Different types of Villages exist in the world of HexTerra. These different Villages possess different Village Abilities as well as different rates of growth as well as differing maximum level caps. You start out with a Starting Village, which when it hits a certain level, allows you to choose what type of village it will grow into. The choices of different Villages branch out from the starting Village, allowing you to make strategic choices based on the type of Village you want as well as what Abilities you want access to, taking into account the impact the specified type of Village will have on your world. There are pros and cons to each Village type.
Each Village has unique statistics and metrics that accompany it that can help or hinder you in your effort to bring your world into balance. These statistics determine how fast the village grows, how many Ability Points it collects each turn, the chance it can cause Natural Disasters, the Villages Maximum Level Cap, and the impact the Village has on the Terrain Tiles surrounding it as well as the one it is on.
- Starting Village
- Industrial Village
- Farming Village
- Fishing Village
- Mining Village
- Nomadic Village
Village Levels and Ability Gauge
A Village can earn Ability Points for each turn it exists depending on the Green Level of the Terrain Tile it is situated on. The Ability Points accumulate and the amount collected is indicated by the Ability Gauge. When the Ability Gauge is filled, you can use one of the Village’s Abilities. Once a Village Ability is used, the Ability Points you have accrued are spent and the Ability Gauge is emptied, resetting the accumulated Ability Points back to zero. The cycle then repeats as you accrue Ability Points again refilling your Ability Gauge.
A Village’s Level is closely linked to its Ability Gauge. The Village Ability Gauge is a measure of how many Ability Points a Village has earned over time. When the Ability Gauge is completely filled, the Village will allow you to use one of its Village Abilities. Completely filling the Ability Gauge also coincides with the Village’s level increasing by one level.
The Village’s Level will continue to increase in this fashion until it hits its Maximum Level Cap. When a Village reaches its maximum level, the Village’s Ability Gauge can continue to fill and allow the use of Village Abilities, but the Village’s level will no longer increase when the Ability Gauge is filled completely.
- Rules for Village Levels
- Each type of Village can gain levels by earning Ability Points to fill their Ability Gauge
- When the Village Ability Gauge is filled completely, the Village gains a level
- When certain Village Levels are achieved, a Village may unlock new Village Abilities that were previously unavailable at a lower level Village
- Different Village types earn Ability Points and fill their Ability Gauges at different rates
- Different Village types require different amounts of Ability Points to gain levels
- Different Village types have differing maximum level caps
- Ability Gauge Description
- The Ability Gauge is a visual display of how many Ability Points a Village has accumulated
- This gauge can be seen on the Tile Tips HUD by tapping a Village or the Terrain Tile a Village inhabits in the game world
- Ability Points are awarded to each Village at the end of each turn based on the state of the Terrain Tile the Village inhabits
- If enough Ability Points are accumulated to fill the Ability Gauge, you will be able to select use a Village Ability
- Village Abilities are similar to Ability Cards in that they allow you do affect the game world in some way
- Village Abilities can only be used when a Village has a full Ability Gauge
- Ability Gauge Rules
- Ability Points can be awarded with each passing turn if the following conditions are met:
- At the end of a turn, if a Village is on a Terrain Tile of either 0 or +1 Green Level it will gain Ability Points for that turn
- At the end of a turn, if a is Village on a Terrain Tile that has a Green Level of less than 0, it does not gain any Ability Points for that turn
- When the Ability Gauge reaches its maximum capacity, that Village’s currently unlocked Village Abilities become available for you to use
- When filled to maximum capacity, the Ability Gauge can no longer accumulate Ability Points until the Ability Gauge is reset back to zero Ability Points
- An Ability Gauge remains full and cannot reset to zero Ability Points until an available Village Ability corresponding with that Ability Gauge has been used
- Once a Village Ability has been used, the Ability Gauge of the Village that used the Village Ability will immediately reset to zero Ability Points
- There is no limit to how many available Village Abilities can be used in a single turn
- Village Abilities do not have to be used in the same turn that they become available
- A Village’s Full Ability Gauge will remain full and be unable to accumulate Ability Points while there is an available Village Ability for that Village
- The Village Ability will remain available until used but will prevent any further accumulation of Ability Points for that Village
- Village Abilities can be used at any time during the player input phase
- When the player input phase ends, Village Abilities can no longer be played until the next phase of player input begins
- Once a Village Ability is used the Ability Gauge of the Village that used the Ability is reset to zero and Village Abilities for that Village can no longer be used until the Ability Gauge is filled to maximum capacity again
- Different Village Abilities have different effects and effect durations based as defined by each individual Village Ability
Types of Village Abilities
- Quell Fire
- This Village Ability allows you to remove a Wildfire or Manmade Fire from any one Terrain Tile in the world
- Can be used on Tiles with and without Villages
- Using on a Village will prevent the Village from losing Houses to Fire
- Quarantine Plague
- Allows you to remove the Plague Disaster from any one Village in the world
- The Village on which the Plague was removed becomes immune to being infected by Plague for X turns
- X is tunable (initial tuning: 1 turn)
- Flu Vaccine
- Allows you to remove the Flu Disaster from any one Village in the world
- The Village on which the Flu was removed becomes immune to being infected by Flu for X turns
- X is tunable (initial tuning: 2 turns)
- Irrigation
- Allows you to increase the Green Level of a neighboring tile one time by +1
- Causes the chosen Terrain Tile to immediately change states based on its new Green Level
- The Terrain Tile will calculate its Green Level Average normally from its new Green Level
- Controlled Burn
- Allows you to decrease the Green Level of a neighboring tile one time by -1
- Causes the chosen Terrain Tile to immediately change states based on its new Green Level
- The Terrain Tile will calculate its Green Level Average normally from its new Green Level
- Disaster Preparedness
- Natural Disasters and Manmade Disasters cannot spawn or migrate to the Village that is chosen as the target of this Village Ability
- The duration of this effect lasts for X turns
- X is tunable (initial tuning: 3 turns)
- Can be used on any Village in the world
- Can not be used on a Village that is currently occupied by a Disaster
- Village Migration
- Allows your Village to migrate to a different Terrain Tile of your choosing
- Can not be used on other Villages besides the the currently selected Village that has this Village Ability unlocked
- Turns the selected Village’s Houses into Travelling Wagons indicating the Village is in the Migration State
- When this Village Ability is used, the HUD enters the Migration Setup Mode and the HUD is replaced by the Migration Setup Mode Menu (see menus & settings)
- While in Migration Setup Mode:
- In this mode you can select/deselect the destination Terrain Tile you want your Village to migrate to
- Tapping Terrain Tiles allows you to select/deselect the Tiles you want the Village to travel through
- The selected Terrain Tiles must all form an unbroken chain ending on your Final Destination Tile
- The last Terrain Tile selected is the Final Destination Tile by default
- There is no limit on the number of Tiles you can select as part of your Wagons’ travelling route
- While in the Migration State:
- The Wagons will move together as a group each turn
- The Wagons move X Terrain Tile per turn towards the destination Terrain Tile
- X is tunable (initial tuning: 1 Terrain Tile)
- The Wagons can not move through the following Terrain Tiles:
- Mountain Tile, Water Tile, Swamp Tile, Playa Tile, Void Terrain Tile (Gap indicating no Terrain Tile)
- The Wagons will follow the selected route and cannot change their route once the Migration State has been initiated
- Disasters can still affect the total number of Wagons as the Disaster would normally affect the number of Houses in a Village
- The Green Level of Terrain Tiles does not affect the number of Wagons as it would Houses in a Village
- The Wagons do not affect the Green Level of the Terrain Tiles they pass through
- If a Terrain Tile that is part of the Wagons’ migration route (that the Wagons have not already passed through) changes to a Terrain Tile that the Wagons cannot traverse:
- The Wagons continue to travel along their migration route until they reach the Terrain Tile that is sequentially one Tile before the now intraversible tile in the Migration Route’s sequential order of Terrain Tiles
- Once the Wagons have arrived at the Terrain Tile that is sequentially before the untraversable Terrain Tile in the Migration Route’s Terrain Tile sequence, the Wagons are forced out of the Migration State and transition back into the their Village state on the current Terrain Tile they are located on
- When your Wagons reach the Destination Tile or are forced out of the Migration State, the Wagons will transition back into Houses to re-form a Village
- The Village retains its previous Village Level before it entered the Migration State
- The number of Houses in the Village may change based on what Disasters were encountered when in the Migration State
- Change Village Type
- Allows you to change selected Village’s Type to a different available Village Type
- The Village’s House count remains unchanged
- The Village’s Level becomes zero and its Ability Gauge resets to zero
- The Village now can accumulate Ability Points and gain Village Levels as the chosen Village Type
- Can not be used on other Villages besides the currently selected Village that has this Village Ability unlocked