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Author Topic: Heretics of Hexland 3 - Turn Based Colonisation Game - Year 3 - Summer  (Read 20987 times)

notquitethere

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Gonna embark, NQT? :P

EDIT: Sorry wait I fucked up

Forum clock hasn't adjusted to DST yet
I'm just writing up the starting post now...
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notquitethere

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Year One - Spring

Some heresies never die. And the industrious hooves of the swine nations have spread their multifarious teaching across the lands. Here in Hextopia, the third island of the Hexipelago, 8 heresies have begun to contest the land in the five years before the Time of the Moon falls upon them.

First awoke the slumbering natives of this land: the onyx shelled divine swarm that laid dormant in the caverns of the mountains were awoken by a desire for their craggy homes to spread to all corners of the land.

Next came the Children of Penance: self-hating Merfolk that abhorred the sea and all that swam within it. They would use Hextopia as the stepping stone from which they'd launch an assault on the ocean itself. They are followed by the Cobalt Warders, free from their enslavement to necromantic ends, who have come to Hextopia to forge a lasting peace. Their ethereal forms float across the ocean. Slithering behind are the letterbeasts of the Grand Garden who have heard word that their are unsullied forests in this place.

From the previous island come a splintering of the Republic of Babelon: grown authoritarian and vigilant against corruption in their ranks the heresy known only as Four Legs Good sail their boats towards this green and pleasant land. They are not the only Builders that wish to conquer this place: the Babelian poults, inspired by the New World Builder hegemony, sail their feathered boats to these fair shores, shortly followed by the hooded heretics of Morkwind.

But all these cultists could not have known the horror that would befall them. For the Accord of Unity, having forcibly unified their heterodox brethren, sail on Hextopia with their ultimate apostasy: they aim to bring everyone into the fold whether they submit to it or not...


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

In Spring you can: Grow, Improve, Raze, Raid, Dismantle, as well as doing a heresy-specific action. When it's your turn, pick an embarkation point (this is a free action). You're advised to pick a point some distance away from the others. Submit your turn as soon as the person above you in the order has submitted their turn. I'll process the entire season in one go, so make sure you read other people's actions before submitting your own.

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]
« Last Edit: March 24, 2015, 06:51:33 pm by notquitethere »
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notquitethere

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Embark 113
Grow 113
Fortify 113
« Last Edit: March 24, 2015, 06:52:10 pm by notquitethere »
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Rolepgeek

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Re: Heretics of Hexland 3 - Turn Based Colonisation Game - Year 1 - Spring
« Reply #33 on: March 24, 2015, 06:58:36 pm »

Well that's that.

I had been hoping to grab 113, possibly, but that ain't happenin' now. Oh well~

The Children of Penance wept as they swam, their tears mingling with the salt of the wretched seas that they once called home. Their ancestors revered the sea, and for that most vile of sins they could make amends in only one way.

But first, they must find land to claim. To watch. To grow...


Embark 79
Grow 79
Channel 79|66
« Last Edit: March 24, 2015, 07:25:50 pm by Rolepgeek »
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Persus13

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Re: Heretics of Hexland 3 - Turn Based Colonisation Game - Year 1 - Spring
« Reply #34 on: March 24, 2015, 07:07:33 pm »

Well that's that.

I had been hoping to grab 113, possibly, but that ain't happenin' now. Oh well~
You and everyone else.
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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 - Spring
« Reply #35 on: March 24, 2015, 07:09:55 pm »

One benefit of going first :D

Rolep, you know that expanding isn't limited by the defence of rivers, right? (Assuming you were draining to make it easier to expand)
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Rolepgeek

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Re: Heretics of Hexland 3 - Turn Based Colonisation Game - Year 1 - Spring
« Reply #36 on: March 24, 2015, 07:20:05 pm »

One benefit of going first :D

Rolep, you know that expanding isn't limited by the defence of rivers, right? (Assuming you were draining to make it easier to expand)
Wait it isn't
Fuck
EDIT: Alright, fixed.
« Last Edit: March 24, 2015, 07:26:02 pm by Rolepgeek »
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monk12

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Re: Heretics of Hexland 3 - Turn Based Colonisation Game - Year 1 - Spring
« Reply #37 on: March 24, 2015, 07:29:41 pm »

The sea fog rises on the shores of Hextopia as it does every evening, but this time something is different. The normally placid fogbank writhes and whirls to the touch of unseen forces. Ethereal voices call out to one another, and the strongest begin to manifest, spectral warriors in a bewildering array of arms and armor. Without the power of the Necromancer to bolster them they are weak, only able to lightly touch the true world, and they are few in number. There are more voices to be given form, more spirits to walk the night, if only energy can be found.

Necromancy, at its heart, is the manipulation of life, drawing that vitality from the living and gifting it to the dead. Beneath a moonlit sky the strongest warriors of the Cobalt Warders walk the earth, tilling the soil, serving the life in the area that it might soon serve the dead.




Oh there's plenty of good spots left... but I'll go here anyway.


Action Pool: 2

Embark 73 (AP:2)
Grow 73 (AP:1)
Channel 73|87 (AP:0)

notquitethere

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Re: Heretics of Hexland 3 - Turn Based Colonisation Game - Year 1 - Spring
« Reply #38 on: March 24, 2015, 07:32:52 pm »

One benefit of going first :D

Rolep, you know that expanding isn't limited by the defence of rivers, right? (Assuming you were draining to make it easier to expand)
Wait it isn't
Fuck
EDIT: Alright, fixed.
Yep, it was a sticking point in the previous game so I thought I'd make this crystal clear so you didn't waste moves.
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Urist Arrhenius

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Re: Heretics of Hexland 3 - Turn Based Colonisation Game - Year 1 - Spring
« Reply #39 on: March 24, 2015, 07:59:18 pm »

Embark 128
Expand 114
Grow 114
« Last Edit: March 24, 2015, 10:48:49 pm by Urist Arrhenius »
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Rolepgeek

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Re: Heretics of Hexland 3 - Turn Based Colonisation Game - Year 1 - Spring
« Reply #40 on: March 24, 2015, 08:02:46 pm »

Embark 128
Expand 114
Grow 114



Heheheheheh.

This will turn out badly for someone, that's for sure...
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Toaster

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Re: Heretics of Hexland 3 - Turn Based Colonisation Game - Year 1 - Spring
« Reply #41 on: March 24, 2015, 09:09:21 pm »

Embark 128
Expand 114
Grow 114


The embark tile has to be coastal.

EDIT:  It can't be next to someone either, so 127 is out.  115 is the only valid tile that can expand to 114.

EDIT x2:  Also, you can't expand in Spring; only Summer and Fall.

EDIT x3: Also, you're a letterbeast and I'm a dumb pig.
« Last Edit: March 24, 2015, 09:26:53 pm by Toaster »
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HMR stands for Hazardous Materials Requisition, not Horrible Massive Ruination, though I can understand how one could get confused.
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notquitethere

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Re: Heretics of Hexland 3 - Turn Based Colonisation Game - Year 1 - Spring
« Reply #42 on: March 24, 2015, 09:34:31 pm »

Embark 128
Expand 114
Grow 114

Toaster is correct, the embarkation point has to be coastal. Also, keep in mind that 3 players will take their turn ahead of you so you probably don't want to embark too close to any of them.
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Urist Arrhenius

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Re: Heretics of Hexland 3 - Turn Based Colonisation Game - Year 1 - Spring
« Reply #43 on: March 24, 2015, 10:45:15 pm »

Embark 44
Expand 30
Grow 30


It's better this way anyway.
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Toaster

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Re: Heretics of Hexland 3 - Turn Based Colonisation Game - Year 1 - Spring
« Reply #44 on: March 25, 2015, 12:28:00 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]
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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.
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