So, my game with my younger siblings is starting to reach domain-level interaction (not that any of them ar higher than 5th level right now, but they cleared the monsters out of an old elven village and decided to use it as a base of operations and started importing caretakers and peasants).
And it occurred to me, upon rolling the value of the hex, that to explain the slightly low-ish roll on the 3d3 (5) was that the treants that they found in the hex and made peace with are not real amenable to much logging or strip-mining going on. Therefore, the hex is functioning at a lower value.
After describing it this way, I remembered that there's another hex not too far away that I specifically designated as having a rich ore vein and I sort of combined the thoughts into one big, dangerous mega-thought and wanted to run it by my fellow ACKS experts to see if it sounded reasonable.
In the case of the first hex, if the PCs decided to go full-on mercenary and murder their Treant allies, I would feel somewhat compelled to add a point or two of value to their hex because of the way I chose to describe why they "only" got a 5.
But in the case of the nearby ore vein hex, I think it would be equally reasonable to add a point or two to the 3d3 roll to highlight the extra value I intended the hex to have.
And here's where the questions gets a little tricky:
1) How much should a benefit or restriction modify the 3d3 roll? How much does a 1-point or 3-point boost to a single hex throw off the math?
2) Should I allow boosts to take the value of a hex over 9? This would make ultra-valuable hexes along a border a very good justification for rival domains to wage war and steal land. But, again, I'm concerned about it "breaking the math" in a way I'm not yet foreseeing.