Monday, March 08, 2010

Proposal: Blueprint: Tictocs

Timed out and failed, 5-1 with 1 unresolved DEF. Josh

Adminned at 10 Mar 2010 03:06:57 UTC

Add a new subrule to rule 2.2, entitled Scavenger Unit:

Cost: 5 Cogs, 1 Gem     Power Requirement: 0
For each Scavenger Unit a Commoner owns, they may increase their income by 3. This income bonus must be removed if the Invention containing the Scavenger Unit is dismantled.

These things are capable of stripping a city block over night - manhole covers, copper lining from rooves, a small fortune of dropped change. Sadly they have to consume most of it in order to generate enough power to get back home, but having one can still improve a prudent Commoner’s buying power.

Comments

ais523:

03-08-2010 10:25:48 UTC

against Like the idea, but I sense a scam in the wording (if a way to lose inventions other than dismantling is created, this is the sort of thing that could lead to an infinite loop). Just give it a power requirement of -3, and an effect that an invention containing it has a minimum power requirement of -3 rather than 0, which should prevent most potential shenanigans with this.

Kevan:

03-08-2010 10:29:09 UTC

against Or literally just have it award you 3 Coal after each Scavenging Action, in case there are future Parts that affect how much Coal you burn, but which shouldn’t thematically affect these little guys.

Josh:

03-08-2010 10:52:11 UTC

@Kevan - that wouldn’t solve what I was aiming for, which was some method of relieving the effects of diminishing incomes - which could prevent the presently profligate from meeting power requirements later on in the dynasty.

ais523:

03-08-2010 11:10:19 UTC

@Josh: gaining Coal after Scavenging has exactly the same effect as increasing Income, at present. A low Income doesn’t really matter if your Inventions offset it.

Keba:

03-08-2010 13:23:48 UTC

against

Purplebeard:

03-08-2010 16:09:19 UTC

against

Darknight:

03-09-2010 01:17:24 UTC

against

tecslicer:

03-09-2010 17:16:00 UTC

imperial