Friday, September 30, 2022

Proposal: Jail and Jailbreak

In the Rule “Infrastructure”, after “If an Infrastructure’s hit points would ever exceed their default value, they are instead set to their default value. “, add

If a non-Rubble Infrastructure’s hit points would be reduced to or below 0, the Infrastructure becomes Rubble and its Hit Points become 0.

Add a new Infrastructure “Rubble” with a cost of 1 Stone, an Effect of “Migrants in adjacent non-Prison Slots may move into the Rubble.”, 0 Default Hit Points, and Maximum Population 5.

Add a new Infrastructure “Prison” with a cost of “Iron (bar) x 12, Stone (cut) x 6”, an Effect of “Hostile Migrants here cannot take any actions, are removed from any Sieges they’re in, and are not considered Hostile for the purpose of restricting other resources’ movements.”, 250 Default Hit Points, and Maximum Population 5.

Sieges are currently nonfunctional because removing all of a Wall’s hit points doesn’t make it stop being a Wall.

Friday, September 30, 2022

Proposal: Hovels

Create a new Infrastructure, named “Shack”, with a cost of “Wood (log) x12”, an effect of “If the Shack is empty, its owner may remove it from the game at any time”, 20 Default Hit Points, and a Maximum Population of 2.

Add the following text to the end of the rule “Joining Bonus”:

New Barons start with a Shack in their Keep’s sixth Infrastructure slot

Place a Shack in the sixth Infrastructure slot of every Keep, if that slot is empty.

The Joining Bonus lets players rescue Slum residents; however, they can’t do so without an Infrastructure to place them in.

Tuesday, September 27, 2022

Proposal: Valuable Bounties [Special Case]

Passes 3-2. TDS

Adminned at 30 Sep 2022 20:06:03 UTC

Reword the special case rule “Bounties” to the following:

A Bounty Notice is a post in the Story Posts - Votable Matter category which broadly requests a single mechanical or ruleset change. Despite its category, it is not a votable matter and any votes on it are ignored. A Bounty Notice may be Open or Closed being Open by default and being Closed when set to the ‘Enacted’ or ‘Failed’ status in the post backend. The Enacted Status should be used for successfully completed Bounty Notices, while Failed should be used for ones that were closed for any other reason

This sentence names, at the end of this sentence after a colon, a single dynastic resource or variable and a quantity, which is the Bounty Reward Variable for this dynasty: Royal Gift + 4

The Demon King may post a Bounty Notice, close an open Bounty Notice, or change the Bounty Reward Variable in this rule at any time.

If the Demon King believes that one or more enacted votable matters satisfy the demand of an open Bounty Notice, then they may iterate the Bounty Reward Variable of each Baron (other than the Demon King) who authored at least one of those votable matters and set that Bounty Notice to closed.

Multiply the number of Royal Gifts in each Baron’s stockpile by 4

Fixing the fact the royal gifts were slightly left behind when everything else got scaled up, and making sure it isn’t an issue in the future.

Proposal: Quickstart kit

Passes 4-0. TDS

Adminned at 29 Sep 2022 23:46:54 UTC

Add the following text to the end of the rule “Taxes”:

Transfers out of the Dungeon Stockpile are never Taxed.

That rule change applies to the enactment of this proposal.

Add a new subrule to “Stockpile” called “Joining Bonus”:

A Baron who joins the game or unidles while never having had any resources in his Stockpile this dynasty takes two Wood(Log) from the Dungeon Stockpile into his own, if available, and is encouraged to reread the rule “Neutral Ground”. This transfer can only happen once per Baron.

Transfer two Wood(Log) from the Dungeon Stockpile to each Baron’s Stockpile, if and only if there is enough for everyone.

Proposal: Pipelined Labouring

Times out Popular, 4-0. -Bucky

Adminned at 29 Sep 2022 22:20:43 UTC

Reword the rule “Stations”, excluding the table of Stations, to:

There exist a number of Stations, which are listed in this rule. Each Station has an instantaneous Effect when triggered.

A Migrant is in a Baron’s Labour Pool if it is in the Baron’s Stockpile, or if it’s in a non-Fully Staffed Infrastructure in that Baron’s Keep that doesn’t contain any Migrants Hostile to that Baron. Up to three Migrants in a Baron’s Labour Pool may be assigned to Stations at a time, and the Baron may assign himself to the Immigration Station as though he were a Migrant in his own Labour Pool (i.e. subject to the limit of 3). Assigned Migrants and Barons cease to be so at the end of the atomic action that assigned them, or immediately if assigned outside any atomic action; therefore, no ongoing assignments need to be tracked.

As a Labour Action, a Baron may Supervise; when a Baron Supervises he may first Assign additional Migrants to Stations (and/or himself to the Immigration station), then trigger the Effect of each Station for each Migrant or Baron assigned to it. Any Resources gained through a Station effect go to the acting Baron’s Personal Resources Stockpile.

The currently-available Stations are as follows:

Change the Effect of the Immigration Station to:

The Baron may choose to gain either an Unsettled Migrant from the Dungeon Stockpile, if one is available, or a new Migrant with a randomly-generated non-NPC Species. They may put that Migrant in one of their Infrastructures.


Reword the effect of the Foreman’s Office to “Manned by Sociability. A Baron who owns this Keep may assign up to two extra Migrants to their Stations at a time.”

Remove the sentence “All Migrants in a Manned Infrastructure are considered to be Working Migrants.” from the rule “Infrastructure”.

In the rule “Infrastructure”, change “A Manned Infrastructure which has Migrants equal to its maximum population is said to be Fully Staffed” to “A Manned Infrastructure which has Migrants equal to its maximum population, none of whom are hostile to the Keep, is said to be Fully Staffed”.

 

Significant changes:
1) Can recruit Migrants and put them to work in the same Labour Action, including by making them man Infrastructures.
2) Attention is no longer a term, and only exists during the labour action itself. It can be assigned but not unassigned during iterations.
3) “Working” now “Labor Pool” and tightly defined.
4) You can’t put Hostile migrants to work; instead, they prevent anyone in the same Infrastructure from working.
5) Those with fully populated Stockpiles can recruit immigrants directly into Infrastructure instead of overflowing them to the Slums.

Proposal: A Metropolis Crumbles to Dust

Times out Unpopular 1-3. -Bucky

Adminned at 28 Sep 2022 06:19:25 UTC

Remove all Dynastic Rules.
Close all bounties.
Set all Special Case Rules to their default states.
Set the player term to Player and the emperor term to Emperor.
Start a new Dynasty with no emperor: The Eleventh Metadynasty.

Other than some minor labour actions going on, I think the dynasty is pretty much dead now. If enough people want to continue though, feel free to vote against this.

Barons time out

The Barons nixnull and lendunistus both idle after 10 days without a post or comment. Player count is 8, quorum is 5.

Wednesday, September 21, 2022

Proposal: Custom Door Knockers

Times out 5-0 and is enacted -SingularByte

Adminned at 24 Sep 2022 05:04:18 UTC

Create a new subrule to the rule “Resources”. Call it “Engines” and give it the following text:

There exist two types of Resources categorized as Engines: Catapults and Rams. Those that are in a Keep can be Activated under other rules.

When an Engine is Activated, the activator chooses Migrants hostile to Keep’s owner in the same location as the Engine to crew it for that activation. If multiple Engines are Activated simultaneously - different iterations of a Labour Action’s effect are not deemed simultaneous - they must use disjoint sets of Migrants as crew.

A Ram cannot be crewed by more than four Migrants. When a Ram is Activated, it reduces the Hit Points of the Infrastructure in the next slot by four less than twice the total Power of its crew, with no effect if the total Power is two or less.

A Catapult must be crewed by exactly two Migrants with total Power 2 or more. When Activated, the activator moves a Stone from the Catapult’s location to another Infrastructure in the same Keep; if this can’t be done, the activation has no effect. That other Infrastructure loses 5 Hit Points, and loses additional Hit Points equal to five times the highest Smarts of the members of its crew.

No activation or construction mechanism yet, but these should definitely exist.

Proposal: Siege the day!

Times out 5-0 and is enacted -SingularByte

Adminned at 24 Sep 2022 05:00:08 UTC

Add a new rule called “Sieging”:

As a daily action, a Baron may start a Siege. A Siege is an atomic action with the following steps:
- Choosing a number for the Siege not shared by any other current Siege.
- Moving any number of migrants in their Levy from their infrastructure to the exterior of a Keep which is owned by a Human King at War with them. Migrants may not be moved from anywhere other than infrastructure owned by the Baron they are in the Levy of for this purpose. For the duration of this Siege, those Migrants are considered to be part of this Siege.

The Migrants in each Siege are publicly tracked, as is the Baron who owns that Siege. Migrants in the Exterior of a Keep of an entity they are Hostile towards are considered to be Besieging that Keep. Migrants cease to part of a siege if they leave the Exterior of the Keep they are Sieging. Rather than the Migrants in a Siege being listed in the Exterior of the Keep they are Besieging, “Siege #N” is displayed in the Exterior of that Keep instead, although they are still considered to be at that location.

As a daily action, a Baron may Intensify their sieges as long as they have nort done so in the last 10 hours by doing the following atomic action:
- Each non-Equipped Migrant that is part of their Levy and participating in a Siege reduces the Hit Points of the outermost Defensive structure of the Keep they are Besieging by 10.
- Each Equipped Migrant that is part of their Levy and participating in a Siege reduces the Hit Points of the outermost Defensive of the Keep they are Besieging structure by 20.
- The previous 2 steps of this atomic action are then repeated a number of times equal to the amount of full 24 hour periods there have been since the midnight after the latest time they Intensified a siege, with the exception that a Migrant cannot deal damage more times than the number of full 24 hours periods there have been after the midnight immediately following the time that they siege that they are in started, and are skipped when completing the other two steps if they would do so. (They still deal damage the first time unconditionally).

The most recent date and time that a Baron has Intensified their sieges is publicly tracked, and defaults to September 20, 0:00. The date and time that each currently active Siege started is also publicly tracked

A Baron may end one of their sieges at any time by moving the Migrants in that siege out of the Exterior of the Keep they are Sieging and distributing them as they wish among their Stockpile and Infrastructure (subject to the Infrastructure’s maximum populations). Once a Siege has ended it is no longer publicly tracked.

Add the following to the list of all infrastructure:

| Barrack || Stone (cut) x 21, Iron (Plate) x 3 || Whenever a Migrant moves out of this infrastructure into another entitity’s as part of a Siege, that Migrant becomes Equipped.|| 250 || 3

 

Woops!

Wednesday, September 21, 2022

Proposal: Siege ya later, alligator!

Withdrawn-TDS

Adminned at 21 Sep 2022 13:49:18 UTC

Add a new rule called “Sieging”:

As a daily action, a Baron may start a Siege. A Siege is an atomic action with the following steps:
Choosing a number for the Siege not shared by any other current Siege.
Moving any number of migrants in their Levy from their infrastructure to the exterior of a Keep which is owned by a Human King at War with them. Migrants may not be moved from anywhere other than infrastructure owned by the Baron they are in the Levy of for this purpose. For the duration of this Siege, those Migrants are considered to be part of this Siege.

The Migrants in each Siege are publicly tracked, as is the Baron who owns that Siege. Migrants in the Exterior of a Keep of an entity they are Hostile towards are considered to be Besieging that Keep. Migrants cease to part of a siege if they leave the Exterior of the Keep they are Sieging. Rather than the Migrants in a Siege being listed in the Exterior of the Keep they are Besieging, “Siege #N” is displayed in the Exterior of that Keep instead, although they are still considered to be at that location.

As a daily action, a Baron may Intensify their sieges by doing the following atomic action:
Each non-Equipped Migrant that is part of their Levy and participating in a Siege reduces the Hit Points of the outermost Defensive structure of the Keep they are Besieging by 10.
Each Equipped Migrant that is part of their Levy and participating in a Siege reduces the Hit Points of the outermost Defensive of the Keep they are Besieging structure by 20.

A Baron may end one of their sieges by moving the Migrants in that siege out of the Exterior of the Keep they are Sieging and distributing them as they wish among their Stockpile and Infrastructure (subject to the Infrastructure’s maximum populations). Once a Siege has ended it is no longer publicly tracked.


Add the following to the list of all infrastructure:

| Barrack || Stone (cut) x 21, Iron (Plate) x 3 || Whenever a Migrant moves out of this infrastructure into another entitity’s as part of a Siege, that Migrant becomes Equipped.|| 250 || 3

 

Let’s start attacking those nasty human kings!

Becoming Unidle

If I could be unidled, that would be great :)

Sunday, September 18, 2022

Proposal: Check the Signet

Passes 6-0. TDS

Adminned at 20 Sep 2022 20:47:56 UTC

In the rule “Infrastructures”, change

Migrants in a Baron’s Stockpile may be moved to their Infrastructures.

to

A Baron may move Migrants from their Stockpile to their Infrastructures, subject to those Infrastructures’ maximum populations.

No forcibly settling other Barons’ migrants!

Saturday, September 17, 2022

Proposal: The Feeling’s Mutual

Reaches quorum with 5-0 and is enacted -SingularByte

Adminned at 19 Sep 2022 06:29:29 UTC

Remove the sentence “Migrants with an Allegiance to a Human King are Hostile to every Baron that has no Human Alliance with that Human King” from the end of the subrule “Human Kings”.

Add a new subrule of “Influence” titled “Interspecies Relations”:

Humans are a rather fickle, polarized bunch; if a human does not explicitly like you then they almost certainly possess a burning hatred for you. If a Human King does not have an Alliance with a Baron, that pair of Human King and Baron are considered to be At War. Barons can never be At War with each other, and the same applies for Human Kings. When an entity is At War with another entity, then all of the Migrants in that entity’s Levy are considered to be Hostile towards the other entity. A Baron may at any time declare war on a Human King they have a Human Alliance with by removing that Alliance.

Our migrants should be hostile to the humans as well if we don’t have an alliance with them, so we can bring them under siege. Also, instead of just the immediately allegiant Migrants which are hostile every Migrant in a Levy should be hostile.

Proposal: Loyalty Earned

Reaches quorum with 5-0 and is enacted -SingularByte

Adminned at 18 Sep 2022 07:42:27 UTC

In the rule “Infrastructure”, change

Migrants that a Baron owns may be freely moved by them between that Baron’s Stockpile and their Infrastructures.

to

Migrants in a Baron’s Stockpile may be moved to their Infrastructures.

Add the following text to the end of the rule “Society”:

A Baron may perform a Loyalty Check on a Named Independent Migrant in one of their Infrastructures. To do so, they randomly choose from {Lord, Power, Family, Friend}. If the result is “Lord” or “Power”, they set the Migrant’s Allegiance to themselves. If the result is Family, they must set the Migrant’s Allegiance to a valid value of the same Species if possible. If the result is Friend, they must set the Migrant’s Allegiance to another Named Migrant in their Keep if possible. No Baron may perform a Loyalty Check on the same Migrant twice.

In the rule Neutral Ground, change all instances of “Slum’s Migrants to his stockpile” to “Slum’s Migrants to his stockpile or Infrastructure” and add the following text to the end of the second paragraph:

When a Baron brings an Independent Migrant from a Slum into his Keep using this paragraph, he may set the Migrant’s Allegiance to any Named Migrant in his Levy.


In the rule “Society”, change

New Migrants are always Independent, and the Allegiance of a Migrant in a Baron’s or Human King’s Keep defaults to that Baron or Human King. Other Migrants default to having no Allegiance.

to

Migrants default to having no Allegiance.

Defected to a rival kingdom

The Barons Vovix and Maldor are now idle. Player count is now 9, quorum is now 5.