Friday, October 30, 2020

Proposal: Knolling

Timed out 1 vote to 7. Failed by Kevan.

Adminned at 01 Nov 2020 10:45:21 UTC

Add a Tile Action:-

* Work: Apply the effect of the Tool they are holding. If the Tool is an Intricate one, this action costs an additional Turn.

Remove the Turn Costs of all Tools.

Replace “A tool must have the following characteristics: a Turn cost and an effect. A Monk may use a tool that they are holding at any time by spending its turn cost in turns and applying its effect.” with:-

Each Tool has an effect.

Reword the Grinding Stone effect to:-

The Monk using this tool may change the colour of a white tile to match that of a tile which is which is distance 2 from it. This action is known as Grinding. The Grinding Stone is an Intricate Tool.

To the Lump of Clay effect, add:-

The Lump of Clay is an Intricate Tool.

To the Hourglass effect, add:-

. The Hourglass is an Intricate Tool.

In “Energy Bar”, replace “3 Turns” with “4 Turns” and rename the tool to “Tonic Wine”.

Reformat the list of Tools to a simple bulleted list of “Name: Effect”.

Changing the Tool Use action into just another Tile Action to make life easier. (Also renaming Energy Bars to something more monasterial.)

Thursday, October 29, 2020

Proposal: St Judas’ Day [Special Case]

Reached quorum 10 votes to 0. Enacted by Kevan.

Adminned at 30 Oct 2020 09:37:17 UTC

Set the special case rule “The Traitor” to active.

Clucky said “Actually think it might be fun to activate the Traitor for this dynasty, but I want to wait until others join.” during the ascension address. (But they didn’t need to deactivate the rule, the Emperor can wait as long as they wish before selecting a Traitor.)

Proposal: Statement of Faith

Reached quorum 8 votes to 1. Enacted by Kevan.

Adminned at 30 Oct 2020 09:33:27 UTC

Reset all Monk’s Creeds. Monks who have already performed the weekly action to change their creed this week may do it again.

Replace the list of Creeds with the following

life: a Monk knows existence is preferred - Effect: Whenever a Monk with this creed increases the stockpile of a resource by the result of a dynasty action, they increase it by an additional 1
balance: a Monk knows there can’t be one without another - Effect: Whenever a Monk with this creed performs a type of Tile Action which they have not already performed this week, its turn cost is reduced by 1 turn to a minimum of 1
peace: a Monk knows harmony - Effect: Whenever a Monk with this creed completes a Motif, they earn 1 additional guilder
truth: a Monk knows where to go - Effect: Whenever a Monk with this creed spends three or more turns during a single Tile Action, they earn 1 guilder
resolve: a Monk knows how to get there - Effect: Whenever a Monk with this creed performs the action to increase their turns, they earn 10 turns instead of 8.

These seem roughly balanced, though I’m not a huge fan of Truth to be honest I just couldn’t think of anything else for it

“by the result of a dynasty action” is there to rule out weirdness where if an admin with life enacts a proposal, it doesn’t trigger the life gain

Thursday, October 29, 2020

Call for Judgment: Super Expert No Skip

Quorum Reached. Passes 7-1. I’m gonna take the easier intrepretation of just setting Josh’s turns to 0, which actually gives him a bunch of free turns, cause that unblocks the rest of the game and lets us move on.

Adminned at 30 Oct 2020 21:12:13 UTC

If the CfJ here: https://blognomic.com/archive/timeskip1#comments has passed, this CfJ does nothing. If it is still pending, fail it.

The usage of a Grinding Stone to set tile 4 19 to Green by Josh as seen here here was legally performed, and set his turns to 0.

Increase the turns of all Monks other than Josh by 1.

Alternate approach to fixing game state that doesn’t unwind things. Josh explains the problem in his CfJ

My understanding of the problem is that that move set his turns to -1, which means it was illegal. But we can’t just undo the move because there are moves that chained off of it. Best way to fix in my mind is just to give everyone else a free turn.

Call for Judgment: Timeskip

Failed by passage of another Cfj—Clucky

Adminned at 30 Oct 2020 21:11:19 UTC

Revert the Mosaic to its state prior to this edit. Subsequent provisions of this CfJ affect Idle Monks as well as active Monks. Restore to all Monks any Actions spent on Tile Actions or item usage subsequent to that edit. Revert any Guilder gain by any Monk since the timestamp of that edit.

So here’s the problem.

In Call for Judgment: I spotted a loophole I set out a loophole that I believed that I had discovered. That Call for Judgment has been voted down; fair enough, and based on the consensus votes and comments on that CfJ I can see that the opinion is that the loophole that I thought I’d found was not valid. It’s clearly incumbent on me to revert it.

However. If I was following the consensus opinion on Turn costs, then one of my moves was illegal. Carrying out this move would have set my Turns to -1, so I would not have been able to carry it out.

A lot (a lot) of subsequent moves have been made based on the gamestate that my move created. Picking out which moves would have been legal and which wouldn’t is a mightmare; I know, I’ve spent the last hour trying to figure it out.

And in any case, there’s a fairness issue. Forcing people to uphold the halves of moves that they could have made but didn’t because the gamestate wasn’t what they thought it was is clearly, manifestly unfair. Equally unfair would be penalising me through a brute reduction in turns and Guilder, but allowing the illegally-constituted gamestate to be upheld. Other players have gainted through opportunities that should not legally have existed, were my expenditure to have been legitimately incurred. I assume that there would be little appetitite for a proposal that upheld the current status quo, of my illegal moves and anybody else’s being held to be retroactively legal, so here we are.

Reversion is the only course of action that really equitably allows all players to proceed from a level playing field, with no turns wasted, no ambiguity about the gamestate, and no exploitation of false opportunities.

New Mentorship

Card has agreed to be Sylav’s mentor

Proposal: More Items

Reached quorum 10 votes to 0. Enacted by Kevan.

Adminned at 29 Oct 2020 19:02:24 UTC

Add the following to the list of items

Hourglass
:Turn Cost 2
:For the purposes of calculating the cost of future Tile Actions, All Tile Actions taken by the Monk using this tool in the last 12 hours prior to their usage of this tool are not counted

Supply Bag
:Turn Cost 1
:Increase the stockpile of a random material by one

Devil’s Brush
:Turn Cost 1
:Pick a tile without an Inlay and set its Inlay to X, or pick a tile with Inlay X remove its Inlay

Energy Bar
:Turn Cost 0
:The monk using this tool immediately ceases holding this tool and gains 3 turns

Add the following to the rule “Motifs”

A Tile whose Inlay is X never be part of a Motif.

Remove the text “Guilders can be used to buy tools, materials and dyes. At any time, a Monk who is not holding a tool may spend five times the turn cost of any tool in Guilders to gain that tool.” from the rule “Guilders”

Adding a bunch of tools

also making it so that rich people can’t just buy the tools they want, to hopefully cut down on the whole “rich get richer” (and also allow things like the energy bar to work)

Proposal: Louder Than Words

Reached quorum 10 votes to 0. Enacted by Kevan.

Adminned at 29 Oct 2020 11:13:52 UTC

In the Tile Action list:

  • Before “Change the Color of a white Tile”, add “Copy:”
  • Before “Cease holding any tool”, add “Retool:”
  • Before “Reduce the Stockpile of a material by one.”, add “Rework:”
  • Before “Increase the stockpile of an uncommon resource by 5”, add “Provision:”
  • Before “Spend up to 10 Guilders.”, add “Procure:”

Then bold the strings to the left of (and including) colons in that bulleted list.

To the effect of the Grinding Stone, add “This action is known as Grinding.”

Giving a name to all the Tile Actions (most importantly “Copy”), to make it easier to describe and talk about the actions that we’re taking.

Joining Blognomic

I just recently found out about Nomics, and it seems like such a great game idea, so I searched around and found Blognomic, and after a couple days of watching this Dynasty, and reading the rules and all, I decided I want in. So here I am! I think it’ll be a great experience for me. Anyhow, hello everyone!

Wednesday, October 28, 2020

Proposal: Restocked

Quorum Reached. Passes 8 -0—Clucky

Adminned at 29 Oct 2020 01:12:32 UTC

Replace “resource” with “material” and “resources” with “materials” wherever they appear in the dynastic rules

Increase the stockpile of all common materials by 1000 and uncommon materials by 5

Thought I posted this as a CfJ last night but forgot. This is fixing some errors with an the stockpile proposal.

Proposal: Flower Disempower

Reached quorum 12 votes to 0. Enacted by Kevan.

Adminned at 28 Oct 2020 18:29:22 UTC

In the definition of “Flower”, replace “a gold Tile where all Tiles adjacent to it” with:-

a gold Tile where all Tiles that surround it

To the rule “The Mosaic”, add:-

For each 3x3 square of Tiles, the centre Tile is said to be surrounded by the other eight. Tiles on the edge of the Mosaic are never considered surrounded.

Requiring Flowers to be surrounded by petals on all eight sides; with the current four, they can be too easily combined with Pennants.

Call for Judgment: I spotted a loophole

Fewer than a quorum not voting against. Failed 1 vote to 7 by Kevan.

Adminned at 28 Oct 2020 20:18:05 UTC

As written, I think all uses of the grinding stone should have a cost of exactly 1 turn and no more.

Tools says “A Monk may use a tool that they are holding at any time by spending its turn cost in turns and applying its effect”. So you spend 1 Turn and carry out the effect.

The effect of Grinding Stone is to “immediately perform a Tile Action”. 

The rule Turns separates out spending Turns from the actual carrying out of the Tile Action (“In order to perform a Tile Action, a Monk must spend” is separate from “As a Tile Action, a Monk may do one of the following”). “In order to perform and tile action” makes spending Turns a pre-requisite of performing a Tile Action, but not actually part of the Tile Action itself. My read of that is that Grinding Stone allows that you (well, actually, requires you to) perform the Tile Action without carrying out the “spend turns” step that comes before it. It contributes to the snowball for subsequent turns but doesn’t actually require any further expenditure.

Solution: change the following text in the rule Turns:

In order to perform a Tile Action, a Monk must spend 1 Turn plus 1 additional Turn for every other Tile Action they have performed over the last 12 hours

As a Tile Action, a Monk may do one of the following:

To read as follows:

A Monk may carry out a Tile Action at any time by carrying out the following steps: first, a Monk must spend 1 Turn plus 1 additional Turn for every other Tile Action they have performed over the last 12 hours. Then they may choose one from the following:

Proposal: Unpainted tiles.

Quorum Reached. Passes 10-0—Clucky

Adminned at 28 Oct 2020 18:06:57 UTC

Add a new subrule to the rule Materials. Call it “Natural Colours” and give it the following text:

Some materials have Natural Colours associated with them. These colours are as follows:
Stone: brown, orange
Fine Sand: white
Wood: brown
Ink: Black
Precious Metal: Gold, Silver

In the rule “Pigments”, change the text

A tile may only have a colour for which the pigment is available.

to

A tile may only have a colour for which the pigment is available or which is a Natural Colour of the tile’s Material.

Tuesday, October 27, 2020

Bucky is Back

I ruined the last dynasty to have Monks and an Abbott, I may as well unidle for this one. I won’t attempt Admin actions for a short period of time while I re-acquaint myself with the relevant rules. So would another Admin please unidle me?

Proposal: Exhaustive Measures

self killed—Clucky

Adminned at 28 Oct 2020 18:01:49 UTC

In the rule “Turns” replace

Each Monk has a non-negative integer number of Turns, which is tracked on the “Mosaic” page on the Wiki and by default is 5 and has a maximum value of 20. Any attempts to set a Monks turns higher than 20 instead set it to 20. As a weekly action, a Monk may increase their Turns by 8.

In order to perform a Tile Action, a Monk must spend 1 Turn plus 1 additional Turn for every other Tile Action they have performed over the last 12 hours

with

Each Monk has a non-negative integer number of Energy, which is tracked on the “Mosaic” page on the Wiki and by default is 5 and has a maximum value of 20. Any attempts to set a Monks their Energy higher than 20 instead sets it to 20.

Each Monk has a non-negative integer number of Exhaustion, which is tracked on the “Mosaic” page on the Wiki and by default is 0. Any attempts to set a Monk’s Exhaustion below 0 instead set it to 0.

If a Monk’s Exhaustion is 5 or higher, they are Exhausted. An Exhausted Monk may not take any Dynastic Actions other that Rest or any other action that explicitly states it may be taken by an Exhausted Monk.

As a weekly action, a Monk may Rest. When they do so, they increase their Turns by 8 and reduce their Exhaustion by 3.

In order to perform a Tile Action, a Monk must spend 1 Energy. Additionally, if they have already performed another Tile Action they have performed over the last 12 hours they must Exert Themselves by gaining 1 Exhaustion or by spending 1 Energy for every other Tile Action they have performed over the last 12 hours.

Replace the words “Turns” and “Turn” with “Energy” wherever they appear in the dynastic rules and in any currently pending CfJs and Proposals

Set each Monk’s Energy to whatever value their Turns was immediately before this proposal was enacted.

Hopefully this allows some level of bursting, while still preventing you from only bursting

Proposal: Testify to Diversify

Quorum Reached. Passes 8-0—Clucky

Adminned at 28 Oct 2020 01:18:27 UTC

In the rule “motifs” replace

* A ‘’‘Pennant’‘’ is 2x2 square of Tiles where the top left and top right Tiles are two different colors, and the bottom left and bottom right tiles are those same two colors reversed. Its Benediction is: gain 5 Guilders.
* A ‘’‘Flower’‘’ is a gold Tile where all Tiles adjacent to it are the same color, and that color is not Green or Gold. Its Benediction is: gain 10 Guilders.

with

* A ‘’‘Pennant’‘’ is 2x2 square of Tiles where the top left and top right Tiles are two different colors, and the bottom left and bottom right tiles are those same two colors reversed. Its Benediction is: gain 5 Guilders minus one Guilder for each other Instance of a Pennant which that uses the same set of colors which appears on the Mosaic, to a minimum of 1 Guilder.
* A ‘’‘Flower’‘’ is a gold Tile where all Tiles adjacent to it (its petals) are the same color, and that color is not Green or Gold. Its Benediction is: gain 10 Guilders minus two guilders for each other Instance of a Flower whose petals the same color are the same color as the given instance which appears on the Mosaic, to a minimum of 2 Guilders.

Hope I worded these right.

Basic idea is that if there is already another flower with red petals on the board, you only get 8 guilders. If there are three of them, you only get four guilders. Likewise if there is already a bunch of green/yellow pennants on the board on only get one guilder for adding a new one.

Hopefully this stops the same pattern from getting spammed over and over.

Proposal: Let’s Paint

Reached quorum 9 votes to 0. Enacted by Kevan.

Adminned at 27 Oct 2020 12:35:40 UTC

Reduce the cost of white pigment to 0.

Right now it’s possible to reduce the cost of a pigment to 1 and render it unpaintable. Nothing has a cost below 0 so this still won’t make it possible to paint with white.

Proposal: “the monastery got some thought provoking texts from traders and all have been studying”

Self Killed—Clucky

Adminned at 27 Oct 2020 02:04:34 UTC

If Excommunication of The Bishop has failed this proposal instead does nothing.

Append to “The Mosaic”

Two tiles, A and B, are inverse of each other if the row of tile A equals the column of tile B and the column of tile A equals the column of tile B.

Replace “Change the Color of a white Tile to match the Color of a tile which is adjacent to it” to

Choose a subject tile that is white and change the color of the subject to match the Color of a tile which is adjacent to it

Replace the list of Creeds with

*life: a Monk knows existence is preferred - when taking the change color tile action, you may spend 1 turn to change the material of the subject to a material adjacent to it.
*balance: a Monk knows there can’t be one without another - when taking the change color tile action, you may spend 1 turn to change the color of a tile adjacent to the subject to a color that appears most frequently among the subject’s adjacent tiles.
*peace: a Monk knows harmony - when taking the change color tile action, you may spend 1 turn to change the color of a tile adjacent to the subject to a non-White color that appears either most frequently among the Mosaic.
*truth: a Monk knows where to go - when taking the change color tile action, you may spend 1 turn to swap the subject with its inverse.
*resolve: a Monk knows how to get there - when taking the change color tile action, you may spend 1 turn to change an additional tile of distance 2 to the subject to that same color.

Proposal: “there’s a rumor going round that the abbot will have us work longer hours in a day”

Quorum reached. passes 10-0—Clucky

Adminned at 27 Oct 2020 02:04:02 UTC

Replace “Each Monk has a non-negative integer number of Turns, which is tracked on the “Mosaic” page on the Wiki and by default is 5 and has a maximum value of 10. Any attempts to set a Monks turns higher than 10 instead set it to 10. As a weekly action, a Monk may increase their Turns by 5.” with

Each Monk has a non-negative integer number of Turns, which is tracked on the “Mosaic” page on the Wiki and by default is 5 and has a maximum value of 20. Any attempts to set a Monks turns higher than 20 instead set it to 20. As a weekly action, a Monk may increase their Turns by 8.

Increase each Monk’s Turns by 3.

the 8 is intentional

Sunday, October 25, 2020

Proposal: Tile High

Cannot reach quorum without a change of votes. Fails 1-7

Adminned at 27 Oct 2020 02:02:05 UTC

In “Turns”, remove “In order to perform a Tile Action, a Monk must spend 1 Turn plus 1 additional Turn for every other Tile Action they have performed over the last 12 hours”.

Replace “As a Tile Action, a Monk may do one of the following:” with:-

A Monk may spend 1 Turn to take any of one of the following Tile Actions:

I took a satisfyingly complex illegal move to claim a Pennant and block off anyone from being able to claim a second next to it, then had to revert it when I realised that Turns had the 12-hour cap thing. As robotabc773 observes on Slack, running the tile placement this slowly ends up “encouraging not doing anything for fear of setting something up for someone else” and I can’t see any incentive for me to actually lay tiles at this point.

Maybe allowing chains of 1-Turn actions would be fine?

Proposal: Backing Track

Quorum Reached. Passes 9-0—Clucky

Adminned at 27 Oct 2020 01:45:30 UTC

In the rule “The Mosaic”, after “Its Content, which consists of the character of its Material followed by the character of its Inlay (if it has one)”, add:-

. A White Stone Tile with no Inlay is known as Backing, and its Content is always an empty string.

Making the board cleaner by having the unused white squares display as empty.

Saturday, October 24, 2020

Proposal: Excommunication of The Bishop

Timed Out. Passes 8-2—Clucky

Adminned at 27 Oct 2020 01:43:15 UTC

In the rule “The Mosaic” replace

Two Tiles are Adjacent if they either share the same Column and their Row differs by only 1, or they share the same Row and their Column differs by only 1. Two Tiles are Diagonally Adjacent if their Columns and their Rows both differ by no more than 1. Two Tiles are Strictly Diagonally Adjacent if they are Diagonally Adjacent but not Adjacent

with

Two Tiles are Adjacent if they either share the same Column and their Row differs by only 1, or they share the same Row and their Column differs by only 1.

The Distance between two Tiles is the absolute value of the difference between their rows plus the absolute value of the difference between their columns

In the effect of “Grinding stone” replace

which is diagonally adjacent to it.

with

which is distance 2 from it

People suggested in my last proposal that they didn’t want to have to juggle multiple types of adjacency. So lets just remove diagonal adjacency all-together.

Proposal: Stocking Up

Timed Out. Passes 7-0—Clucky

Adminned at 27 Oct 2020 01:41:55 UTC

Rewrite the rule Materials as follows

The following is a list of materials that a Tile can be made out of. Presented in the form “{character}: {name}. {rarity}. ‘’{description}’’ ” where {character} is the letter used for the material in a Tile, {name} is the longform name of the material. {rarity} is the rarity of the material (either Common, Uncommon, or Scarce) and {description} is flavor text. A Tile may be described by its Material as in a “Glass Tile”.

*s: Stone. Common. “simple stones collected from the local river beds”
*f: Fine Sand. Uncommon. “colored sand imported from merchant ships or collected on the beach.”
*p: Paint. Uncommon. ‘‘locally crafted paint that the monks make from the surrounding area.’‘
*w: Wood. Uncommon. ‘‘stained wood from the nearby forest.’‘
*g: Glass. Uncommon. ‘‘see through or opaque, this stained glass is beautiful but requires a chain of processes to craft properly.’‘
*i: Ink. Scarce. ‘‘created from various materials, usually charcoal is the easiest to make while colors other than black are harder to create.’‘
*m: Precious Metal. Scarce. ‘‘Metals that are traded or smelted locally. Commonly the ones used in jewelry are used.’‘
*j: Jewel. Scarce. ‘‘Rare minerals that are found or traded for. Cut with specific tools by the monks, opals, jade, diamond, agate and emeralds among others are used in the mosaic.’‘

Each Material has a Stockpile which is a non-negative integer and is tracked in the “Mosaic” wiki page. By default, the stockpile of Common resources is 1000, Uncommon Resources is 5 and Scare Resources is 0.

Add the following to the list of Turn Actions

* Reduce the Stockpile of a material by one. Pick a stone tile and set its material to that material.
* Increase the stockpile of an uncommon resource by 5
* Spend up to 10 Guilders. Increase the stockpile of a scare resource by half the number of Guilders spent (rounded down)

Friday, October 23, 2020

Proposal: The Ruleset Legibility Project [Core] [Special Case] [Appendix]

Fewer than a quorum not voting against. Failed 1-6 by Kevan.

Adminned at 25 Oct 2020 13:07:17 UTC

Set the Core Rules and Special Case rules to read as per those found on this page.

If it has changed, revert the page Ruleset Appendix to this edit.

Set the colour markup of the Core Rules, Dynastic Rules and Special Case rules to match their respective colours from this page.

Note that all links are to specific edits of the respective wiki pages, so no need to go trying anything

Proposal: Material Science

Passes 9-0—Clucky

Adminned at 24 Oct 2020 21:58:00 UTC

In the rule “The Mosaic” replace

Its Content, which can be a string of up to two characters, and by default is empty

with

* Its Material, which can be any of the Materials listed in the rule Materials and by default is stone
* Optionally, its Inlay, which can be any ascii character. By default a tile has no inlay
* Its Content, which consists of the character of its Material followed by the character of its Inlay (if it has one)

In the rule “Materials” replace

s: Sand. ‘‘colored sand imported from merchant ships or collected on the beach.’‘

with

s: Stone. “simple stones collected from the local river beds”
f: Fine Sand. “colored sand imported from merchant ships or collected on the beach.”

Splits content into material + an item rather than letting some have two items and no material. Makes sure every tile has a material.

Currently inlays are just a symbol rather than a symbol that represents something else because I feel like its easier to just go “If the inlay is X” rather than having to also add X to a suburule and define what it means

Proposal: Purple is the New Black

Passes 8-0—Clucky

Adminned at 24 Oct 2020 21:34:41 UTC

Replace “Change the Color of any Tile to match the Color of a pigment that is available. Spend the relevant Guilder cost to use that pigment” with:-

Improve a Tile: Spend the cost of an available Pigment and choose a Tile with a color that has a lower Pigment cost, to change the Tile’s color to the color of the first Pigment.

Change the cost of white Pigment to 1.

Making colour-changing unidirectional towards more prestigious colours, to shut (or at least drastically slow) down the easy tile-flipping exploit discussed for Motifs.

New mentorship

Publius Scribonius Scholasticus has agreed to be Great_Guy96’s mentor

Proposal: Colouring In

Passes 8-0—Clucky

Adminned at 24 Oct 2020 21:31:22 UTC

To “Turns”, add a subrule called “Motifs”:-

Immediately after taking a Tile Action, a Monk may claim a single Motif to perform its Benediction, if an instance of that Motif is now present on the Mosaic and the same instance was not present immediately before the Tile Action. Motifs and their Benedictions are:-

* A Stem is horizontal or vertical line of three green Tiles. Its Benediction is: change a white Tile adjacent to any Tile in the Stem, to any available color.
* A Pennant is 2x2 square of Tiles where the top left and top right Tiles are two different colors, and the bottom left and bottom right tiles are those same two colors reversed. Its Benediction is: gain 5 Guilders.
* A Flower is a gold Tile where all Tiles adjacent to it are the same color, and that color is not Green or Gold. Its Benediction is: gain 10 Guilders.

A white Tile may never be part of a Motif.

Friday, October 23, 2020

Proposal: We need a system

Self Killed—Clucky

Adminned at 24 Oct 2020 21:28:37 UTC

On the “The Mosaic”, add

A column and call it “Points”

And in “Dynastic Rules”, add

a subsection called “Points System”

With the subrules in it being

Each Monk during their “Turn” will be able to gain points depending where place their tile and which conditions it satisfied. Additionally, they will be kept track on the “Points” column on “The Mosaic”

And

Any conditions on “Points System” on placement of the tile on the “The Mosaic” that are satisfied will give or take away points from that Monk on the “Points” column on “The Mosaic”

And

Everyone Monk starts will start out with 0 on “The Mosaic” under the “Point” column and will only be an integer through the Dynasty.

I’d like to join please!

This nomic seems cool, and I’d like to join! I’ve heard about nomics before and I know most of how they work.

Proposal: Smells Like Creed Spirit

Fails 1-8—Clucky

Adminned at 24 Oct 2020 21:27:50 UTC

If the Creeds rule does not exist, create an empty Creeds rule.  Replace the contents of the Creeds rule with the following:

Each Monk has a list of achieved Creeds, which are tracked in the Mosaic and default to an empty list.  Each Creed has a description (which is flavortext) and an effect.  The following Creeds exist:

* Life: a Monk knows to exist - no effect
* Balance: a Monk knows that one begets the other - no effect
* Harmony: a Monk knows to coexist - no effect
* Truth: a Monk knows where to go - no effect
* Resolve: a Monk knows how to get there - no effect
* Nirvana: a Monk knows - achieve victory.

As a Weekly Action, a Monk may devote themselves to a Creed from their list and execute its effect.

More thematic reinterpretation of Creeds as “collectibles”, such that Monks are trying to achieve various Creeds.  The intention is that other rules will allow Monks to achieve Creeds incrementally, until they also achieve Nirvana.  Nirvana is primarily a thematic rebranding of victory (instead of “achieving victory”, one can “achieve nirvana”)

Proposal: Social Distancing

Self Killed—Clucky

Adminned at 24 Oct 2020 21:27:08 UTC

Remove the paragraph starting with “Two Tiles are Adjacent” from the rule “The Mosaic”

add a subrule to “The Mosaic” called “Terminology” and give it the following text

The Taxicab Distance, or just Distance, between two Tiles is equal to the sum of absolute value of the difference between the tiles rows, and the absolute value of the difference between the tiles columns.

The Chessboard Distance between two Tiles is equal to larger of the absolute value of the difference between the tiles rows and the absolute value of the difference between the tiles columns

Two Tiles are Orthogonally Adjacent, or just Adjacent, if their Taxicab Distance is 1

Two Tiles are Diagonally Adjacent if their Chessboard Distance is 1 and their Taxicab Distance is 2

The Neighborhood of a Tile consists of that tile and all tiles which are Orthogonally or Diagonally Adjacent to it

Replace “tiles diagonally adjacent to it” with “all tiles within its neighborhood” wherever it appears in the rules

Hopefully this clears up the concerns people had about adjacency, while also giving us terms that we can use to talk about distance.

Proposal: we’re not alchemists after all

Reached quorum 11 votes to 0. Enacted by Kevan.

Adminned at 23 Oct 2020 16:14:05 UTC

Replace “Tiles whose content contains a character on this list are made out of those materials and can be referred to by the longform name, as in a “Sand Tile” or a “Wood Glass Tile”. ” with

A Tile can be made out of zero or one material. A Tile whose content contains a character on this list is made out of that material and can be reffered to by the longform name, as in a “Sand Tile”.

Wednesday, October 21, 2020

New Mentorship

Josh has agreed to be robotabc773’s mentor

Proposal: Need for Creed

Reached quorum 11 votes to 0. Enacted by Kevan.

Adminned at 23 Oct 2020 16:12:22 UTC

Add a new Dynastic rule called Creeds, which contains the following text:

Each Monk is devoted to a Creed, which is tracked in the Mosaic and defaults to -.  Each Creed has a description (which is flavortext) and an effect.  The following Creeds exist:

* life: a Monk knows existence is preferred - no effect
* balance: a Monk knows there can’t be one without another - no effect
* peace: a Monk knows harmony - no effect
* truth: a Monk knows where to go - no effect
* resolve: a Monk knows how to get there - no effect

As a Weekly Action, a Monk may change their Creed.

a bit early to determine what kind of effects to go for, but I think a small number of special abilities encoded as Creeds could be a nice mechanic.

Joining BlogNomic

Hi! I’ve been lurking and watching BlogNomic for a little while now (about two dynasties) and this one looks cool so I’m ready to join in!

Proposal: Red Coins on the Mosaic

Adminned at 23 Oct 2020 15:59:53 UTC

If the proposal here: https://blognomic.com/archive/get_your_skates_on_mate does not pass, this proposal does nothing

If the text

Two Tiles are Diagonally Adjacent if their Columns and their Rows both differ by no more than 1. Two Tiles are Strictly Diagonally Adjacent if they are Diagonally Adjacent but not Adjacent

is found in the rule “The Mosaic” replace it with

Two Tiles are Diagonally Adjacent if their Columns and their Rows both differ by no more than 1 (a tile is Diagonally Adjacent to itself). Two Tiles are Strictly Diagonally Adjacent if they are Diagonally Adjacent but not Adjacent and not the same tile.

if not, add the above text to the end of the rule “The Mosaic”

Add the following to the list of Tile Actions

* Add a $ the Content of a Tile. Increase your Guilders by the number of $‘s found in the content of tiles diagonally adjacent to it.
* Pick a Tile. Increase your guilders by twice the number of $‘s found in the content of tiles diagonally adjacent to it. Remove all $‘s from the contents of tiles diagonally adjacent to it

self killed—Clucky

Proposal: I hope you brought enough turns for the whole class

Self Killed—Clucky

Adminned at 22 Oct 2020 17:12:35 UTC

Replace “As a weekly action, a Monk may increase their Turns by 5.” with “As a weekly action, a Monk may increase every Monk’s Turns by 5.”

Proposal: Get Your Skates On, Mate

Quorum Reached. Passes 7-0—Clucky

Adminned at 22 Oct 2020 17:12:01 UTC

Add a new rule to the ruleset, entitled Guilders:

Each Monk has an quantity of Guilders, which is a non-negative integer tracked in the Mosaic page of the wiki and which defaults to 0.

Guilders can be used to buy tools, materials and dyes. At any time, a Monk who is not holding a tool may spend five times the turn cost of any tool in Guilders to gain that tool.

Add the following as new Tile Actions:

* Change the Color of any Tile to match the Color of a pigment that is available. Spend the relevant Guilder cost to use that pigment
* Develop a new market: make a rumoured pigment available, with a Guilder cost of 10
* Develop an existing market: reduce the Guilder cost of an available pigment by 1, to a minumum of 1

In the rule The Mosaic, change the bullet point that starts “Its Color, which can be” to read “Its Color, which can be any of the color names listed in the rule Pigments and which defaults to white. A tile may be described by its color (i.e. a tile whose color is white may be referred to as a white Tile)”

Add a new rule to the ruleset, entitled Pigments:

A tile may only have a colour for which the pigment is available. Each Pigment has a Guilder cost in brackets after its name. Some pigments are rumoured; these may not be used for anything until they have become available.

The following pigments are available: white (10), red (5), blue (5), gold (5), green (5).

The following pigments are rumoured: purple, pink, cyan, orange, lime, black, brown, silver

Proposal: The Right Tools For the Job

Quorum Reached. Passes 7-0—Clucky

Adminned at 22 Oct 2020 17:09:19 UTC

Add the following to “The Mosaic”

Two Tiles are Diagonally Adjacent if their Columns and their Rows both differ by no more than 1. Two Tiles are Strictly Diagonally Adjacent if they are Diagonally Adjacent but not Adjacent.

If the proposal here: https://blognomic.com/archive/tooling_around does not pass, the rest of this proposal does nothing

Set the Turn cost of Grinding stone to 1

Set the Effect of Grinding Stone to

The Monk using this tool may immediately perform a Tile Action to change the colour of a white tile to match that of a tile which is diagonally adjacent to it.

Add the following to the list of Tile Actions

Cease holding any tool. Start holding a random Tool. The Monk performing this action may spend additional Turns when performing it. For each additional Turn they spent, they may remove one Tool from the list of possible choices when performing the random selection.

Add the following to the list of Tools

Lump of Clay
: Turn Cost: 2
: The Monk using this tool may replace their tool with any other tool.

Tuesday, October 20, 2020

Proposal: the mosaic’s medium is ....

Quorum Reached. Passes 7-0—Clucky

Adminned at 21 Oct 2020 16:13:22 UTC

Append a new subrule to The Mosaic titled Materials with the following text

The following is a list of materials that a Tile can be made out of. Presented in the form “{character}: {name}. ‘’{description}’’ ” where {character} is the letter used for the material in a Tile, {name} is the longform name of the material and {description} is flavor text.
*s: Sand. ‘‘colored sand imported from merchant ships or collected on the beach.’‘
*p: Paint. ‘‘locally crafted paint that the monks make from the surrounding area.’‘
*i: Ink. ‘‘created from various materials, usually charcoal is the easiest to make while colors other than black are harder to create.’‘
*w: Wood. ‘‘stained wood from the nearby forest.’‘
*g: Glass. ‘‘see through or opaque, this stained glass is beautiful but requires a chain of processes to craft properly.’‘
*m: Precious Metal. ‘‘Metals that are traded or smelted locally. Commonly the ones used in jewelry are used.’‘
*j: Jewel. ‘‘Rare minerals that are found or traded for. Cut with specific tools by the monks, opals, jade, diamond, agate and emeralds among others are used in the mosaic.’‘
Tiles whose content contains a character on this list are made out of those materials and can be referred to by the longform name, as in a “Sand Tile” or a “Wood Glass Tile”.

Proposal: Huey, Satury, and Lumenuy

Quorum Reached. Passes 8-0—Enacted by Clucky

Adminned at 21 Oct 2020 16:11:48 UTC

In the rule “The Mosaic” replace

which can be any of the color names listed here: https://www.w3schools.com/colors/colors_names.asp

with

which can be any of the color names listed here: [white, red, blue, gold, green, purple, pink, cyan, orange, lime, black, brown, silver]

Proposal: Write and paint

Self Killed—Clucky

Adminned at 21 Oct 2020 16:10:24 UTC

Add a new rule, “Kinds of Monks”:

Each Monk is either a Scribe, an Illuminator, or an Initiate, tracked on the wiki, defaulting to Initiate. At any time, an Initiate Monk may make themselves a Scribe or an Illuminator.

In Turns, replace “As a Tile Action, a Monk may do one of the following” with “As a Tile Action, an Illuminator Monk may do one of the following”.

Add to Turns:

As a Tile Action, a Scribe Monk may do one of the following:
* Change the Content of any Tile by either adding a character, deleting a character, or changing one character.

Proposal: Tooling Around

Quorum Reached. Passes 7-0—Clucky

Adminned at 21 Oct 2020 16:09:45 UTC

Add a new rule to the ruleset, called Tools:

Each Monk can be holding up to one tool. The tools tracked by each Monk is tracked in the Mosaic page of the wiki, and defaults to -, which denotes that no tool is held.

A tool must have the following characteristics: a Turn cost and an effect. A Monk may use a tool that they are holding at any time by spending its turn cost in turns and applying its effect. The valid tools are held in this rule.

Currently known tools are:

Grinding stone.
:Turn cost: 2
:On their next Tile Action, the Monk using this tool may change the colour of a white tile to match that of a tile that is diagonally adjacent.

Proposal: Prime and paint

self-killed and failed by pokes.

Adminned at 21 Oct 2020 13:41:55 UTC

To the end of Turns, add a subrule called “Priming”:

A Tile with a Content of “P” is primed.

A Monk with 5 or more Turns may set their turns to zero to prime any Tile, setting the Tile’s Content to “P”.

A Monk with 5 or more Turns may set their turns to zero to set the Color of a primed Tile to a color of their choice, and set the Content of that Tile to the empty string.

Unidle Request

I request to be unidled.

Proposal: The Mosaic

Popular, Open for 12 hours. Passes 6-1—Clucky

Adminned at 21 Oct 2020 05:47:19 UTC

Add a new dynastic rule called The Mosaic with the following text

The Mosaic is a 20 by 20 grid of Tiles which is tracked on the “Mosaic” page on the Wiki

A Tile consists of the following components:
* Its Row, corresponding to which row of the grid it is on (with the topmost row being row 1, and the bottom row being row 20)
* Its Column, corresponding to which column of the grid it is on (with the leftmost column being column 1, and the rightmost column being column 20)
* Its Color, which can be any of the color names listed here: https://www.w3schools.com/colors/colors_names.asp and by default is white. A tile may be described by its color (i.e. a tile whose color is white may be referred to as a white Tile)
* Its Content, which can be a string of up to two characters, and by default is empty

The Row and the Column of a Tile may not change. A Tile may be referred as “Tile R,C” where R is the row of the tile, and C is the column of the tile.

Two Tiles are Adjacent if they either share the same Column and their Row differs by only 1, or they share the same Row and their Column differs by only 1

Add a new dynastic rule called Turns with the following text

Each Monk has a non-negative integer number of Turns, which is tracked on the “Mosaic” page on the Wiki and by default is 5 and has a maximum value of 10. Any attempts to set a Monks turns higher than 10 instead set it to 10.
As a weekly action, a Monk may increase their Turns by 5.

In order to perform a Tile Action, a Monk must spend 1 Turn plus 1 additional Turn for every other Tile Action they have performed over the last 12 hours

As a Tile Action, a Monk may do one of the following:
* Change the Color of a white Tile to match the Color of a tile which is adjacent to it

Set the color of Tile 1,1 to blue

Set the color of Tile 1,20 to green

Set the color of Tile 20,1 to red

Set the color of Tile 20,20 to gold

Ascension Address: Sand of Time

Time passes, seasons change.

A small boat arrives carrying a band of travelers to a cluster of Islands on the Great Sea. Finding the largest one, full of green foliage and friendly animal life, they row their boat ashore and setup a small camp.

Time passes, seasons change.

Using the natural rocks found in the cliff faces of the Island, and wood grown from its many trees the travelers turn their camp into a small town. Houses and shops are built. More travelers arrive as the town starts to grow.

Time passes, seasons change.

More travelers arrive. The town continues to grow. Awed by the natural beauty of the Island, the travelers construct a large monastery atop the Island’s highest cliff. A holy order of devote followers is established to maintain the monastery.

Time passes, seasons change.

Disaster strikes. A large storm hits, destroying much of the town on the lower part of the Island. Only the monastery is protected due to its firm construction and higher location. While the residents are able to find protection in the monastery, the thought of rebuilding is
daunting for many. A few stay, others join the monastery, but many set out for a new life.

Time passes, seasons change.

The monastery is the only thing remaining on the Island. The monks that run it lead a simple life free of outside influences, able to grow their own food. Using the gems found in the natural caves on the Island they are able to make exquisite works of art, which they can trade with passing merchant ships for the other resources they need.

Time passes, seasons change.

Remove all dynastic rules. Replace Gaia with Abbot. Replace Island/Islands with Monk/Monks.

Deactivate Imperial Deferentials and the Traitor.

Actually think it might be fun to activate the Traitor for this dynasty, but I want to wait until others join

Tuesday, October 20, 2020

Declaration of Victory: Becoming Pangea

Popular. Open for 12 Hours. Gaia has voted on it.—Enacted by Clucky

Adminned at 20 Oct 2020 15:45:33 UTC

As it is round 8, actions with time thresholds of round 8 or later may be performed.

My Flyer Habitability is 30. Bais’s is 23, Pokes’s is 6, Raven’s is 5
My Runner Habitability is 30. Bais’s is 18, Pokes’s is 6, Raven’s is 5
My Climber Habitability is 17. Bais’s is 5, Pokes’s is 0, Raven’s is 1
My Swimmer Habitability is 5. Bais’s is 0. Pokes’s is 4. Raven’s is 0.
My Predator Habitability is 15. Bais’s is 0. Pokes’s is 0. Raven’s is 1

Every one of my Habitability scores exceeds the corresponding Habitability score of each other non-Infested Island, so I achieve and declare victory.

Proposal: Continental Shift

Open for 12 hours, Quorum reached. Passes 5-0. EVC kicker applies 4-0,

Adminned at 20 Oct 2020 03:43:53 UTC

In the rule “Ecology” replace

As an action with a Time Threshold of Round 15,

with

As an action with a Time Threshold of Round 10 or later,

If the majority of the EVC, excluding EVC which contain the word “Abstain”, include the word “GG”, replace the 10 in the above change with an 8

Story Post: Clucky’s Round 8 Turn:

Contain: Rolled an 18, pressure was 0 so nothing happens
Shift: Set my pressure to 0
Extrude: Take the Egg Nest
Consume: 10 is smaller than 12
Roll: +5 Foliage, +5 Animal Biomass, +170 mana due to browsing while my Climber Habitability is 17

Deposit: I deposit
Glisten: +5 Land
Vitalise: +1 mana
Adjust:

60 mana to remove three +1 lands from my Brown dice. (390 mana remains)
40 mana to turn my +3 land face into a +7 land face (350 mana remains)
Add a +7 mana face to my brown die for 20 mana, then combine the faces on my brown die for 50 mana into a +14 (280 mana remains)
Same process with red die, turning +5 into +10 (210 mana remains)
same process with green die, turning +5 into +10 (140 mana remains)
same process with brown die, turning +14 into +28 (70 mana remains)
same process with green die, turning +10 into +20 (0 mana remains)

Story Post: R8 - Raven’s turn

I exploded
I gained 3 land & 1 Foliage
I effused
I consume
I shifted
I extrude Extrude Flat Beach
I deposit
I Vitalise

Proposal: Death has no meaning here

Quorum reached, open for 12 hours. Passes 5-0—Enacted by Clucky

Adminned at 20 Oct 2020 03:42:56 UTC

Remove “who is not Dying” from the rule Ecology.

It’s a vestige of a repealed rule that could potentially block victory from taking place.

Story Post: Bais’ Turn - Round 8

Underground Actions
* Shift: =0 pressure
* Contain: I rolled 42, nothing happens
* Consume: nothing happens
* Roll: Lawrencium (+6 land), Green (+2 foliage), White (hunt +0 Mana)
* Extrude: I get Fungal Colony

Overground Actions:
* Glisten: +2 Land
* Deposit: add new level
* Vitalise: +3 Mana

Round 8 has started

The weather is drought

Sunday, October 18, 2020

Story Post: pokes’ turn, round 7

I:
* Contained (5 vs. 1 pressure)
* Consumed (no effect)
* Shifted (+1 pressure)
* Rolled (total +3 land, +50 mana, +1 to each of my lower 2 levels, +1 to the top level)
* Extruded a Holly bush (+10 mana)
* Glistened (+20 mana)
* Adjusted, spending 80 mana to create my Francium die.

Saturday, October 17, 2020

Story Post: Bais’ Turn - Round 7

Underground Actions
* Contain: I rolled 24, nothing happens
* Consume: nothing happens
* Shift: +1 pressure
* Roll: Brown (+1 Land), Green (+1 Foliage), White (nest +50 Mana)
* Roll: Brown (+1 Land), Green (No effect), White (nest +50 Mana)
* Extrude: I get Holly Bush (+10 Mana)

Overground Actions:
* Glisten: +2 Land
* Deposit: nothing happens
* Vitalise: +1 Mana
* Adjust: (-50 Mana, create Lawrencium Dice) (-20 Mana, transfer +2 Land to Lawrencium Dice) (-10 Mana, increase Lawrencium Dice) (-10 Mana, increase Lawrencium Dice) (-10 Mana, increase Lawrencium Dice) (-10 Mana, increase Lawrencium Dice)

Proposal: The Unloveables

Timed out. Passes 4-0—Clucky

Adminned at 20 Oct 2020 03:41:30 UTC

Add the following to the end of the first paragraph of “Natural Monuments”

Each Monument Slot also has an non-negative integer Bonus, which by default is 0. When a Monument is taken, the Island who took the Monument gains the Monument Slot’s Bonus in Mana, and then that slot’s Bonus is reduced to 0.

In the rule “Turns” replace

Generate a monument for every monument slot

with

Increase the Bonus of every monument slot which has a monument by 10. Generate a new monument for every monument slot which is empty.

 

Story Post: Clucky’s Round 7 Turn:

Shift: Set my pressure to zero
Consume: Nothing happens
Contain: Rolled a 12, do not blow up
Extrude: Removed the mud vent
Roll: Gained 5 foliage, 5 animal biomass, and 0 mana
Roll 2: Gain 5 foliage, 5 animal biomass, and 270 mana

Glisten: Use my scree slope to gain 3 land
Adjust: No adjustments
Vitalise: Gain 3 mana
Deposit: Add a new level with 0 land to the bottom of my

Story Post: R7 - Raven’s turn

I contained and got a 91(nothing happens)
I shifted(pressure is 2)
I Vitalise for 2 Mana
I extruded Mossy Rock and gain 10 Mana
I gained 2 Land, 2 Foliage, Nest and Beach
I consume
I spend 0 Mana to destroy my bottom layer
I spent 80 Mana to add all the possible orphan faces to Red
I spent 10 Mana to change on of my “1 Land” to “2 Land”
I deposited

Proposal: Monument Valley

Timed out. Passes 4-0—Clucky

Adminned at 20 Oct 2020 03:39:58 UTC

Add a dice to the list of default dice:

Yellow: the Yellow dice has one face for each existing Monument. Rolling a Monument allows an Island to immediately once apply its effect, regardless of whether it is one-off or repeating. An Island may update the faces of their yellow dice to match the current list of existing momuments, in full, at any time.

Give each Island a yellow dice.

In the rule Generating New Monuments, change the fourth bullet point to read:

Roll a {X Land, X Foliage, X Animal Biomass, X * 10 Mana}, where X is half the land cost of the monument rounded up for repeating effects, or n times the land cost of the monument for one-off effects, where n is half the current round number. That is the effect of the monument

Round 7 has started

The weather is pleasant

Note that the Generate Time actions asks me to generate a monument for each slot, but is silent on what to do if a slot is already occupied. After some thought I’ve elected to interpret the rule as allowing me to skip genertaing monuments for occupied slots.

why’s everyone going idle?

just a bit confused. Just when things are getting interesting (kinda)

Friday, October 16, 2020

Proposal: Due Time

Enacted 5-0. Josh

Adminned at 18 Oct 2020 16:12:43 UTC

In “Dynastic Rules::Turns”, replace

Whenever the Turn Tracker of all Islands is - or o, and it has been at least 48 hours since Gaia last Progressed Time, Gaia must Progress Time, which is an atomic action with the following steps:

with

Whenever the Turn Tracker of all Islands is - or o, and it has been at least 24 hours since Gaia last Progressed Time, Gaia must Progress Time, which is an atomic action with the following steps:

and

If the current round began more than 96 hours ago, all Island’s Turn Trackers which are x are set to o

with

If the current round began more than 48 hours ago, all Island’s Turn Trackers which are x are set to o

Since we’re only 4 Islands left, turns will run by much faster.  Let’s get the game running.

More under the waves

9spaceking idles out after a week of inactivity. There are now 5 players; quorum is 3.

Withdrawing

Please Idle me

Thursday, October 15, 2020

Call for Judgment: Race Conditioning down the Scree Slopes

Failed 3-1. Josh

Adminned at 17 Oct 2020 21:24:11 UTC

If Bais votes against this CfJ, it does nothing.

Replace the Mud Vent Monument on Bais’s Island with a Scree Slope

Bais and I took our turns at the same time. This resulted in a weird game state where it wasn’t exactly clear when monuments became available or not. We both would’ve taken the Scree Slope if we could. So it seems only fair to just let Bais have one as well if they want.

Call for Judgment: Selection Bias

Quorum Reached. Passes 5-0—Clucky

Adminned at 16 Oct 2020 22:36:32 UTC

In the rule “Turns” replace

Roll: Select three of their Terrain Dice, randomly select one effect from each, then apply those effects

with

Roll: Select three of their Terrain Dice, without selecting the same dice more than once, randomly select one effect from each, then apply those effects

Uphold all turns taken prior to this point in which the same dice was selected multiple times under the Roll action

I swear I wrote this title before I realized the double pun

Proposal: One at a time, please

Enacted, 4-0. Josh

Adminned at 17 Oct 2020 21:22:12 UTC

In the rule “Turns” replace

Each Island has a Turn Tracker, which is tracked in the Great Sea page of the wiki and is either x, o, or -, and which defaults to -

with

Each Island has a Turn Tracker, which is tracked in the Great Sea page of the wiki and is either y, x, o, or -, and which defaults to -

in the same rule replace

Once in each Round, each Island may take a Turn provided their Turn Tracker is not -, by carrying out the following atomic action:

with

Once in each Round, each Island may take a Turn provided their Turn Tracker is y, by carrying out the following atomic action:

in the same rule, after “An Island may set their Turn Tracker to - at any time.” add

If no other Island’s Turn Tracker is y, an Island whose Turn Tracker is not - may set their Turn Tracker to y. They must immediately take the action to take their turn.

If an Island began the action to take their turn over one hour ago, and has not finished it, the action is considered to be completed and no more steps can be performed in it. The Autopilot Completion is then performed by doing the following:

* If the Roll action was not taken, select the first three dice in the Island’s list of dice. If any results require any choices, choose the first available option (if choosing a Level, the topmost level is considered first)
* If the Shift action was not taken, increment their pressure by one
* If the Consume action was not taken, perform it
* If the Contain action was not taken, perform it
* Set the Island’s Turn Tracker to -

The Island who performs these steps should make a post to the blog summarizing the other Island’s Turn, including the Autopilot portion

People taking turns at the same time is a bit of a headache. This hopefully lets us avoid it happening again.

R6 - Raven’s turn

I consume
I contained(got a 90 so nothing happens)
I shifted
I gained 2 land, 0 Foliage, 2 Animal Biomass
I Vitalise’d
I extruded Natural Cairn
I spent 0 Mana to destroy my middle (aka 2nd level)
I spent 60 Mana to remove “No effect” from my Brown and Green die
I spent 10 to Increase my “1 Aminal Biomass” to “2 Aminal Biomass” on my red die
I set my turn timer to “-”

Clucky’s Round 6 Turn

Contain: Rolled an 91
Roll: 2 Folliage, 2+1 Land, 270 Mana
Shift: Pressure is now 1
Consume: Nothing happens

Extrude: Take the Scree Slope
Germinate: do not take this action
Deposit: do not take this action
Glisten: do not take this action

Adjust: Perform an Adjustment as per the rule Adjustments.
Remove 4 no effects: 120 mana, 150 mana left
Remove 3 1 Foliage from Green, 60 mana, 90 mana left
Remove 1 1 animal biomass from red, 20 mana, 70 mana left
Increase remaining face on Red and Green dice by 3 each, 60 mana, 10 mana left
Increase 2 land face on brown be 1, 10 mana, 0 mana left

Vitalise: gain 6 mana

Story Post: Bais’ Turn - Round 6

Underground Actions
* Contain: I rolled 54, nothing happens
* Consume: nothing happens
* Shift: +1 pressure
* Roll: +4 Land, +2 Foliage

Overground Actions:
* Vitalise: +6 Mana
* Extrude: I get Graceful Rock Arch

Story Post: pokes’ turn, round 6

I consume (doing nothing), contain, roll (+1 land on top, +2 land on bottom, no new mana), and shift. Then, overground, I extrude a graceful rock arch, vitalise, and deposit.

Story Post: Round 6

The moment before the wave hits is eerily quiet. In the tens of thousand of years that have elapsed since these islands poked their heads above the surface of the sea, they have known only the lapping of the waves, the cawing of gulls, and the wind whistling around rock spires and through the lianas and leaves of the thickening canopy. Now they know silence, and following that silence, devastation.

After the water has once more receeded, all that is left is bare rock.

It is now round 6. The weather is drought.

Proposal: Big Booms

Self-killed. Josh

Adminned at 17 Oct 2020 21:21:39 UTC

In the rule “Turns” replace

Contain: Roll DICE100. If the result is lower than 3 times their pressure, explode

with

Contain: Roll DICEX where X is equal to 80 plus five times the current round minus the Island’s Land, or 1 if that result is negative. If the result is lower than 3 times their pressure, explode

Bigger you are, the more likely you are to go boom. This hopefully helps prevent runaway mechanics.

Also think we should consider making it so pressure has min value of 1, and thus you can’t just always keep pressure at 0 and avoid ever exploding. But want to keep that as a separate discussion.

Proposal: Seriously though

Enacted, 4-0. Josh

Adminned at 17 Oct 2020 21:20:30 UTC

Change the last bullet of the Generate Time atomic action to read “Make a post announcing that a new Round has started, and what the Weather will be.”

Remove Germinate from the Overground Actions.

If “Extrude” is an overground action, make it an underground action. Add “If possible” to the beginning of its description.

Uphold the commencement of Round 5 and, if it has occurred, Round 6. Uphold all legally-completed turns from Round 5 and Round 6 as at the moment of the enactment of this proposal.

Call for Judgment: Extrusion Exception

Reaches quorum, 5-1. Enacted by pokes.

Adminned at 15 Oct 2020 16:40:23 UTC

Move ‘Extrude’ from the list of Underground Actions to the list of Overground Actions. Uphold my turn.

Story Post: pokes’ turn, round 5

Summary: I did mostly non-notable stuff. One stuff I didn’t do was Extrude, because I couldn’t. So CfJ if you want.

Wednesday, October 14, 2020

Proposal: Overhang

Quorum Reached. Passes 6-0—Clucky

Adminned at 15 Oct 2020 20:20:30 UTC

Add the following below the third Paragraph of “Natural Monuments”

A Monument is Unbalanced if total land cost of all of the Monuments on the same level of the Island which the Monument is on is greater than the Island’s Land at that level

In “Turns” replace

Glisten: Apply the effects of any monuments on your Island with repeating effects and were not added this Turn.

with

Glisten: Apply the effects of any monuments on your Island with repeating effects, are not Unbalanced, and were not added this Turn.

Rules prevent you from making a monument unbalanced when you add it, but you could lose land causing monuments to become unbalanced.

Call for Judgment: Flood Defences

Reached quorum, 5-0. Josh

Adminned at 14 Oct 2020 15:57:01 UTC

In the atomic action for generating time in the rule Turns, move “If it is Round 6, set the values of all tracked gamestate information (except Topology) for all Islands to their new-player default values, then Erode all Islands, then remove this bullet point from the ruleset” to be between “Increase the Round by 1” and “Set the Turn Tracker of all Islands to x”

A recently passed proposal shifted this back a round.

Tuesday, October 13, 2020

Proposal: Epic gamer strats

Quorum Reached. 7-0—Clucky

Adminned at 15 Oct 2020 17:30:02 UTC

Amend “Spend 20 Mana: Add a Basic Effect that appears on any of their Dice, or any Orphan Face, to any of their Dice, or remove a single Basic Effect from any Dice.”

to

Spend 20 Mana: Add a Basic Effect that appears on any of their Dice, or any Orphan Face, to any of their Dice, or remove a single Basic Effect from any of their Dice.

So, there’s a way to Pool, and I thought it was hilarious that we’d scam to achieve the Pool. But, uh, yeah. I’m snoozing too hard on the dynasty to pull it off.

The plan was that “any Dice” means any Island’s Dice, so we could make a super busted dice by the combined efforts of two players.

Proposal: Turn It Up

Quorum reached. Passes 6-0—Clucky

Adminned at 15 Oct 2020 17:19:18 UTC

In “Turns” replace

Each Island has a Turn Tracker, which is tracked in the Great Sea page of the wiki and is either x or -, and which defaults to -. Whenever the Turn Tracker of all Islands is -, Gaia must Progress Time, which is an atomic action with the following steps:

with

Each Island has a Turn Tracker, which is tracked in the Great Sea page of the wiki and is either x, o, or -, and which defaults to -. Whenever the Turn Tracker of all Islands is - or o, and it has been at least 48 hours since Gaia last Progressed Time, Gaia must Progress Time, which is an atomic action with the following steps:

in the same rule replace

Set the Turn Tracker of all Islands to x

with

Set the Turn Tracker of all Islands which have a Turn Tracker of - to x

in the same rule replace

If the current round began more than 96 hours ago, all Island’s Turn Trackers are set to -

with

If the current round began more than 96 hours ago, all Island’s Turn Trackers which are x are set to o

Goal is that people who are active but not actually playing the turn taking part of the game to not slow the game down because their turn timer can just stay at o

Idling Request

Please idle me.

Proposal: Monuments should be a bit fun

Self-killed. Josh

Adminned at 14 Oct 2020 18:31:50 UTC

In the rule Monuments, after the sentence “A monument must have a name, which is always flavour text, a land cost and an effect”, add:

A monument may also qualify as an aesthetic feature.

To the end of the third paragraph in the same rule, add:

Monuments which are also aesthetic features do not need to have the aesthetic feature separately noted.

In the rule Generating New Monuments, add the following to the end of the second step of the atomic action:

If the cost is 6 or lower, omit the next step.

Add the following as a new third step to the same action:

Randomly select an Aesthetic Feature for this monument.

Waves

I idle myself, quorum drops to 5.

Tuesday, October 13, 2020

Proposal: Let’s make some magic

Self-killed. Josh

Adminned at 14 Oct 2020 18:30:58 UTC

In section “adjustments”, change

.Spend 50 Mana: Remove two Basic Effects with the same Stat on a single Die, and add a new Basic Effect to the same Die whose Value is the sum of the Values of the two Basic Effects just removed to the same Die

To

.Spend 50 Mana: Remove two Basic Effects with the any Stat on a single Die. If they are the same Stat, then
add a new Basic Effect to the same Die whose Value is the sum of the Values of the two Basic Effects just removed to the same Die. If they were different Stats, then add a new Mutable Effect to the same Die whose Value is the is the disjointed sum of the Values of the two Basic Effects just removed to the same Die.

And in section “Dice”, change

An effect listed as “X Stat” (where “X” is a number and “Stat” is an aspect of an Island) means increasing the named aspect of the Island taking the action, by the amount X. (If X is a negative number, this will result in the aspect being decreased, to a minimum of zero.) Such an effect is known as a Basic Effect. The Value of an Basic Effect is the value corresponding to X, and the Stat of a basic effect is the named Aspect.

To

An effect listed as “X Stat” (where “X” is a number and “Stat” is an aspect of an Island) means increasing the named aspect of the Island taking the action, by the amount X. (If X is a negative number, this will result in the aspect being decreased, to a minimum of zero.) Such an effect is known as a Basic Effect or Mutable Effect. The Value of an Basic Effect is the value corresponding to X, and the Stat of a basic effect is the named Aspect. Mutable Effect is a the disjointed sum of 2 or Basic Effects.

Proposal: [Appendix] [Special Case] Ground Rules

Self-killed. Josh

Adminned at 14 Oct 2020 18:28:24 UTC

In “Appendix::Keywords::Other”, add a keyword called “Upkeep Action” with the following definition:

An action meant to indicate a gamestate change that the Gaia can perform even when Dynastic Distance is active.

Replace the “Special Case::Dynastic Distance” rule with the following text:

The Gaia does not possess gamestate variables, and any Island which is implied to possess a gamestate variable may not be the Gaia.  The Gaia is considered an Island only:
* for the purposes of non-dynastic rules;
* for the purposes of dynastic rules dealing with voting; and
* for the purposes of executing dynastic upkeep actions.

Under “Dynastic Rules::Turns”, replace

Gaia must Progress Time, which is an atomic action

with

Gaia must Progress Time, which is an atomic upkeep action

Under “Dynastic Rules::Weather”, replace

When an Island or Gaia Sets the Weather

with

When an Island Sets the Weather

An attempt at adding structure which is hopefully useful to handle situations where we want Gaia to perform certain dynastic actions but not others.

Bonus points for getting the pun in the title.

Beach exceeds grasp

Idling myself; quorum remains 6.

Proposal: Decaying Singularities

Timed out. Fails 1-3—Clucky

Adminned at 14 Oct 2020 16:18:29 UTC

Add to the list of Underground actions:

Stress: Add a random orphan face to one of your dice randomly selected from among your dice with the least number of faces

I think Clucky has demonstrated the power of single-faced dice… lets make them a little less explosive

Proposal: Floods are destructive

Timed out. Fails 1-1-—Clucky

Adminned at 14 Oct 2020 16:17:51 UTC

change:
To Erode an Island is to reduce the value of each of its Levels by 1 (to a minimum of zero), then to remove all zero-value Levels from its Topology which have only zero-value Levels or no Levels above them.
to:
To Erode an Island is to reduce the value of each of its Levels by 1 (to a minimum of zero), then to remove all zero-value Levels from its Topology which have only zero-value Levels or no Levels above them, and remove all monuments from the topology.

Derrick Smolders

I contain, and do not explode
I Consume, with no effect
I Flood, with no effect.
I Roll: Brown, Black, White,  and add 1 mana at the lowest level 2 mana in a new layer to my top, and beach for 10 mana
I Roll again: Brown, Black, White, and add 1 mana at the lowest level, 1 mana to my top, and beach for 20 mana
I Shift, increasing my pressure by 1
I deposit, adding a new level
I Germinate, with no effect, because I have no pool dice
I decline to adjust, because everything goes away next round.

Proposal: Flash Flood

Timed out and enacted, 4-0. Josh

Adminned at 14 Oct 2020 07:22:04 UTC

Remove

Flood: If it is Round 6, set the values of all tracked gamestate information (except Topology) for all Islands to their new-player default values, then Erode all Islands, then remove this bullet point from the ruleset.

from the rule “Turns”.

add the following as the second bullet point in the atomic action for generating time:

If it is Round 6, set the values of all tracked gamestate information (except Topology) for all Islands to their new-player default values, then Erode all Islands, then remove this bullet point from the ruleset.

Round 5 Clucky’s Turn

Flood: Nothing happens
Contain: Rolled a 75, do not explode
Consume: Nothing happens
Shift: Presure is now 3
Extrude: Buy great platue
Roll:

White - Beach, Swimmer was 8 so got 80
Brown - 2 land
black - erupt, gain 3 land at the front

Deposit: I do not deposit
Glisten: no repeating effects
Germinate: no such thing as pool dice
Vitalise: gain 8 mana, up to 198
Adjust: Perform an Adjustment as per the rule Adjustments.

Spend 50 Mana to make my brown die {2 land,4 land} (148 mana)
spend 50 mana to make my brown die {6 land} (98 mana)
spent 10 mana nine times mana to make my brown die {15 land}

roll again:

brown: 15 land
black: no effect
white: Swimmer was 25, so got 250 mana

Monday, October 12, 2020

Call for Judgment: What’s a Gaia!?!? What’s an Island?!?!!

Quorum reached. Passes 7-0—Enacted by Clucky

Adminned at 12 Oct 2020 16:48:11 UTC

If the CfJ here: https://blognomic.com/archive/everlasting_weather has been enacted, this CfJ does nothing. Otherwise, if it is still pending, fail it.

In the rule “Weather” replace “When an Island Sets the Weather” with “When an Island or Gaia, Sets the Weather”

In the rule “Turns” replace “Generate and set the Weather” with “Set the Weather”

The Weather for Round 3 was Rainstorm. The weather for Rounds 4 and 5 were both Pleasant.

So technically, due to not being an Island, Josh wasn’t able to set the weather.

If he had Set the Weather, for round 5, he should’ve excluded Pleasant from the list of options.

Because turns have already been taken, trying to undo stuff is a bit of a mess. So because we already have to go “Josh set the weather even though that isn’t technically a thing he can do because its only defined for Islands” lets just handwave everything to have been okay, and just do things correctly starting in round 6.

Call for Judgment: Everlasting Weather

Failed by the passing of another CfJ that failed this one.

Adminned at 12 Oct 2020 16:48:06 UTC

Bais and I had took are turns for the round already but the problem is that the weather was not rerolled to something other than pleasant. I much simpler approach to this that doesn’t mess with the Wiki Page for Great Sea that much would be changing

When an Island Sets the Weather, they randomly select one of the Weather Options which is not the Current Weather. That option becomes the Current Weather.

To

When an Island Sets the Weather, they randomly select one of the Weather Options. That option becomes the Current Weather.


And to Uphold the Set Weather action of turn 5

Proposal: [Appendix] Grab bag

Self-killed. Josh

Adminned at 13 Oct 2020 12:05:15 UTC

In the rule “Turns” change “Make a post announcing that a new Round has started, and what the Weather, the Sea Type, and the Pool Dice for that round will be” to “Make a post announcing that a new Round has started, and what the Weather for that round will be”. If Round 5 has not started then start it and uphold its commencement and all actions taken by Islands in it so far.

Change the title of rule 4.1.2 (Time) to Frequencies.

To avoid confusion with rule 4.4.3, which is also called Time.

Story Post: Bais’ Turn - Round 5

Underground Actions:
* consume: nothing happens
* contain: I rolled 44, nothing happens
* shift: pressure +1
* roll: I roll black x3, I sputter (+1 land to my top level)
* roll: I roll black x3, I erupt (-2 foliage, add top level with 3 land), and upwell (add bottom level with 3 land)
* extrude: I get monument “climbing roses”
* flood: nothing happens

Overground Actions:
* adjust: -30 mana, remove a “no effect” from Black dice
* germinate: nothing happens
* vitalise: +10 mana
* glisten: +3 foliage

Story Post: R5 - Raven’s turn

I gained 2 land, 1 Foliage, 2 Aminal Biomass from Terrain die
I increased my pressure by 1(effectively making it 2)
I deceased my Foliage by 2 for Consume
I rolled for Contain and got 39.
I deposit, effectively adding a new level with it’s starting value.
For Vitalise, I gain 9 mana
I picked Heartwood to add on my Island and doing it’s effect
Spent 60 Mana to remove “No Effect” from both Brown die and Greeb die
Spent 20 Mana to increase 1 “1 Land” side and 1 “1 Foliage” side by 1
Spent 40 Mana to add a “2 Land” and “2 Foliage” side to Red die

Round 5 starts

The weather is pleasant. Sea Type doesn’t exist any more so I suppose I’m announcing that it’s non-existant. There is also no pool dice.

Proposal: Ozymandias

Timed out and failed, 2 votes to 1. Josh

Adminned at 13 Oct 2020 12:04:47 UTC

Repeal the rule “Natural Monuments”. Remove every bullet point in the ruleset that contains the string “monument”.

Double-checking whether players actually want this rule, given that it enacted with one player giving only a “very tentative” vote in favour and one voting against, and two others voting DEF. Monuments seem pretty similar to single-face Dice, to me, which we can already create.

Sunday, October 11, 2020

Proposal: Monumental Overhaul

Timed out and passed, 4-1. Josh

Adminned at 13 Oct 2020 09:40:27 UTC

Remove all monuments.

In the rule “Turns” replace

Apply the effects of any monuments on your Island with repeating effects.

with

Apply the effects of any monuments on your Island with repeating effects and were not added this Turn.

In the rule “Generating new monuments” replace

Randomly select from the pool of default or orphan dice faces, omitting all “no effect"s and keeping only one copy of any duplicated effects. If that face has a number in it, roll DICE4 and multiply the number in the dice face by the result. That is the effect of the monument.

with

Roll a {X Land, X Foliage, X Animal Biomass, X * 10 Mana}, where X is half the land cost of the monument rounded up. That is the effect of the monument

Not a fan of how someone can get a cheap monument that just gives them 8 land per turn. 

Also right now, one-off effects are far worse than repeating ones. so making it so that repeating ones have a delay before they pay off only seems fair.

Proposal: Dice Regularity

Timed out 4 to 0. Enacted by derrick

Adminned at 12 Oct 2020 15:08:28 UTC

Change The default white dice to be:

White {nest,graze,browse,beach,hunt,Choose a face of this die and apply its effect}

Saturday, October 10, 2020

Story Post: R4 - Raven’s turn

I gained 3 land and 1 foliage
I sputter and increase my top layer by 1
I increased my pressure by 1
I rolled for Contain and got 57
And then I increased my mana by 7(for Vitalise)

Proposal: Complete Summary

self killed—Clucky

Adminned at 11 Oct 2020 04:02:24 UTC

In the rule “Turns” after

and make a post to the blog summarising their Turn

add

by mentioning, in the order the actions were taken, each action they took, the result of any choices made as part of that action, and what effect (if any) that action had on the game state

Right now “summarising their Turn” is a bit poorly defined. Technically “I did stuff” could be a summary of the turn. Would be nice if turn summaries make it clear what happened

Thursday, October 08, 2020

I be the biggest!

Derrick The volcanic sputtered out lava, making his flat top the largest, at least for now.

I didn’t explode
I rolled a lot of no effect, gained some mana, some land normally, and stuck some land on top
I Deposited.
I Adjusted.
60 to remove no effects from black
30 to remove no effect from brown
50 for a new die: polonium
20 to stick a spring on it

Polonium… that bodes ill.

Proposal: Punishment Enough

Timed out. Passes 4-1—Clucky

Adminned at 11 Oct 2020 04:01:12 UTC

change:

At any time there are n current monument slots, where n is the number of Islands minus 1

to:

At any time there are n current monument slots, where n is the number of Islands plus 1

last pick of the slots is its own punishment, without missing a slot. This proposal is very time sensitive, and the plus one blunts that without removing it.

Proposal: The Rich Do Not Get Richer

Timed out. Fails 1-4—Clucky

Adminned at 11 Oct 2020 04:00:26 UTC

Remove the text “When an island nests, it increases its mana by ten times its Flyer Habitability. When an island grazes, it increases its mana by ten times its Runner Habitability. When an island browses, it increases its mana by ten times its Climber Habitability. When an island beaches, it increases its mana by ten times its Swimmer Habitability. When an island hunts, it increases its mana by ten times its Predator Habitability.” from the ruleset.

Add the following to the end of the rule Aesthetic Features:

Each Island has a Pono score, which is a non-negative integer tracked on the Great Sea page of the wiki which defaults to zero. An Island’s Pono is the sum of the discrete number of aesthetic features it has, plus the length of all of its rivers and waterfalls.

In the rule Dice, change the white default Dice to read:

White {Pono Mana,Double Pono Mana,Double Pono Mana,Double Pono Mana,Triple Pono Mana,Quintuple Pono Mana}

Add the following as the first item in the atomic action for taking a turn in the rule Turns:

* Update their Pono

If Proposal: Gentlemen, Start Your Engines, And May The Best Island {raises arm} Win has been enacted, in the rule Aesthetic Features, after “plus the length of all of its rivers and waterfalls” add “, plus the number of its monuments”.

Change the white dice of all Islands to its default

Mana is currently complicated, and having mana be linked to the same mechanic as victory is a bit too rich-get-richer. Linking it to aesthetics makes it neater and more thematically consistent.

Proposal: Gentlemen, Start Your Engines, And May The Best Island {raises arm} Win

Adminned at 11 Oct 2020 03:59:23 UTC

Add a new rule to the ruleset as a sub-rule to the rule Island Characteristics, called Natural Monuments:

At any time there are n current monument slots, where n is the number of Islands minus 1, which are tracked in the Great Sea page of the wiki. A monument slot may be occupied by a monument or empty, and defaults to empty.

A monument must have a name, which is always flavour text, a land cost and an effect. All of the monuments that have existed in the game so far are listed (with their variables) at the bottom of the Great Sea page of the wiki.

Islands may contain monuments, and every monument that is owned by an Island must be placed on a level of that Island. A monument may not be placed on a level if placing that monument would result in the monuments of that level having a higher land cost than the amount of land on that level. Monuments held by each Island are tracked by adding their name in square brackets after the land value of that level in the Land column on the Great Sea page of the wiki.

Monuments may have a one-off or repeating effect. If it has a repeating effect then its effect is applied every time the Glisten overground action is taken by an Island. If it has a one-off effect then it is applied when it is taken.

Add a new subrule to that rule, called Generating New Monuments:

Whenever a rule requires monuments to be generated, the following atomic action must be taken:

* Roll DICE5. If the result is a 1 then randomly select an existing monument and include that with no alterations. Skip the rest of this action.
* Roll DICE9. The result is the land cost for that monument.
* Randomly select whether the monument is one-off or repeating.
* Randomly select from the pool of default or orphan dice faces, omitting all “no effect"s and keeping only one copy of any duplicated effects. If that face has a number in it, roll DICE4 and multiply the number in the dice face by the result. That is the effect of the monument.
* Give it a name

In the rule Turns, add the following as the third bullet point in the atomic action for generating time:

* DELAY: Generate a monument for every monument slot

In the same rule, in the atomic action for taking a turn, add the following as a new underground action:

** DELAY: Extrude: Remove a monument from the available monument slots. Add that monument to your Island if you can.

In the same action, add the following as a new overground action:

** DELAY: Glisten: Apply the effects of any monuments on your Island with repeating effects.

Timed out. With two def votes but Josh’s vote FOR, it passes 4-1—Clucky

Proposal: Still Stalled

Timed out / quorumed 8 votes to 0. Enacted by Kevan.

Adminned at 10 Oct 2020 07:56:35 UTC

In the rule “Turns” replace

Once in each Round, each Island may take a Turn

with

Once in each Round, each Island may take a Turn provided their Turn Tracker is not -

If it is currently Round 4, add the following to the rule “Turns”

If the current round began more than 240 hours ago, all Island’s Turn Trackers are set to -

DELAY: Any Island may replace the number “240” in the paragraph immediately above this one with “96”, then remove this paragraph from the rules

An Island may set their Turn Tracker to - at any time

Otherwise add the following to the rule “Turns”

If the current round began more than 96 hours ago, all Island’s Turn Trackers are set to -

An Island may set their Turn Tracker to - at any time

 

One round every four days seems reasonable to me. But do 240 hours to start, so that people have until the 11th to take their round 4 turns.

Wednesday, October 07, 2020

Proposal: Sorry Kevan

Timed out 2 votes to 3. Failed by Kevan. Sorry, Brendan.

Adminned at 09 Oct 2020 18:07:02 UTC

Replace the sentence in the Ruleset that reads “When an island explodes, reduce its foliage to 0 and remove the top half (rounding down) of its levels” with

When an island explodes, reduce its foliage to 0 and remove the top half (rounding down) of its levels, then double the value of each of its remaining levels.

Double the value of each level in the Land of the player named Kevan.

Rubble has to go somewhere.

Proposal: Win Condition

Vetoed by Josh, administered by Brendan.

Adminned at 07 Oct 2020 20:43:46 UTC

Not sure if it’s too early. Running out of ideas of what to do.

Add the following rule:

At the end of 10 rounds (after all other effects conducted, before “round 11” would begin), one island will be declared the winner. That island has to have the highest (Land*Foliage*Animal Biomass) amount tracked in the table, where “Land” is the highest number they have under “Land”. This does not count the NPC island stats. If multiple islands are tied, Mana is the tiebreaker. If multiple islands are still tied, then the game is extended by one round (ad infinitum until one winner can be declared).

Call for Judgment: Compounded Problems

Quorum Reached—7- 0 Clucky

Adminned at 08 Oct 2020 00:04:28 UTC

In the rule “Dice” replace

Create a Compound Effect, joining two existing Basic Effects on a single Dice into a single Effect.

with

Remove two Basic Effects with the same Stat on a single Die, and add a new Basic Effect to the same Die whose Value is the sum of the Values of the two Basic Effects just removed to the same Die

After the completion of their turn for Round 4, Clucky’s Land was 6,2,2 and their Brown dice had faces {2 Land,2 Land,2 Land}

“Compound Effect” is not defined. A face that is “1 Land 1 Animal Biomass” actually has no effect. The new wording is what I did, and I think what is actually intended. Without this, its not even clear what a “Compound Effect, joining two existing Basic Effects on a single Dice into a single Effect” even means or what my Brown dice should look like

Trying to word something to also fix other people’s dice if they try and do the same thing as me before the CfJ passes and can’t find a good way to do it. So hopefully we can just pass the CfJ…

Turn summary

Hopefully I did this all right


Contain: Rolled a 59, don’t go boom
Shift: pressure increased to 2
Consume: Its not bigger
Flood: Its not round 6
Roll: 2 Land, 1 Folliage, choose a face of the die and apply its effect. Choose graze, Running Habitability is six So that is 60 mana

Deposit
Adjust: remove no effect from brown (30 mana), combine two 1 lands (50 mana), increase the remaining 1 lands to 2 land (10 mana) making my brown dice have 3 “2 land” faces and nothing else
Vitalise: gain 9 mana
Do not Germinate

Roll again as its pleasant: 2 Land, 1 Foliage, Beach (20 mana)

Monday, October 05, 2020

Proposal: You Are Here

Times out and passes 8-0. Enacted by Brendan.

Adminned at 07 Oct 2020 20:42:08 UTC

Change the caption of the image in “Island Characteristics” to:-

An Island with a level of 6 might have a Land score of [5,6,0,0,2,0], indicating that the top level has 5 units of exposed land, the second has six just below, the next two are zero (i.e. sheer Cliffs), the next being 2 units of land surrounding those cliff bases, and the final level cliffs again. An Island of [5] is a flat plain at sea level, [5,0] is a mesa above sea level, and [0,5] is a zero-width column on a sea-level plain.

Correcting the caption, which currently doesn’t correspond to the diagram at all. (It’s flavour text, this doesn’t change the gameplay.)

Taking a Turn

I Flood to no effect.
I Consume to no effect.
I Contain, rolling a 4 and exploding, becoming a {0,0} spire.
I roll Brown, White and Black, becoming a {2,0} mesa and gaining 10 Mana.
I roll Brown, White and Black again, it being a Pleasant day, becoming a {4,0} mesa and gaining 30 Mana.
I Shift to increase Pressure to 3.
I Vitalise, gaining 10 Mana.
I Adjust, spending 120 to remove four dice faces and 40 to increase four.
I Deposit.

Proposal: Island Time v. 3

Times out 3-5. Failed by Brendan.

Adminned at 07 Oct 2020 20:41:15 UTC

In Turns, replace “Each Island has a Turn Tracker, which is tracked in the Great Sea page of the wiki and is either x or -, and which defaults to -.” with

Each Island has a Turn Tracker, which is tracked in the Great Sea page of the wiki and is either a time and date, or -, and which defaults to -.

In the list defining Progressing Time, replace “Set the Turn Tracker of all Islands to x” with:

Roll a DICE72 for each Island; this roll is called the Island’s Delay. Set the Turn Tracker of each Island to the start of the next day, plus 12 hours, plus the Island’s Delay times one hour.

Replace “Once in each Round, each Island may take a Turn, by carrying out the following atomic action:” with

If it is after 16 hours after an Island’s Turn Tracker, any Island may set that Island’s Turn Tracker to “-”.

If it is after an Island’s Turn Tracker, but less than 16 hours after its Turn Tracker, that Island may take a Turn, by carrying out the following atomic action:

Remove “Vitalise” from the list defining Taking a Turn.

For each Island with a Turn Tracker of “x”, set that Island’s Turn Tracker per the new bullet point for doing so.

Call for Judgment: what’s going on?

Times out 1-4. Failed by Brendan.

Adminned at 07 Oct 2020 15:10:34 UTC

everyone’s turn timer is “X”. I am not entirely sure what is going on, despite having read the rules. Are we waiting for a proposal to break the mold?

Sunday, October 04, 2020

Proposal: Darker Magic

Enacted Popular, 6-0. Josh

Adminned at 06 Oct 2020 15:39:07 UTC

Add to the list of Adjustments:

- Spend 0 mana: Choose a level in your Topology, then gain Mana equal to its Land x 10 up to a maximum of 100, then destroy that level. You can only perform this once per Round.

Corrected according to the mana x 10 thing.

Proposal: Parallel Processing

Timed out and failed, 2-1. Josh

Adminned at 06 Oct 2020 12:44:10 UTC

Repeal the rules Delayed Rules and, if it exists, Push Rules. Remove the lines in the Generate Time action that resolve DELAY: and PUSH: tags in the rules.

Add a new rule to the ruleset, called Ruleset Staging:

There exists a copy of the dynastic rules, held on the wiki at the page 181DynasticRuleset. Its contents are gamestate but are flavourtext. The text held at 181DynasticRuleset may be referred to as the Future Ruleset; the version held here may be refered to as the current, main or primary ruleset. The Future Ruleset may not be altered in any way except as specified by this rule.

Whenever a proposal or rule would cause a change to the dynastic ruleset, those changes are applied to the Future Ruleset, unless explicitly otherwise stated. In all other circumstances, the term “ruleset” applies only to this document.

In the rule Turns, amend the line that starts “Whenever the Turn Tracker of all Islands is -” as follows:

Whenever the Turn Tracker of all Islands is -, Gaia must first overwrite the dynastic ruleset with the contents of the Future Ruleset, and must then Progress Time, which is an atomic action with the following steps:

Copy the Dynastic Rules to the page 181DynasticRuleset in the wiki. If there is a rule called Timing Reform then apply its changes to the Future Ruleset and repeal it.

Saturday, October 03, 2020

Call for Judgment: The Adjustment Adjuster

Reached quorum 7 votes to 0. Enacted by Kevan.

Adminned at 04 Oct 2020 11:12:39 UTC

Replace “Adjust: Take an Dice Face Action as per the rule Adjustments” (both in the ruleset and in the proposal “Action then resolution” if it is still pending) with:-

Adjust: Perform an Adjustment as per the rule Adjustments

Replace “An Island taking the Adjust action must choose from the following Dice Face Actions and carry it out. An Island may carry out as many of these Actions as they would like, provided that they can pay the Mana cost:” with:-

When performing an Adjustment, an Island may select and carry out as many of these Actions as they would like, provided that they can pay the Mana cost:

The ruleset currently contradicts itself over whether we perform a single Adjustment in each turn, or several. This unifies it to “several”. Making this a CfJ as people need to take their turns.

Proposal: Dark Magic

Self-killed. Failed by Kevan.

Adminned at 05 Oct 2020 11:20:09 UTC

Add to the list of Adjustments:

- Spend 0 mana: Destroy a level in your Topology, then gain Mana equal to its Land, up to a maximum of 10. You can only perform this once per Round.

With this, you could trade excess land/levels for liquidity if you really need to. The limits are there to prevent it from being a piece in some kind of infinite, looping mana gain scheme or something else.

Proposal: Smoothest Seas

Timed out / quorumed 6 votes to 0. Enacted by Kevan.

Adminned at 05 Oct 2020 11:17:56 UTC

If the proposal “Action then resolution” enacted, the rest of this proposal has no further effect.

In the rule “Dice” and all gamestate, replace each instance of “X Mana” (where X is a number) with “Y Mana” (where Y is ten times X).

Multiply every Island’s Mana by 10.

Throughout “Ecology”, replace “it increases its mana by its” with “it increases its mana by ten times its”.

Add an Overground Action:-

* Vitalise: Gain Mana equal to the number of Islands with a Turn Tracker of “X”.

If any Islands have already taken a Turn during Round 4, give 10 Mana to the first that took a Turn during that Round, 9 to the next, and so on.

A milder version of Smoother Seas, giving a very small Mana advantage to taking your turn early.

Proposal: Action then resolution

(Updated by “The Adjustment Adjuster” CfJ.)

Timed out 1 vote to 3. Failed by Kevan.

Adminned at 05 Oct 2020 11:10:54 UTC

Move the rule Delayed Rules to be a subrule of Dynastic Actions. Add a new subrule to the rule Dynastic Actions, called Push Rules:

Any rule that begins with the text “PUSH:” is considered to be a Push Rule. The contents of a Push Rule are all flavour text. Additionally, if the line of a dynastic rule begins with the text “PUSH:” that line is also considered to be flavour text.

Add the following as the second and third steps in the Generate Time action in the rule Turns:

*Remove the text “PUSH:” from the title of every rule which begins with “PUSH:” and from every line of a dynastic rule where the line begins with “PUSH:”, and then immediately carry out any instructions contained within them.
*If it is Round 6, set the values of all tracked gamestate information (except Topology) for all Islands to their new-player default values, then Erode all Islands, then remove this bullet point from the ruleset

Add a new rule to the ruleset, called PUSH: Timing Reform:

In the rule “Turns”, make the paragraph that starts “Each Island has a Turn Tracker” and the bulleted list that follows it a sub-rule, called “Generating Time”. Then make the paragraph that starts “Once in each Round, each Island may take a Turn” and the bulleted lisy below it a subrule to the rule Turns, called “Initiating a Turn”.

Change the test “Each Island has a Turn Tracker, which is tracked in the Great Sea page of the wiki and is either x or -” to “Each Island has a Turn Tracker, which is tracked in the Great Sea page of the wiki and is either O, LOCKED or X”. Change the Turn Tracker of every Island to O.

Rewrite the rule Initiating a Turn as follows:

Once in each Round, each Island may Initiate their Turn, by sending Gaia the following information by private message:

*The order in which actions will be taken
*The Terrain Dice they intend to roll in that turn
*What changes they intend to make to their Pressure as a result of the Shift action
*Whether they intend to Deposit
*Whether they intend to Adjust (stating if that decision is contingent on the result of a white dice roll)

Once an Island has Initiated their Turn they must set their Turn Tracker status to LOCKED.

Add a new sub-rule to the rule Turns, called Resolving Turns:

When every Island’s Turn Tracker status is LOCKED, Gaia must carry out the following atomic action:

*Validate that they have received information (as per the rule Initiating a Turn) from every Island for that round
*Make a post announcing that the Resolution Phase can begin

When Gaia has posted that a Resolution Phase has begun for a round, each Island must carry out the following atomic action once, at their earliest opportunity:

*Carry out this entire list of Underground Actions in any order:-
**Roll: Randomly select one effect from each of the Terrain Dice they selected in their Turn Initiation message to Gaia for this round, then apply those effects
**Shift: Either increment their Pressure by 1, or set their Pressure to zero, as per the commitment made in their Turn Initiation message to Gaia for this round
**Consume: Check the difference between their Animal Biomass and Foliage scores. If the former is greater than the latter, reduce its Foliage by the difference between the two, to a minimum of zero, with any excess reduction being taken from that Island’s Animal Biomass score instead
**Contain: Roll DICE100. If the result is lower than 3 times their pressure, explode
*Selectively carry out some, all or none of this list of Overground Actions, no more than once each per turn, in any order:-
**Deposit: Add a new level with 0 land to the bottom (end) of their topology, , as per the commitment made in their Turn Initiation message to Gaia for this round
**Adjust: Perform an Adjustment as per the rule Adjustments, as per the commitment made in their Turn Initiation message to Gaia for this round
*Set their own Turn Tracker to X and make a post to the blog summarising their Turn

Islands must honour the commitments made in their Turn Initiation messages to Gaia. If Gaia notices that an Island has resolved their turn in a way that contravenes the commitment that the Island made in their Turn Initiation message then they should set the Turn Tracker for that Island to LOCKED until such a time as the turn resolution has been completed compliantly.

Repeal this rule.

If the Turn Tracker of all Islands is x then remove PUSH: from the title of the rule PUSH: Timing Reform and immediately carry out its instructions.

Thursday, October 01, 2020

Proposal: More Like Poo Dice

Enacted 6-0. Josh

Adminned at 03 Oct 2020 20:45:57 UTC

Repeal the rule Pool Dice. Remove “Identify the Pool Dice, and” from the Generate Time action. Change the description of the Rol action to “Select three of their Terrain Dice, randomly select one effect from each, then apply those effects”.

Probably best not to take your turn until this is resolved, eh.

Proposal: Sea and Field Scoring

Timed out and failed, 3-1, with two unresolved DEFs. Josh

Adminned at 03 Oct 2020 20:45:28 UTC

Change:

As an action with a Time Threshold of Round 15, an Island who is not Dying may achieve and declare victory, if every one of their Habitability scores exceeds the corresponding Habitability score of each other non-Infested Island.

To:

An island’s Ecology is calculated as follows:
*add 5 for each habitability greater than all other island’s habitability of that type
*add 3 for each habitability greater than all other island’s (except one) habitability of that type
*add 1 for each habitability greater than all other island’s (except two) habitability of that type

If it is round 15 or later and an Island has an Ecology greater than all other islands when Gaia progresses time, that island has achieved victory.

remove: “An Island with one, and no more than one Habitability that is greater than any other Island’s, with the rest of their Habitabilities below the Island average for that Habitability, is Infested. “

I think this method retains the spirit of maximizing different ecologies, while making winning the game a little easier. The method of scoring is inspired by swim meet scoring, but I think similar methods are used for track and field and other situations where a team sponsors different competitors in different races.

Round 4 has started

The weather is pleasant. There is no pool dice (probably best to repeal that rule pretty quicky, huh).

Cuddlebeam’s Turn

I contain, nothing happens
I consume, nothing happens
I shift, increasing my pressure by 1
I roll Brown dice and then White dice, gaining 1 foliage and 3 mana
I don’t adjust
I deposit

I got 3 mana because I’m a pro dice roller

Proposal: Stalled Out

Vetoed. Failed by Kevan.

Adminned at 03 Oct 2020 09:09:43 UTC

Add the following to the rule “Turns”

If it has been an Island’s turn for the entirety of the last seven days, any Island may set that Island’s turn timer to -

In “Round 4” after

Each Island has a Turn Tracker, which is tracked in the Great Sea page of the wiki and is either x or -, and which defaults to -.

add

If the current Round started more than seven days ago, all Islands Turn Trackers are set to -.

Its been cuddlebeams turn for a while now. In theory he could keep posting and avoiding going idle, but never taking his turn.

Seven days feels like an ample enough time to get his turn in this round, and then when round four starts “you have a week” seems very fine and reasonable though

Story Post: Derrick Stirs

I contain with no effect.
I consume with no effect.
I flood with no effect.
I shift, increasing my pressure by 1
I roll green and white dice, gaining 1 foliage and 1 mana
I choose not to adjust
I choose to deposit

It is still Cuddlebeam’s turn. Let as all mock him until he expresses sorrow for his tardiness.