Genre: Strategy, Turn-based strategy (TBS), Card & Board Game
Hexarchy
Hexarchy Alpha 0.588
Civilization Specific Units
Units are unlocked by researching any tech at a certain tier. The tier varies per civilization.
Persia - Immortal
The first attack that would kill the Immortal instead reduces it to half strength.
Rome - Legionnaire
Starts with extra promotion slots
Builds a fort when fortifying
Arabia - Mamluk
Build with gold
Reduced gold supply cost
China - Cho-ko-knu
Attacks twice
Greece - Companion Cavalry
Mounted unit that can claim hexes
France - Imperial Guard
Starts with Vanguard
Aztecs - Jaguar
Can melee attack and ranged attack
Starts with Woodsman
Russia - Cossack
Flank attacks do bonus damage and splash damage
Egypt - Horse Archer
Mounted ranged unit
Starts with Vanguard
England - Longbowman
Shoots over terrain that normally blocks ranged attacks
Ignores enemy terrain defense bonuses
Civilization Passive Bonuses
Persia
50% reduced unit supply gold cost
50% reduced city upkeep gold cost
Rome
+1 extra build per turn per city
+1 hammer yield on hexes with a road
Arabia
+1 gold for all resources sold
Holy Sites give +2 culture and +2 gold
China
+1 hammer from mine, workshop, forge, lumber mill, and warehouse
Shuffle cost reduced to 1 gold
Greece
Can adopt multiple civics of the same type
Adopting a civic gives 4 gold
France
+2 culture per city
Easier for border growth to steal an enemy hex
+50% damage from artillery units
Aztecs
Get 3 gold and 2 culture when killing an enemy unit
Get +1 Victory Point when killing an enemy unit
Russia
+2 food on all city hexes
50% reduced unhappiness yield penalties
Egypt
Wonder gold cost reduced by 100%
England
25% chance to gain 1 hammer when selling a resource
+1 gold yield from water tiles
Borders expand more quickly over water tiles
Tech Tree Changes
Many things moved in the tech tree. Most techs now have fewer cards
New techs: Animal Husbandry, Mining, Architecture, Astronomy, Logistics
Balance Changes
Units spawned on Barracks are immediately mobilized so they can move that turn
Settlers no longer immune to ranged attacks
Harbor gold increased to 2 and now immediately gives bonus resources when built
Courthouse maintenance reduction increased
Misc
Culture can steal hexes from enemy players
Culture can grow a city's borders multiple times in a turn
Simple culture overlay toggle
Shuffle disabled in daily challenges
Can select your "preferred civilization" for multiplayer games
Various AI changes
Tech tree panel improvements
Multiplayer game start countdown no longer skips seconds
Bug Fixes
Fix that should address some recurring multiplayer disconnect issues
Other minor fixes
Thanks everyone!
Hexarchy Alpha Update 0.574
Misc
Cities can now build a unit and a building each turn. Warehouse and Forge add an extra build of both types to the city.
Added a Shuffle button that shuffles your discard pile back into your deck immediately for 4 gold
Slight empire-wide reduction in the percent chance of a We Love You effect each time one is triggered
Maneuvers now also gives a 1 turn movement bonus in addition to ignoring zone of control
Added custom multiplayer game setting for announcing the game code on Discord
UI
Cursor changes when there is a player order being processed
Researching a card now always requires a separate click on the card the player selects to add to their hand
Added crude display of current game settings to game code panel
Bug Fixes
Fixed a bug where you could start a road on an enemy city
Thanks everyone!
Hexarchy Alpha Update 0.572
We've added new settings to single player skirmishes and private multiplayer matches. This is both to allow players to customize their games and to test potential changes for the default mode. Please give us your feedback on how games go with different settings.
Misc
Wonders are now built on hexes outside of cities
New menu system (work in progress)
All single player skirmish settings are available in private multiplayer games
New Settings
Bot Difficulty (take "hard" and "insane" with a huge grain of salt for now. More AI improvements to come)
Bot Aggressiveness
Disable bots (multiplayer only)
Fog of War
Always Mobilize (except Settler)
Require 3 hexes between cities
Thanks everyone!
Thank you, testers! Stay tuned for the next play test.
That concludes this play test. Thank you, testers!
We've received a whole lot of feedback, suggestions, and bug reports. We have a lot to go through and a ton of work to do. We're continually impressed by how thoughtful the community's feedback is - it inspires us to make Hexarchy the best game it can be.
It won't be long until the next play test so stay tuned. If you're not on Discord, we invite you to join the ongoing discussion with other players and the devs: http://tinyurl.com/hexarchy
Multiplayer Stats
For those of you interested in multiplayer, here's some metrics from the multiplayer games during the play test:
It's a priority for us to ensure that there are multiple pathways to victory in a game, so we split all of the completed multiplayer games into two groups - where the winner captured at least one enemy city and where the winner did not. Here is some data comparing those two groups:
Hexarchy Alpha Update 0.568
Misc
Changing the resource icon size in the menu will now update the size of the icons as you change it
Bug Fixes
Fixed a bug in multiplayer where an eliminated player could hang the game for the remaining players
Fixed an issue where you could click a Citizen token behind a card in your hand
Fixed an issue where resource overlay icons could show up on top of the fog of war
Resolved most issues with the resource overlay not updating on events
Thanks everyone!
Hexarchy Alpha Update 0.566
Misc
Added a menu option to keep the resource overlay on between turns
Bug Fixes
Fixed a bug where canceling a card play could lead to the UI being frozen
Fixed a graphical glitch where a card could be partially dissolved
Fixed an issue where a Citizen would sometimes be immediately dropped after being picked up
Fixed an issue where Citizen slots would not appear if a Settler hex is selected
No longer says "Invalid Order" when placing a Citizen back in its original slot
Fixed a bug where a Charge that kills a previously unseen unit could cause the UI to hang
Thanks everyone!
Playtest now live and exciting publisher news!
Hello!
We are excited to announce we are partnering with Yogscast Games as a publisher for Hexarchy! Nothing will change when it comes to development and features Yogscast Games will just be helping with marketing support and helping fund the development!
To celebrate the announcement Yogscast will be hosting Yogscast Games Direct where you will be able to see some gameplay Hexarchy and some other great Yogscast Games games live on their Twitch channel.
If you like what you see head over to our store page and hit the request access button to gain access to our exclusive limited time playtest! You will even be able to play multiplayer so bring your friends along too!
We will have more exciting news coming very soon so stay tuned for future posts!
Hexarchy Alpha 0.548
Ranged Attacks
Archers, Crossbowmen, Catapults, and Cannons can now attack from a distance
Immediate Single Player Moves and Attacks
In single player, move and attack orders will now execute immediately
New Content
Vanguard Promotion - permanent charge
Shield Wall Ability - immune to ranged attacks this turn
Bread and Circuses Ability (replaces Legacy) - fills city happiness to half and gives food
New Art
Lots of card art has been updated
New music tracks
New Tutorial
Now split into 3 levels
Introduces concepts at a slower rate
Limited tech tree
UI Changes
Can now drag cards to play them
Right click now issues Move and Attack orders
Tech tree panel has been redone - now shows which cards are in your deck, destroyed, and which wonders have been built
Hold shift or alt while mouse wheel scrolling the tech tree to scroll horizontally
Buttons that now let you toggle between automatically distributing and selling excess resources when your turn ends
Holding ctrl while clicking a resource stack picks up the entire stack
Hexes you can reach in one turn are highlighted when selecting a unit
Popup in bottom right shows what resources you're spending to play a card
Hammer and resource counts change based on the cost of the card you're playing
When researching a tech, cards that you'd be able to play this turn are highlighted
Cards in your hand are only highlighted if there is a valid target for them
Units that need orders have their icons highlighted on the map
Various other new UI cues
Other Changes
Mine, Pasture, Fishing Hut now gather resources immediately when built
Added Firewood card to base deck card - only for burning
Building a lumbermill immediately adds one Firewood to your hand
Charge can now trigger twice in the same turn
Units only have zone of control when fortified
Slavery disabled
Unit line of sight changes
Many bug fixes
Thanks everyone!
Multiplayer and Daily Challenges enabled in demo for #TurnBasedFest
We're thrilled to have Hexarchy included in #TurnBasedFest on Steam!
For a limited time, we've enabled multiplayer and daily challenges in the demo - now's your chance to check it out!
Also, don't forget to check out other great turn-based games that are participating in the festival: https://store.steampowered.com/curator/43077188/sale/TurnBasedFest
Hexarchy Alpha Update 0.492
When playing single player the game server no longer runs in a separate process. This should resolve some issues players were encountering.
Let us know if you encounter any issues. Thanks everyone!