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Author Topic: Heretics of Hexland 3 - Turn Based Colonisation Game - Year 3 - Summer  (Read 20531 times)

Persus13

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Speaking of, Persus, can I ask you to allow me access to the ocean at 116? I ca go through 103, if necessary.
Not really sure what the benefit for me would be. And potentially being surrounded by you would be somewhat annoying.
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Longbowmen horsearcher doomstacks that suffer no attrition and can navigate all major rivers without ships.
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Rolepgeek

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Speaking of, Persus, can I ask you to allow me access to the ocean at 116? I ca go through 103, if necessary.
Not really sure what the benefit for me would be. And potentially being surrounded by you would be somewhat annoying.

Well, for one thing, we don't spark a war that neither of us can afford.

And I have no reason to attack you when I would have all that room to expand. You could have 103 back; I just want it to Reclaim that Ocean, see.

Finally, I'll give ya 104 and 105 without contest, as well as the line of tiles east of 117, and even Shore Up 104 for ya.

Basically, you don't contest me getting to 116, I don't contest you in other places. Although I may grab 121 temporarily just to get that delicious Ocean.
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Persus13

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Speaking of, Persus, can I ask you to allow me access to the ocean at 116? I ca go through 103, if necessary.
Not really sure what the benefit for me would be. And potentially being surrounded by you would be somewhat annoying.

Well, for one thing, we don't spark a war that neither of us can afford.

And I have no reason to attack you when I would have all that room to expand. You could have 103 back; I just want it to Reclaim that Ocean, see.

Finally, I'll give ya 104 and 105 without contest, as well as the line of tiles east of 117, and even Shore Up 104 for ya.

Basically, you don't contest me getting to 116, I don't contest you in other places. Although I may grab 121 temporarily just to get that delicious Ocean.
Then we have a deal.
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Longbowmen horsearcher doomstacks that suffer no attrition and can navigate all major rivers without ships.
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monk12

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Harvest 11
Harvest 24
Tower 36
Expand 37

I had the day off so I figured I'd advance the season for us (it's pretty well done,) but I hit a snag. 37 is a Lake, which has an innate defense of 1, which means that it takes 2 actions to expand into, not one. Not sure what you want to do with that hanging action; I suppose if you REALLY want that lake you could Raze one of your plains or not harvest one of your fields, but whether the price is worth the gain is up to you.

notquitethere

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Year Two - Winter

Spoiler: Year 2 - Winter (click to show/hide)

In Winter you can: Conquer, Improve, Raze, Raid, Dismantle as well as doing certain heresy-specific actions. nqt will 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. 3]
2. Morkwind - Peradon [pop. 5]
3. The Children of Penance - Rolepg [pop. 6]
4. Cobalt Warders- Monk12 [pop. 6]
5. Babelians - Persus13 [pop. 6]
6. Four Legs GoodToaster [pop. 6]
7. The Grand Garden - Urist Arrhenius [pop. 7]
8. Accord of Unity - Cerapa [pop. 10]



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)

This turn update was kindly compiled by Monk, but I take responsibility for any errors.
« Last Edit: April 15, 2015, 12:37:57 am by notquitethere »
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notquitethere

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Re: Heretics of Hexland 3 - Turn Based Colonisation Game - Year 2 - Winter
« Reply #155 on: April 13, 2015, 10:29:58 am »

Start: AP3
Raze 101 - AP4
Raze 154 - AP5

Conquer 87 - AP4
Irrigate 87 - AP3
Raze 87 - AP4

Conquer 113 - AP1
Raze 113 - AP2

Raise 114 - AP0 (Shaker Power)


Pretty much the only benefit to going first is being able to attack first and set a desert buffer-zone in Winter.
« Last Edit: April 14, 2015, 10:45:32 pm by notquitethere »
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Persus13

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Re: Heretics of Hexland 3 - Turn Based Colonisation Game - Year 2 - Winter
« Reply #156 on: April 13, 2015, 10:45:14 am »

Irrigate 145 (Industrious)
Build City 147
Channel 131/132
Channel 117/118
Irrigate 131
Build City 131
Tower 117
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Longbowmen horsearcher doomstacks that suffer no attrition and can navigate all major rivers without ships.
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cerapa

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Re: Heretics of Hexland 3 - Turn Based Colonisation Game - Year 2 - Winter
« Reply #157 on: April 13, 2015, 10:46:47 am »

(1) Channel 136/150
(1) Irrigate 150
(1) City 150
(6) Fortify EVERYTHING
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monk12

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Re: Heretics of Hexland 3 - Turn Based Colonisation Game - Year 2 - Winter
« Reply #158 on: April 13, 2015, 11:28:51 am »

In the Fall, the ghosts moved into the southern badlands, a desert devoid of life that could be revitalized with some effort.

In the Winter, the ghosts fell back, hounded by chittering swarms of beetles.

It seemed they were everywhere; erupting from under rocks, boiling out of dry gullies, nipping and biting and clawing anywhere the Cobalt Warders attempted to materialize. The spectral soldiers fought back, attempting to disperse the infestation, but for every hundred beetles smashed into paste a ghostly warrior lost cohesion, their life force leaked away by countless wounds from small, razor-sharp mandibles. The Cobalt Warders abandoned the place in disgust, before their numbers could be any more depleted.




AP: 5

Mimic Bountiful (Favored Terrain: Forest) (AP:4)
Build City 60, 75 (AP:2)
Fortify 60, 75 (AP:0)



Start: AP3
Raze 101 - AP4
Raze 154 - AP5

Conquer 87 - AP4
Irrigate 87 - AP3
Raze 87 - AP4

Conquer 113 - AP1
Raze 113 - AP2

Raise 114 - AP3 (Shaker Power)


Pretty much the only benefit to going first is being able to attack first and set a desert buffer-zone in Winter.

If you lead by Razing 101, can you then conquer 87 even though you don't border it anymore? Or does the conquer action only worry about contiguous tiles at the start of the turn?

cerapa

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Re: Heretics of Hexland 3 - Turn Based Colonisation Game - Year 2 - Winter
« Reply #159 on: April 13, 2015, 11:32:29 am »

Razing causes a loss of ownership at the end of the turn.
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Peradon

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Re: Heretics of Hexland 3 - Turn Based Colonisation Game - Year 2 - Winter
« Reply #160 on: April 14, 2015, 01:01:31 am »

Fortify 11
Fortify 23
Fortify 36
Fortify 25
Channel 36|23
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Toaster

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Re: Heretics of Hexland 3 - Turn Based Colonisation Game - Year 2 - Winter
« Reply #161 on: April 14, 2015, 01:10:01 pm »

7 still shows as a Field even though it should be a Plain.

(Free) Channel 34 | 48
Channel 34|35
Irrigate 35
Fortify 34
Fortify 48
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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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Urist Arrhenius

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Re: Heretics of Hexland 3 - Turn Based Colonisation Game - Year 2 - Winter
« Reply #162 on: April 14, 2015, 04:27:11 pm »

Channel 30|44, 33|44, 57|44
Irrigate 57
Build City 17, 44, 56
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notquitethere

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Re: Heretics of Hexland 3 - Turn Based Colonisation Game - Year 2 - Winter
« Reply #163 on: April 14, 2015, 05:57:14 pm »

Rolepg, would you mind reminding me exactly what your queued up turn was?
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Rolepgeek

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Re: Heretics of Hexland 3 - Turn Based Colonisation Game - Year 2 - Winter
« Reply #164 on: April 14, 2015, 08:30:30 pm »

If I remember right, it was

Channel 77|78
Irrigate 77, 78, 94
Shore Up 91
Fortify 78
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