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Author Topic: Heretics of Hexland 3 - Turn Based Colonisation Game - Year 3 - Summer  (Read 20998 times)

Urist Arrhenius

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Re: Heretics of Hexland 3 - Turn Based Colonisation Game - Signups 0/8
« Reply #15 on: March 24, 2015, 01:19:50 pm »

Urist
Spoiler: Sheet (click to show/hide)
That's all good. Just a small note, just so I'm sure you're aware of how the mechanics work on this point: if you use the Parakeetkin's ability to grow a field in a forest, it will destroy that forest (turning it into a field, which when harvested will become a plain). So I guess your turns will looks something like: Spring: grow in forest/plains. Summer: expand/conquer into a new forest and forage that forest. Fall: harvest. Winter: create new forest tiles etc.
((Hmmmmm, so what would seem to be a synergy is actually competing abilities. I'll rethink.))
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notquitethere

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Re: Heretics of Hexland 3 - Turn Based Colonisation Game - Signups 0/8
« Reply #16 on: March 24, 2015, 01:44:41 pm »

((Hmmmmm, so what would seem to be a synergy is actually competing abilities. I'll rethink.))
((I figured you might. It's easy to not realise that fields are a terrain type rather than a terrain improvement.))
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Persus13

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Re: Heretics of Hexland 3 - Turn Based Colonisation Game - Signups 3/6
« Reply #17 on: March 24, 2015, 02:00:58 pm »

I think I might try this, just give a bit to make a sheet.

Spoiler: Sheet (click to show/hide)
« Last Edit: March 24, 2015, 02:25:10 pm by Persus13 »
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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 - Signups 3/6
« Reply #18 on: March 24, 2015, 02:24:09 pm »

Ok, I'm in:
Spoiler: Morkwind (click to show/hide)
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cerapa

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Re: Heretics of Hexland 3 - Turn Based Colonisation Game - Signups 0/8
« Reply #19 on: March 24, 2015, 02:28:45 pm »

-Bountiful and Poult might be crazy strong, as they can build cities and not worry about crippling their growth.
Poult doesn't allow you to build a field on a forest tile though. I've now made this clearer in the OP.
I meant seperately. In that neither of them have to care.

Anyway, my sheet:
Spoiler: Accord of Unity (click to show/hide)



Hilariously I just noticed that the mechanical effect of "Enslave" means that the attackers suffer no losses and the population of the defender is simply brought over to the slavers. So basically the Vile are so powerful that they literally cannot be killed while attacking, and also the only heresy that doesn't outright slaughter any defenders, but instead assimilates them. Literally noone dies when the Vile attack....are the Vile supposed to be the good guys here?

Anyway, mechanics. Do I need to steal the Poults ability for every turn I have both fields and cities on the same tile, or only when planting? The wording implies the latter, but I just wanna make sure.
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Urist Arrhenius

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Re: Heretics of Hexland 3 - Turn Based Colonisation Game - Signups 0/8
« Reply #20 on: March 24, 2015, 02:32:49 pm »

((Hmmmmm, so what would seem to be a synergy is actually competing abilities. I'll rethink.))
((I figured you might. It's easy to not realise that fields are a terrain type rather than a terrain improvement.))
((I switched to letterbeasts.))
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monk12

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Re: Heretics of Hexland 3 - Turn Based Colonisation Game - Signups 3/6
« Reply #21 on: March 24, 2015, 02:52:36 pm »

IN!

Sheet incoming, didn't want to risk missing out on this!

EDIT: Aaaaand sheet. I had been seriously contemplating a Vile Merfolk (especially with that map,) but let's have a hurrah for civ diversity, mmkay?


Spoiler: Cobalt Warders (click to show/hide)


...Order of the Stick? Never heard of it.

Eh, screw it.


Should be fun.

Should I be picturing deserts of coral reefs? Because that's what I'm picturing and it's awesome.
« Last Edit: March 24, 2015, 03:26:15 pm by monk12 »
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cerapa

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Re: Heretics of Hexland 3 - Turn Based Colonisation Game - Signups 3/6
« Reply #22 on: March 24, 2015, 03:39:31 pm »

Oh fuck lol. I just noticed that "The Accord" was already used in the previous game. By NQT himself, with Heterodox guys. Memory is a silly, silly thing. I think I'm gonna come up with another name, but I'm seriously bad at that. Though the treerush that The Accord got would be an excellent reason for the radicalization of the heterodox towards something violent.

Does the ghost ability work with Enslaving?
And does Co-Opting another species turn off my own special?
« Last Edit: March 24, 2015, 03:47:20 pm by cerapa »
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notquitethere

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Re: Heretics of Hexland 3 - Turn Based Colonisation Game - Signups 0/8
« Reply #23 on: March 24, 2015, 05:33:43 pm »

Cerapa
Hilariously I just noticed that the mechanical effect of "Enslave" means that the attackers suffer no losses and the population of the defender is simply brought over to the slavers. So basically the Vile are so powerful that they literally cannot be killed while attacking, and also the only heresy that doesn't outright slaughter any defenders, but instead assimilates them. Literally noone dies when the Vile attack....are the Vile supposed to be the good guys here?
No one dies, sure, but you are still forcibly enslaving the population.

Anyway, mechanics. Do I need to steal the Poults ability for every turn I have both fields and cities on the same tile, or only when planting? The wording implies the latter, but I just wanna make sure.
Only the turn in which the field is planted or the city constructed.

Oh fuck lol. I just noticed that "The Accord" was already used in the previous game. By NQT himself, with Heterodox guys. Memory is a silly, silly thing. I think I'm gonna come up with another name, but I'm seriously bad at that. Though the treerush that The Accord got would be an excellent reason for the radicalization of the heterodox towards something violent.
Sure, I'm happy to have them as a the same faction with a shift in their beliefs. They could come to believe that only be assimilating everyone could true peace be maintained.

Does the ghost ability work with Enslaving?
As Enslaving is a Conquering ability, it synergises with Ghostly in the way you'd image.

And does Co-Opting another species turn off my own special?
No, you gain it alongside.

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notquitethere

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OK

So I'll take the 8th slot (this game has no random elements and so there's no conflict of interest problems with me playing). I'll just work out the turn order and then we can start playing. I'll be:

Spoiler: The Divine Swam - NQT (click to show/hide)
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Persus13

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Does favored terrain have any importance besides where you can build cities and victory point stuff being tied to them?
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Rolepgeek

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Question, NQT.

When an ocean tile becomes a lake tile, does it gain rivers around it? If so, where? All around it? I ask for a specific reason; basically, if I Reclaim some Ocean so as to make another chunk become Lakes, does the Desert tile have a river next to it? If not, does the Lake tile instantly turn into a Plains tile?

Also, it says that Shore Up counts as an Improvement Action. What does that mean, exactly? That Spiders could do it in any season? That you can only do it in Winter if you aren't Spiders? Or is it just meaningless text?

Also, if any number of connected Ocean tiles can become lakes, so long as they're cut off from the rest of the ocean, what does that mean? Do they have to be cut off from the edge of the map?

With that tidbit of information at my disposal, it's become much harder to work out where I want to embark...I suppose I'll have to see where everyone else does.
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Rolepgeek

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Re: Heretics of Hexland 3 - Turn Based Colonisation Game - Signups 3/6
« Reply #27 on: March 24, 2015, 05:58:56 pm »

Should I be picturing deserts of coral reefs? Because that's what I'm picturing and it's awesome.
Sure why not. Although there'll be a lot of lakes...so think more like dams of coral reefs. Really, really, really big dams(they are holding off/in an ocean, after all). And then hydroponics when I Shore Up.
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notquitethere

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Does favoured terrain have any importance besides where you can build cities and victory point stuff being tied to them?
That's the full extent of it.



When an ocean tile becomes a lake tile, does it gain rivers around it? If so, where? All around it? I ask for a specific reason; basically, if I Reclaim some Ocean so as to make another chunk become Lakes, does the Desert tile have a river next to it? If not, does the Lake tile instantly turn into a Plains tile?
Ah good point. It had never come up before. Lake tiles created in this way will be surrounded by rivers. And so yes, your reclaimed desert tile will have a river next to it if your reclaiming turns other ocean tiles into rivers. I'll make that clear in the OP.

Also, it says that Shore Up counts as an Improvement Action. What does that mean, exactly? That Spiders could do it in any season? That you can only do it in Winter if you aren't Spiders? Or is it just meaningless text?
It means if you're a Spider then you can do the action all year round (rather than in just the two seasons it lists), and if you're an apostate who can industrious improve and shore up, you can Shore Up as your free Industrious action. And anything else that I've forgotten about that interacts with Improving.

Also, if any number of connected Ocean tiles can become lakes, so long as they're cut off from the rest of the ocean, what does that mean? Do they have to be cut off from the edge of the map?
Yes: they have to be completely surrounded by land tiles and so cut off from the edge of the map. Reclaiming tile 40 would cause the biggest such effect.

With that tidbit of information at my disposal, it's become much harder to work out where I want to embark...I suppose I'll have to see where everyone else does.
You're pretty high up the turn order, so you might not get that luxury.
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Rolepgeek

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Gonna embark, NQT? :P

EDIT: Sorry wait I fucked up

Forum clock hasn't adjusted to DST yet
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