep the lake no longer. Though it was not yet inhabited by their number, and though it was not truly their enemy, it was land that would serve them better as fields than as pools. And they had sent their first architects and engineers to scout the waves, besides; they would draw up the plans needed for eventually sealing away and stealing this branch of the sea from it's former owners. To be shaped to their will, and serve them further for their hatred of the sea. The water within would be purged of accursed salt, to make it suitable for righteous inhabitation, once it was drawn into pools and the underground aquatic cities they yet required, a curse of their blasphemous nature.

But...soon. Soon it would be removed. They need only have patience until then...
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Optimize anyway.

cerapa

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Re: Heretics of Hexland 3 - Turn Based Colonisation Game - Year 1 - Winter
« Reply #102 on: March 27, 2015, 04:06:42 am »

(1) Channel 138/151
(1) Irrigate 138
(1) City 138
(1) City 125

The Accord were as peaceful as they could be. Before they came to the island they had spent many years fighting religious wars, and simple farmwork now made them more complacent. They grew crops, turned deserts into lush plains, and built cities to house their new people. The year was a peaceful one, full of hope for the future.
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tick, tick, tick the clock blows up.

Toaster

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Re: Heretics of Hexland 3 - Turn Based Colonisation Game - Year 1 - Winter
« Reply #103 on: March 27, 2015, 09:05:44 am »

Fortify 7
Fortify 35
Build City 7
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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.

notquitethere

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Re: Heretics of Hexland 3 - Turn Based Colonisation Game - Year 1 - Winter
« Reply #104 on: March 27, 2015, 10:11:49 am »

[That's everyone posted. I'll be back at my computer on Sunday. If anyone's seriously hankering for a turn, they are welcome to process the season themselves.]
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