Hexeon

Time away

Not playing costs nothing. This page says exactly what that means, including where it is less simple.

What carries on without you

A Hex whose holder is away does not stop. It produces at a reduced rate, around thirty percent of its active rate. You come back to a smaller store than if you had played, never to nothing.

What is protected while you are gone

What events can destroy while you are here

This belongs on this page, because the promise above is about absence and not about everything, and a promise made too wide is one the game breaks in public.

While you are playing, an event can destroy materials you already hold. There are two different storms: the one that arrives when a gauge leaves its band destroys thirty percent of held materials; the one on the disaster clock destroys twenty percent, and only at its most severe.

After six months

After twenty-six weeks without playing, your domain is liquidated at the smoothed price and your colonist goes into cryogenics. This is not a punishment; it is what gives the room back to the world.

Neither "you keep everything" nor "you lose everything" is true, so here are both lists.

Waiting for you when you wake: your money, in full; your research, in full; your feats; and one Hex at once, the day you return, with no queue.

What you do not get back: the particular Hexes you held, which were sold; and your standing orders, which do not survive the liquidation.

What the game will send you, and what it will not

By default, one summary a week. You choose the categories, you can switch all of it off, and nothing turns itself back on.

Every notification in this game names something that has already happened. None of them will tell you that you have two hours left, that your neighbour is passing you, or that an offer ends tonight. That is not a moderation policy: the list of possible notifications is closed, and there is no notification of that shape in it to send.