Friday, July 31, 2015

Proposal: I’m Just Gonna…

Passes 5-0. Enacted 08:03 by Tantusar.

Adminned at 01 Aug 2015 08:03:08 UTC

Amend the list in the rule “Movement” to read:

  • Scamper: move any number of Cells in a cardinal direction, so long as this move does not pass through any walls or any cell which contains a Tranquilliser.
  • Crawl: move from A4 to G4 (or vice versa) or from D1 to D7 (or vice versa).
  • Limp: move in to or out of a cell which contains a Tranquilliser and no other Rats, so long as this move does not pass through any walls.

Add a sub-rule, “Tranquillisers”, to the rule “Spawners”:

A Tranquilliser is a Spawner which inhibits Progress through the Cell it occupies, as defined by the rule “Movement”. A Tranquilliser may not occupy a Cell which contains another Tranquilliser or is adjacent to a Cell which contains a Tranquilliser. There are Tranquillisers in Cells [X1, X2, X3 and X4].

Add a sub-rule, “Random Selection of Cells”, to the rule “The Maze”:

An acceptable method to randomly select a Cell is to roll two separate DICE7, using the first to find the column, with 1 signifying A and 7 signifying G, and using the second to find the row.

Randomly select four Cells which can legally contain a Tranquilliser and add a Tranquilliser to those Cells, amending the list of Cells in the rule Tranquillisers and the table underneath the picture of The Maze to reflect this.

Proposal: Throw a little cheese at the rats, say we’re labbin’ them

Passes unanimously 5-0. Enacted 07:40 by Tantusar.

Adminned at 01 Aug 2015 07:40:23 UTC

In the rule entitled Movement, change “As a Daily Action, a Rat may Progress exactly X times” to “As a Daily Action, a Rat may Progress up to X times”

At the moment, any movement action that doesn’t use up all Progressions is illegal. (It’s also easily evaded, for retroactive legality: moving a distance of more than two squares can be split into multiple scampers.)

Proposal: Dead End

Vetoed while vote at 3-0. Adminned 11:58 by Tantusar.

Adminned at 31 Jul 2015 11:58:41 UTC

Apply the ruleset changes proposed by the previous proposal.

Replace “chosen in a random order” with “in an order of the Head Scientist’s choosing” in the rule “Tests”.

Feeling a bit of a chilling effect in here after Tuesday’s veto. If proposals have to fit the Emperor’s unmentioned gameplay plans and his or her subjective idea of fun, it’s much harder to write them confidently.

I’m just going to try a reproposal of that last one, minus the random sequencing.

Thursday, July 30, 2015

Resolving Test: Buddy System

KEV and DAR, as well as JOS and PUP, found themselves in the same Cell at the Completion Deadline of this Test.

Everyone receives 1 Cheese and 2 Learning, and now “must add 1 to their Success Rate”.

Tuesday, July 28, 2015

Proposal: Testing Times

Vetoed. -Purplebeard

Adminned at 30 Jul 2015 07:10:14 UTC

In “Tests”, replace “At any time, the Head Scientist may set a Test” with:-

If there are no Tests which have not reached their Completion Deadline, the Head Scientist may set a Test

And add to the bulleted list:-

  • A list of Specimens (being a list of every Rat, chosen in a random order)

And add a paragraph after the list:-

Once the Acceptance Deadline has passed, any Specimens for that Test who did not Accept the Test are no longer considered to be Specimens for it. (The Head Scientist may edit the blog post to reflect this.)

In “Movement”, replace “As a Daily Action, a Rat may Progress exactly X times, where X is the amount of Cheese that Rat has.” with:-

If a Rat is a Specimen for a Test which has passed its Acceptance Deadline but not its Completion Deadline, and if every Specimen listed prior to that Rat for that Test has Progressed since its Acceptance Deadline (or if the Rat is listed first in the Specimens list), then that Rat may Progress exactly X times, where X is the amount of Cheese that Rat has.

Replacing the daily-action timing trickery: rats instead get one set of moves per Test, taken in an order defined by that Test.

Proposal: The Alternatum

Cannot reach quorum at 1-4 and fails. -Purplebeard

Adminned at 30 Jul 2015 07:08:26 UTC

Replace the paragraph in the Core Rule “Victory and Ascension” which reads:

When a DoV is enacted, all other active DoVs are failed, and a new Dynasty begins with the Rat who made the DoV as its Head Scientist. That Rat may pass this role to another Rat at this point by making a post to that effect, if they wish. The Hiatus continues until the new Head Scientist makes an Ascension Address by posting an entry in the “Ascension Address” category - this should specify the Head Scientist’s chosen theme for the new Dynasty, and may optionally specify that the terms Rat and Head Scientist will be replaced with theme-specific terms throughout the entire ruleset, and/or a number of dynastic rules to keep. Upon posting such an Ascension Address, the Ruleset is updated to reflect any changed terms, and any dynastic rules which were not listed to be kept are repealed.

With:

When a DoV is enacted, all other active DoVs are failed, and one of the following happens:

  • If it is currently a Metadynasty, a new Dynasty begins with the Rat who made the DoV as its Head Scientist. That Rat may pass this role to another Rat at this point by making a post to that effect, if they wish. The Hiatus continues until the new Head Scientist makes an Ascension Address by posting an entry in the “Ascension Address” category - this should specify the Head Scientist’s chosen theme for the new Dynasty, and may optionally specify that the terms Rat and Head Scientist will be replaced with theme-specific terms throughout the entire ruleset, and/or a number of dynastic rules to keep. Upon posting such an Ascension Address, the Ruleset is updated to reflect any changed terms, and any dynastic rules which were not listed to be kept are repealed.
  • If it is not currently a Metadynasty, a Metadynasty starts with no Head Scientist. The Hiatus continues until another 24 hours have passed, at which point an Admin should post an entry in the “Ascension Address” category stating that a Metadynasty has begun. Upon posting this entry, all dynastic rules are repealed.

I’m putting this out there. At least until activity picks up (and I sure hope it does), we may want to consider this.

Proposal: Back and Forth

Passes unanimously at 5-0. -Purplebeard

Adminned at 30 Jul 2015 07:07:38 UTC

In the rule named “Movement”, change every instance of “and vice versa” to “or vice versa”.

Monday, July 27, 2015

Proposal: He’s right you know

Reached quorum 4 votes to 0. Enacted by Kevan.

Adminned at 28 Jul 2015 08:52:49 UTC

Remove the text “They must then complete the Task before the Completion Deadline.” from the rule called “Tests”.

It’s redundant anyway as the subsequent paragraph defines success and failure.

I’m idle right now, but something that probably needs fixing

According to the ruleset, accepting a Test means that you must complete its Task by the Competition Deadline.

As I understand normal BlogNomic terminology, doesn’t this mean that all Rats who accept the Test are deemed to complete its Task (perhaps with gamestate changes to match), even if they actually haven’t? A “must” is typically treated as platonic (i.e. because the rules say this must happen, this must happen).

Proposal: The Trouble With Lab Animals

Vetoed. Failed by Kevan.

Adminned at 28 Jul 2015 08:52:19 UTC

Add a new rule entitled “Poop”:

Rat poop is an irritating nuisance in a lab environment. Every Cell has an amount of Droppings in it. A nonzero amount of Droppings n may be recorded in the Maze as “n Droppings” (an amount of zero need not be recorded).

The glamorous task of cleaning the Maze has been assigned to Jeremy, the grad student, who comes by each Monday at 0:00 and removes all Droppings from every Cell. Any Rat or the Head Scientist may update the wiki page to reflect this change.

Change the bulleted list in the rule entitled “Movement” to the following:

* Scamper: add a Dropping to its Cell, then move any number of Cells in a cardinal direction, so long as this move does not pass through any walls.
* Crawl: add a Dropping to its Cell, then move from A4 to G4 (or vice versa) or from D1 to D7 (or vice versa).

Note that, in the description of Crawl, the phrase “and vice versa” has been changed to “or vice versa” to ensure that it does what we want it to do.

Unidling

See title.

Hello.

Proposal: Conditions Apply, See In-Store

Fewer than a quorum not voting AGAINST. Failed 2-3 by Kevan.

Adminned at 28 Jul 2015 08:40:24 UTC

After the sentence in the rule “Tests” which reads:

They must then complete the Task before the Completion Deadline.

Add:

Any Rat may pull out of a Test they have accepted at any time before the Acceptance Deadline by posting AGAINST in the comments for that Test’s post.. If they do, they will no longer be considered to have accepted the Test.

I could’ve sworn I made Some Refunds a proposal. Ah, well.

Monday, July 27, 2015

Some Refunds

After the sentence in the rule “Tests” which reads:

They must then complete the Task before the Completion Deadline.

Add:

Any Rat may pull out of a Test they have accepted at any time before the Acceptance Deadline by posting AGAINST in the comments for that Test’s post.. If they do, they will no longer be considered to have accepted the Test.

Story Post: Test: Buddy System

Task: Be in the same cell as someone else when the Test ends.
Reward: +1 Cheese, +2 Learning
Punishment: +1 Learning
Acceptance Deadline: 21:00, Monday 27th July
Completion Deadline: 21:00, Wednesday 29th July

Punishments don’t have to be negative.

Post titles now link to their posts.

They are styled so as not to look like links. This has been bugging me since I started using this site and now it won’t.

Comment links, meanwhile, actually link to the bleeding comments.

These changes should break nothing. Do tell me if they do.

Proposal: Overwhelmed

Fails 1-4. Adminned 21:01 by Tantusar.

Adminned at 26 Jul 2015 21:01:53 UTC

Reword the first paragraph and list of Rule 1.5.2 to read:

The oldest pending [[Proposal]] may be enacted by any Admin (by updating the Ruleset and/or Gamestate to include the specified effects of that Proposal, and then setting that Proposal’s status to Enacted) if any of the following is true:

  • There is a number of Rats with at least one FOR Vote on it equal to the number of Rats, all Votes on it are FOR, and it has not been Vetoed or Self-Killed.
  • It has a number of FOR Votes that exceed or equal Quorum, has been open for voting for at least 12 hours, and has not been Vetoed or Self-Killed.
  • It has been open for voting for at least 48 hours, it has more than 1 valid Vote cast on it, more valid Votes cast on it are FOR than are AGAINST, and it has not been Vetoed or Self-Killed.

Is this better?

Sunday, July 26, 2015

Proposal: A Series Of Challenges

Passes 5-0. Enacted 21:00 by Tantusar.

Adminned at 26 Jul 2015 21:00:43 UTC

Add a new rule, “Tests”:

Each Rat has a Success Rate, tracked in the GNDT, which defaults to 5, and must be a number between 0 and 10, inclusive.

At any time, the Head Scientist may set a Test, by making a Story Post with “Test: ” at the start of its title. This post should include:

  • A Task
  • A Reward
  • A Punishment
  • An Acceptance Deadline
  • A Completion Deadline

Any Rat may accept a Test by commenting on its post with an ARROW before the Acceptance Deadline. They must then complete the Task before the Completion Deadline.

If a Rat which has accepted a Test completes the Task before the Completion Deadline, it will receive the Reward, and must add 1 to their Success Rate. If a Rat which has accepted a Test fails to complete the Task before the Completion Deadline, it will receive the Punishment, and must subtract 1 from their Success Rate.

Add to the third paragraph of the rule “The Maze”:

When a Rat sets their Code for the first time, they must add it to Cell D4.

You can’t succeed if you don’t try.

Proposal: Yes, I Think We Get It

Fails 1-4. Adminned 23:56 by Tantusar.

Adminned at 25 Jul 2015 23:56:44 UTC

Reword the first paragraph and list of Rule 1.5.2 to read:

The oldest pending [[Proposal]] may be enacted by any Admin (by updating the Ruleset and/or Gamestate to include the specified effects of that Proposal, and then setting that Proposal’s status to Enacted) if any of the following is true:

  • It has a number of FOR Votes equal to the number of Rats.
  • It has a number of FOR Votes that exceed or equal Quorum, has been open for voting for at least 12 hours, and has not been Vetoed or Self-Killed.
  • It has been open for voting for at least 48 hours, it has more than 1 valid Vote cast on it, more valid Votes cast on it are FOR than are AGAINST, and it has not been Vetoed or Self-Killed.

Proposal: Self-fulfilling prophecy

Passes 5-0. Enacted 23:55 by Tantusar.

Adminned at 25 Jul 2015 23:55:51 UTC

Add the following to the end of the first sentence of the rule entitled “Hypothesis”:

A Rat may never be the subject of its own Hypothesis, and Rats are not considered to be Rats or part of any subset of Rats for the purposes of a Hypothesis that they have made.

Pending Hypotheses will be subject to this change at the time of their Evaluation.

Proposal: What Are The Chances

Passes 4-1. Enacted 23:50 by Tantusar.

Adminned at 25 Jul 2015 23:51:24 UTC

In “Hypothesis”, replace “Specificity Score” with “Significance”.

Then replace “The Significance of a Hypothesis should reflect how specific it is and how likely it is to come about, and should be an integer between 0 and 10.” with:

The Significance of a Hypothesis is a value reflecting how likely the Head Scientist thinks it is to come about, on a scale of 0 to 10, where 0 is “certain” and 10 is “impossible”.

If Josh made a comment including the word GRUYERE on this proposal, the action that created his pending Hypothesis shall be considered not to have happened. Otherwise, his Hypothesis shall be considered not to have had a Significance applied to it yet.

Clarify this “should reflect” thing. Given that my “extremely specific” and “extremely likely” Hypothesis somehow only got a 5, I think people might be reading this sentence differently.

Story Post: Hypothesis formed

I am now legally testing a hypothesis.

Story Post: Hypothesis Formation

ILLEGAL: Actually, hang on, you haven’t set a Code for yourself. - Tantusar.

Adminned at 25 Jul 2015 08:11:16 UTC

After scratching repeatedly at the clear plastic of a nearby wall, I have formed a hypothesis.

Story Post: Hypothesis formed

ILLEGAL: Actually, hang on, you haven’t set a Code for yourself. - Tantusar.

Adminned at 25 Jul 2015 08:11:48 UTC

I am currently testing a hypothesis.

Saturday, July 25, 2015

Proposal: Infernal Spawn of… Cow?

Passes 5-0. Enacted 22:21 by Tantusar.

Adminned at 25 Jul 2015 22:21:53 UTC

Add a new rule, “Spawners”, with a sub-rule, “Cheese Spawners”:

There are Cheese Spawners in Cells A1, A7, G7 and G1. When a Rat is in the same Cell as an Active Cheese Spawner, they may complete all or none of the following actions:

  • Add 1 Cheese to their total Cheese
  • Deactivate the Cheese Spawner in the Cell they are in
  • Activate the next Cheese Spawner in clockwise order

Scientist’s Note: In other words, the activation order is A1, A7, G7, G1, and then repeats.

The position of the current Active Cheese Spawner is marked using [[File:For icon.jpg]] in the table on the page [[The Maze]].

Activate the Cheese Spawner in Cell A1.

Change the last paragraph of the rule “Test Conditions” to read:

Each Rat has an amount of Cheese, tracked in the GNDT, which defaults to 3, and must be a number between 1 and 5, inclusive.

External Links and Profiles

Any player who wishes to join the Slack team or provide links to their own corner of the Internet can, but is not required to, go to External Links and Profiles, and fill out a new row of the table there. The page is not considered gamestate, you have nothing to gain and/or lose from doing this.

Whoever “aosher” on Slack is should probably fill it out. I don’t know who you are.

Test Status: Incomplete

Tekneek has gone inactive, and is now idle. There are now 5 players, quorum is 3.

Proposal: The Rats in the Walls

Passes 4-0. Enacted 05:51 by Tantusar.

Adminned at 25 Jul 2015 05:52:04 UTC

Reword “Movement” to:-

As a Daily Action, a Rat may Progress exactly X times, where X is the amount of Cheese that Rat has. When a Rat Progresses, it may either:-

  • Scamper: move any number of Cells in a cardinal direction, so long as this move does not pass through any walls.
  • Crawl: move from A4 to G4 (and vice versa) or from D1 to D7 (and vice versa).

To the end of the rule “The Maze”, add:-

The black lines on the map of the Maze are Walls. The blue and red lines are Conduits, which are a type of Wall.

Changing Movement a bit, fixing the “move by any route just end up near your start space” bug and explaining what a Wall is.

Proposal: Really old school

Fails 1-4. Adminned 01:58 by Tantusar.

Adminned at 25 Jul 2015 01:59:10 UTC

Add a new rule to the core rules, entitled External links:

Rats may link their accounts on other platforms to their BlogNomic Rat account. Linked accounts are detailed at each Rat’s User: page on the BlogNomic wiki. Platforms whose accounts can be linked are:

  • Twitter
  • Reddit
  • Pinterest
  • Personal blogs

If a rule specifies that a Rat must undertake an action at a different platform, it must be carried out on that Rat’s page on that platform as specified by their User: page on the BlogNomic wiki, and must in all other respects conform to the ruleset of BlogNomic. These platforms are not considered gamestate for purposes other than actions specifically defined by the BlogNomic ruleset. Any rule that requires a Rat to carry out an action on another platform should as a matter of courtesy require that a notification of that action be posted to the BlogNomic blog.

At the very outset, BlogNomic required every player to keep a blog, and made certain blog behaviours a requisite for scoring. This was abandoned as being too limiting after a few dynasties, but given the increased range of external services that are available now that weren’t then, perhaps it’s worth revisiting.

Proposal: Weird science

Passes 5-0. Enacted 01:55 by Tantusar.

I am now accepting PMs with Hypotheses.

Adminned at 25 Jul 2015 01:55:20 UTC

Add a rule to the ruleset, entitled Learning:

Each Rat has an amount of Learning, which is tracked in the GNDT and is an integer that defaults to zero.

Add a rule to the ruleset, entitled Hypotheses:

A Hypothesis is a prediction about the behaviour of Rats in the coming week. A Hypothesis must be specific and measurable - it must contain one or more behaviours or actions that all Rats or a specific subset of Rats can carry out, and the number of times (or range of numbers of times) that each behaviour is Hypothesised to occur.

As a weekly action, any Rat can make a Hypothesis by sending a PM to the Head Scientist detailing their Hypothesis and by making a story post to the blog announcing that a Hypothesis has been formed (but not detailing its specifics). The Head Scientist should, as soon as possible thereafter, respond to that Rat with a Specificity Score for their Hypothesis. The Specificity Score of a Hypothesis should reflect how specific it is and how likely it is to come about, and should be an integer between 0 and 10.

As soon as possible thereafter, but not sooner than 7 days after the posting of the relevant story post, a Rat who formed a Hypothesis may Evaluate it by making a further story post with the detailed terms of their Hypothesis and the results of their Evaluation. A Hypothesis may be Evaluated as Successful if the terms of that Hypothesis have been met completely and in their entirety. Otherwise, it is Unsuccessful. If a Hypothesis is Evaluated to be Successful, the Hypothesising Rat may once increase their Learning by the Specificity Score of their Hypothesis.

Proposal: Onboarding

Passes 5-0. Enacted 22:56 by Tantusar.

Adminned at 24 Jul 2015 22:56:48 UTC

This Proposal does nothing if the Proposal “Initial Calibration” failed.

Add a rule, “Scientist’s Notes”:

Any Rat, including the Head Scientist, may include a Scientist’s Note in a Proposed Rule, prefaced as such and in italics, which may include an example or other explanatory text. When the containing Proposal is enacted, the Scientist’s Note should be included, verbatim, in the relevant part of the Dynastic Rules. A Scientist’s Note should not contain flavour justifications or any other text irrelevant to the Rule it is in. While a Scientist’s Note does not have any actual bearing on the Rules, it may be used in the case that the intended meaning of a Rule is brought into question.

Add to the rule “Scientist’s Notes”:

Scientist’s Note: This is an example of a correctly formatted Scientist’s Note

Add a subrule, “Movement”, to the rule “The Maze”:

As a Daily Action, a Rat may change their Position to be up to X Cells away from their current Position, where X is the amount of Cheese that Rat has. Rats may not move through walls, but may move from A4 to G4 (and vice versa) or from D1 to D7 (and vice versa).

Scientist’s Note: For example, movement from B1 to B2 would require movement through A1, A2, A3 and B3, in that order.

Why am I adding a rule and then changing it immediately afterward? So that Scientist’s Notes are legal before I need to make one. Enactment if a Proposal, of course, occurs in the order it appears, and… Basically, that’s how it has to happen.

Proposal: Initial Calibration

Passes 5-0. Enacted 22:51 by Tantusar.

Adminned at 24 Jul 2015 22:51:30 UTC

Add a new rule, “Test Conditions”:

Unless explicitly stated, the Head Scientist does not count as a Rat for the purposes of the Dynastic Rules.

Each Rat has a Code, that they may set at any time, consisting of any three letters of their name, in all-caps, tracked in the GNDT. Their Code must be unique among other existing Codes. If they do not have a Code, they may not perform any other actions as defined by the Dynastic Rules.

Each Rat has an amount of Cheese, tracked in the GNDT, which defaults to 3.

Add a new rule, “The Maze”:

The Great Test takes place in The Maze, which is tracked on the wiki page [[The Maze]].

The Maze is a maze of dimensions 7 Cells by 7 Cells. Each Cell has a set of coordinates with the letters A through G representing the Column and the numbers 1 through 7 representing the Row, with the top left Cell being Cell A1, and the bottom right Cell being Cell G7.

Each Rat has a Position in The Maze, tracked on the wiki page [[The Maze]] in the table after the image of The Maze using their Code, which defaults to Cell D4.

We prided ourselves on our pristine white marble floors and black obsidian walls in The Maze. That’s right, we did, before we dropped some Rats in there and had them wander around.

Ascension Address: For Science

24 July, 2015 - Head Scientist’s Log - Triemond Science Laboratories

Today Subject KVN finally woke up. After three weeks of delays, construction- and subject-wise, we seem to be ready to begin testing. I say seem, I’m sure someone will come up with some stupid excuse for why I ca- Oi! You! What are you doing! NO! DON’T TO- *static*

Sorry about that. Where was I? ... Oh, right, we’ll be dropping the subjects into the maze in a couple of hours, so I’ve called for a soft lockdown, no unnecessary personnel on site until we get this started.

END LOG

Repeal all Dynastic Rules, replace “Tribe” with “Rat” and “Nomad” with “Head Scientist” throughout the ruleset.

This Dynasty is all about Science. Good Science, not that awful done-by-“Olympians” Science they’re doing across the road at Aperture. This is real Science.

Thursday, July 23, 2015

Declaration of Victory: The Rats Consume All

Passes 3-0. Enacted 23:23 by Tantusar.

The First Dynasty of Tantusar has begun.

The Hiatus will end by the end of the week.

Adminned at 23 Jul 2015 23:25:00 UTC

I now have a Territory of 13 Zones, and have held it for 24 hours. As such, I have achieved victory.

BlogNomic Player Decline

The current dynasty is drawing to a close, with it looking as if one player has shut out the only other non-Emperor player who was seriously active in the game. We’ve had too many dynasties coming down to a quiet two-players-plus-Emperor, lately - it’s still been enjoyable, but “one player trying to get a rule past the other while the Emperor tries to be fair” isn’t much of a Nomic, and naturally tends towards proposal silence.

Historically we’d usually have at least fifteen players posting each month; last month we had only six. Why is this happening, and what can we do to change it?

Reposting from a comment on the previous post so that idle lurkers might spot it.

[EDIT: Bumped this to a sticky. Probably still needs input, and I’ve gone and buried it. Sorry. - Tantusar]

Wednesday, July 22, 2015

Convoy: Triemond Superior, Act IV

Route:

  1. The Burning Sands
  2. Barrel Canyon (-1 Fuel)
  3. The Cactus Fields (-1 Fuel, dropping Debris)
  4. The Bunker (-1 Fuel)
  5. Serizawa’s Folly (-1 Fuel, dropping Debris)

And scene.
I now have eight floating Debris. I use three to take The Dust Heap, two to take Death Valley, and three to take The Solar Bank. I convert The Solar Bank’s Metal into Weaponry, and then laugh maniacally.
I have thirteen Zones. The clock starts now.

Convoy: Triemond Superior, Intermission

Route:

  1. The Burning Sands
  2. Barrel Canyon (-1 Fuel)
  3. The Cactus Fields (-1 Fuel, dropping Debris)
  4. The Bunker (-1 Fuel)
  5. Serizawa’s Folly (-1 Fuel, dropping Debris)

Convoy: Triemond Superior, Act II

Route:

  1. The Burning Sands
  2. Barrel Canyon (-1 Fuel)
  3. The Cactus Fields (-1 Fuel, dropping Debris)
  4. The Bunker (-1 Fuel)
  5. Serizawa’s Folly (-1 Fuel, dropping Debris)

Convoy: Triemond Superior, Act I

Route:

  1. The Burning Sands
  2. Barrel Canyon (-1 Fuel)
  3. The Cactus Fields (-1 Fuel, dropping Debris)
  4. The Bunker (-1 Fuel)
  5. Serizawa’s Folly (-1 Fuel, dropping Debris)

It’s almost over.

Proposal: Spreading Like Rats

Adminned at 22 Jul 2015 21:32:31 UTC

Change Tantusar’s Banner to “The Rat Plague”.

Passes 3-0. Enacted 21:32 by Tantusar.

Convoy: We Could’ve Walked, Part 2

Route:

  1. The Stone Circle
  2. The Bunker
  3. Serizawa’s Folly

The Convoy is now glowing in The Stone Circle again.

SO SORRY.

Convoy: We Could’ve Walked, Part 1

Route:

  1. The Stone Circle
  2. The Bunker
  3. Serizawa’s Folly

The Convoy is now glowing in The Stone Circle.

I am so, so sorry.

Proposal: All these directions…

Passes 3-0. Enacted 02:05 by Tantusar.

Adminned at 22 Jul 2015 02:05:26 UTC

Add to the rule Convoys:

If a Convoy’s Route is such that interaction from other Tribes is not required, the Convoy’s Driver may, instead of making a comment for each change in the Convoy’s Position, include the information and results for all movements by the Convoy in it’s corresponding Convoy Post.

Reducing comment spam, ‘cause no one likes that.

Sunday, July 19, 2015

Drilling Day: [OBSCURE REFERENCE]

A Drilling Day is in progress.

[EDIT: The Drilling Day is now over. Next Drilling Day on or after 22nd July.]

Saturday, July 18, 2015

Proposal: This Is Not A Drill

Reached quorum 4 votes to 0. Enacted by Kevan.

Adminned at 19 Jul 2015 11:37:26 UTC

In “Drilling Days”, replace “in the previous four days” with “in the previous three days”.

Speeding up the drills.

Friday, July 17, 2015

Proposal: Lone and Level Sands

Reached unanimous quorum 5 votes to 0. Enacted by Kevan.

Adminned at 18 Jul 2015 09:39:02 UTC

Enact a new rule “Victory”:-

A Territory is a group of Zones which belong to the same Tribe, and which are all connected to one another. (Two Zones occupied by the same Tribe are considered to be connected if they are adjacent, or if a path of adjacent Zones all belonging to that Tribe can be traced from one to the other.) A Territory’s size is the number of Zones it is made up of.

If a Tribe has occupied a Territory whose size is equal to or greater than 13, for 24 consecutive hours, then it has achieved victory.

Floating a reworked version of Tantusar’s Dominance victory condition; Zones must be connected and must be held for a whole day.

Thursday, July 16, 2015

Proposal: Cursed Earth

Reached unanimous quorum 5 votes to 0. Enacted by Kevan.

Adminned at 18 Jul 2015 09:37:35 UTC

To the rule “Resources”, add:-

If a Zone contains Radiation, further Resources may not be added to it.

If Ienpw made a comment on this post which included the word “backtrack”, then Blood Sausage shall cease to occupy The Crater and the Solar Bank shall gain 1 Metal Resource.

Proposal: Balance and flow tweak

Can’t enact with fewer than a quorum of players not voting against. Failed 1-4 by Kevan.

Adminned at 18 Jul 2015 09:36:46 UTC

In rule “Resources”, replace

At any time, a Tribe may do any of the following things with Resources in Zones they control:-
1. Convert an Oil Resource into Debris to gain 10 Fuel.
2. Convert a Metal Resource into Debris to gain 1 Weaponry.
3. Remove four Debris to add any single Resource of any type, to any Zone they control.

with

At any time, a Tribe may do any of the following things with Resources in Zones they control:-
1. Remove an Oil Resource to gain 10 Fuel.
2. Remove a Metal Resource to gain 1 Weaponry.
3. Remove three Debris to add any single Resource of any type, to any Zone they control.

In rule “Drilling Days”, change

If no Tribe has done so in the previous four days, any Tribe may announcing a Drilling Day

to

If no Tribe has done so in the previous three days, any Tribe may announcing a Drilling Day

Remove the following sentence from rule “Resources”: “If a Zone only has one Resource, that Resource cannot be removed from it.”

Add to the end of “Expansion”: “A Tribe cannot remove the last Resource from a Zone to do so.”

Speeding up gameplay slightly and not letting you re-use resources as debris

Proposal: A type of scorekeeping

Can’t enact with fewer than a quorum of players not voting against. Failed 1-3 by Kevan.

Adminned at 18 Jul 2015 09:36:12 UTC

Add the following paragraph to the end of “Zones of the Wasteland”, immediately before the subrule “Expansion”:

Each Zone has a Development score, defaulting to the number of resources in that zone plus, if it is occupied, one. A Tribe’s Development score is equal to the sum of their zones’ development and three times their Weaponry.

Replace the subrule “Expansion” with:

At any time, a Tribe may gain control of a Zone that is adjacent to a Zone that they already occupy, if their Effective Strength for that Zone exceeds its Defence. To do this, the Tribe must remove a number of Resources from Zones they already control equal to the Development of the Zone they are gaining control of.

Proposal: Left The Fuel Cap On

Reached quorum 3 votes to 0. Enacted by Kevan.

Adminned at 17 Jul 2015 09:54:31 UTC

In the rule “Fuel”, remove the sentence “If a Tribe’s Fuel would be more than 10, it becomes 10.”

The upper limit was there to discourage players from sitting tight and never spending their 5-per-drill fuel. Under the new drilling rules that can’t happen, and keeping the cap slightly deters trading.

Drilling Day: The Sandstorm

A sandstorm blows in, and the dunes drift to reveal further rubble and pollution from our distant ancestors.

Convoy: Cactus Harvest

Half a dozen rusty pickups head home from the Cactus Fields.

  1. The Cactus Fields
  2. The Bunker
  3. Hanging Rock
  4. The Dust-Heap

Wednesday, July 15, 2015

Proposal: Going Nuclear Was A Bad Idea

Reached quorum 4 votes to 0. Enacted by Kevan.

Adminned at 16 Jul 2015 15:02:16 UTC

Add to the rule “Convoys”:

If a Convoy’s Position changes such that it enters a Zone that its Driver does not occupy with one or more Radiation resources in it, then its Driver must subtract X from their Fuel, where X is the number of Radiation resources in that Zone.

Is it good now? Does it work?

Trade Bike Offer

The Dust wishes to make it known that the first Tribe to Bike two barrels of Fuel to them will gain their full and well-armed Support for at least four days.

Convoy: Border Patrol

A convoy heads out to the Fallen Giant:

  1. The Dust-Heap
  2. Hanging Rock
  3. The Tunnels
  4. The Fallen Giant

Proposal: This Land Is My Land

Reached quorum 3 votes to 0. Enacted by Kevan.

Adminned at 16 Jul 2015 15:01:19 UTC

Remove the final paragraph from “Resources”.

Add a subrule to “Zones” called “Expansion”:-

At any time, a Tribe may gain control of a Zone that is adjacent to a Zone that they already occupy, if their Effective Strength for that Zone exceeds its Defence. To do this, the Tribe must remove a number of Resources from Zones they already control equal to the number of Resources in the Zone they are gaining control of (plus one extra Resource if the Zone is Occupied).

To the first paragraph of “Support”, add:-

A Zone’s Defence is the Effective Strength of the Tribe who Occupy it, for that Zone. (An unoccupied Zone has a Defence of zero.)

Allowing Tribes to expand into occupied Zones: it costs 1 more Resource than taking an unoccupied one, and you have to beat the Effective Strength of the defender.

Proposal: Junior Kickstart

Reached quorum 4 votes to 0. Enacted by Kevan.

Adminned at 16 Jul 2015 14:59:41 UTC

In “Trade Bikes”, replace “If a Tribe has not joined the game or unidled in the previous five days, it is Established; otherwise it is not.” with:-

If a Tribe has joined the game or unidled in the previous five days, it is Scattered; otherwise it is Established.

I could have worded that “not X or not-Y” better.

Wednesday, July 15, 2015

Convoy: Barrel Run

From the Dust-Heap to Death Valley via the Babylonian ruins:

  1. The Dust-Heap
  2. The Cactus Fields
  3. Barrel Canyon
  4. Death Valley

Falling off the Wagon

Josh has gone idle due to inactivity. The are now 5 players, quorum is 3.

Proposal: Shall we throw in a little Catan?

Timed out 3 votes to 1. Enacted by Kevan.

Adminned at 16 Jul 2015 14:57:56 UTC

Remove the second paragraph of rule “Fuel”.

Add the following subrule, “Drilling Days”, to the rule “Resources”:

If no Tribe has done so in the previous four days, any Tribe may announcing a Drilling Day. Upon doing so, they shall randomly select zones by rolling DICE25 8 times. The numbers rolled correspond to the order of the zones in the source code in the wiki page The Wasteland. (For example, if a 1 is rolled it corresponds to the first zone in the source; a 10 corresponds to the 10th code in the source.) The Tribe who announced the Drilling day will then place a resource in each zone selected; zones selected multiple times receive a resource for each selection.

The resource to be added is determined in the following manner:
* If the Zone contains a settlement or is empty, it receives debris; otherwise
* If the Zone contains a single type of resource, it receives that kind of resource; otherwise
* If the Zone contains multiple kinds of resource and does not have oil, metal, or radiation in equal quantities, then it receives whichever of these it has in the greatest quantity (if such a resource exists); otherwise
* Specifying the name of the Zone, the Tribe will roll DICE4 in the GNDT, adding oil in the case of a 1, metal in the case of 2, radiation in the case of 3, and debris in the case of 4.

In the rule “Resources”, replace “Remove two Debris to add any single Resource of any type, to any Zone they control” with “Remove four Debris to add any single Resource of any type, to any Zone they control.”

If the proposal “Phased Expansion” passed, replace “previous four days” in the rule “Drilling Days” with “current phase”.

Trading mechanics optional.

Proposal: Phased expansion

Timed out 2 votes to 2. Failed by Kevan.

Adminned at 16 Jul 2015 14:56:26 UTC

Add a new dynastic rule, “Phases”:

The game is divided into a series of phases, each beginning at 00:00:00 UTC and lasting for four days. The first phase begins at 00:00:00 UTC following the enactment of this rule.

In the rule “Support”, replace

As a daily action, a Tribe may change its Support value to be one of “-” or the name of a Tribe.

with

Once per phase, a Tribe may change its Support value to be one of “-” or the name of a Tribe.

In the rule “Fuel”, replace

If no Tribe has done so during the previous 4 days, any Tribe may announcing a Drilling Day.

with

If no Tribe has done so during the current phase, any Tribe may announcing a Drilling Day.

Proposal: The Stony Express

Reached quorum 4 votes to 0. Enacted by Kevan.

Adminned at 15 Jul 2015 08:50:48 UTC

Add a new rule, “Trade Bikes”:-

As a daily action, an Established Tribe (the “Benefactor”) may send a Trade Bike to any other Established Tribe (the “Recipient”), by posting a blog entry to this effect, so long as a path of adjacent unoccupied Zones exists that connects a Zone occupied by the Benefactor to a Zone occupied by the Recipient (or the Benefactor occupies a Zone adjacent to a Zone occupied by the Recipient).

When a Trade Bike is sent, the Benefactor may take one of the following actions:-

  • Transfer any amount of its Fuel to the Recipient.
  • Transfer any amount of its Weaponry to the Recipient.
  • Change the occupancy of one of its Zones so that it is instead occupied by the Recipient.

(If a Tribe has not joined the game or unidled in the previous five days, it is Established; otherwise it is not.)

In “Support”, change “If a Tribe’s Weaponry would be reduced below 1, it remains 1” to “A Tribe’s Weaponry cannot be reduced below 1”.

A restricted trading system so that players can think about making swaps, bribes and threats.

Proposal: Mining Wrongs

Reached quorum 4 votes to 0. Enacted by Kevan.

Adminned at 15 Jul 2015 08:41:14 UTC

In “Fuel”, replace “Upon doing so, each Tribe gains an amount of Fuel equal to 5 plus the number of Oil Resources in Zones that the Tribe occupies.” with:-

Upon doing so, each Tribe gains an amount of Fuel equal to 5 plus the number of Oil Resources in Zones that it occupies.

The current rule is ambiguous - is “the Tribe” the one that announced the drilling day, or each individual tribe as it gets checked for oil? The latter would probably make more sense.

Convoy: A “Needlessly Long” Trek Through The Wasteland

Route:

  1. The Black Dunes
  2. The Stone Circle
  3. The Bunker
  4. Serizawa’s Folly
  5. The Boneyard
  6. Hanging Rock
  7. The Tunnels
  8. The Sailing Stones

The Convoy is now active in The Black Dunes.

The plan is to drop Debris in Serizawa’s Folly and The Sailing Stones, claim The Dumping Ground with the Serizawa’s Folly Debris, and then gain 2 Weaponry by turning the existing Metal into one piece, then converting the 2 Debris that lie there into Metal and turning that Metal into another piece of Weaponry. The end result? I own the whole East column, gain 2 Weaponry, have 1 Fuel left, and the Sailing Stones has Debris instead of Metal. Oh, and Drilling Days I run will give everyone 7 Fuel instead of 5. Some day, huh?

Proposal: The Chernobyl Effect

Can’t reach quorum with fewer than four voting against. Failed 1-3 by Kevan.

Adminned at 14 Jul 2015 15:20:46 UTC

Add to the rule “Convoys”:

If a Convoy’s Position changes such that it enters a Zone that its Driver does not occupy with one or more Radiation resources in it, then its Driver must subtract X Fuel, where X is the number of Radiation resources in that Zone.

If we just have this one, there’s no way to go infinite, right?

Sunday, July 12, 2015

Proposal: Cow Skull

Passes 4-0. Enacted 01:22 by Tantusar.

Adminned at 13 Jul 2015 01:23:15 UTC

In the rule “Convoys”, add a paragraph to the end:-

A Tribe may abandon one of its Convoys at any point, either by losing Fuel equal to the number of Zones in its Route which it has not visited, or by setting its Fuel to zero. Upon doing so, that Convoy ceases to be active.

Proposal: Bunker Etiquette

Passes 5-0. Enacted 01:19 by Tantusar.

Adminned at 13 Jul 2015 01:19:58 UTC

To the “Navigable by that Convoy if any of the following are true” list in the rule “Convoys”, add a new bullet point after the second:-

  • The Waypoint is occupied by a Tribe who have posted a comment containing a FOR icon on the Convoy Post (and that comment was posted while the Waypoint was the Convoy’s Waypoint).

Allowing tribes to wave convoys through as they approach, without having to explicitly support them in their battles.

Sunday, July 12, 2015

Proposal: Dominance

Fails 2-3. Adminned 01:15 by Tantusar.

Adminned at 13 Jul 2015 01:15:45 UTC

Add a Rule, “Victory”:

If, at any point, a Tribe occupies 13 or more Zones, then that Tribe may Declare Victory.

Enaction Anonymity

Just a reminder that the “Votable Matters” rule says “Whenever an Admin resolves a Votable Matter, they must also mark their name, and report the final tally of Votes (or the fact that it was self-killed or vetoed).” - whoever resolved the previous three didn’t identify themselves. The proposals were still legally enacted (since enacting is just defined as updating the ruleset and setting the status), so the queue isn’t still stuck on the oldest, but we’re stuck with a “must” that hasn’t happened yet.

(Maybe it’s time for an appendix rule that if somebody “must” do something, it means they can’t take any other game actions until they’ve done it. Or something along those lines.)

Convoy: Beep Beep

1. The Ruined City
2. The Solar Bank
3. The Supertanker

Convoy: Choo choo!

1. The Supertanker
2. The Solar Bank
3. The Ruined City

Proposal: I Feel… *bleugh*

Fails 1-3. Adminned 00:55 by Tantusar.

Adminned at 12 Jul 2015 01:07:19 UTC

Add to the rule “Convoys”:

If a Convoy’s Position changes such that enters a Zone that they do not occupy with one or more Radiation resources in it, then its Driver must subtract X Fuel, where X is the number of Radiation resources in that Zone.

If a Convoy’s Position changes such that enters a Zone that they do not occupy with one or more Oil resources in it, then its Driver may add X Fuel, where X is the number of Oil resources in that Zone.

Radiation doesn’t kill people, idiots who drop radioactive waste in an inhabited area kill people.

Proposal: The Wasteland Just Goes On And On

Passes 4-0. Enacted 00:53 by Tantusar.

Adminned at 12 Jul 2015 00:53:46 UTC

Change Tantusar’s Banner to “West Triemond”.

I can imagine, given my expansion rate, Triemond stretching on for a few more Zones, just off the Map. Hence, West, and not East.

Proposal: Dirt Track

Reached quorum 4 votes to 0. Enacted by Kevan.

Adminned at 11 Jul 2015 22:40:06 UTC

In “Resources”, replace “Whenever a Convoy’s position changes, its Driver may add a Debris Resource to that Zone that Convoy has entered.” with:-

Whenever a Convoy’s position changes from an Unoccupied Zone to another Zone, its Driver may add a Debris Resource to the Zone that the Convoy has entered.

Removing the advantage in repeatedly running Convoys through your own Zones.

Drilling Day: Drills, Drills, Drills

Do you pay my drills,
Do you pay my telephone drills,
Do you pay my automo’ drills,
If you did then maybe we could chill, but,
I don’t think you do,
So you and me are through.
(The ground. ‘Cause, ya know, drills.)

All Tribes gain 6 Fuel due to me owning a Zone with Oil. This only affects Red Crow and Triemond.

It happened.

Convoy: It’s A Doozy!

Route:

  1. The Boneyard
  2. Serizawa’s Folly
  3. The Bunker

The Convoy is now active in The Boneyard.

Convoy: Lame Reference Incoming

Route:

  1. Serizawa’s Folly
  2. The Boneyard
  3. Hanging Rock

The Convoy is now active at Serizawa’s Folly.

 

Friday, July 10, 2015

favicon

‘twould be a nice little decoration. Is there any particular reason we don’t have one?

Proposal: Frack and Ruin

Reached quorum 3 votes to 1. Enacted by Kevan.

Adminned at 11 Jul 2015 07:55:47 UTC

Reword the rule “Fuel” to:

Each Tribe has an amount of Fuel, defaulting to 10. If a Tribe’s Fuel would be more than 10, it becomes 10.

If no Tribe has done so during the previous 4 days, any Tribe may announcing a Drilling Day. Upon doing so, each Tribe gains an amount of Fuel equal to 5 plus the number of Oil Resources in Zones that the Tribe occupies.

Changing “start with 10 Fuel, get 5 whenever you run out but no more than once per day” to “start with 10 Fuel, get 5 plus Oil every four days, capped at 10”.

Thursday, July 09, 2015

Proposal: Make Do and Mend

Reached quorum 4 votes to 0. Enacted by Kevan.

Adminned at 10 Jul 2015 20:50:39 UTC

In “Resources”, replace:-

At any time, a Tribe may remove any number of Resources from Zones they control to increase their Weaponry by the same amount.

with:-

At any time, a Tribe may do any of the following things with Resources in Zones they control:-

  1. Convert an Oil Resource into Debris to gain 10 Fuel.
  2. Convert a Metal Resource into Debris to gain 1 Weaponry.
  3. Remove two Debris to add any single Resource of any type, to any Zone they control.

Rename the “Fuel” resource to “Oil” throughout the ruleset and gamestate.

If any Tribe has a Weaponry above 1, reduce it to 1.

A more nuanced crafting system, and fixing a carelessly duplicated keyword. (Also reducing the Weaponry of anyone who rushes in to build a Rubble Cannon before this enacts and rules them out, just to be fair.)

Proposal: The Wasteland Welcomes Careful Drivers

Passes 4-0. Enacted 07:27 by Tantusar.

Adminned at 10 Jul 2015 07:27:46 UTC

In “Resources”, replace “Whenever a Convoy’s position changes, its Driver must add a Debris Resource to that Zone that Convoy has entered.” with:-

Whenever a Convoy’s position changes, its Driver may add a Debris Resource to that Zone that Convoy has entered.

Making Debris accumulation optional; busy routes perhaps shouldn’t automatically become harder to expand into.

Wednesday, July 08, 2015

Convoy: Dust to Dust

Bound for Serizawa’s Folly in a flatbed stacked with dustbricks:

  1. The Dust-Heap
  2. Hanging Rock
  3. The Bunker
  4. Serizawa’s Folly

Convoy: Ashes to Ashes…

Route:

  1. Serizawa’s Folly
  2. The Bunker
  3. Hanging Rock
  4. The Dust-Heap

The Convoy is now active at Serizawa’s Folly.

In response to the post “Convoy Invitation”.

Convoy Invitation

The Dust are willing to send a Convoy of ash and chemical debris to any Tribe who sends their own Convoy to or through the Dust-Heap first. If any Convoy reaches the gates of the Dust-Heap and the Dust is able to change its Support to allow them admission, it pledges to do so, and will send a Convoy by a route of its choice, fuel permitting, once the visiting Convoy has arrived and pledged its own Support to the Dust.

Tuesday, July 07, 2015

Proposal: A Tighter-Knit Community

Passes 2-0 (after 48 hours). Enacted 09:52 by Tantusar.

Adminned at 09 Jul 2015 09:52:53 UTC

If “It Looks Better, Classier…” fails, add to the Keywords section of the Appendix to the Rules:

Daily Communal Action
A Daily Communal Action is a Daily Action that can only be performed by one Tribe per day.

Proposal: Line in the Sand

Passes 3-0 (after 48 hours). Enacted 09:17 by Tantusar.

Adminned at 09 Jul 2015 09:18:29 UTC

In “Convoys”, replace “The Convoy’s Driver’s Effective Strength exceeds the Effective Strength of the Tribe occupying the Waypoint.” with:

The Convoy’s Driver’s Effective Strength for the Waypoint exceeds the Effective Strength for the Waypoint of the Tribe that occupies the Waypoint.

Fixing an oversight: an Effective Strength requires a Zone to be specified.

Proposal: The Scenic Route

Passes 3-0 (after 48 hours). Enacted 09:12 by Tantusar. Randomised list of Zones here.

Adminned at 09 Jul 2015 09:14:19 UTC

Rename the rule “Economy” to “Resources”, and reword it to:

Each Zone has one or more Resources, tracked on the grid on the wiki page [[The Wasteland]] by any clear means. A Zone may contain more than one instance of the same Resource. If a Zone only has one Resource, that Resource cannot be removed from it. Valid Resources are:-

  • Metal
  • Fuel
  • Radiation
  • Settlement
  • Debris

Whenever a Convoy’s position changes, its Driver must add a Debris Resource to that Zone that Convoy has entered.

At any time, a Tribe may remove any number of Resources from Zones they control to increase their Weaponry by the same amount.

At any time, a Tribe may gain control of an unoccupied Zone that is adjacent to a Zone that they already control by removing a number of Resources from Zones they control equal to the number of Resources in the Zone they are seeking to acquire.

If “It Looks Better, Classier Than It Did Last Time” passed, add the following paragraph to the rule:-

Any Tribe may, as a Daily Communal Action, roll two separate DICE5 in the GNDT. The first DICE5 represents a row of the Wasteland, with 1 being the top row, and 5 being the bottom, and the second represents a column, with 1 being the left and 5 being the right. (Hence, the Crevasse is (1,1) and the Black Dunes are (5,5).) That Tribe will then add a Debris Resource to the corresponding Zone.

In “Zones of the Wasteland”, replace “If a Tribe occupies no Zones, it may choose any unoccupied Zone and occupy it, by updating the wiki page to this effect.” with:-

If a Tribe occupies no Zones, it may choose an unoccupied Zone which contains only Debris and occupy it, by updating the wiki page to this effect: upon doing so, that Zone’s Resources are replaced by a single Settlement.

Upon enactment of this rule, each Zone shall be given a number of Debris Resources equal to its Development score prior to this proposal’s enactment. Then, each Zone occupied by a Tribe shall have one of its Debris Resources converted to a Settlement. Then, twelve unoccupied Zones shall be selected at random (or as many as exist, if fewer than fifteen are unoccupied); the first third of those (rounding down) shall have one of their Debris Resources changed to Metal; the final quarter (rounding down) shall have one Debris changed to Radiation; the remainder shall have one Debris changed to Fuel.

Changing Development scores into distinct types of resource, and having each Tribe start with a Settlement.

Proposal: It Looks Better, Classier Than It Did Last Time

Fails due to inability to be enacted (vote was 1-2). Adminned 07:54 by Tantusar.

Adminned at 09 Jul 2015 07:54:33 UTC

Add to the Keywords section of the Appendix to the Rules:

Daily Communal Action
A Daily Communal Action is a Daily Action that can only be performed by one Tribe per day.

Add to the rule “Economy”:

Any Tribe may, as a Daily Communal Action, roll two separate DICE5 in the GNDT. The first DICE5 represents a row of the Wasteland, with 1 being the top row, and 5 being the bottom, and the second represents a column, with 1 being the left and 5 being the right. (Hence, the Crevasse is (1,1) and the Black Dunes are (5,5).) That Tribe will then increase the corresponding Zone’s Development by 1.

There is currently a 1 in 5 chance an occupied Zone could be hit by this, as Darknight has yet to claim a Zone.

Monday, July 06, 2015

Proposal: Coming Through

Reached quorum 4 votes to 0. Enacted by Kevan.

Adminned at 07 Jul 2015 09:03:03 UTC

Replace the third paragraph of “Convoys” with:-

The next Zone on a Convoy’s Route is known as the “Waypoint”, and it is Navigable by that Convoy if any of the following are true (and Unnavigable by it otherwise):

  • The Waypoint is not occupied by any Tribe.
  • The Waypoint is occupied by a Tribe who Supports the Convoy’s Driver.
  • The Waypoint is occupied by the Convoy’s Driver.
  • The Convoy’s Driver’s Effective Strength exceeds the Effective Strength of the Tribe occupying the Waypoint.

If a Convoy’s Waypoint is Navigable to that Convoy, its Driver may Change the Convoy’s Position to its Waypoint by reducing their own Fuel by 1, and posting a comment describing the position change on the post which initially described that Convoy.

Replace “Each active Convoy has a Position, which defaults to the second Zone on its Route.” with:-

Each active Convoy has a Position, which defaults to the first Zone on its Route.

Remove “by spending 2 Fuel and” from the rule “Convoys”.

Allowing convoys to pass through zones controlled by tribes who support them, and changing the fuel cost from “2 + third step onwards” to “0 + second step onwards”, per comments on Hostiles Per Gallon.

Idling out

Too many competing apocalyptic biker projects, I’m afraid. Quorum remains 4.

Proposal: So Help Me, I Will Turn This Convoy Around!

Can’t enact with fewer than a quorum not voting AGAINST. Failed 2 votes to 4 by Kevan.

Adminned at 06 Jul 2015 20:50:20 UTC

Replace the paragraph:

A Convoy Post must contain an ordered list of three or more different Zones, all but the first of which must be adjacent to the previous Zone in the list. This is known as its Convoy’s Route. The first Zone in the Route must belong to the Tribe that made the post. Each active Convoy has a Position, which defaults to the second Zone on its Route.

With:

A Convoy Post must contain an ordered list of three or more Zones, all but the first of which must be adjacent to the previous Zone in the list. This is known as its Convoy’s Route. The first Zone in the Route must belong to the Tribe that made the post. Any particular Zone in a Route cannot be the same as the one before it or the one before that. Each active Convoy has a Position, which defaults to the second Zone on its Route.

Developing your own Zones is a whole lot easier when you can get to them.

Proposal: Hostiles Per Gallon

Reached quorum 5 votes to 1. Enacted by Kevan.

Adminned at 06 Jul 2015 20:49:40 UTC

In “Convoys”, replace “A Tribe may start a Convoy by posting a blog entry whose title” with:

A Tribe may start a Convoy by spending 2 Fuel and posting a blog entry whose title

Hadn’t thought about it until comments on the previous proposal, but Convoys costing 2 less Fuel than the number of zones on their route seems a bit unintuitive.

Monday, July 06, 2015

Proposal: Sorry, Can I Not Walk On My Land?

Reached quorum 5 votes to 0. Enacted by Kevan.

Adminned at 06 Jul 2015 20:48:55 UTC

Change the Rule 2.3, paragraph 3, which reads:

If a Convoy is in a position, and its Driver’s Effective Strength in the next Zone on that Convoy’s Route exceeds the Effective Strength of the Tribe occupying that Zone (or if there is no such Tribe), then the Driver of that Convoy may Change its Position to that Zone by reducing their own Fuel by 1, and posting a comment describing the position change on the post which initially described that Convoy.

To read:

If a Convoy is in a position, and its Driver’s Effective Strength in the next Zone on that Convoy’s Route exceeds the Effective Strength of the Tribe occupying that Zone, or if the Driver already occupies that Zone, or if no Tribe occupies that Zone, then the Driver of that Convoy may Change its Position to that Zone by reducing their own Fuel by 1, and posting a comment describing the position change on the post which initially described that Convoy.

Bit hard to increase the Development of one’s Zones, if one can’t move to them.

Proposal: Here, borrow my gun

Reached quorum 5 votes to 0. Enacted by Kevan.

Adminned at 06 Jul 2015 20:46:16 UTC

Replace

A Tribe’s Effective Strength for a given zone is increased by 1 for every other Tribe adjacent to that Zone which supports that same Tribe.

in rule 2.3.1, “Support”, with

A Tribe’s Effective Strength for a given zone is increased by the Weaponry of each other Tribe adjacent to that Zone which supports that same Tribe.

If this passes, teamwork will be more necessary. If it fails, it won’t.

Proposal: Land wars

Fails 1-4. Adminned 22:20 by Tantusar.

Adminned at 05 Jul 2015 22:21:52 UTC

Add a new subrule to “Convoys”, entitled “Land seizure”:

If a convoy successfully enters a Zone, its driver Occupies that Zone. A convoy cannot enter the last Zone occupied by a given Tribe.

I expect the last sentence to be changed eventually, but in the meantime it’s better not to have tribes eliminated.

Proposal: Riding Shotgun

Passes 5-0. Enacted 22:18 by Tantusar.

Adminned at 05 Jul 2015 22:18:36 UTC

In the rule “Support”, replace the paragraph beginning “Each tribe has a Strength value” with:-

Each Tribe has a Weaponry value, which defaults to 1 and is tracked in the GNDT. If a Tribe’s Weaponry would be reduced below 1, it remains 1. Each Tribe has an Effective Strength for each Zone, which defaults to its Weaponry.

Throughout the dynastic ruleset, replace the word “Strength” with “Weaponry”, except when it is used as part of the phrase “Effective Strength”.

Putting Strength in the GNDT and renaming it to avoid any confusion.

Proposal: Teenage Wasteland

Passes 6-0. Enacted 22:07 by Tantusar.

Adminned at 05 Jul 2015 22:07:11 UTC

Add a new rule to the ruleset, entitled “Economy”:

Each Zone has a Development score, which is an integer and which cannot fall below 1, and which is tracked on the grid on the wiki page [The Wasteland]..

Whenever a Convoy’s position changes, the Driver must increase the Development of the Zone that convoy has just entered by 1.

At any time, a Tribe may reduce the Development of any number of Zones they control to increase their Strength by the same amount.

At any time, a Tribe gain control of an unoccupied Zone that is adjacent to a Zone that they already control by reducing the Development of Zones they control by an amount equal to the Development of the Zone they are seeking to acquire.

If Proposal: The Rising Tide passed, add the following to the end of the second paragraph of this newly created rule:

, unless that Zone is occupied and Safe Passage was not granted

Set the Development of all Zones to 1.

Proposal: The Rising Tide

Fails 3-4. Adminned 21:53 by Tantusar.

Adminned at 05 Jul 2015 21:53:29 UTC

Remove the following text from the ruleset: “If a Convoy is in a position, and its Driver’s Effective Strength in the next Zone on that Convoy’s Route exceeds the Effective Strength of the Tribe occupying that Zone (or if there is no such Tribe), then the Driver of that Convoy may Change its Position to that Zone by reducing their own Fuel by 1, and posting a comment describing the position change on the post which initially described that Convoy.”

Add the following as a third paragraph to the rule entitled “Convoys”:

As a daily action. the Driver of a Convoy may Change that Convoy’s Position to the next Zone on the Convoy’s Route by reducing their own Fuel by 1, and posting a comment describing the position change on the post which initially described that Convoy. If a Convoy Post specifies that a Convoy will be moving through occupied Zones, then the Tribes that occupies those Zones may make a comment to that Convoy Post indicating Safe Passage. For each such Safe Passage granted, the Driver of that Convoy may then move that Convoy through the relevant Zone.

If the Driver seeks to move through a Zone which is occupied by another Tribe, but for which they have not obtained Safe Passage, then they must first roll X DICEY in the GNDT, where X is the number of Tribes contributing to the Effective Strength of the Convoy, and Y is the Strength of the Tribe that Occupies that Zone. Each result is compared against the Strengths of each Tribe that contributes to the Effective Strength of the Convoy, starting with the Tribe of the Driver then proceeding through Supporting Tribes in alphabetical order. For each result that is higher than the Strength of the Tribe it is being compared against, lower the Strength of that Tribe by 1. The Driver then rolls DICEZ, where Z is the new Effective Strength of the Convoy, and reduces the Strength of the Tribe Occupying that Zone by the result.

In the rule entitled Support, after the text “Each tribe has a Strength value, which defaults to 1”, add “and cannot fall below 1.” Add the following at the end of the rule: “The Effective Strength of a Convoy is the Driver’s Tribe’s Effective Strength in the Zone they are seeking to move into. “

A future proposal will deal with Safe Passage leading to ambushes.

Saturday, July 04, 2015

Proto: taking land

Reposting my comment here, now that the proposal’s been adminned:

Proto: The last person to convoy through a territory owns it. Tribes without any territory can “respawn” wherever they like, including in another Tribe’s territory (thus taking it over).

Note that if “Never send an admin” passes, this means it takes at least two Tribes working together to take territory from another Tribe. Plus they can only take territory adjacent to a tribe that’s supporting them, of course.

Proposal: Action Schmaction

Self-killed. Adminned 09:00 by Tantusar.

Adminned at 05 Jul 2015 09:00:27 UTC

Add to rule 1.1, “Ruleset and Gamestate”:

If an action is taken which would change the Gamestate, and it is not specified who should change the Gamestate under the Rules for taking that action, then the Tribe which took that action must change the Gamestate, unless it is not possible for them to do so, in which someone who can will. (For example, if they take an action, and then idle out before changing the Gamestate.)

This is to solve the last item on the Laundry List.

Proposal: Expanding My Horizons

Fails 1-6. Adminned 22:08 by Tantusar.

Adminned at 04 Jul 2015 22:08:27 UTC

Append to “Zones of the Wasteland”:

If a Tribe occupies one Zone, and have occupied that Zone for at least twenty-four hours, they may occupy any unoccupied Zone that is orthogonally adjacent to the Zone they already have. If there are no eligible Zones, they may instead occupy any unoccupied Zone.

‘Tis a slow thing, the spread of civilisation.

Proposal: Drive-Thru

Passes 7-0. Enacted 22:06 by Tantusar.

Adminned at 04 Jul 2015 22:06:57 UTC

Replace the term “Food” with “Fuel” throughout the ruleset and gamestate.

Maybe.

Poll: Not Much To Do Out There

Okay, I’ve come up with a few ideas as to how Convoy gameplay can go. Give me some opinions below.

The Food Situation Ain’t Lookin’ So Good

(two options about Food consumption)

  1. Leave it how it’s going to be when everything passes. (‘Cause they probably will.)
  2. Have certain Zones cost different amounts of Food to travel to.

Maybe If We Go That Way…

(three options about Routing)

  1. Leave it as is.
  2. Have certain Zones only be accessible from certain directions. (Say, Death Valley only accessible from the East and North.)
  3. Place non-Food restrictions on length of routes.

We Don’t Like Them, They’re Mean

(3 options about Inter-Tribe Activity.)

  1. Leave it as is.
  2. Make entering other Tribes’ Zones beneficial, possibly for both Tribes.
  3. Make having inactive Convoys in other Tribes’ Zones beneficial.

Proposal: Down On Luck

Passes 6-0. Enacted 22:01 by Tantusar.

Adminned at 04 Jul 2015 22:01:47 UTC

Remove the paragraphs beginning “When a Convoy you own changes its Position” and “If a change in a Convoy’s Position” from the rule “Convoys”.

If “Never send an admin to do another admin’s job” passed, replace “may Change its Position to that Zone by posting a comment to this effect on the post which initially described that Convoy”  in the rule “Convoys” with:

may Change its Position to that Zone by reducing their own Food by 1, and posting a comment describing the position change on the post which initially described that Convoy

If “Never send an admin to do another admin’s job” failed, replace “by posting a comment to this effect” in the rule “Convoys” with:

by reducing the Driver’s Food by 1 and posting a comment describing the position change

Reword the rule “Food” to:-

Each Tribe has an amount of Food, defaulting to 10. If a Tribe has no Food, it may gain 5 Food as a daily action.

Suggesting the removal of die rolls from Convoy Food, and cleaning up the mechanic a little. (This does remove the minimal existing gameplay from Convoys, but “you randomly gain or lose a little Food each time” isn’t much to lose.)

Proposal: Never send an admin to do another admin’s job.

Passes 6-0. Enacted 21:49 by Tantusar. (Which is more accurate than the 7:49 I posted earlier. #Australia)

Adminned at 04 Jul 2015 22:03:13 UTC

In rule 2.3 “Convoys”, replace

If the Position of a Convoy is an unoccupied Zone, the Driver of that Convoy may change its Position to the next Zone on its Route, by posting a comment to this effect.

If the Position of a Convoy is a Zone occupied by a Tribe, that Tribe may change the Convoy’s Position to the next Zone on its Route, by posting a comment to this effect.

with

If a Convoy is in a position, and its Driver’s Effective Strength in the next Zone on that Convoy’s Route exceeds the Effective Strength of the Tribe occupying that Zone (or if there is no such Tribe), then the Driver of that Convoy may Change its Position to that Zone by posting a comment to this effect on the post which initially described that Convoy.

To rule 2.3 “Convoys”, add a subrule called “Support” with the following text:

Each tribe has a Strength value, which defaults to 1. Tribes have an Effective Strength for each Zone, which defaults to their Strength.

Each Tribe has a Support value, tracked in the GNDT, which is “-” by default. As a daily action, a Tribe may change its Support value to be one of “-” or the name of a Tribe.

A Tribe’s Effective Strength for a given zone is increased by 1 for every other Tribe adjacent to that Zone which supports that same Tribe.

This is Iepnw III’s proposal in a post that is neither illegal nor broken or self-killed. Vote on this instead of the illegal post and the one prior to that.

Proposal: I swear, I misentered my last order

Illegal third proposal due to Proposal: Diplomacy, you say? having been incorrectly admined. Josh

Adminned at 04 Jul 2015 07:27:09 UTC

In rule 2.3 “Convoys”, replace

If the Position of a Convoy is an unoccupied Zone, the Driver of that Convoy may change its Position to the next Zone on its Route, by posting a comment to this effect.

If the Position of a Convoy is a Zone occupied by a Tribe, that Tribe may change the Convoy’s Position to the next Zone on its Route, by posting a comment to this effect.

with

If a Convoy is in a position, and its Driver’s Effective Strength in the next Zone on that Convoy’s Route exceeds the Effective Strength of the Tribe occupying that Zone (or if there is no such Tribe), then the Driver of that Convoy may Change its Position to that Zone by posting a comment to this effect on the post which initially described that Convoy.

To rule 2.3 “Convoys”, add a subrule called “Support” with the following text:

Each tribe has a Strength value, which defaults to 1. Tribes have an Effective Strength for each Zone, which defaults to their Strength.

Each Tribe has a Support value, tracked in the GNDT, which is “-” by default. As a daily action, a Tribe may change its Support value to be one of “-” or the name of a Tribe.

A Tribe’s Effective Strength for a given zone is increased by 1 for every other Tribe adjacent to that Zone which supports that same Tribe.

This took me ages (like half an hour) to word (what I hope is) correctly.

Essentially, it’s like in Diplomacy. If you try to move to a square or if you occupy that square, and another tribe is both adjacent to the square and Supports you, your strength is increased by 1. If there’s a defender, the attacker is obliged to beat the defender’s score. This applies to the location of convoys in the case of attacks, or of tribes in the case of defense.

If I screwed up the mechanics of the rule, I’ll S/K this proposal in favour of a fix.

Proposal: Diplomacy, you say?

S/Ked and adminned by Ienpw III

Adminned at 04 Jul 2015 18:10:55 UTC

Remove the following sentence from rule 2.3 “Convoys”: “If the Position of a Convoy is a Zone occupied by a Tribe, that Tribe may change the Convoy’s Position to the next Zone on its Route, by posting a comment to this effect.”

In its place, add the following sentence: “A Convoy cannot move to a Zone unless the Zone is unoccupied or the Driver’s Effective Strength in that zone exceeds the Zone’s occupant’s Effective Strength in that zone.”

To rule 2.3 “Convoys”, add a subrule called “Support” with the following text:

Each tribe has a Strength value, which defaults to 1. Tribes have an Effective Strength for each Zone, which defaults to their Strength.

Each Tribe has a Support value, tracked in the GNDT, which is “-” by default. As a daily action, a Tribe may change its Support value to be one of “-” or the name of a Tribe.

A Tribe’s Effective Strength for a given zone is increased by 1 for every other Tribe adjacent to that Zone which supports that same Tribe.

This took me ages (like half an hour) to word (what I hope is) correctly.

Essentially, it’s like in Diplomacy. If you try to move to a square or if you occupy that square, and another tribe is both adjacent to the square and Supports you, your strength is increased by 1. If there’s a defender, the attacker is obliged to beat the defender’s score. This applies to the location of convoys in the case of attacks, or of tribes in the case of defense.

If I screwed up the mechanics of the rule, I’ll S/K this proposal in favour of a fix.

Illegally adminned as it was not the oldest pending proposal. Josh

Proposal: Little fix

Hits quorum 6-0 and is enacted—Ienpw III

Adminned at 04 Jul 2015 18:10:27 UTC

In Rule 1.2, “Tribes”, change the text

Admins who are unidling themselves should, in their first EVC following each unidling, highlight their changed idle status and any changes to quorum to have come about as a result of it.

to

Admins who are unidling themselves should, in their first vote following each unidling, highlight their changed idle status and any changes to quorum to have come about as a result of it.

 

This could get messy in some scenarios involving vote changes, especially when multiple proposals are involved.

[Meta] Player activity

Hi there,

I’m an old player just checking in to see how the nomic’s been doing lately. Out of personal interest I made this chart containing the number of active players per dynasty, and I thought perhaps some of you might be interested: http://i.imgur.com/JDp6P7G.png

The data comes from the individual dynasty pages.

The mean is 15.67.

Notes:

First, I make no real claims as to accuracy. I probably messed up the data entry at multiple points, though I did attempt to verify every few dynasties that I was in the right place.

The bigger problem is that the data was inconsistently recorded: even where player activity was noted, it was not always noted in the same manner. Some dynasties had separate beginning/end stats, some had generic “active player” stats, etc. I was as liberal as possible—I included everyone who was recorded as being active at some point during a dynasty.

Further, the data weren’t recorded in every dynasty. Some of these (particularly the ones before approximately dynasty 68) were reconstructed after the fact. From around 68-80, player activity was noted at the beginning and end of each dynasty. You’ll note this coincides with the peak period of activity, which is probably not coincidental. After that point, player activity was noted towards the end. Out of the 129 dynasties, only 85 have values here.

In dynasties 90 and 91, I included the “notably active” players in the counts. For several dynasties around 98, I ignored the “among others” disclaimers and pretended the records were accurate.

The raw data is here: https://www.dropbox.com/s/hgv0oxabc0ebdj8/activeplayers.xlsx?dl=0

If you think this will be useful in the future, back it up somewhere (*cough Kevan*). That’s my personal dropbox folder and it’s likely going to be reorganised in the next few weeks, so the link will probably break. Alternatively, PM me. I’ll probably keep this file forever unless I accidentally lose it.

Do not use this in for any reputable social science research purposes. Seriously. The data are freaking terrible.

Saturday, July 04, 2015

Convoy: The First Flight

Route:

  1. Serizawa’s Folly
  2. The Bunker
  3. Hanging Rock
  4. The Tunnels
  5. The Glass Plains

The convoy is now active in The Bunker.

Proposal: Ooh, what else?

Passes 5-0, enacted 01:15 by Tantusar.

Adminned at 04 Jul 2015 01:15:23 UTC

If “Psycho Path” and “What did you find?” reach quorum, amend the last paragraph of Convoys to read:

When a Convoy you own changes its Position, and its Position has not been changed by another Tribe, subtract 1 Food from your total and roll a DICE4 in the GNDT. Include the result in the comment declaring the Convoy’s change in Position. If the result is a 1, subtract 1 Food from your total. If the result is an 4, add 4 Food.
If a change in a Convoy’s Position, before DICEX rolls, would cause you to have 0 Food, you cannot change that Convoy’s position.

Add to the rule Food:

If a Tribe goes Idle, all their food will be removed.

This could fix some potential problems.

Proposal: What did you find?

Passes 4-1, enacted 01:13 by Tantusar.

Adminned at 04 Jul 2015 01:13:53 UTC

1. Add an item, Food, to the GNDT, and give all Tribes 10 Food.

2. Add a rule, Food:

Tribes who join the game or unidle will be given 10 Food.
A Tribe with 0 Food can, as a Daily Action, give itself 5 Food.

3. If Psycho Path reaches quorum, add to the rule Convoys:

When a Convoy you own changes its Position, subtract 1 Food from your total and roll a DICE8 in the GNDT. Include the result in the comment declaring the Convoy’s change in Position. If the result is a 1, subtract 2 Food from your total. If the result is an 8, add 4 Food.

Admin permission changes

Have just been digging around the admin settings, during Tantusar’s promotion, and since we’re manually approving blog accounts now and no longer have a problem with spammers sneaking in, I’ve gone ahead and removed “Can delete [blog] entries authored by others” from the default admin abilities available to the 55 players who’ve been given that power for whatever reason over the past ten years. (I’ve also taken off “Can install/remove modules” as this doesn’t seem relevant to day-to-day adminning.) The Super Admins - 75th Trombone, Excalabur, Wakukee and myself - retain these abilities.

Proposal: Psycho Path

Passes 8-0, enacted 22:26 by Tantusar.

Adminned at 03 Jul 2015 22:26:51 UTC

In the rule “Convoys”, replace “A Convoy Post must contain an ordered list of three or more different Zones.” with:-

A Convoy Post must contain an ordered list of three or more different Zones, all but the first of which must be adjacent to the previous Zone in the list.

Proposal: Is Your Name Not Bruce?

Passes 6-0, enacted 22:22 by Tantusar.

Adminned at 03 Jul 2015 22:28:17 UTC

In the rule “Tribes”, replace “Each Tribe has a Name, tracked in the GNDT.” with:-

Each Tribe has a Banner, tracked in the GNDT.

And replace “Name” with “Banner” throughout that rule.

Replace “If a Tribe has no Zones” with “If a Tribe occupies no Zones” in “Zones of the Wasteland”.

Ah, players already have “names” defined in the core rules (“A Tribe may only change their name as a result of a proposal approving the change.”) - which means that we can’t legally change Tribe names without using a proposal. Should use a different word.

Minor wording clarification to Zone ownership while I’m here.

Thursday, July 02, 2015

Proposal: Tantusar For Admin 2015

Reached quorum 4 votes to 0. Enacted by Kevan. Tantusar is now an admin.

Adminned at 03 Jul 2015 09:20:46 UTC

I propose that I be given the title Admin, for the following reason:
As an Australian, I am (generally) awake between 21:30 and 11:30, a time I believe has less coverage from the other Admins. I also have a reasonable amount of time free between those times. I could enact (eligible) Proposals at times when they would otherwise have to wait. As a result, the other Admins could have time on their hands to actually play the game, and things could run even smoother than they already do.
TL;DR: A vote for me is a vote for a smooth game.

You know, something that I just thought about, when this is getting enacted, if it does, would I have the ability to enact it? You know, ‘cause in the moment it was being enacted I’d become an Admin. My head would be hurting right now, if it weren’t for the fact that I’d have to be Admin in order to enact it, because I’d have to be an Admin to make myself an Admin. Actually, my head does hurt.

Proposal: I Wouldn’t Start From Here

Reached quorum 4 votes to 1. Enacted by Kevan.

Adminned at 03 Jul 2015 07:08:56 UTC

Enact a new rule, “Convoys”:-

A Tribe may start a Convoy by posting a blog entry whose title begins “Convoy:”, if that Tribe does not already have an active Convoy. This is known as a Convoy Post, the Tribe who posted it is its Driver, and the entity it describes is a Convoy, which becomes active when posted.

A Convoy Post must contain an ordered list of three or more different Zones. This is known as its Convoy’s Route. The first Zone in the Route must belong to the Tribe that made the post. Each active Convoy has a Position, which defaults to the second Zone on its Route.

If the Position of a Convoy is an unoccupied Zone, the Driver of that Convoy may change its Position to the next Zone on its Route, by posting a comment to this effect.

If the Position of a Convoy is a Zone occupied by a Tribe, that Tribe may change the Convoy’s Position to the next Zone on its Route, by posting a comment to this effect.

If a Convoy’s Position is the final Zone of its Route, it ceases to be active.

Proposal: Tribal Belt

Reached quorum 4 votes to 1. Enacted by Kevan.

Adminned at 03 Jul 2015 07:08:19 UTC

Enact a new rule, “Tribes”:-

A number of Tribes populate the desolate wasteland. Each Tribe has a Name, tracked in the GNDT. If a Tribe has no Name, it may give itself one at any time. A Tribe without a Name may not take any actions outside of this rule in the dynastic ruleset.

Enact a new rule, “Zones of the Wasteland”:-

A number of Zones exist in the Wasteland, each of which has a name and which may be occupied by a single Tribe. This is tracked as a grid in the wiki page [[The Wasteland]]. Zones which are orthogonally adjacent on the grid of that page are considered to be “adjacent”.

If a Tribe has no Zones, it may choose any unoccupied Zone and occupy it, by updating the wiki page to this effect.

Ascension Address: A Bright Future

They say here is where it ended, long before you or I were born. Giants the size of mountains came from the seas and the skies and strode across our lands, trampling the cities and the mightiest armies into dust. When our people constructed a great and terrible weapon to strike back, it was turned around and cast back down upon us, and the air itself burned like oil.

The cities and roads are all but gone now, buried beneath the desert. Our people are scattered and lost, the dead sand only offering up broken machinery and the poisonous fuels that once drove it.

Perhaps there is a better place.

Change “Kaiju” to “Tribe” and “Emperor” to “Nomad”.

Theme intention: Diplomacy the board game + Mad Max. I haven’t played or seen either.

The Dust Clears

Just to say that I’ll post an Ascension Address later today or at some point tomorrow. Am thinking of crossing a boardgame I’ve never played with a film I’ve never seen.

Perhaps a blog post for some post-game analysis is a useful thing? I held off from saying anything yesterday in case the DoV failed on a technicality and I’d end up having given away my plans and troubles.

Wednesday, July 01, 2015

Declaration of Victory: Serizawa’s Folly

Passes 4-0 after 12 hrs. Congrats to Kevan. Enacted by Dk

Adminned at 01 Jul 2015 23:57:56 UTC

I believe I now have ten Tokens of Might and have achieved victory. From the GNDT history of the game:

  • 23/06 17:26 (UTC) - I reduced Darknight to 0 Prestige using a Thousand Cuts.
  • 24/06 10:11 (UTC) - I reduced Sylphrena to 0 Prestige using a Thousand Cuts.
  • 24/06 20:32 (UTC) - I reduced Darknight to 0 Prestige using a Thousand Cuts.
  • 01/07 10:51 (UTC) - Tantusar reduced me to 0 Prestige while being my Left Claw.
  • 01/07 10:52 (UTC) - Tantusar reduced Darknight to 0 Prestige while being my Left Claw.
  • 01/07 11:46 (UTC) - I reduced the Military to 0 Prestige using the Oxygen Destroyer.

I gained 2 Tokens of Might for each of my triumphs, and received 1 for each of Tantusar’s. (The Emperor will have to confirm the status of my Left Claw.)

The Legend of the Dark Ocean

Title: Night Raid
Active Effect: Reduce by 5 the Prestige of a Kaiju who has made no Bid Comments during the current Epoch.
Activation Cost: 2 Prestige
Restrictions: This Aspect is Dishonourable and may only be activated as a Colossal Action.

Story Post: Oxygen Destroyer

Active Effect: A Kaiju of your choice loses 5 Prestige for each time that this Aspect has already been activated this Epoch.
Activation Cost: 5 Prestige
Restrictions: This Aspect is a Technology, and may only be activated as a Colossal Action.

The Kaiju Court has been called to order. This is the final Aspect of this Epoch.