sooiside
darth clishe killd himself
-darths fifth cusin thrise remuvd bobert
This is, obviously, an April Fools’ joke. Bobert does not exist, in case you were wondering.
darth clishe killd himself
-darths fifth cusin thrise remuvd bobert
This is, obviously, an April Fools’ joke. Bobert does not exist, in case you were wondering.
Quorum stays at 11.
Reached a quorum of votes, the Mad Prince has voted on it, and more than half of the votes were in favour. Josh may now post an Ascension Address. -Purplebeard
Adminned at 01 Apr 2010 01:51:57 UTC
I have achieved victory as set out in rule 2.2.36, Billboard.
veto - DK
Reopened for voting by Purplebeard, as we’re in hiatus.
Refailed by Ienpw
Adminned at 01 Apr 2010 07:41:40 UTC
With each EVC on this proposal, a name of one active Commoner may be given. Whichever active Commoner is mentioned in the most EVCs on this proposal achieves victory.
Veto - DK
Reopened for voting by Purplebeard, as we’re in hiatus.
Refailed by Ienpw
Adminned at 01 Apr 2010 07:41:21 UTC
Add a new Rule titled “New Dynasty!”:
If a Proposal passes (after the enactment of this Rule), the Commoner who has written the Proposal may achieve victory.
I liked this Dynasty, but it seems nobody wants to play this one any more. So we could (and should) start a new one?
I do not like this Proposal, but I am not sure whether there are other solutions…
This proposal was illegally resolved, as we are in hiatus until Josh posts his Ascension Address. Reopened for voting. -Purplebeard
Cleared out two spam accounts and blocked the IP address that made them. Kinda confused as to why the IP wasn’t banned to start with lol.
The Hermit Society is proud to announce the acceptance of their newest member, Roujo! After a long and perilous trip, the aforementioned Commoner has decided that “this world is too complicated to be lived fully”, and thus has decided to retire to his workshop for all of eternity (or until another ruler takes the mantle, whichever comes first).
In accordance to article 5, section A, paragraph 2 of the Hermit Code:
Anyone who enters the Hermit Society must immediately declare his idling in any and all Nomic games he is currently playing, save those where idling is not possible.
The Society hereby requests that the Commoner named Roujo be idled.
The possibilities…
They are endless…
Unlike my mind, it seems.
Nobody at all tried raiding last week; it’s as if everyone was scared or something.
New Treasury contents: 120 Iron, 120 Wood, 60 Quicksilver, 60 Caffeine, 36 Cogs, 12 Gems, with a Guard Level of 11.
Feel free to discuss your raid here.
Reaches quorum, 8-0. Josh
Adminned at 30 Mar 2010 11:56:33 UTC
Add a new subrule “Billboard” to rule 2.2 “Inventions”:
Cost: 5 Quicksilver, 2 Cogs Power Requirement: 20
Inventions containing a Billboard do not count towards the 3-Invention limit.Each Invention containing a Billboard is either placed in no County (the default), or placed in a specific County. At will, a Commoner can place an Invention he owns that contains a Billboard in the county he currently is currently located in; and as a weekly action, a Commoner can cause an Invention containing a Billboard owned by any Commoner, that is placed in the County he is currently located in, to be placed in no County. The County in which an Invention is placed is tracked on the [[Inventions]] wiki page.
If a Loyalist Commoner owns N Inventions containing Billboards (where N is 8 minus the number of occurrences of 12pm UTC on Thursday that have elapsed since this subrule was enacted), each of which is in a different County that is not Occupied, he may achieve victory; likewise for a Sympathiser Commoner and different counties that are Occupied.
How do you establish yourself as a viable option to rule the country over the Mad Prince or Demented Baron? Why, advertising of course! This starts hard, but gets easier over time, and after eight weeks anyone will be able to declare victory.
I go idle, quorum drops to six.
DiEvAl goes idle. Quorum remains 7.
Timed out and passed, 4 for, 1 against and 3 unresolved DEF. Josh
Adminned at 29 Mar 2010 12:57:07 UTC
In rule 2.7, change the sentence
Any Commoner occupying a County that is the start point of a Trade Route may not claim the Resource of that Trade Route when Scavenging.
to read
Any Commoner occupying a County that is the start point of a Trade Route may not claim the Resource of that Trade Route when Scavenging, unless that Resource is Coal and their Income is negative.
I was just discussing this on IRC. If you’re in the right county, you can refuse to reduce your Coal by not claiming the negative amount.
Reached quorum and enacted, 10-0. Josh
Adminned at 28 Mar 2010 01:54:00 UTC
In rule Invasion, change
At the time at which this rule was enacted, Invaders have only Occupied Kent (County #18). Every Monday at 00:00 after enactment, they are considered to have spread to every County that neighbours a County which Invaders previously Occupied.
to
Every Monday at 00:00, every Unoccupied County that neighbours an Occupied County becomes Occupied. This only takes place once each monday.
Counties which are occupied and subsequently liberated still qualify as counties “which Invaders previously Occupied”. Also clarifies that the invasion spreads only once at 0:00.
Thanks for enacting “my” Call for Judgement. I am happy I can do something now :)
Unfortunately, I assume the enacting was not right. At first my inventions should have been dismantled (which would have increased some amounts of my Resources). Then the median values of all Resources is to be calculated and my Resource Amounts are set to these medians. So there is a difference between simply ignoring my inventions and really dismantling them.
Would be nice, if someone fixed that.
Kind regards, Keba.
Fails, 8-2. Josh
Adminned at 28 Mar 2010 01:53:07 UTC
Change the first paragraph of rule 2.1 “Commoner’s Economy†to:
Each Commoner has an Income (a number which can be positive, negative, or zero, and defaults to 50), and amounts of Coal, and amounts of Iron, Wood, Quicksilver, Caffeine, Cogs, Gems, and Electricity (numbers defaulting to the median values among Commoners, rounding up to an integer if necessary). Coal, Iron, Wood, Quicksilver, Caffeine, Cogs, Gems, and Electricity are collectively known as Resources.
Add the bullet point “0 Electricity or 10 Electricity†to the bulleted list in that rule.
Add a subrule to rule 2.1, entitled Stormy Weather:
While Scavenging, the default result for a Commoner who selects Electricity is zero. However, if the 24 hour weather forecast for the County that they currently occupy shows lightning then they may instead gain 10 Electricity. Weather forecasts must be obtained from the weather links, listed beside each County name as (w), provided on the [[County Activity]] page.
Add the (w) links, in order, that can be found on the 11:29, 26 Mar 2010 edit of the Josh/Sandpit page of the wiki to the list of County names on the County Activity page of the wiki.
Change the “Observatory and Alchemarium†paragraph in Rule 2.4 Workshops to the following:
The Commoner who owns an Observatory may spend 1 Coal and 1 Resource (other than Coal) to gain 1 of any other Resource (other than Electricity). However, they can only choose to gain one Resource while Scavenging.
Add the following as a subrule to rule 2.2, entitled Battery:
Cost: 1 Iron, 1 Quicksilver, 1 Electricity Power Requirement: 2
A part which has an effect that must be paid for using Electricity may not be included in an Invention unless that invention also includes a Battery.
Add the following as a subrule to rule 2.2, entitled Elecromagnetic Generator:
Cost: 3 Iron, 7 Cogs Power Requirement: -15
A Commoner who owns an invention that includes an Electromagetic Generator may at any time spend x Electricity to reduce the Coal cost of the next action that they perform by 10x.
Add the following as a subrule to rule 2.2, entitled Tesla Cannon:
Cost: 5 Iron, 3 Quicksilver, 1 Cog, 1 Gem Power Requirement: 2
An Invention which includes a Tesla Cannon is considered to be a weapon. A Commoner who owns an invention which includes a Tesla Cannon may spend 1 Electricity to Wage War instead of the normal Coal requirement. Additionally, they may spend 2 Electricity to Wage War regardless of whether they have already Waged War that week.
Set each Commoner’s amount of Electricity to 0.
I liked DC’s idea, I just couldn’t figure out how to implement it. Hopefully this is a stab in the right direction.
Good, good… I see my candy is quite popular! Everything is going according to plan…
To the adventurous commoners who volunteered for the first human experiments of the wonderful AlCandy (which obviously stands for “AlCandy Legit Candy Alchemical Nonstop Dancing Yalitude”), I wish you good luck and I salute your sens of duty and experiment. I must advise you that the batch you will be receiving has been crafted using an increased dose of pwnage. Side effects can (and will should) include: increased will to invent, abundance (not to be confused with the highly acclaimed Muffin Polka), appearance of random items and overall madness. If items continue to appears after 4 hours, go see a physician immediately. In the event that you have no such person to refer to, the local Mad Inventor (myself excluded) will do (approximately) just as well. For the record, I did not eat any AlCandy. (Well, maybe a bit of the first packs. They had an increased amount of Gem Dust in them, and everyone knows that you shouldn’t do Dust.)
I wish everyone farewell, as the path leading to the Flying Underground Floating City-State of P does not wait for the leaves to fall before making deals with the rogues. With your aid, I have found the whereabouts of many of the worlds finest creatures, namely:
- The Elusive Ceiling Cat
- The Wondrous Mechanical Duck
- The Mysterious Bearded Papa
- The Tenacious Pick of Destiny
- The Half-Rare Half-Common All-New Gnorc
- The Faraway Antarctican Corn Dog
- The Prestigious Yale
May the Mad Nomic Gods be with you!
~ The Capriciously Open-Minded, Insignificantly Greedy, Surprisingly Chilly and quite Madly Roujo’d Roujo
Great-Grand-Grandmaster of AlCandy Mts, High Priest-Mage of the ninety-eleventh chiliagon of the e^(i*pi)th Art.
P.S: I regret nothing!
Reaches Quorum (without Keba) and passes. Josh
Adminned at 26 Mar 2010 06:58:33 UTC
It appears that Keba has been getting the power requirements for his inventions incorrect.
Oh, damn, I thought square means “root” because of “sqrt” functions in programming languages. (sqrt means square root then)... Well, I do not know how to fix that. Revert both inventions and all actions?
To be honest, I have messed up that at all older Inventions, too. The PR has been a bit too low for some weeks. I really do not know how to fix that.
Reverting everything I did since then? Even the raids and scavenging? Or just revet my two latest invention an a Coal penalty?
Ideas?
This CfJ assumes that most players would want to avoid reverting all of Keba’s actions and all actions that have been dependent upon them. It seems to me that the problem is sufficiently ornate that a clean-slate approach is probably fairest and easiest; therefore, if this CfJ is enacted, all of Keba’s inventions are to be dismantled and his GNDT statistics should be reset, as if he were a new player. Furthermore, any actions undertaken by Keba between the posting of this CfJ and its enactment, and any actions dependent upon those actions, should be reverted.
Timed out and passed, 4-1 with 3 unresolved DEFs. Josh
Adminned at 28 Mar 2010 01:50:09 UTC
Repeal Rule 2.8 (Royal Armies).
If any Commoner owns an Invention with a Royalty Proximity Sweeper when this Proposal enacts, change the effect of the Royalty Proximity Sweeper to “This Part occasionally makes a sad bleeping sound.” Otherwise remove it from the ruleset.
Give 5 Iron, 5 Wood and 21 Coal to Keba, to reimburse his costs for being the only Commoner to have built a Sweeper prior to this proposal.
Lithophagist hasn’t posted or commented for over a week, and goes idle. Quorum drops to 7.
Who’s raiding this week?
While, of course, the bonds of lucre transcend such mundane trivialities as temporal politics, the current situation - brother against brother! - rends at my breast, occupying as I do the position of Patriarch of the JoshTeck family. While it gladdens my heart to see that some of my cherished kin have, like me, seen the perfidy of the Mad Prince for what it is, I note with dismay that some of my beloved customers continue to support his anti-commercial and anti-liberal policies.
Now, like I said, politics can’t undermine the binding ties of business kinship, so those honest members of the JoshTeck Family who have kindly paid their dues in advance can continue to trade with me unmolested, never mind that we don’t see eye to eye. I can’t promise that that will ever be the case; should a member of the Family turn his support for the Mad Prince into something a bit more definite then I might have to see about raising my levees a little, just to make sure that may generosity wasn’t helping to support that man’s crooked regime. Of course, if they would be wise enough to see the error of their ways and switch their support to the Demented Baron instead then such an eventuality would never be necessary.
For non-family members who continue to support the Mad Prince, however, I’m afraid that I have to look to the safety of my business. Trade is trade but nonetheless, I must support the troops. For that reason, henceforth, trades with any non-Family Loyalist Commoners will be charged at a rate of 2 coal and 2 resource per resource in return. Sympathiser non-family customers will be charged at our new special friendly rate - 2 coal and 1 resource per 1 resource back. Furthermore, I’m opening a new slot in the family for one lucky Sympathiser Commoner. Remember, for a mere 5 Coal or 1 resource per week, you can get all the trades you like at cost price! PM me if you want to take advantage of this great offer!
Thanks for reading, and I hope that we can soon all be united and friendly once again under the Demented Baron’s banner.
Can’t reach quorum with 7 votes against, without a change of vote. Failed by Kevan.
Adminned at 25 Mar 2010 08:07:09 UTC
Change the first paragraph of rule 2.1 “Commoner’s Economy” to:
Each Commoner has an Income (a number which can be positive, negative, or zero, and defaults to 50), and amounts of Coal, and amounts of Iron, Wood, Quicksilver, Caffeine, Cogs, Gems, and Electricity (numbers defaulting to the median values among Commoners, rounding up to an integer if necessary). Coal, Iron, Wood, Quicksilver, Caffeine, Cogs, Gems, and Electricity are collectively known as Resources.
Add the bullet point “0 Electricity” to the bulleted list in that rule.
Add a new subrule to Rule 2.2 “Inventions”, titled “Lightning Rod”:
Cost: 10 Iron
Power Requirement: 5
The owner of an invention which includes a Lightning Rod additionally gains DICE5 Electricity when Scavenging.
Chance the “Observatory and Alchemarium” paragraph in Rule 2.4 Workshops to the following:
The Commoner who owns an Observatory may spend 1 Coal and 1 Resource (other than Coal) to gain 1 of any other Resource (other than Electricity). However, they can only choose to gain one Resource while Scavenging.
Set each Commoner’s amount of Electricity to 0.
Fixed.
Self-killed. Josh
Adminned at 25 Mar 2010 06:07:30 UTC
Change the first paragraph of rule 2.1 “Commoner’s Economy” to:
Each Commoner has an Income (a number which can be positive, negative, or zero, and defaults to 50), and amounts of Coal, and amounts of Iron, Wood, Quicksilver, Caffeine, Cogs, Gems, and Electricity (numbers defaulting to the median values among Commoners, rounding up to an integer if necessary). Coal, Iron, Wood, Quicksilver, Caffeine, Cogs, Gems, and Electricity are collectively known as Resources.
Add the bullet point “0 Electricity” to the bulleted list in that rule.
Add a new subrule to Rule 2.2 “Inventions”, titled “Lightning Rod”:
Cost: 10 Iron
Power Requirement: 5
The owner of an invention which includes a Lightning Rod additionally gains DICE5 Electricity when Scavenging.
Set each Commoner’s amount of Electricity to 0.
Lightning is a common power source in steampunk, second only to steam itself.
Terminally self-killed. Josh
Adminned at 25 Mar 2010 06:02:43 UTC
Add a new subrule to rule 2.2, entitled Liquid Zeal Distillery:
Cost: 5 Quicksilver, 4 Caffeine, 1 Gem Power Requirement: 5
A Commoner who owns an invention that contains this part, and who also owns an invention that contains the Mark of the Demented Baron part, may spend 1 Quicksilver, 1 Caffeine and 1 Coal, and permanently reduce their Income by 1, in order to perform one of the weekly actions listed under rule 2.9.1 regardless of whether it has been previously performed that week.
The Sympathisers are small in number and limited in power, but boundless in zeal. It may rot the brain, but a rotten brain can be fearless in its prosecution of dreadful deeds.
(The idea that Hassan Sabbah’s Assassins were fuelled by hashish may or may not be apocryphal, but it certainly makes for a good story.)
Autoproposalicide. Josh
Adminned at 25 Mar 2010 03:56:15 UTC
In Rule 2.2.3 entitled “Electromagnetic Coil” replace “An Electromagnetic Coil has no effect if it is attached to a Junkyard Workshop, or to an Observatory and Alchemarium.” with
An Invention containing an Electromagnetic Coil may neither be attached to a Junkyard Workshop, nor to an Observatory and Alchemarium.
The current wording does not do anything. Simply “unattaching - scavenging - attaching” and you are fine.
People of the land, I have an announcement to make.
While you may think I have not been a productive member of this society, I now have a great gift to you all.
I have researched a Top-Secret Invention, so secret that it does not appear in the Mad Prince’s records. I have perfected it for the last weeks, and it is now complete.
And so, I present to you… [Insert dramatic music here] THE CANDY MACHINE! [Orchestral Hit]
As I can’t eat all that candy, I am willing to give some to other commoners. My machine can produce candy of one of seven colors, one for each color of the rainbow. For those of you who have never looked at the sky (probably because you were so busy inventing useless inventions instead), those colors are Red, Orange, Yellow, Green, Blue, Pollen and Sharp. *Eye twitches*
Pick a color, then, and append a comment containing the following sentences, adapted to your specific brand of madness:
“I, [insert your name here, however nice it is], wish to bid Roujo a fair voyage on his quest to find the fabled [insert whatever mythical animal of your (un)liking here].
May he, in his infinite [insert characteristic here], be awesome enough to give me some Candy of his delightful making (preferably [insert desired color here]), so that I too can partake in his mad quest for eternal blood sugar.”
If you are foolish enough to post several comments following that template, only the last one will count in my infernal tally. Also, if several commoners share the same, evil vice and thus crave the same cure in the form of Candy of the same color same, only the second one will get the Candy. (Yes, I’m that good.)
Now, if you allow me, I must pack my things and prepare myself for the wondrous voyage I am about to undertake. May you try not to lose sentience on your endless quest for less-than-perfect glory. Be aware that I am to leave on the 25th on the current month, at an undisclosed time. If some Candy is still unclaimed, I shall give it out randomly to Commoners who, in their greater wisdom, have expressed their interest in other flavors of mine. If no Candy is claimed before I go… Well, too bad for you, I’ll eat it ALL!!!!!!!!111111oneoneone *gasps for air*
Oh. One last thing. I’m not mad, far from it. Ok, not that far, but still.
Let’s just say I’m just mad enough to act on the present announcement in any way I see fit, including ways that are unforseen by the current wording. But then again, I probably won’t.
Or will I?
~ Roujo, Grandmaster of Candy Mts, Practicioner of the seventy-fourth circle of the Zeroth Art.
P.S: I shouldn’t should won’t probably won’t.
Sent into battle, to aid strangers in need
Gain independence, our forces will lead
Final solution, when all others have failed
Liberation is coming, our path has been laid
I attempt to liberate Oxfordshire.
The blockquote contains the first paragraph of a stanza of the song Light in the black by Sabaton from the album Attero dominatus. I assume the quote should be ok, at least if I encourage you to buy this track.
Dear Commoners,
As you might have noticed, I have scanned some Counties: Somerset, Wiltshire, Berkshire and finally Oxfordshire.
I can only liberate one County per week. So all the scanning information is useless? No, I am a cooperative Player.
I would like to offer you to share the information I got. Remember: Mine Sweeping costs 5 Coal, 1 Gem, and 3 Quicksilver and you need a Royalty Proximity Sweeper (5 Iron, 5 Wood, and 2 Gems Power Requirement: 2) to do so. For the really low cost of 50 Coal or 10 Wood I would redirect the PM titled “Scanning results” by ais to you. If you build a Raiding Castle or fight well for the French, you might even get this information cheaper. Just write (in a comment, per Private Message or in IRC) an offer then…
I know this information becomes less valuable, if another Commoner has already bought it. If I were you, I would accept with alacrity.
Kind regards, Sir Keba.
PS: I encourage you to start scanning, too. We could use the scanning power together to liberate lots of Counties.
Reaches qorum and passes, 9-0. Josh
Adminned at 25 Mar 2010 03:52:22 UTC
As a subrule of Rule 2.2 (Inventions), add a new Rule called “Rivet Gun”:-
Cost: 6 Iron, 2 Quicksilver, 3 Cogs Power Requirement: 5
An Invention with a Rivet Gun is considered to be a Weapon.
In the rule “Regalia Actions”, replace “This action costs 2 Iron, 1 Cog and 1 Coal to perform.” with:-
This Action requires the Commoner performing it to own a Weapon Invention, and costs that Invention’s Power Requirement in Coal to perform.
As a subrule of Rule 2.2 (Inventions), add a new Rule called “Motion Sensor”:-
Cost: 5 Iron, 2 Cogs, 1 Gem Power Requirement: 5
This glinting red mechanical eye has no intrinsic effect.
In the rule “Regalia Actions”, replace “By paying 5 Iron and 2 Cogs, a Commoner may build a Sentry Tower in the County they currently occupy.” with:-
If a Commoner owns an Invention with a Motion Sensor, they may remove that Invention from the Inventions wiki page and raise their income by the Invention’s Power Requirement, to build a Sentry Tower in the County they currently occupy.
As a subrule of Rule 2.2 (Inventions), add a new Rule called “Drone Unit”:-
Cost: 5 Iron, 3 Wood, 2 Quicksilver, 2 Cogs Power Requirement: 10
If a Commoner owns an Invention with a Drone Unit, any Regalia Actions performed by that Commoner may be performed as if the Commoner were located in a neighbouring County to the one that they currently occupy.
Remove the “Use an Air Drone” bullet point from the “Regalia Actions” rule.
Under the current Invasion rule, any of us may “spend 2 Iron, 1 Cog and 1 Coal to build a mechanical army”! I think we need to get back to our workshop-tinkering roots, here.
Reaches quorum and passes, 8-0. Josh
Adminned at 25 Mar 2010 03:50:08 UTC
Remove the paragraph beginning “As a weekly action, a Commoner may perform spend 2 Iron, 1 Cog and 1 Coal to build a mechanical army.” from Rule 2.9.
Reword the rule “Regalia Actions” to:-
Any Commoner who possesses an Invention which includes either the Crest of the Mad Prince of the Mark of the Demented Baron may perform a Regalia Action from the list below, as a weekly action.
- Wage War. This action costs 2 Iron, 1 Cog and 1 Coal to perform. If the Commoner performing this Action is a Loyalist, the Commoner’s current County, plus all those that neighbour it, become Unoccupied. If they are a Sympathiser, the Commoner’s current County becomes Occupied.
- Build a Sentry Tower. By paying 5 Iron and 2 Cogs, a Commoner may build a Sentry Tower in the County they currently occupy. A County containing a Sentry Tower may not change from Occupied to Unoccupied or vice-versa. A County with a Sentry Tower is tracked in the wiki by putting {ST} after its name.
- Dismantle a Sentry Tower. A Commoner may remove a Sentry Tower from the County they currently occupy. The Commoner gains 2 Iron and 1 Cog for doing so.
- Use an Air Drone. A Commoner may perform any other Regalia Action as if they were located in a neighbouring County to the one that they currently occupy. Any Resource costs of that Regalia Action are doubled.
If a Commoner does not possess the Mark of the Demented Baron, they may perform the “Wage War” Regalia Action as if they possessed Crest of the Mad Prince.
Clarifying Regalia Actions per comments on the previous proposal. Making “build a mechanical army” into a named Regalia Action, clarifying where Sentry Towers are built and dismantled, and having the Air Drone only affect Regalia Actions (rather than “any other weekly action”).
Self-killed. Josh
Adminned at 24 Mar 2010 02:56:03 UTC
In the rule 2.9.1 Regalia Actions, add to the last bullet the following sentence
This effect only lasts for the week in which this action was taken. A County with an Air Drone is tracked in the wiki by putting {AD} after its name.
I’m guessing the enacting admin messed up or something, in the county list in the GNDT, Oxfordshire and Rutland are the same county (Oxfordshire!Rutland). Could someone clear this up?
Self-killed. Josh
Adminned at 24 Mar 2010 02:54:28 UTC
Change rule 2.2.19 so that it reads as follows:
A Commoner, who owns an Invention with this Part, counts as two Commoners when comparing the number of Raiders to the Guard Level of the Royal treasury
If rule 2.4 includes a bullet entitled Raiding Castle, change its effect to read as follows:
Effects: A Commoner who owns a Raiding Castle counts as five Commoners when comparing the number of Raiders to the Guard Level of the Royal treasury. This effect takes precedence over the effect of Armour.
Add the following to the end of rule 2.2, before any subrules:
The effect of multiple iterations of the same part is never cumulative.
Remove the last line from subrule 2.2.4.
Rule 2.9 says: “England has been invaded by the French, and each Commoner has an Allegiance, which is either Loyalist or Sympathiser. This choice is tracked in the GNDT”.
Currently there is a “Separatist”,but not a “Sympathiser” choice. I suggest to replace “Seperatist” with “Sympathiser” and set Josh‘s Allegiance to “Sympathiser”.
As we would only correct an enactment, there is no need for a Proposal, I assume…
Kind regards, Keba.
Reached quorum, 9-0. Josh
Adminned at 24 Mar 2010 02:51:54 UTC
Add a new bullet point to rule 2.4 “Workshops”:
- Raiding Castle
A variation on the Walking Fortress designed to hold up cargo shipments, rather than muscle in on other people’s junkyards.
Effects: A Commoner who owns a Raiding Castle counts as five Commoners for the purpose of Raiding, except for the purpose of reducing the Income of Commoners after a failed Raid. This effect takes precedence over the effect of Armour.
Requirements: Attached to the Workshop must be Inventions with Armor, Armour Plating, an Electromagnetic Coil, and at least one of Wings, Mobile Telescopic Legs, or Flanged Wheels.
I’ve improved my weapons and armour. You may have to too, if you want to keep up.
The following Commoners Raided last week: Anonyman (x2), Darth Cliche (x2), Josh, Keba (x2), Purplebeard (x2), Put (x2), for a total of 11 Commoner’s worth of combat potential. As a result, the raid succeeds; one share of the proceeds is 18 Wood, 18 Caffeine, 4 Gems, but all but Josh get a double share (36 Wood, 36 Caffeine, 8 Gems).
Treasury for this week has been set; I need much more coal to power my Enormous Hadron Supercollider in Norfolk, so I’m diverting a huge shipment there. 1000 Coal in the Treasury this week, but I’m upping the Guard Level to 15.
The Commoners again amassed, this time in another deserted factory to avoid detection. Although smaller in number, they had better weapons and better armour, so this time when they rode out against the guards, despite being outnumbered they managed to take the guards down between them.
But it was a decoy; looking inside the cart, all they could find were a few lumps of quartz, and some bored-looking guards sipping tea, who hastily ran away. Furious, they stole the quartz and the tea, and then hacked the wooden cart to pieces for raw materials for their inventions, or possibly just to burn into Charcoal. Maybe not the mahogany they were hoping for, but hey, wood’s wood.
Timed out and passed, 3 votes to none with one unresolved def. Josh
Adminned at 24 Mar 2010 02:46:47 UTC
If the Proposal entitled “MY County” failed, this Proposal does nothing.
In Rule 2.8 entitled “Royal Armies†replace “If a liberated County’s state is changed, this County does not count as a liberated County anymore.” with:
If a liberated County’s state is changed (but not as a result of changing the liberating Commoner’s Allegiance), then this County is no longer liberated.
Just a clarification fix.
You don’t want to “unliberate” your County yourself.
Dear Commoners,
As all County Activities are listed on a wiki page, I changed the list to a numbered one and added the County Image.
To know which wiki markup I need for this image, I wanted to edit the Ruleset. I noticed the “Edit” links do not edit the section they should belong to, but some other section.
As I am neither a Wiki admin nor know how to fix this issue, I write this blog entry. Anyone an idea?
Kind regards, Sir Keba.
Reached quorum 8 votes to 0. Enacted by Kevan.
Adminned at 23 Mar 2010 06:01:28 UTC
In rule 2.9, replace
The names of Counties which are Occupied are coloured red on the [[County Activity]] page of the wiki
with
The names of Counties which are Occupied should be coloured red on the [[County Activity]] page of the wiki
To the end of the first paragraph of that rule, add the following:
The default Allegiance is Loyalist.
Add the following to the end of subrule 2.2.32:
A Commoner who owns an Invention which includes the Mark of the Demented Baron cannot build and invention that uses this part.
Add the same sentence to the end o subrule 2.2.33, substituting “Crest of the Mad Prince” for “Mark of the Demented Baron”.
A short sharp shower of fixes.
lordcooper has not been active for 8 days and thus idles. Quorum remains 8.
Reached quorum and passed, 10-0. Josh
Adminned at 22 Mar 2010 11:20:20 UTC
If the Proposal entitled “Proposal: A Clockwork Duck a l’Orange” failed, this Proposal does nothing.
In Rule 2.9 entitled “Invasion” replace “Monday” with “Monday at 0:00” both times it occurs.
To the first paragraph of Rule 2.9 add:
A County’s state is either “Occupied” (so Invaders have occupied this County) or “unoccupied” (the Invaders have not done so). If a Commoner is a Loyalist, their “wished state” refers to “unoccupied” and if they are a Sympathiser, their “wished state” refers to “occupied”.
To Rule 2.8 entitled “Royal Armies” add:
The wiki page [[County Activity] should show which Counties are liberated by which Commoners, and which have been attempted to be liberated (for example having “(liberated by [Commoner] attached, where [Commoner] is the Commoner who liberated that County).
The state of a liberated County is always the “wished state” of the Commoner who liberated this County. Its state may only be changed (as defined per
other Rules), if all non-liberated neighbouring Counties’ states are not the Commoner’s “wished state” or if there are no non-liberated neighbouring Counties. If a liberated County’s state is changed, this County does not count as a liberated County anymore.
Some clarifications and reproposing “Taking responsibility”
This gives Liberators the power to fight with “their” Counties for the Invaders or to defend England. Of course they should take responsibility then and might “loose” their County, if they are not able to fight well enough. Or they defect to the Enemy then - who knows?
Reached quorum 8 votes to 0. Enacted by Kevan.
Adminned at 22 Mar 2010 04:49:19 UTC
If the text
This reduction only applies once per Commoner, even if he or she owns more than one Precision Lens.
exists in the subrule “Precision Lens”, replace it with
No attempt to create an Invention is subject to more than one reduction of resource spending from Precision Lenses; instead, the reduction from all but one Precision Lens owned by the same Commoner is ignored.
It’s actually really hard to word this unambiguously! You can’t calculate things as if only one Precision Lens existed, in case the cost of inventions somehow in the future depends on the composition of other inventions. This proposal will only have an effect if the previous fix proposal on this subject passes, on the bases that otherwise the text to replace will not be present.
Reached quorum 8 votes to 0. Enacted by Kevan.
Adminned at 22 Mar 2010 04:48:35 UTC
Add to rule Precision Lens:
This reduction only applies once per Commoner, even if he or she owns more than one Precision Lens.
Just clarifying that these don’t stack. (trust me, we really really don’t want them to)
Self-killed. Josh
Adminned at 21 Mar 2010 09:48:45 UTC
If the Proposal titled “A Clockwork Duck a l’Orange” failed, this Proposal does nothing.
To Rule 2.8 titled “Royal Armies” add the following:
The wiki page [[County Activity] should show which Counties are liberated by which players, and which have been attempt to be liberated (for example having “(liberated by [Commoner] attached, where [Commoner] is the Commoner who liberated the County).
If a County was liberated by a Loyalist, then regardless of other rules it cannot become Occupied unless all neighbouring non-Liberated Counties are Occupied.
If a County was liberated by a Sympathiser, then regardless of other rules it cannot cease Occupied unless all neighbouring non-Liberated Counties are not Occupied.
It is YOUR County ;)
Timed out and passed, 9-0. Josh
Adminned at 21 Mar 2010 09:47:31 UTC
If the Proposal titled “A Clockwork Duck a l’Orange” failed, this Proposal does nothing.
In the subrule “Regalia Actions” to the rule entitled “Invasion,” change GNDT to wiki in the following sentence:
A County with a Sentry Tower is tracked in the GNDT by putting {ST} after its name.
I have arrived to play blognomic
Timed out and enacted, 5 for, 1 against and 4 unresolved DEFs. Josh
Adminned at 21 Mar 2010 08:30:39 UTC
Change all references in the ruleset to the wiki page [[Trade Routes]], so that they refer instead to the wiki page [[County Activity]]. Change the sidebar of the main page to reflect this. Move the content of the [[Trade Routes]] page to the [[County Activity]] page. If the content of the [[Trade Routes]] page changed between the enactment of this proposal and the transfer of data, then the enacting admin must revert that change before transfering the content to the [[County Activity]] page. Change the third set of parentheses in rule 2.7 to read as follows:
(a page which should only be updated in accordance with the ruleset).
Add a new rule to the ruleset, entitled Invasion:
England has been invaded by the French, and each Commoner has an Allegiance, which is either Loyalist or Sympathiser. This choice is tracked in the GNDT and can be changed by the Commoner at any time.
At the time at which this rule was enacted, Invaders have only Occupied Kent (County #18). Every Monday after enactment, they are considered to have spread to every County that neighbours a County which Invaders previously Occupied. If ever it ceases to be Occupied, Kent is always reoccupied on Monday. The names of Counties which are Occupied are coloured red on the [[County Activity]] page of the wiki. Any Trade Route which passes through an Occupied County is considered to end at the last unoccupied County before it; unless the start County is an Occupied County, in which case the reverse is true.
As a weekly action, a Commoner may perform spend 2 Iron, 1 Cog and 1 Coal to build a mechanical army. If they are a Loyalist, this will remove any invader forces that may exist from the County in which the Commoner performs the action, plus all neighbouring counties. If they are a Sympathiser, then Invader forces will Occupy the County in which the action is performed.
Add a subrule to that rule, entitled Regalia Actions:
Any Commoner who possesses an Invention which includes either the Crest of the Mad Prince of the Mark of the Demented Baron may perform one of the actions listed in this rule, instead of the weekly action listed above in the rule entitled “Invasion”.
* Build a sentry tower. By paying 5 Iron and 2 Cogs, a Commoner may build a Sentry Tower. Any County containing a Sentry Tower may not change from Occupied to unoccupied or vice-versa. A County with a Sentry Tower is tracked in the GNDT by putting {ST} after its name.
* Remove a Sentry Tower. A Commoner my remove a Sentry Tower, allowing Occupation or liberation, and gains 2 Iron and 1 Cog for doing so.
* Use an Air Drone. A Commoner may double the cost of any other weekly action to perform it in a neighbouring County to the one that they currently occupy.
Add the following as a subrule to rule 2.2, entitled Crest of the Mad Prince:
Cost: 1 Iron, 1 Quicksilver Power requirement: 0
Any invention consisting of just this Part has a Power Requirement of zero and does not count towards a Commoner’s total number of inventions. A Commoner who posesses an Invention that includes this Part must set their Allegiance to Loyalist and may not change it. That Commoner may perform Regalia Actions as defined under the rule entitled “Invasion”.
Add the following as a subrule to rule 2.2, entitled Mark of the Demented Baron:
Cost: 1 Iron, 1 Gem Power requirement: 0
Any invention consisting of just this Part has a Power Requirement of zero and does not count towards a Commoner’s total number of inventions. A Commoner who posesses an Invention that includes this Part must set their Allegiance to Sympathiser and may not change it. That Commoner may perform Regalia Actions as defined under the rule entitled “Invasion”.
Set up a GNDT column for Allegiance and set all Commoners’ Allegiances to “Loyalist”.
I am Mad Baron Pierre and I have come for your lives!
Alright, I’m back, can I be unidled please?
Self-killed. Josh
Adminned at 20 Mar 2010 12:09:01 UTC
To Rule 2.8 entitled “Royal Armies” add:
A Commoner who scavenges in a County liberated by them may gain 150% of the usual Svavenging Amount for every Resource.
If a Commoner moves to a County which has been liberated by another Commoner, they have to transfer 30 Coal to the Commoner, who liberated that County. If they are not able to translate 30 coal, the movement is not possible.
Another attempt to improve Liberation. This could be an interesting subgame!
Digibomber hasn’t commented in over a week, and goes idle. Quorum drops to 7.
Reached quorum at 8-0. -Purplebeard
Adminned at 19 Mar 2010 12:30:43 UTC
As a subrule of Rule 2.2 (Inventions), add a new Rule called “Chinese Stone Crusher”:-
Cost: 4 Iron, 1 Wood Power Requirement: 4
Whenever the owner of a Chinese Stone Crusher dismantles an Invention that does not contain a Chinese Stone Crusher, they gain nine tenths of the Invention’s Composition (rounded down), in place of the usual half.
All over the streets and stone walls of the Dorset countryside, crudely printed flyposters advertise the highest quality imported Chinese stone crushers.
The title says it all, really.
No-one ever celebrates St. Andrew’s Day, for some reason.
Self-killed. Josh
Adminned at 19 Mar 2010 09:17:10 UTC
If the Proposal titled “Where liberty is, there is my county!” failed, this Proposal does nothing.
In Rule 2.8 titled “Royal Armies” replace “it is illegal to attempt to liberate a County if there has already been an attempt to liberate that County or if a County has been liberated by another Commoner in the last 60 minutes.” with
it is illegal to attempt to liberate a County if there has already been an attempt to liberate that County or if another Commoner has tried to Liberate a County in the last 60 minutes. After such an attempt a Commoner may move to another County (as specified by other rules).
The general idea behind this part was that nobody should be able to abuse a loophole. For example: A Commoner liberate a County and need to do some GNDT work to move to other Counties to liberate them. There is a small time gap for other Commoners to move to a County and liberate this one, so there is a 60 minute restriction. Of course the time of the attempt is important then.
This fix also clarifies that a Commoner does not need to wait for the Mad Prince in the liberating County.
Timed out and passed, 7-0 with 1 unresolved DEF. Josh
Adminned at 19 Mar 2010 04:07:59 UTC
Add a new rule “Retort” as a subrule to rule “Inventions”:
Cost: 8 Iron, 2 Quicksilver
Power Requirement: 10
This cast iron cylinder can be used for the distillation of chemical materials or the decomposition of wood into charcoal. A Commoner who owns an invention with a Retort may spend 1 Wood to gain 7 Coal.
Self-killed. Failed by Kevan.
Adminned at 18 Mar 2010 07:50:10 UTC
In Rule 2.8 titled “Royal Armies”, replace “As a weekly action, a Commoner can attempt to Liberate the County in which he is located” with
A Commoner can attempt to Liberate the County in which he is located
In this Rule replace “it is illegal to attempt to liberate a County if there has already been an attempt to liberate that County.” with
it is illegal to attempt to liberate a County if there has already been an attempt to liberate that County or if a County has been liberated by another Commoner in the last 60 minutes.
Since Liberation will not be a VC any more, Liberating is not that efficient. A “Royalty Proximity Sweeper” costs 5 Iron, 5 Wood, and 2 Gem, increases the Power Requirement of an Invention and Detecting costs 5 Coal, 1 Gem, and 3 Quicksilver. I think you should be allowed to liberate each county at the time you noticed it’s safe. Of course you will not be able to liberate all counties in one week, because there are restrictions of traveling.
Additionally, there is a loophole. Consider following situation. Next week, I “detect Royalty (Sommerset)”. If the result is “1”, i know Devon, Gloucestershire and Wiltshire are safe. So i travel to one of them and attempt to liberate this county, eg. Gloucestershire. All other Commoners might assume exactly this situation and know that Devon and Wiltshire are safe, too. So they travel there and liberate these counties. They have not payed anything (except the travel costs) for this, but their Income is increased by 10.
If I know three Counties are safe, I should be able and allowed to liberate them, shouldn’t I?
The player “Put” hasn’t commented since March the 9th, and goes idle. Quorum is unchanged.
Reached quorum 9 votes to 0. Enacted by Kevan.
Adminned at 18 Mar 2010 03:13:30 UTC
Create a new subrule “Kitten Repair and Recharge Kit” to rule 2.2 “Inventions”:
Cost: 1 Cog, 1 Iron Power Requirement: 20
A Commoner who owns an Invention with a Kitten Repair and Recharge Kit may gain 30 extra Coal whenever he Scavenges.
A cute little kitten helps keep you in a good mood, making you work much more efficiently. Because you only need to repair it, not build it from scratch, it’s pretty cheap on the Resources; the main issue is affording to keep the thing running.
Timed out 7 votes to 0. Enacted by Kevan.
Adminned at 18 Mar 2010 03:10:48 UTC
Rename the “Magical Transducer” rule to “Diamond Lens” and reword it to:-
Cost: 3 Gems Power Requirement: 15
The Power Requirement of an Invention with a Diamond Lens is reduced by 5 for every Gem in its Composition.
Rewording the Magical Transducer to something more steampunk, with a more interesting effect than the flat negative PR of Flame Vent and Heatsink.
Lithophagist has requested a wiki account via pm. Could one of the wiki admins sort that out?
On a related note, I wouldn’t mind being wiki-adminified so I could help out with this stuff myself.
On a completely unrelated note, looking at the blog’s member list, dozens of what appear to be spam accounts have been created over the past few months. They haven’t made posts or comments yet, though. Should we be worried?
Self-killed. Josh
Adminned at 17 Mar 2010 07:00:18 UTC
In Rule 2.4, replace “A Commoner with a Walking Fortress may only Scavenge once every ten days. Whenever they may Scavenge, however, they may elect to instead take 2 Resources from each of the four Commoners to have Scavenged immediately preceding them, while also gaining their usual stipend of coal.” with:-
Whenever a Commoner with a Walking Fortress may Scavenge, they may elect to instead take 2 units of Resources from each of up to four Commoners located in the same County as them, while also gaining their usual stipend of coal.
Changing the Fortress so that it makes sense under the new movement rules, and powering it up and clarifying it slightly.
I know this seems crazy. Mabye it is. If I had thought about this longer, mabye I would not have done so. But I am upset. Really upset. So crazy actions are caused.
Yesterday night, lots of my friends (and even Commoners, whom I don‘t like really because of economy issues) and I tried to steal back the Resources from the Mad Prince, he has once stolen from us. I have even made debts to invent a new Armor. We calculated we need to be 8 Commoners or more to crush down the Guards. And we thought we were 8 Commoners.
We were not.
One Commoner decided last minute to stay at home. I do not want to blame Lordcooper here, so I will not tell you his name ;) Instead, I am peeved at the Mad Prince. think we should hold together and fight against him and his armies. I will definitely raid this week. I hope other Commoners will help me.
But there are other things to do. Lots of armies are hidden in England’s Counties. I cannot know where they are. In Counties, where no army is hidden, we should attempt to liberate the people living there. This is the only way (for now) to fight back! I will show you that it is possible. I know there is an army in Dorset, so I went to Sommerset.
I am Liberating Sommerset.
If I am luckier than yesterday night, you should be free. I do not want you to pay me much Resources for this attempt. Just feel free and live free. Liberty is the most important right we (should) have. Of course, I am not that selfless. I take revenge. The Prince will wonder about this.
Sincerely yours,
Sir Keba.
The image above is taken from Wikipedia: http://en.wikipedia.org/wiki/File:Somerset-coa.png and is in public domain. Let my quote wikipedia: “This image is in the public domain because its copyright has expired in the United States and those countries with a copyright term of no more than the life of the author plus 100 years.” I know it would be nicer, if I loaded the image on this server instead of deeplinking, but I do not know whether this is possible.
I know this is a high risk. I have a 20% chance of failing. But I am really upset.
Timed out and passed, 6-0 with 2 unresolved DEFs. Josh
Adminned at 17 Mar 2010 06:58:08 UTC
In Rule 2.2.19 titled “Armor”, replace “A Commoner, who owns an Invention with this Part, counts as two Commoners for the purpose of Rule 2.5 (Raiding).” with
A Commoner, who owns an Invention with this Part, counts as two Commoners for the purpose of Rule 2.5 (Raiding), except in the phrase “then this instead causes the Income of each Raider to decrease by 10. “.
A fix again :)
A that expensive Part should not have negative effects. (Also this change will make Armors more usefull, so more Commoners will “build” one and the next Raid will not fail again…)
The Commoners who raided this week were Anonyman, Darth Cliche, Josh, Keba (x2 due to Armour), Roujo, Purplebeard, and Tecslicer. That’s 8 Commoners; unfortunately, 9 were needed for the Raid to succeed. It looks like somebody betrayed your little group…
As a result, I feel confident in using the same number of guards to guard my shipment of rare teas in expensive mahogany cases, each encrusted with rare gems, that I need to feed my pet mechanical duck (she gets so depressed when she isn’t hopped up on top-quality caffeine)... The Royal Treasury is now set to 200 Wood, 200 Caffeine, 50 Gems, with the same Guard Level (8, meaning 9 Commoners are necessary for the raid to succeed) as before.
The revolutionaries met in an abandoned factory, scheming war, plotting to raid the Mad Prince’s trade caverns and steal their resources for themselves. They had enough forces; the plan was in place; and they set off at the dead of night to carry out the deed. However, one among them was an informant, seeking to curry favour with the Prince. At the last critical moment, lordcooper ran away to safety, leaving the other conspirators to fall to the flaming breath and spouting steam of the automata guarding the caravan. So I watched, and painted a picture of their burnt clothing, then sent them all off to hospital to recover (and test some new experimental magic on them while they were unconcious). I shall have to put them under closer guard from now on.
Alright then. I have been instructed to make a post detailing that I have arrived to play blognomic. And here it is.
Not enough time to read all the rules before they change. Could someone idle me.
Bucky and Oze go idle. Quorum drops to 8.
Timed out and passed, 8-1. Josh
Adminned at 16 Mar 2010 12:48:36 UTC
If the Proposal “The Hitchhiker’s Guide” passed, reword Rule 2.7.1 to the following, if not, create a new subrule titled “The Hitchhiker’s Guide†to Rule 2.7, which reads:
As a Weekly Action a Commoner may “hitchhikeâ€: If they are occupying a County, which is a start point or a intermediary County of a Trade Route, known as the “Hitchhiking Routeâ€, they may change their County to the next County of the Hitchhiking Route, in exchange for 2 of the Hitchhikiking Route’s Resources, if this is a noncoal Resource, or else in exchange for 10 Coal.
This is a simple fix for my Hitchhiking Proposal. (changed Travel to Trade Route)
Timed out and passed, eight love. Josh
Adminned at 16 Mar 2010 12:46:33 UTC
As a subrule of Rule 2.2 (Inventions), add a new Rule called “Intake Valve”:-
Cost: 2 Iron, 1 Wood Power Requirement: 2
If an Invention has an Intake Valve, any of its parts which require the Spending of Coal to activate an effect have that Coal cost reduced by one quarter (rounding down the new value).
Timed out 3 votes to 2. Enacted by Kevan.
Adminned at 16 Mar 2010 02:47:59 UTC
Add a new subrule titled “Magical Transducer” to Rule 2.2 (Inventions):
Cost: 7 Gems Power Requirement: -10
This Part has no effect beyond its negative Power Requirement.
Are 7 Gems a lot? I do not know…
Reached quorum 8 votes to 0. Re-enacted by Kevan (was previously enacted by Darth before it had become the oldest pending proposal).
Adminned at 15 Mar 2010 06:07:12 UTC
Create a new dynastic rule, “Royal Armies”:
There are nine Royal Armies, each of which is located in a County (tracked privately by the Mad Prince); their locations are fixed. One is located in Dorset; the locations of the other eight are chosen randomly by the Mad Prince, with the restriction that no two can be located in the same County.
As a weekly action, a Commoner can attempt to Liberate the County in which he is located, by either making a Story Post stating that he is Liberating that county, or by commenting on such a Story Post stating that he is Liberating that county; however, it is illegal to attempt to liberate a County if there has already been an attempt to liberate that County. If a Commoner attempts to liberate a County which does not contain a Royal Army, the Mad Prince can and shall (as soon as is reasonable) once increase his Income by 10. If a Commoner attempts to liberate a County that does contain a Royal Army, the Mad Prince can and shall (as soon as is resonable) once decrease his Income by 50.
Create a new subrule “Royalty Proximity Sweeper” to rule 2.2 “Inventions”:
Cost: 5 Iron, 5 Wood, and 2 Gems Power Requirement: 2
A Commoner who owns an invention with this Part can, at will, spend 5 Coal, 1 Gem, and 3 Quicksilver, with a GNDT comment of “Detecting Royalty (county)” (with county replaced by the County in which they are currently located). As soon as is reasonable after the Mad Prince notices, then he must do one of the following: if there is a Royal Army in the County in question, destroy every Invention containing a Royalty Proximity Detector owned by that commoner (which has the same effect as if the Commoner who owns it had dismantled it); otherwise, privately inform the Commoner of how many Royal Armies are situated in Counties neighbouring the County in question.
The populace across the land is apparently getting fed up of me; this is where you can rescue them (and forever receive their thanks in terms of donations of Coal), or run into a massive army trying (in which case I will try my best to stop you Scavenging anything again); the numbers are chosen so that Liberating blindly is on average a bad idea. Knowing where my armies (each led by one of my second cousins once removed!) are obviously helps you avoid the crippling penalty of running into one by mistake, although you need substantial magical - and movement - ability to manage that, and if you’re too close to the armies when you try to detect them, the sweeper overloads and is destroyed.
I plan to create a Victory Condition loosely based on this rule soon; people probably need something to aim for.
Self-killed, failed by Kevan.
Adminned at 15 Mar 2010 06:05:19 UTC
Add a new subrule titled “The Hitchhiker’s Guide” to Rule 2.7 titled “Trade Routes”, which reads:
As a Weekly Action a Commoner may “hitchhike”: If they are occupying a County, which is a start point or a intermediary County of a Travel Route, known as the “Hitchhiking Route”, they may change their County to the next County of the Hitchhiking Route, in exchange for 2 of the Hitchhikiking Route’s Resources, if this is a noncoal Resource, or else in exchange for 10 Coal.
They are Routes, aren’t they? So they should do more than modifying the scavanging results.
Times out and passes at 7-0. -Purplebeard
Adminned at 14 Mar 2010 09:43:39 UTC
As a subrule of Rule 2.2 (Inventions), add a new Rule called “Modular Plugboard”:-
Cost: 2 Iron, 2 Wood, 2 Quicksilver Power Requirement: 2
The Power Requirement of an Invention with a Modular Plugboard is - rather than its usual value - instead equal to the total Power Requirements of its Parts, plus five times the number of different Resources involved in its Composition.
A cheaper alternative to the Governing Armature, that only removes the square-of-parts cost.
Just a note: the Trade Routes for this week are now up on the wiki. I probably won’t change them every week; to avoid bias, it’s best to decide when to change such things in advance, so I’m adopting a policy of deciding at random (with a 50:50 chance) whether to change the routes or not in any particular week.
A summary of the routes for this week (see the wiki Trade Routes page for full info, and a rundown of what resources you’ll gain from which counties):
Could an admin link the wiki page to the sidebar, incidentally?
No longer am I content to leave Resources lying around where they were created; I need to move them around to create the best creations and get our industrial might going again. I want a huge tower of iron in Staffordshire, towering over the countryside, collecting lightning; a wooden bridge from Cornwall all the way to America; a magical research lab in Hampshire; a foundation for maths and the sciences in Cumberland; a massive factory in Northamptonshire; a mountain of precious gems in Middlesex; and a power station in Cambridgeshire to power them all. Please, no pilfering from the trains as they go past!
Passes at 9-0. -Purplebeard
Adminned at 14 Mar 2010 09:40:49 UTC
If the rule “You can run, but you can’t hide” exists, reword it to:-
[[Image:England traditional counties.png|300px|thumb]]
Each Commoner is located in a County (tracked in the GNDT, and defaulting to Dorset), an entry from the list below. Each county is numbered and marked on the map to the right. If two counties have a border line running between them (and do not just meet at a corner), they are considered to be neighbouring.
- Bedfordshire
- Berkshire
- Buckinghamshire
- Cambridgeshire
- Cheshire
- Cornwall
- Cumberland
- Derbyshire
- Devon
- Dorset
- County Durham
- Essex
- Gloucestershire
- Hampshire
- Herefordshire
- Hertfordshire
- Huntingdonshire
- Kent
- Lancashire
- Leicestershire
- Lincolnshire
- Middlesex
- Norfolk
- Northamptonshire
- Northumberland
- Nottinghamshire
- Oxfordshire
- Rutland
- Shropshire
- Somerset
- Staffordshire
- Suffolk
- Surrey
- Sussex
- Warwickshire
- Westmorland
- Wiltshire
- Worcestershire
- Yorkshire
The first line of the above rule is wiki markup for this image. Upon enactment of this rule, if the image has been replaced or altered since its initial upload, it shall be reverted to the version that was initially uploaded to that URL.
Replacing the list of adjacencies with an image map. I think “a border line running between them (and do not just meet at a corner)” is unambiguous enough, but if I’ve missed something we can patch it.
Pteriforever65536 and Yabbaguy haven’t commented in over a week, and go idle. Dbdougla also idles as requested. Quorum drops to 9.
Times out and passes at 8-0. -Purplebeard
Adminned at 14 Mar 2010 09:37:50 UTC
Edit the “Thermometer” Part to read:-
Cost: 1 Wood, 2 Quicksilver, 1 Gem Power Requirement: 5
Monitoring the temperature of a machine can help to improve its operating efficiency. Whenever a Commoner who owns a Thermometer and has a negative Income would increase his Coal by his Income as part of a Scavenging action, he instead increases it by his Income plus ten.
Reproposing with “as part of a Scavenging action”.
dbdougla intends to idle until further notice.
Too complex a game, not enough time.
Player/quorum is 20/11.
Reached quorum 9 votes to 1. Enacted by Kevan.
Adminned at 12 Mar 2010 02:50:27 UTC
If the Proposal titled “Proposal: All England was divided into 39 parts…” failed, this Proposal does nothing.
Add a new rule to the ruleset, entitled Trade Routes:
As a weekly action, the Mad Prince can set the trade routes. In order to do so, they must roll 14 different DICE39 in the GNDT.
Each County, as listed in the rule entitled “You can run, but you can’t hide,” corresponds with a number from the diceroll results, with 1 corresponding to the first item on the list and proceeding in alphabetical order. The output of these rolls, without having their order changed, comprise the start and end points of seven trade routes, one for each resource (the first number being the start point of the Iron trade point, the second being the end; the third being the start of the Wood route, the fourth being the end; and so on in the same fashion for Quicksilver, Caffeine, Cogs, Gems, and finally Coal). The Trade Route for each resource starts from the County designated as its start point and takes the shortest route (defined as the route that passes through the smallest number of counties) to the County designated as its end point. If there are multiple routes that tie for the shortest route then the Mad Prince may pick one of his chosing. The seven trade routes have their routes, including the start point, all intermediary Counties and the end point, tracked on a wiki page entitled [[Trade Routes]] (a page which should only be updated by the Mad Prince in accordance with this rule). Note that a County may be the start point, end point, or an intermediary county for multiple trade routes, and may be both the start and end point for and entire trade route (in which case no modifier to Scavenging results is conferred).
Any Commoner occupying a County that is the start point of a Trade Route may not claim the Resource of that Trade Route when Scavenging.
Any Commoner occupying a County that is an intermediary County for a Trade Route gets a 50% bonus (rounded down) to their Scavenging results for the Resource of that Trade Route.
Any Commoner occupying a County that is the end point of a Trade Route gains double the expected amount of the Resource of that Trade Route if it is chosen while Scavenging.
These bonuses are not cumulative with the bonuses granted to Commoners with a Dirigible-type workshop. These Commoners may chose which bonus to apply to their Scavenging.
Add a new subrule to rule 2.2, entitled Steamwagon:
Cost: 10 Iron, 2 Cog, 2 Quicksilver Power Requirement: 5
A Commoner with an invention including a Steamwagon attached to their Workshop may, as a weekly action, swap up to 15 of any one of their non-Coal Resources for an equal number of any other Resource, so long as the Trade Route of the Resource selected for swap starts, ends or passes through a County that neighbours the Commoner’s current County.
If I repropose the Stronghold workshop it’ll interplay with this.
Neither Hix nor Zauper has commented in the past week; they both idle out. Quorum drops to 11.
Self-killed. Failed by Kevan.
Adminned at 12 Mar 2010 02:40:58 UTC
Edit the “Thermometer” Part to read:-
Cost: 1 Wood, 2 Quicksilver, 1 Gem Power Requirement: 5
Monitoring the temperature of a machine can help to improve its operating efficiency. Whenever a Commoner who owns a Thermometer and has an Income below 50 would increase his Coal by his Income, he may instead increase it by his Income plus ten.
Self-killed. Failed by Kevan.
Adminned at 12 Mar 2010 02:41:04 UTC
If the Proposal titled “All England was divided into 39 parts…” failed, this Proposal does nothing.
To Rule “You can run, but you can’t hide” add:
Commoners, who are in neighboured Counties may be reffered as “Neighbours”. If a Commoner is the only Commoner in a County, they may be reffered as “Lonelies”. If a Commoner is a “Lonely” and has no Neighbours, they might be reffered as “Total Lonelies”.
A “Lonely” may scavange Ressources at twice and a “Total Lonely” as triple the rates detailed in Rule 2.1, but their Coal is simply increased by their Income. If they have a “Dirigible” Workshop and want to scavange using the Dirigible’s power, a “Lonely” may scavange as 6 times and a “Total Lonely” as 9 times the rates detailed in Rule 2.1.
To the first bullet list of Rule 2.1.1 titled “Trading” add:
The Commoner who made the offer and the Commoner who wants to accept the offer, are in the same County.
In Rule 2.1 titled “Commoner’s Economy” replace “Commoners can transfer their own Resources to other Commoners, at will.” with
Commoners can transfer their own Resources to other Commoners, at will, if they are in the same County.
In Rule 2.5 titled “Raiding” replace “As a weekly action, a Commoner can Raid by contacting the Mad Prince privately (via private message, IRC, or email at callforjudgement at yahoo.co.uk), stating that they are Raiding that week.” with:
As a weekly action, a Commoner, who is in the County “Dorset”, can Raid by contacting the Mad Prince privately (via private message, IRC, or email at callforjudgement at yahoo.co.uk), stating that they are Raiding that week.
Add a Subrule titled “Traveler” to Rule 2.2 titled “Inventions”:
Cost: 3 Iron, 15 Caffeine Power Requirement: 2
A Commoner, who owns an Invention with a “Traveler” may also trade with Neighbours and are allowed to transfer Ressources to their Neighbours. If they stay in a County, which neighbours “Dorset”, they are also allowed to Raid.
There need to be some advantages of other Counties. I thought of a list like “This County has more wood, so you can scavange more Wood there.”, but I dont like to check all these facts, because I do not know English geography that well…
So I thought, if there is no other Nomic-Commoner, they can scavange more. But of course, they cannot interact with other Commoners that well then…
Self-killed. Josh
Adminned at 11 Mar 2010 23:55:32 UTC
If the Proposal titled “All England was divided into 39 parts…” failed, this Proposal does nothing.
Add another item to the list of workshops:
* Stronghold
Even the most demented of despots needs a place to call home.
Effects: A Commoner with a Stronghold may not change their County, regardless of what parts they have attached to their stronghold. However, they may charge a tax against any Commoner who occupies the same County as they do. As a weekly action, the Stronghold-owning Commoner may subtract up to 5 non-Coal Resource from each Commoner in the same County as them. If one of these Commoners does not have enough Resource to pay the tax, the Stronghold owner may “rough them up” - subtracting as much non-Coal Resource as they can and ejecting the delinquent Commoner into an adjoining County.
Requirements: The workshop must have Inventions with Armor, Hydraulics, a Governing Armature and a Thermal Borehole attached to it.
Add the following to the subrules of rule 2.2, entitled Thermal Borehole:
Cost: 10 Iron, 5 Cogs Power Requirement: 10
A Commoner with an invention containing this part attached to their workshop may consider the Power Requirement for all inventions that they build to be 10 less, to a minimum of zero.
Passed, 11-1. Josh
Adminned at 11 Mar 2010 23:33:58 UTC
Create a new Dynastic rule, “You can run, but you can’t hide”:
Each Commoner is located in a County (tracked in the GNDT, and defaulting to Dorset), an entry from the list below, which also lists the Counties which neighbour which other Counties:
Bedfordshire: Buckinghamshire, Cambridgeshire, Hertfordshire, Huntingdonshire, Northamptonshire
Berkshire: Buckinghamshire, Hampshire, Oxfordshire, Surrey, Wiltshire
Buckinghamshire: Bedfordshire, Berkshire, Hertfordshire, Middlesex, Northamptonshire, Oxfordshire
Cambridgeshire: Bedfordshire, Essex, Hertfordshire, Huntingdonshire, Lincolnshire, Norfolk, Northamptonshire, Suffolk
Cheshire: Derbyshire, Lancashire, Shropshire, Staffordshire, Yorkshire
Cornwall: Devon
Cumberland: County Durham, Lancashire, Northumberland, Westmorland
Derbyshire: Cheshire, Leicestershire, Nottinghamshire, Staffordshire, Yorkshire
Devon: Cornwall, Dorset, Somerset
Dorset: Devon, Hampshire, Somerset, Wiltshire
County Durham: Cumberland, Northumberland, Yorkshire
Essex: Cambridgeshire, Hertfordshire, Kent, Middlesex, Suffolk
Gloucestershire: Herefordshire, Oxfordshire, Somerset, Warwickshire, Wiltshire, Worcestershire
Hampshire: Berkshire, Dorset, Surrey, Sussex, Wiltshire
Herefordshire: Gloucestershire, Shropshire, Worcestershire
Hertfordshire: Bedfordshire, Buckinghamshire, Cambridgeshire, Essex, Middlesex
Huntingdonshire: Bedfordshire, Cambridgeshire, Northamptonshire
Kent: Essex, Surrey, Sussex
Lancashire: Cheshire, Cumberland, Westmorland, Yorkshire
Leicestershire: Derbyshire, Lincolnshire, Northamptonshire, Nottinghamshire, Rutland, Warwickshire
Lincolnshire: Cambridgeshire, Leicestershire, Norfolk, Northamptonshire, Nottinghamshire, Rutland, Yorkshire
Middlesex: Buckinghamshire, Essex, Hertfordshire, Surrey
Norfolk: Cambridgeshire, Lincolnshire, Suffolk
Northamptonshire: Bedfordshire, Buckinghamshire, Cambridgeshire, Huntingdonshire, Leicestershire, Lincolnshire, Oxfordshire, Rutland, Warwickshire
Northumberland: Cumberland, County Durham
Nottinghamshire: Derbyshire, Leicestershire, Lincolnshire, Yorkshire
Oxfordshire: Berkshire, Buckinghamshire, Gloucestershire, Northamptonshire, Warwickshire
Rutland: Leicestershire, Lincolnshire, Northamptonshire
Shropshire: Cheshire, Herefordshire, Staffordshire, Worcestershire
Somerset: Devon, Dorset, Gloucestershire, Wiltshire
Staffordshire: Cheshire, Derbyshire, Shropshire, Warwickshire, Worcestershire
Suffolk: Cambridgeshire, Essex, Norfolk
Surrey: Berkshire, Hampshire, Kent, Middlesex, Sussex
Sussex: Hampshire, Kent, Surrey
Warwickshire: Gloucestershire, Leicestershire, Northamptonshire, Oxfordshire, Staffordshire, Worcestershire
Westmorland: Cumberland, Lancashire, Yorkshire
Wiltshire: Berkshire, Dorset, Gloucestershire, Hampshire, Somerset
Worcestershire: Gloucestershire, Herefordshire, Shropshire, Staffordshire, Warwickshire
Yorkshire: Cheshire, Derbyshire, County Durham, Lancashire, Lincolnshire, Nottinghamshire, Westmorland
In subrule 2.2.8 “Wings” replace
This Part has no intrinsic effect.
with
As a weekly action, a Commoner with this Part attached to their Workshop can change the County they are located in to any neighbouring County.
In subrule 2.2.11 “Mobile Telescopic Legs” replace
This Part has no intrinsic effect.
with
No more than twice in any week, a Commoner with this Part attached to their Workshop can change the County they are located in to any neighbouring County.
Create a new subrule “Flanged Wheels” to rule 2.2 “Inventions” with the following text:
Cost: 10 Iron, 10 Wood, 3 Cogs Power Requirement: 1
A Commoner with this Part attached to their Workshop can spend 30 Coal to change the County they are located in to any neighbouring County, unless the old or new County is Northumberland.
If you’re getting bored Scavenging here in Dorset, why not annoy some of the other local Lords instead? Admittedly, there’s not much of a reason to move at the moment, but I’m likely to propose one soon if nobody else does first (and maybe even then; but please try to propose interesting ideas to do with location). As for why you can’t move into Scotland, I’m trying to recreate Hadrian’s Wall using liquid fire, and I’d rather you didn’t interfere with that. (And have you seen the state of the train tracks in Northumberland? Really!) The list of counties is, incidentally, taken from Wikipedia’s list of historic counties of England.
Strange, ths URL (‘idling’) hasn’t been taken already?
(If you see this message it means that Kevan hasn’t blocked this URL to keep for his own possible future idling)
Anyway, I request to be idled. It’s been a fun few weeks of nomicin’ with everyone, thank you.
I will give you resources for the low, low price of 0 Resource per 1 Resource!*
* Plus shipping and handling, which should amount to approximately 10000 Resource.
My friends, you have witnessed the birth of a (potentially) large corporation that is cold and merciless as so many others are. Its founder has tried to blackmail me for the fruits of my labour. Now this ‘family’ aims to rob an honest and humble entrepeneur of his business enterprise. Will I submit to their industrial might? Will I buckle under their strength? Nay! I will renew my efforts, and continue to offer this fine community the services and goods it so greatly desires and deserves. Moreover, I will strive to aid my customers with more than mere cogs and gemstones in the future.
Oppressed citizens of prince ais523’s domain, I implore you! Do not surrender your soul to some mindless corporation. Do not allow vague promises of a bright and prosperous future to cloud your vision. It is not through gear and steam alone, but through the strong hearts and ingenuity of good men and women like you that utopia will be reached! Are you content to scavenge for bits and pieces of usable material for the rest of your life, or do you dare to dream of more? Together we can reach to the heavens, as equals.
I do not ask you your loyalty. I do not ask you to become a member of a ‘family’ of slaves. All I ask of you is your friendship, and I offer mine in return. Allow me to help you to shape your own future, make the impossible possible and, most importantly, build really cool machines. Isn’t that what we were meant to do, what we desire most?
Beardco has been forced to reassess its prices once again by the ruthlessness of its competitor. I am now offering the use of my state-of-the-art facilities at the price of 1 (noncoal) resource per transaction! After the third transaction of the week, I’ll let you use them for free for the rest of the week!
Beardco. Tomorrow’s technology, today.
Timed out and passed, 8-0. Josh
Adminned at 11 Mar 2010 12:41:23 UTC
In 2.4 titled “Workshops”, replace “The Commoner who owns an Observatory may spend 1 Coal and 1 Resource to gain 1 of any other Resource. ” with:
The Commoner who owns an Observatory may spend 1 Coal and 1 Resource (other than Coal) to gain 1 of any other Resource.
Revert any “Bad Observatory Actions”, so if a Commoner has spended 2 Coal to get another Ressource using their “Observatory and alchemarium” Workshop, revert this action.
I think Observatories are fun in general, but spending two Coal to get another Ressource is not nice, though.
I know, I am one of the Commoners, who would profit from such a possibility (I am going to be a family member!), but I do not like this.
Dear JOSHTECK family,
I think we should show everyone, that JOSHTECK, an open-mindes company and community, is better than a selfish monopolist. (Well, with our help he is not a monopolost anymore. Thanks, Sir Josh!) I encourage you, the family members, to offer better trades for us. Together we can reach each status we want to. Would be even nice, mostly for our appearance, if we would all raide this week. These few guards will not stop the family, will they?
I have invented a Cogmold recently - for the family of course. As I wanted you to profit from my new power, just give me n Iron and you will receive n - 2 Cogs. I will only win one Cog by doing so. And it‘s my part to power this invention… So this should be fair. But this offer is only for our family. :) We need to be a strong community!
Also, to be a fair Commoner, there is another trade offer for everyone else: For n Iron I will give you n - 3 Cogs. That’s even cheaper than Sir Purplebeard‘s Cog Trade Offer. (*whisper* Sir Purplebeard is the incarnation of the dark. Do not trust him though.)
Finally, do you, the family members, have any other family plans? I will be the last one, who will stop such plans! Just tell me (and the other ones, of course!)
Kind regards, Sir Keba.
PS: I know I am not a family member yet. But I am quite sure, I will be one later…
Don’t be upset Purplebeard. I never wanted to have such fight, it was your choice ;)
Self-killed. Josh
Adminned at 11 Mar 2010 12:42:15 UTC
Edit the “Hydrogen Distillery” Part to read:-
Cost: 1 Wood, 2 Quicksilver, 1 Gem Power Requirement: 5
If a Commoner owns an Invention with a Hydrogen Distillery, they may choose not to spend an Invention’s Power Requirement in Coal when Inventing it, provided they instead spend 1 Quicksilver for each Part that the created Invention will have when it is Invented.
Timed out and passed, 10-0. Josh
Adminned at 11 Mar 2010 12:39:25 UTC
To the end of subrule 3.2.1 “Numbers and Variables”, append the following bullet point:
- If a rule implies that the result of a division should be an integer (for instance, by attempting to store that result in, or add it to, a gamestate variable that can only hold integers), the result of the division is instead the result rounded towards 0.
Because, otherwise I can’t resolve Raiding if the resources don’t divide evenly. This problem has probably come up before, and is likely to come up again, so fixing with a Glossary fix.
As you may have noticed, a shipment of resources (400 Coal, 50 Wood, 50 Iron) is coming over the moor to the Mad Prince’s Manor, guarded by 8 huge metal automata, venting steam, breathing fire, and flying around in an ominous manner. Still, because it would be hilarious to watch you trying to fight them, I’ve set up this blog post for you to plan strategy for your attack; we need somewhere to discuss these, after all.
I’m not planning to change the Treasury or Guard Level again this week, so it should be safe now to plan whether to Raid or not. Future changes (in future weeks) will probably be mentioned as comments on this post, so people interested in the Raiding subgame will have somewhere to look. And remember, it’s legal to both Raid and Scavenge in the same week if you want.
Neither Hellzapoppin, Flurie, NoOneImportant nor Thrawn has commented or posted in the past week. They all go idle, and quorum drops to 13.
JOSHTECK IS HERE.
For too long, you have laboured, only to turn nover your hard-earned scavengings to speculators, chancers and monopolists. No more.
Now you may take your own destiny by the hand, and with it, turn to face the bright new dawn of co-operation and industry. ALL OF YOUR TOMORROWS ARE YOURS AGAIN.
Terms of initial offering
Co-operative member
The first five Commoners to express an interest will be invited to participate in the Co-operative Membership scheme. A co-operative member gets the benefits of unlimited access to my transmutation skills at no additional cost; THAT’S RIGHT, 1 coal and 1 resource will net you 1 resource of your choice. No other retailer can best that. Of course, there are some upkeep charges, but these are limited - just 5 Coal or 1 Resource of your choice per week, to be paid to me on or before each Monday, will secure your access to this unbeatable offer.Membership expansion
We’re always looking tokick out our non-paying delinquentsgrow our family, so if you miss out on this initial offering, then don’t lose heart! You never know when we might expand our membership options, so keep your eyes peeled!Valued customer
Sadly, not everyone can be a member of our big happy industrial family. But everyone can get great prices with Joshteck! As a Customer of Joshteck, your first three transactions of the week will be charged at our standard rate - 2 Coal and 3 Resource for 1 resource in return. Thereafter, however, the Joshteck Favoured Customer Bonus kicks in, and you will be able to transmute lead to gold - or iron to cog, if you so wish -for the low, low price of 1 Coal and 2 Resource!
Joshteck. Serving you, today, tomorrow… forever.
Enacted, 12-0. Josh
Adminned at 10 Mar 2010 12:46:30 UTC
In rule Trading, add to the list of bullet-points after “Any Commoner may agree to a “Trade Offer” if all of the following are true:”
* He did not post the trade offer himself.
If any commoner completed a trade offer he himself made prior to the passing of this proposal, revert that trade. If any actions a commoner made after such a trade would be illegal if the trade had not been completed, revert them as well.
Suppose I have 10 iron, and post a trade offer of 10 iron for 10 iron. This satisfies the conditions for a legal trade offer. If I then complete this trade offer myself, I have to:
1: Append “Completed by Purplebeard” to the trade offer
2: Reduce my Iron (Sought Resource) by 10. I now have 0 iron.
3: Reduce my Iron (Offered Resource) by 10 again. This would leave me at -10 iron, but the Glossary sets it at 0 iron instead as game variables cannot be negative unless otherwise specified.
4 and 5: Increase my Iron by 20.
I now have 20 Iron, 10 more than I started out with. I can then post a new trade offer for 20 Iron, and repeat at nauseam.
I hate to disturb you again, good commoner, but my Cog Shop has recently expanded its selection with a variety of rare gems. Why waste your time scavenging for gems if you can buy them from me at the low low price of 5 coal and your choice of 5 iron or 5 wood? Check out your local Trading Post right away, because if you order today, I will not only give you this great product, but you will also receive it earlier than you would if you had ordered it later!
BUT WAIT! There’s more!
No wait, that was it.
To a certain other commoner who has also been working towards an Observatory and alchemarium: is there any way I can dissuade you from building one and competing with me? My profit margins are quite low already, and I doubt either of us would profit from a price war. I’m sure you can find another good use for all those resources, and I’d be happy to trade you your coal back, should you decide against this.
Timed out 11 votes to 0. Enacted by Kevan.
Adminned at 10 Mar 2010 05:06:30 UTC
Add a sub-rule to rule 2.2, entitled Hyper-Pressuriser:
Cost: 3 Iron, 1 Quicksilver, 1 Caffeine Power Requirement: 20
A Commoner who owns an invention which includes a Hyper-Pressuriser can, at any time, spend 100 Coal to gain 1 Gem.
Timed out and passed, 9-1. Josh
Adminned at 10 Mar 2010 03:07:35 UTC
To Rule 2.1 (Commoner’s Economy), add after the first paragraph:-
If a Commoner would ever have more than 200 Coal, their Coal is instead set to 200. If a Commoner would ever have more than 50 of any Resource other than Coal, their amount of that Resource is instead set to 50. These limits are known as “Caps”.
Add a new subrule to Rule 2.2 (Inventions) called “Coal Hopper”:-
Cost: 8 Iron Power Requirement: 0
If a Coal Hopper is attached to a Workshop, the owner of that Workshop ignores the Coal Cap, but if that Commoner’s Coal is ever more than 350, their Coal is instead set to 350.
Add a new subrule to Rule 2.2 (Inventions) called “Storage Drawer”:-
Cost: 4 Wood Power Requirement: 0
For each Storage Drawer attached to their Workshop, a Commoner may ignore the Resource Cap for a single Resource type of their choice (other than Coal).
There’s possibly too much incentive to sit tight and just stockpile Coal, at the moment, in case a better invention occurs to you in the future. This puts a cap on resources.
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.
Timed out 9 votes to 2. Enacted by Kevan.
Adminned at 09 Mar 2010 08:40:53 UTC
Replace “A Commoner cannot Invent if he owns 3 Inventions already” with:-
A Commoner cannot Invent if he already owns 3 Inventions which are not attached to a Workshop
Reword the second paragraph of Rule 2.4 to:-
At any time, a Commoner who has fewer than three Inventions attached to their Workshop may attach an Invention they own to their Workshop, by updating the Inventions wiki page accordingly - Inventions which are attached to Workshops (and only those Inventions) must have “(attached to Workshop)” after their name. If an Invention is attached to a Workshop, all of its Parts are considered to be attached to that Workshop.
To “Electromagnetic Coil”, add:-
An Electromagnetic Coil has no effect if it is attached to a Junkyard Workshop, or to an Observatory and Alchemarium.
To the end of Rule 2.2 (Inventions), add:-
If an Invention would have a Power Requirement lower than 0, its Power Requirement is instead 0.
Remove the bracketed text from “Flame Vent” and the final sentences of “Basic Heatsink” and (if it exists)“Really Ingenious Design”.
Make each Part listed in Rule 2.2.8 (Workshop Parts) into a separate rule, with an Effect of “This Part has no intrinsic effect.”, and repeal Rule 2.2.8.
Giving a reason to think about attaching Inventions to Workshops - it means they stop counting towards your three-Invention carrying capacity, but (to give one example with Electromagnetic Coil, whose effect implies that it has to be carried around, so isn’t much use mounted to a static building) they may not work as effectively, or at all. A separate three-Invention limit is applied to Workshop-mounted Inventions.
While I’m here, “Power Requirement less than 0” seems to be a common Part effect, so may as well become a general rule. And the Workshop Parts might as well become individual Parts, so that we can perhaps Blueprint some minor effects onto them.
Just a short post to note that the BlogNomic server was unavailable from around 11am until 2pm (GMT) on Sunday, which means any proposals pending during that time weren’t “open for voting” for three hours, so won’t time out until they’re 51 hours old.
Timed out and passed, 12-2. Josh
Adminned at 09 Mar 2010 05:25:21 UTC
Add a new subrule to Rule 2.2 (Inventions) called “Armorâ€:
Cost: 15 Iron, 5 Wood, 2 Gems Power Requirement: 15
A Commoner, who owns an Invention with this Part, counts as two Commoners for the purpose of Rule 2.5 (Raiding).
This is really expensive, but it might be helpfull, if you only want to raid. For the flavour: A Commoner, who fights more and better than other ones, should receive more than the others…
Self-killed. Failed by Kevan.
Adminned at 09 Mar 2010 04:03:39 UTC
Enact a new subrule of Rule 2.1 “Commoner’s Economy†entitled “Free Market Tradeâ€, which reads as follows:
As a Weekly Action a Commoner may trade with the market directly: They may decrease the amount, known as the “Offered Amount” of any Resource to any value higher or equal than zero. The difference between the previous and the current amount of this Resource is known as the “Offered Resourceâ€. They may now increase any other Resource (of their Resources), known as the “Sought Resourceâ€, by a “Free Market Amountâ€. This “Free Market Amount†is calculated as the total Amount of all Commoners of the “Sought Resourceâ€, divided by the total current Amount of all Commoners of the “Offered Resourceâ€, multiplied by the “Offered Amount”, rounded down. If no Commoner, including the Commoner, who likes to trade, own the “Sought Ressource†or the “Offered Ressourceâ€, the trade will not be possible.
For example: If a Commoner would like to trade 100 Coal, the total Amount of the Offered Ressource may be 1000 Coal then (after the Commoner has decreased his or her Coal!) and the total Amount of the Sought Resource, Iron, is calculated as 500. This Commoner would receive 50 Iron then.
repropose again: I forgot to multiply with the Offered Amount.
» I was thinking of reducing the “Free Market Amount†(mabye just 4/5 or so), but I think it’s enough to do not count the Trader’s Amount of the “Offered Resourceâ€. If you want to trade a lot or if you are the only one, who owns lots of a Resource, you may not trade that easy…†«
Timed out 13 votes to 0. Enacted by Kevan.
Adminned at 09 Mar 2010 04:03:18 UTC
Add a new subrule to Rule 2.2 (Inventions) called “Basic Improverâ€:
Cost: -5 Cogs, -2 Gems Power Requirement: 20
If an Invention, which consists of a “Basic improver”, would have a Cog or Gem Amount lower than zero, the Amount of the Ressources lower than zero would be 0 instead. If not, this Part has no other effect than reducing the Composition costs.
There were so many “positive Cost, negative Power reguirement” parts, so I thought of a “negative Cost, positive Power requirement”. I think 5 Cogs and 2 Gems should be compareable with 20 Coal, so this should be ok.
This could be usefull, if you dont have a Gem, and don’t want to trade or a trade is not possible yet. Additonally, there is no free market yet…
Reached quorum 16 votes to 0. Enacted by Kevan.
Adminned at 09 Mar 2010 04:02:40 UTC
Add a new subrule to Rule 2.2 (Inventions) called “Governing Armature”:-
Cost: 5 Iron, 1 Quicksilver, 3 Cogs Power Requirement: 15
If an Invention has a Governing Armature, its Power Requirement is simply equal to the total Power Requirements of its Parts.
A boon for those inventors who find power calculations a headache.
Timed out 9 votes to 3. Enacted by Kevan.
Adminned at 09 Mar 2010 04:02:15 UTC
Add a new subrule “Really Ingenious Design” to rule 2.2 (Inventions):
Cost: 5 Caffeine Power Requirement: -15
An Invention containing this Part cannot be created if the Commoner creating it has created another Invention in the preceding 3 weeks. This has no ongoing effect beyond its negative Power Requirement, except that if an Invention with a Really Ingenious Design would have a Power Requirement lower than 0, its Power Requirement is instead 0.
The power reduction may seem rather extreme, but it compensates for the extra Part and the need to add Caffeine; this is basically a way to make the inventions cap into a soft-cap (spending more time means you can fit more inventions below the Income limit). And what inventor could come up with a truly innovative design without thinking for ages and drinking lots of tea?
I hear some of the Commoners have been clamouring for more Land! Well, I was never one to stand in the way of progress, but there isn’t enough to go round, so here’s the price I’m charging for a plot of Land:
All requests, limericks and purchases as comments to this post, please. This is a limited time offer, open for some arbitrary period of time between half a week and half a month!
It’s so hard to get good poetry these days…
Timed out 10 votes to 2. Enacted by Kevan.
Adminned at 07 Mar 2010 07:08:34 UTC
Add a new part as a subrule to rule 2.2, entitled Hydrolics:
Cost: 8 Iron, 4 Cogs Power Requirment: 7
At any time, any Commoner who owns an Invention with this Part may spend 10 Coal or 5 Wood. For the subsequent 24 hours, they may reduce by half any coal expenditure made against the power requirement of an invention or part.
Timed out 11 votes to 2. Enacted by Kevan.
Adminned at 07 Mar 2010 06:58:09 UTC
Add a new subrule to Rule 2.2 (Inventions) called “Flame Vent”:-
Cost: 2 Iron Power Requirement: -10
If the owner of an Invention with a Flame Vent owns an Invention with Wood in its Composition, the Invention with Wood in its Composition is destroyed. (If an Invention with a Flame Vent would have a Power Requirement lower than 0, its Power Requirement is instead 0.)
Timed out 12 votes to 0. Enacted by Kevan.
Adminned at 07 Mar 2010 06:50:02 UTC
Reword the second paragraph of Rule 2.4 (Workshops) to:-
At any time, a Commoner may attach an Invention they own to their Workshop, by updating the [[Inventions]] wiki page accordingly - Inventions which are attached to Workshops (and only those Inventions) must have “(attached to Workshop)” after their name.
In the list of Requirements for Workshop types, replace “must have” with “must have Inventions with”, and replace “This workshop requires a precision lens, a thermometer and fireproof walls.” with:-
The workshop must have Inventions with a precision lens, a thermometer and fireproof walls attached to it.
Replace “All commoners have at least one workshop, which can exist in various forms and have various characteristics. New Commoners start with one Junkyard workshop. ” with:-
All Commoners have a Workshop, which can exist in various forms and have various characteristics. New Commoners start with a Junkyard workshop.
Remove “The land upon which to build further additional Junkyard Workshops needs to be bought from the Mad Prince, who may chose when, how many, and at what price to sell at his own discretion.” and “/ Mad-Prince defined” from Rule 2.4.
Tidying up the slightly vague mechanic of Parts being attached directly to Workshops - it’s not clear exactly how they come into play, or whether Income is deducted. This makes it so that you can only attach completed and paid-for Inventions to your Workshop.
Also cutting the multiple Workshops, which seem like too much effort to track the details of right now - if I have two identical Dirigibles and attach an Electromagnetic Coil to one of them, it’s not clear how I’m supposed to track that (or how I’m able to use the Coil when I’m out flying the other one).
Timed out 13 votes to 0. Enacted by Kevan.
Adminned at 07 Mar 2010 01:51:03 UTC
Change the workshop of all Commoners to “Junkyard”.
Sorry, should have done that in the main proposal.
I haven’t initialized his GNDT stats as I’m confused as how to go about doing so. Someone else will have to do it.
That is all.
This was a proposal made by a new member, trying to sign up. I’m afraid you can’t make proposals until an admin has activated you, which I’m doing now. Quorum rises to 15. Also, we’re into the 700s with member numbers now. -Darth
Adminned at 04 Mar 2010 21:19:38 UTC
. The wiki says I should post if I want to sign up, so…yeah
Timed out 4 votes to 13. Failed by Kevan.
Adminned at 07 Mar 2010 01:46:13 UTC
Enact a new subrule of Rule 2.1 “Commoner’s Economy†entitled “Caffeinated†which reads as follows:
As a weekly action, a Commoner may decrease their amount of Caffeine by 5 in order to gain the quality “Caffeinated”. A Caffeinated Commoner may choose at any time to stop being Caffeinated and gain an extra 10 Coal during their next Scavenge. If any actions are prohibited to a Commoner because of Night, a Caffeinated Commoner may perform them if they are not otherwise prohibited. A Caffeinated Commoner cannot take any action which would cause them to Sleep, nor can any other Commoner’s action cause them to Sleep.
To allow a use for caffeine in the rules and potentially open up other ways in which the rules could be expanded to use Night or Sleep mechanics.
Just wondering. What is preventing me (Or anybody) from using rule 2.1.1 to make a trade offer with a text like “Roujo is offering 10 Wood and 2 Caffeine, to the commoner Tecslicer, in exchange for 1 Coal” or any such text, then fulfill that trade offer myself and force Roujo to trade with me without his knowledge? The rule says that anybody can make the offer so long as the name of the person making the offer is in the offer.
Just wondering. . .
If so, email me at .(JavaScript must be enabled to view this email address) with “kennercat” and “gmail” swapped, and I will give you one. (I need your email address to create an account.)
Timed out 8 votes to 1. Enacted by Kevan.
Adminned at 07 Mar 2010 01:39:17 UTC
If a rule called “Raiding” exists, replace its first sentence with
There is a Royal Treasury (a set of amounts for each Resource), and a Guard Level (a number), tracked in the GNDT under the non-player entity Treasury (the guard level is tracked in the Income column).
We’ve done this before; let’s do it again.
Timed out 11 votes to 0. Enacted by Kevan.
Adminned at 06 Mar 2010 10:46:45 UTC
Create a new rule, “Raiding”:
There is a Royal Treasury (a set of amounts for each Resource), and a Guard Level (a number), tracked by the Mad Prince in a stickied blog post. The Mad Prince can change the value of the Royal Treasury and/or Guard Level at will, but should try to avoid doing so towards the end of a week.
As a weekly action, a Commoner can Raid by contacting the Mad Prince privately (via private message, IRC, or email at callforjudgement at yahoo.co.uk), stating that they are Raiding that week.
As a weekly action, the Mad Prince can resolve all Raids for the previous week. If the number of Commoners who Raided in the previous week (known as the Raiders) was greater than the Guard Level, then this causes each such Raider to gain resources equal to the Royal Treasury, divided by the number of Raiders. If the number of Raiders was less than or equal to the Guard Level, then this instead causes the Income of each Raider to decrease by 10.
Set the Royal Treasury to 0 of each Resource, and the Guard Level to 0.
If Scavenging is too slow for you, why not band together and take on the Mad Prince’s automated army, to raid his stockpiles directly? Of course, should you fail, you’re going to end up watched more closely forever after, as well as quite possibly beaten up a bit. Such are the risks of war…
Self-killed, failed by Kevan.
Adminned at 06 Mar 2010 10:45:42 UTC
Enact a new subrule of Rule 2.1 “Commoner’s Economy†entitled “Free Market Tradeâ€, which reads as follow:
As a Weekly Action a Commoner may trade with the market directly: They may decrease the amount of any Resource to any value higher or equal than zero. The difference between the previous and the current amount of this Resource is known as the “Offered Resourceâ€. They may now increase any other Resource (of their Resources), known as the “Sought Resourceâ€, by a “Free Market Amountâ€. This “Free Market Amount†is calculated as the total Amount of all Commoners of the “Sought Resourceâ€, divided by the total current Amount of all Commoners of the “Offered Resourceâ€, rounded down. If no Commoner own the “Sought Ressource” or the “Offered Ressource”, the trade will not be possible.
For example: If a Commoner would like to trade 100 Coal, the total Amount of the Offered Ressource may be 1000 Coal then (after the Commoner has decreased his or her Coal!) and the total Amount of the Sought Resource, Iron, is calculated as 500. This Commoner would receive 50 Iron then.
repropose because of a big fail, forgot the
< / blockquote >
Also fix a bug mentioned by Purplebeard. You can’t devide by zero.
old flavour text: “Trading should be made easier ;)
I was thinking of reducing the “Free Market Amount†(mabye just 4/5 or so), but I think it’s enough to do not count the Trader’s Amount of the “Offered Resourceâ€. If you want to trade a lot or if you are the only one, who owns lots of a Resource, you may not trade that easy…”
Timed out 14 votes to 0. Enacted by Kevan.
Adminned at 06 Mar 2010 10:44:25 UTC
In rule Commoner’s Economy, change
When Scavenging, a Commoner may also choose two different items from the following list, and gain the Resources listed in each item:-
to
When Scavenging, a Commoner may also choose two different items from the following list, and gain the Resources listed in each chosen item:-
Pretend this was the correct interpretation all along. If, at any point prior to this proposal passing, any commoner gained all the resources listed in that rule through one instance of scavenging, revert that scavenging and any inventing they may have done since.
Also, move the subrule Workshop Parts to a new subrule of rule Inventions under the same name.
‘Each item’ could be read as either ‘each of the two chosen items’, or ‘each item in the list’.
Self-killed. Failed by Kevan.
Adminned at 06 Mar 2010 10:42:56 UTC
Enact a new subrule of Rule 2.1 “Commoner’s Economy” entitled “Free Market Trade”, which reads as follow:
As a Weekly Action a Commoner may trade with the market directly: They may decrease the amount of any Resource, to any value higher or equal than zero. The difference between the previous amount and the current amount of this Resource is known as the “Offered Resource”. They may now increase any other Resource, known as the “Sought Resource”, by a “Free Market Amount”. This “Free Market Amount” is calculated as the total Amount of all Commoners of the “Sought Resource”, divided by the total current Amount of all Commoners of the “Offered Resource”, rounded down.
For example: If a Commoner likes to trade 100 Coal, the total Amount of the Offered Ressource may be 1000 Coal then (after the Commoner has decreased his or her Coal!) and the total Amount of the Sought Resource, Iron, is calculated as 500. This Commoner would receive 50 Iron then.
Trading should be made easier ;)
I was thinking of reducing the “Free Market Amount” (mabye just 4/5 or so), but I think it’s enough to do not count the Trader’s Amount of the “Offered Resource”. If you want to trade a lot or if you are the only one, who owns lots of a Resource, you may not trade that easy…
Self-killed. Failed by Kevan.
Adminned at 06 Mar 2010 10:42:40 UTC
Add a new Part to the ruleset, as a sub-rule of Rule 2.2 (Inventions), called ‘Caffeine-enforced Duct tape’:
Cost: 2 Caffeine for every Part the invention has, including this one; and 2 Gems. Power Requirement: 5
Effect: The owner of an invention fitted with Caffeine-enforced Duct tape may, at any time he would be able to dismantle the invention, add or remove parts of the invention. He may do so by spending 2 Caffeine for every such action and the respective costs of every part added, and then updating the wiki page accordingly. He does not get resources back by removing parts in this manner or by dismantling an invention which has Caffeine-enforced Duct Tape. Caffeine-enforced Duct tape may not be removed in this manner.
No real use for caffeine so far…
Power requirement and some other resource cost is needed because otherwise this is a win-win part without disadvantages…
If “Proposal: He be stealin’ ma things man” passes, add a new Part to the ruleset, as a subrule of Rule 2.2 (Inventions), called “Vacuum storageâ€:-
Cost: 15 Iron, 7 Quicksilver, 3 Cogs, 5 Wood Power Requirement: 15
When attempting a burglary, the owner of an Invention which has vacuum storage attached does not lose any resources on a dice roll of 2.
Expensive, but this could be a valuable Part to own.
Self-killed. Failed by Kevan.
Adminned at 06 Mar 2010 10:41:26 UTC
Create a rule called Burglary:
As a weekly action, a Commoner may attempt to burgle the workshop of another Commoner. The success of the raid shall be determined by rolling 1DICE3. A result of 1 shall be taken as a successful burglary, a result of 2 or 3 shall be taken as failure due to being interrupted.
In the event of performing a successful burglary, a Commoner may choose to receive 2 of the following and subtract the same from the current resources of the targeted Commoner.
10 Coal
5 Iron
5 Wood
3 Quicksilver
3 CaffeineIf this would result in either player having an illegal value, they instead receive the maximum legal amount of that specific resource.
Cogs and gems are the most valuable of resources and as such are presumed to be kept on a Commoners person at all times.In the event of failing an attempted burglary, the Commoner will drop 1DICE5 cogs in their haste to flee. If this would result in an illegal value, the maximum legal number of cogs shall be dropped.
All changes must be updated on the GNDT by the Commoner who initiated the burglary.
Times out 13 votes to 0. Enacted by Kevan.
Adminned at 06 Mar 2010 10:40:43 UTC
Add a new Part to the ruleset, as a subrule of Rule 2.2 (Inventions), called “Vacuum Piping”:-
Cost: 2 Iron, 3 Quicksilver Power Requirement: 5
During the creation of an Invention with Vacuum Piping, the Quicksilver cost of its other Parts is reduced to zero.
Letting inventors decrease the Quicksilver cost of an Invention, at the price of increasing its complexity and overall weekly power requirement.
Could an admin fail both of my proposals please?
Both have been self killed.
Reaches quorum at 18-0. -Purplebeard
Adminned at 04 Mar 2010 02:28:03 UTC
In Rule “1.2 Commoners” replace “Admins may render a Commoner Idle if that Commoner has asked to become Idle or if that Commoner has not posted an entry or comment for more than 7 days.” with
Admins may render a Commoner Idle if that Commoner has asked to become Idle or if that Commoner has not posted an entry or comment in the last seven days.
Just another little fix.
Lots of Commoners do nothing for 7 days and idle then more or less automatically. But then, they could be idled at any time, because they have “not posted an entry or comment for more then 7 days”. These 7 days may not be the last 7 days, but any 7 days in the past.
I dont think any Admin would idle a Commoner, because he has not post a comment for 7 days months ago, but they should not able to do this, I think.
Quorum is still 14.
Edit: He doesn’t actually idle now - it’ll be in a few hours.
Letter to the Editor
Sir:
Upon perusing my news-paper this morning past, your correspondent noted with interest an article commenting upon the manner in which our Prince’s leadership is resulting in extraordinary commotion. It appears that the primary occupation of His Majesty’s subjects now consists of accumulating coal and sundry other resources, with an end toward the construction of supposedly ingenious devices. Your correspondent fears that there is no place for him in this new world of clockwork and brass; consequently your correspondent intends to retire to the country, and occupy himself pursuing the companionship of the weaker sex and promoting the extensive ingestion of ethylated spirits (both by your correspondent, and by candidates for the aforementioned companionship as a means for securing same).
Yours very sincerely,
Col. Sir Cadwalader Bracegirdle, 1st Baron Smallbone, GCB, KSI.
Idle me.
Could an admin create a wiki account for me please?
If you require Cogs, check the Trading Post before scavenging. I have constructed a Cog Mold at great personal cost, and am offering its use to you at a very reasonable price. Scavenge any other resource for me and I’ll give you 5 cogs, which is 67% more than you would otherwise get.
I also offer the direct use of my Cog Mold to turn Iron into Cogs at a price of 3 Iron per transaction. 10 Iron will get you 6 cogs, twice the amount scavenging gets you!
Create a rule: Workshops
Each commoner owns a workshop in which to store their parts, inventions and resources. The workshop is also the only location in which inventing is possible. All resources and parts are considered to be inside the workshop at all times rather than being carried by the inventor.
A commoner will be located within their workshop by default, unless another rule states otherwise.
Add to rule 2.1:
The act of scavenging takes 24 hours from the moment it is announced on the GNDT. During this time the commoner will be located at the Junkyard. For the sake of simplicity, resources shall be added the moment scavenging is started.
A mans workshop is his fortress.
Here, at least, I am free from the insanity.
(Added more mechanics)
Reaches quorum at 16-0. -Purplebeard
Adminned at 04 Mar 2010 02:16:07 UTC
If Proposal: I need a workshop! passed, repeal it.
Add a new rule, entitled Workshops:
All commoners have at least one workshop, which can exist in various forms and have various characteristics. New Commoners start with one Junkyard workshop. Commoners’ workshops are tracked in the GNDT.
Inventions and Parts may be attached to workshops; such attachments must be clearly noted on the [[Inventions]] wiki page. Once attached to a workshop, an Invention or Part cannot be removed (although they can be destroyed, as described in rule 2.2). For every Invention or Part attached to their workshop, a Commoner gains efficiencies of scale; they may reclaim 10% (rounded up to the nearest whole number) of the Power Requirement of that Invention or Part to their income once.
The types of workshop, their effects, and the criteria that one must meet in order to own one are listed below. A Junkyard Workshop may change to any other type of Workshop at any time, so long as the criteria listed below are met. Other workshops may never change to any other kind of workshop. If a workshop ceases to meet the criteria for the type of workshop that it claims to be then it immediately becomes a Junkyard Workshop.
Junkyard Workshop
The basic workshop that any Commoner can build. The land upon which to build further additional Junkyard Workshops needs to be bought from the Mad Prince, who may chose when, how many, and at what price to sell at his own discretion.
Effects: None
Requirements: None / Mad-Prince definedDirigible
By adding wings, a propulsion system and teak panelling to their workshop, Commoners can take to the skies. An inspiring, but cost-intensive, way of inventing.
Effects: The increased range of the Dirigible means that the Commoner occupying it can be more selective when it comes to Scavenging; instead of choosing to increase two Resources while Scavenging, they may choose to increase only one Resource, but at triple the rates detailed in rule 2.1. However, aerospace technology is still somewhat nascent and unstable; every time a Commoner chooses to use this power, they must decrease their Income by 1 to reflect the wear and tear that flying has on their workshop.
Requirements: The workshop must have wings, a hydrogen distillery and teak panelling attached.Walking Fortress
The mobile oppression palace is slow, ponderous and inaccessible. It is also ideal for dominating junkyards - if it ever gets there.
Effects: A Commoner with a Walking Fortress may only Scavenge once every ten days. Whenever they may Scavenge, however, they may elect to instead take 2 Resources from each of the four Commoners to have Scavenged immediately preceding them, while also gaining their usual stipend of coal. (Cogs and Gems will be preciously guarded and cannot be stolen in this way; other Commoners with a Walking Fortress cannot be stolen from at all, although they still count towards the Walking Fortress’ four targets.)
Requirements: A workshop must have armour plating, a furnace and mobile telescopic legs attached to become a Walking Fortress.Observatory and alchemarium
Dedicated to both the scientific and the arcane, although somewhat lacking in earthy capability.
Effects: The Commoner who owns an Observatory may spend 1 Coal and 1 Resource to gain 1 of any other Resource. However, they can only choose to gain one Resource while Scavenging.
Requirements: This workshop requires a precision lens, a thermometer and fireproof walls.
Add the following as a single subrule to Rule 2.1, entitled Workshop Parts:
The following parts have no intrinsic effect:
Wings
Cost: 2 Cogs, 1 Iron, 1 Quicksilver
Power Requirement: 2Hydrogen Distillery
Cost: 1 Wood, 2 Quicksilver, 1 Gem
Power Requirement: 5Armour Plating
Cost: 5 Iron, 5 Wood
Power Requirement: 5Mobile Telescopic Legs
Cost: 5 Cogs, 1 Iron
Power Requirement: 10Thermometer
Cost: 2 Quicksilver, 1 Iron, 1 Gem
Power Requirement: 3Fireproof walls
Cost: 10 Wood, 2 Iron
Power Requirement: 10
Add a column to the GNDT for Workshops.
“I will give this fine scrap of land,” cackled the Mad Prince, “to the first man, woman or child who can bring me… a mechanical duck!” Sure enough, every man, woman and child ran straight to the labs.
For 24 hours, nothing could be heard in the village except the wheezing of bellows, the hammering of iron on anvil and the muffled cursing of those forced to tinker with cogs in dim light.
At daybreak, the townspeople gathered in the central square to show off their handiwork. Most of the inventions were barely adequate - a few of them could waddle, one of them could just about simulate a quack by rubbing two blocks of wood together. Finally, the Mad Prince sighed and gave the land to the townsperson who had had the ingenuity to bolt a sheet of metal to an actual duck and hope that no-one would notice.
Reaches quorum at 16-0. -Purplebeard
Adminned at 04 Mar 2010 02:10:41 UTC
Halve the Power Requirements of all Parts, rounding down.
For each Commoner who owns any Inventions, that Commoner’s Income shall be increased to 50, and then decreased by the total Power Requirements of all Inventions they own. The difference between their new Income and their previous Income shall be known as the “Refund” - they shall then gain Coal equal to the Refund.
The second clause just refunds anyone who invents anything before the Power Requirements change, as if they’d Invented it under the new cost.
Illegal third proposal - under Rule 1.3 a player cannot make a proposal if he or she “already has 2 Proposals pending”. Although you’ve self-killed it, your earlier proposal is still “pending” until it gets processed and leaves the queue.—Kevan
Adminned at 02 Mar 2010 09:03:03 UTC
Create a rule: Workshops
Each commoner owns a workshop in which to store their parts, inventions and resources. The workshop is also the only location in which inventing is possible. All resources and parts are considered to be inside the workshop at all times rather than being carried by the inventor.
A commoner will be located within their workshop by default, unless another rule states otherwise.
Add to rule 2.1:
The act of scavenging takes 24 hours from the moment it is announced on the GNDT. During this time the commoner will be located at the Junkyard. For the sake of simplicity, resources shall be added the moment scavenging is started.
A mans workshop is his fortress.
Here, at least, I am free from the insanity.
(Added more mechanics)
Self-Killed. -Purplebeard
Adminned at 04 Mar 2010 02:09:43 UTC
In rule 1.4 replace:
A vote of DEFERENTIAL is a vote of no opinion, or of faith in the decision of the Mad Prince
With:
A vote of DEFERENTIAL is a vote of no opinion, or of obedience to the will of the Mad Prince
Who could possibly have faith in the judgement of one known as the Mad Prince?
Self-Killed. -Purplebeard
Adminned at 04 Mar 2010 02:08:09 UTC
Create a rule: Locations
Each commoner owns a workshop in which they can invent as well as storing their parts and resources.
A commoner is located within their workshop at default.
Add to rule 2.1:
The act of scavenging takes 24 hours from the moment it is announced on the GNDT. During this time the commoner will be located at the Junkyard
A mans workshop is his fortress.
Here, at least, I am free from the insanity.
Reaches quorum at 15-3. Might also have timed out. -Purplebeard
Adminned at 04 Mar 2010 02:06:04 UTC
To Rule 2.2 (Inventions), add:-
If the only effect of a Proposal is to add a single Part to the Ruleset, or to amend a single Part, and if its title includes the word “Blueprint”, it is known as a Blueprint Proposal. A Commoner’s oldest pending Blueprint Proposal is not counted as a Proposal for the clause of “unless the Commoner already has 2 Proposals pending” in Rule 1.3.
Vetoed. Josh
Adminned at 03 Mar 2010 03:38:45 UTC
Append the following text to rule 2.3 Royal Blood:
The Mad Prince may, as an optional daily action, Provide Patronage to any Commoner by increasing Commoner’s resources by the same amount that would occur if Commoner Scavenged, choosing the two Resources awarded as pleases the Mad Prince. The Mad Prince may perform daily actions even though he is not a Commoner.
A strict reading of 3.1’s glossary and its references to Commoners could suggest that the Royal Blood law actually significantly limits the options of the Mad Prince in basic gameplay, so the second part is included to make it waterproof.
Self-killed. Josh
Adminned at 03 Mar 2010 03:37:02 UTC
Replace the first sentence of rule 1.4 voting with “Any Commoner may cast his Vote on a Pending Proposal by making a comment on that entry using a voting icon of FOR, AGAINST, DEFERENTIAL, or ABSTAIN.â€
To that rule, add the following:
When calculating Quorum for the purpose of enacting a proposal, Commoners (including the Mad Prince) who vote ABSTAIN on a proposal do not count as Commoners.
Replace
A vote of DEFERENTIAL is a vote of no opinion, or of faith in the decision of the Mad Prince. The vote will count as the same as the Mad Prince’s vote. If the Mad Prince casts a vote of DEFERENTIAL on a proposal, it serves the purpose of cancelling any previous vote on that proposal that was cast by the Mad Prince. If there is no Mad Prince, a vote of DEFERENTIAL counts as an explicit vote of abstention.
with
A vote of DEFERENTIAL is a vote of faith in the decision of the Mad Prince. The vote will count as the same as the Mad Prince’s vote. If the Mad Prince casts a vote of DEFERENTIAL on a proposal, it serves the purpose of cancelling any previous vote on that proposal that was cast by the Mad Prince. If there is no Mad Prince, a vote of DEFERENTIAL counts as a vote of ABSTAIN.
repropose: replace “Quorum is treated as one lower for the purposes of enacting or failing a given proposal for every Commoner who votes ABSTAIN on that proposal.” with “When calculating Quorum for the purpose of enacting a proposal, Commoners (including the Mad Prince) who vote ABSTAIN on a proposal do not count as Commoners”
Im sorry, my first Proposal to this Dynasty is just a fix, but - to find an excuse - I was thinking about that Trade Proposal and I propose the “Abstain” idea some days ago in IRC, too… So, dont call me a “Fix-grabber” or sth. like that ;)
Self-killed. Josh
Adminned at 03 Mar 2010 03:34:21 UTC
Replace the first sentence of rule 1.4 voting with “Any Commoner may cast his Vote on a Pending Proposal by making a comment on that entry using a voting icon of FOR, AGAINST, DEFERENTIAL, or ABSTAIN.”
To that rule, add the following:
Quorum is treated as one lower for the purposes of enacting or failing a given proposal for every Commoner who votes ABSTAIN on that proposal.
Replace
A vote of DEFERENTIAL is a vote of no opinion, or of faith in the decision of the Mad Prince. The vote will count as the same as the Mad Prince’s vote. If the Mad Prince casts a vote of DEFERENTIAL on a proposal, it serves the purpose of cancelling any previous vote on that proposal that was cast by the Mad Prince. If there is no Mad Prince, a vote of DEFERENTIAL counts as an explicit vote of abstention.
with
A vote of DEFERENTIAL is a vote of faith in the decision of the Mad Prince. The vote will count as the same as the Mad Prince’s vote. If the Mad Prince casts a vote of DEFERENTIAL on a proposal, it serves the purpose of cancelling any previous vote on that proposal that was cast by the Mad Prince. If there is no Mad Prince, a vote of DEFERENTIAL counts as a vote of ABSTAIN.
Should not be scammable.
Passed, 15-0. Josh
Adminned at 03 Mar 2010 03:33:40 UTC
If the proposal “Encouraging elaborate inventions” passes, replace the sentence
An Invention itself also has a Power Requirement, equal to the total Power Requirements of its Parts.
with
An Invention itself also has a Power Requirement, equal to the total Power Requirements of its Parts, and a Composition, equal to the total Compositions of it’s Parts.
If not, replace the sentence
An Invention itself also has a Power Requirement, equal to the total Power Requirements of its Parts, plus the square of the number of Parts it has, plus five times the number of different Resources involved in its Composition.
with
An Invention itself also has a Power Requirement, equal to the total Power Requirements of its Parts, plus the square of the number of Parts it has, plus five times the number of different Resources involved in its Composition; and a Composition, equal to the total Compositions of it’s Parts.
...but it is, right here, right now.
The ruleset and gamestate of the nomic originally played at blognomic.blogspot.com hereby become the same as the ruleset and gamestate of the nomic played at blognomic.com, including the location (i.e. blognomic.com) that the game is played at; this is a matter related to the Switch, and therefore binding on the nomic at blognomic.blogspot.com (although irrelevant to blognomic.com itself).
The Switch never happened before now; the proposal to make it happen failed. However, the ruleset of blognomic.blogspot.com said (up to this moment) that it deferred to http://blognomic.com/switch in all matters relating to the Switch, which happens to be a redirect to this page. So, the mere existence of this post causes the Switch to happen in an orderly manner, with the gamestate and ruleset of the original BlogNomic becoming identical to the gamestate and ruleset we’re playing by now. Historical mistake fixed, everyone happy!
Self-killed. Josh
Adminned at 03 Mar 2010 03:15:40 UTC
Add a subrule called The Mad Prince never defers! to rule 2.3 Royal Blood as follows:
Any DEFERENTIAL vote cast by the Mad Prince is considered a FOR/AGAINST vote for all purposes. When a Proposal contains a DEFERENTIAL vote by the Mad Prince, the Admin enacting it must roll DICE2; if the result is 1, the Mad Prince’s vote counts as FOR; otherwise, it counts as AGAINST.
Thursday, June 17, 1909
It appears that the fickleness of the prince knows no bounds. I’m told that his wind harnessing operation on Ben Nevis was set up and subsequently torn down in the same week.
Timed out and failed, 8-5, with 3 unresolved abstentions. Josh
Adminned at 03 Mar 2010 03:12:52 UTC
In rule Inventions, replace
An Invention itself also has a Power Requirement, equal to the total Power Requirements of its Parts, plus the square of the number of Parts it has, plus five times the number of different Resources involved in its Composition.
with
An Invention itself also has a Power Requirement, equal to the total Power Requirements of its Parts.
As it is now, producing a relatively simple invention with two or three parts that requires several different resources will send your income into the negative straight away.