Story Post: The Eighth Watch (0 comments) So I’ve belatedly implemented derrick’s order from last watch, and I

So I’ve belatedly implemented derrick’s order from last watch, and I’m going to post a CfJ to rectify my mistake.
 
The eighth Watch begins at 20:27pm 22/8/19, and ends 20:27pm 24/8/19; Orders to the Admiral before the end of the Watch.

For the current Chart, see the Admiral’s Log.

P.S. don’t forget to add your Vessel’s facings when giving orders!

Story Post: The Seventh Watch (3 comments) Some action to report: Kevan’s Submarine sends another torpedo smashing in

Some action to report: Kevan’s Submarine sends another torpedo smashing into the Blue port, if this carries on, the Blue Team will be in trouble!

Also, sorry for the low-quality Chart this time, (not sure what happened, but I was on my laptop - desktop again next Watch).

The seventh Watch begins at 16:07pm 18/8/19, and ends 16:07pm 20/8/19; Orders to the Admiral before the end of the Watch.

For the current Chart, see the Admiral’s Log.

P.S. don’t forget to add your Vessel’s facings when giving orders!

Story Post: The Sixth Watch (2 comments) Some action to report: Auld Anchorage has been invaded by derrick, TyGuy6 is sti

Some action to report: Auld Anchorage has been invaded by derrick, TyGuy6 is still pillaging the sea floor for treasure, and Kevan’s submarine has torpedoed the vessels in the Blue Port. Such skulduggery!

Also, I’ve added colour to the Chart to show the allegiances of the ports.

The sixth Watch begins at 15:55pm 18/8/19, and ends 15:55pm 20/8/19; Orders to the Admiral before the end of the Watch.

For the current Chart, see the Admiral’s Log.

P.S. don’t forget to add your Vessel’s facings when giving orders!

Story Post: The Fifth Watch (0 comments) The fifth Watch begins at 15:04pm 16/8/19, and ends 15:03pm 18/8/19; Orders to t

The fifth Watch begins at 15:04pm 16/8/19, and ends 15:03pm 18/8/19; Orders to the Admiral before the end of the Watch.

For the current Chart, see the Admiral’s Log.

P.S. don’t forget to add your Vessel’s facings when giving orders!

Story Post: The Fourth Watch (7 comments) A few more Vessels created (with another collision in the Blue Port!) and some m

A few more Vessels created (with another collision in the Blue Port!) and some manoeuvring on the high seas.

The fourth Watch begins at 14:37pm 14/8/19, and ends 14:37pm 16/8/19; Orders to the Admiral before the end of the Watch.

For the current Chart, see the Admiral’s Log.

P.S. don’t forget to add your Vessel’s facings when giving orders!

Friday, August 23, 2019

Call for Judgment: Bomb Threat

Change TyGuy6’s Side to Blue. Give 4 treasures to all Captains with a Side of Blue.

Change the allegiance of port “Red Port” to Blue, and of port “St. Passignano” to Red. (Far SW corner. They’ll need something, if they ever come back.)

Ahaha, heh! I have acquired certain “advanced” weaponry, unbeknownst to the other Captains, or even to the Admiral! My many weeks alone at sea have driven me to a kind of ... strange madness. So! You have until the end of the current watch to accommodate my demands, or I will blow ALL of your precious ports SKY HIGH!

Then we’ll see who’s alone! . . . *sob* . . . aHAHAAaa!

Friday, August 23, 2019

Call for Judgment: Itdoesnotmattersoherehaveaport

Change the allegiance of port Mornington to Blue. Give derrick 1 treasure as a minor recompense.

Proposal: Sleeping on the job

Change the first occurrence of the following text:

At any time not during a Watch, the Admiral may perform the following steps, which should be done in order:

  • Remove all Shots marked on the Chart.

to

At any time not during a Watch, the Admiral may perform the following steps, which should be done in order:

  • Remove all Shots marked on the Chart.
  • Remove all Vessels from the Chart controlled by Idle Captains.
  • Add all Vessels to the Chart controlled by Captains that have unidled since last Watch that were deleted by the above list step when they idled.

Call for Judgment: Two Orders

In the Eighth Watch, derrick can make up to two Orders.

I forgot to carry out derrick’s order in a previous watch, I think this is the simplest way to sort it out.

Call for Judgment: Missed Order

Reached quorum 5 votes to 1. Enacted with no effect by Kevan. (The Eighth Watch blog post has been posted.)

Adminned at 23 Aug 2019 09:27:23 UTC

if the blog post announcing the Eight watch has not been posted, Move the transport T1 to space 12 (mornington) and change its facing to North

I submitted my order by the admiral, under the weight of his many duties, seems to have missed it. I welcome farsight to confirm that this is the case.

Please vote quickly.

Docked

Cuddlebeam idles out after a week without any blog activity. Quorum remains 5.

Wednesday, August 21, 2019

Proposal: Tradable treasures

Change the rule “Deep-Sea Diving” to the following:

When a Captain goes Diving, if they control at least one Vessel, they receive 1 treasure. Treasures are tracked in the GNDT, as a number, in a column marked “Treasures”. A Captain may transfer an amount of treasures less than or equal to their amount of treasures to another Captain .

During a Watch, a Captain may set their Side’s specialty to a valid specialty by spending a number of Treasures equal to the number of Captains with that Side.

Proposal: Unenchanted Armour

In “Sides”, replace “The Armor value for Vessels controlled by Captains on this side is considered 1 higher.” with:-

When a Side gains this Specialty, the Armour Value of each of its Vessels is increased by one. When a Side loses this Specialty, the Armour Value of each of its Vessels is decreased by one (to a minimum of zero).

I’m not sure “considered 1 higher” works for a number that can be decreased.

If my AV6 Battleship takes five hits, then I gain the “considered 1 higher” Defensive Specialty, and then take one more hit, I’m now “considered” to have AV1 while truly having AV0 underneath. But if I take a sixth hit, that can’t reduce my true AV0 to AV-1, because AV can’t be negative.

Proposal: Gold Watch

Timed out 4 votes to 0. Enacted by Kevan.

Adminned at 23 Aug 2019 18:48:06 UTC

To the list of Orders in “The Watch”, add:-

* Spend a number of Treasures equal to the number of Captains on their Side, to set their Side’s specialty to a valid specialty. This Order is Belayed.

Remove “During a Watch, a Captain may set their Side’s specialty to a valid specialty by spending a number of Treasures equal to the number of Captains with that Side.” from Deep-Sea Diving.

Timing issue here. Once someone has enough Treasure to take the specialise action, the rules encourage them to do that as near to the 48 hour mark as possible, so that other players won’t have time to react (and for those other players to also submit orders as near to the 48 hours mark, etc.).

Adrift

Pokes idles automatically after 7 days without a blog entry or comment. Quorum drops to 5.

Tuesday, August 20, 2019

Proposal: Sunk Profits, Take 2

Timed out 3 votes to 2. Enacted by Kevan.

Adminned at 23 Aug 2019 09:03:21 UTC

To the final paragraph of “Armour Value and Damage”, add:-

When a Vessel Sinks, all Captains (except for those who share a Side with the controller of the Sinking Vessel) who control a Vessel which created a Shot in the same square as the Sunk Vessel during the processing of most recent Watch gain 10 Treasure.

Add a new rule, “Treasure Victory”:-

The first Captain to have more than 50 Treasure (while also having more Treasure than every other Captain) achieves victory.

Kevin did all the work writing this, but I support it enough to get it rolling again. Let’s win this game!

Proposal: Minesweeping

Fewer than a quorum not voting against. Failed 1-5 by Kevan.

Adminned at 21 Aug 2019 15:19:34 UTC

Add a step after the third, in the second bullet list of “The Watch”:-

* Remove all Mines which share a square with a Shot

Monday, August 19, 2019

Proposal: Sunk Profits

Self-killed. Failed by Kevan.

Adminned at 20 Aug 2019 14:46:46 UTC

To the final paragraph of “Armour Value and Damage”, add:-

When a Vessel Sinks, all Captains who control a Vessel which created a Shot in the same square as the Sunk Vessel during the processing of most recent Watch gain 10 Treasure.

Add a new rule, “Treasure Victory”:-

The first Captain to have more than 50 Treasure (while also having more Treasure than every other Captain) achieves victory.

It probably is about time for a victory condition. Maybe this?

Friday, August 16, 2019

Proposal: Victory by Annihilation

Timed out 2 votes to 4. Failed by Kevan.

Adminned at 19 Aug 2019 11:50:21 UTC

Make a new rule named “Annihilation” as follows:

Each Side has a dominance number, defined as the number of Vessels which are all of the following:
*Controlled by a Captain with that Side
*Not Sunken
*On the Chart, with an Armour Value greater than 0
*Not a Transport or The Red October

If there is only one Side with a dominance number above 0, all Captains with that Side have achieved Dominance.

Any Captain who has achieved Dominance may randomly select a Captain from among all those who have achieved Dominance. The first Captain thus selected has achieved victory.

You win by destroying all other sides’ key ships. Winning side get to split the victory odds evenly.

Proposal: Mistaken Identity

Timed out 5 votes to 0. Enacted by Kevan.

Adminned at 19 Aug 2019 11:48:27 UTC

Change:

Vessels are recorded with an identity code in the format “[Initial of Vessel Type][Unique number](Facing)”. For example, B1(N) for a Battleship facing North.

To:

Vessels are recorded with an identity code in the format “[Initial of Vessel Type][Unique number](Facing){Armour Value}”. For example, B1(N){5} for a Battleship facing North with a current Armour Value of 5.

Remove the following sentence:

The Armour Value of each Vessel is tracked immediately after their identity code in the format “{Armour Value}”.

Add the following sub rule to the rule “The Chart”:

Vessels displayed in the chart are represented by their Identity Code, followed by a space, followed by the name of the player that controls that vessel, in square brackets ([]). For example, B3(W){5} [ubq323] for the vessel with Identity Code “B3(W){5}”, which is controlled by ubq323.

Apart from tidying up by changing a couple of definitions very slightly, the only thing this does is makes it easier to see who owns what vessel, on the map: you don’t need to keep going back and forth between the Admiral’s Log and the GNDT any more.

Wednesday, August 14, 2019

Proposal: And On The Seventh Day

Reached quorum 7 votes to 0. Enacted by Kevan.

Adminned at 15 Aug 2019 09:39:02 UTC

If no rule exists called “Mapping”, remove the bullet point “* Map the Lands” from the rule “The Watch”.

Otherwise, add a bullet point to the top of the list in the rule “Mapping”:-

* Remove the bullet point “* Map the Lands” from the rule “The Watch”.

Forgot to clear out the bullet point.

Tuesday, August 13, 2019

Proposal: Ghost Fire

Timed out 1 vote to 3 with 1 unresolved DEF. Failed by Kevan.

Adminned at 15 Aug 2019 09:37:10 UTC

If the proposal “Cast Turn Undead on Ghost Ships” enacted, then reduce by 1 the Armour Value of the oldest Transport controlled by Derrick, and reduce by 1 the Armour Value of the oldest Minelayer controlled by Thunder.

Pokes makes a fair point on Ghost Ships - some of us will have taken collisions into account when choosing our Orders for the previous Watch, to the extent of opting not to create a ship. The two players who decided it was worth the risk (or overlooked the rule) shouldn’t get a free pass.

Monday, August 12, 2019

Proposal: Port Authority

Timed out / quorumed 6 votes to 2. Enacted by Kevan.

Adminned at 15 Aug 2019 09:36:14 UTC

Change:

If, when the Chart is updated, two or more Vessels would occupy the same square, and those Vessels did not do so at the time of the previous Chart update, the Chart is updated to show those Vessels occupying the same square and those Vessels each suffer 1 Damage.

To:

If, when the Chart is updated, two or more Vessels from different sides would occupy the same square which is not a port, and those Vessels did not do so at the time of the previous Chart update, the Chart is updated to show those Vessels occupying the same square and those Vessels each suffer 1 Damage.

Ports and same side fleets seem to be natural places to have multiple ships, and it doesn’t make that much sense for them to collide with each other on creation, otherwise all new ships created at the same time will take a point of damage.

Proposal: Cast Turn Undead on Ghost Ships

Reached quorum 7 votes to 0. Enacted by Kevan.

Adminned at 14 Aug 2019 08:05:41 UTC

Amend the second paragraph of “Armour Value and Damage” to read:

Battleships have a default Armour Value of 6; Submarines have a default Armour Value of 3; Minelayers have a default Armour Value of 4. Transports have a default Armour Value of 2.

Remove each of the following from the “Vessels” rule, then set the Armour Value of each existing Vessel to its default value:
“Battleships have an Armour Value of 6;”
“Submarines have an Armour Value of 3;”
“Minelayers have an Armour Value of 4;”
“Transports have an armor value of 2; “

To avoid PotC-style immortality, we must remove the clauses that state a fixed AV, in favor of the defaults set up in AV and Damage.

And have full health back, for clarity’s sake.

Story Post: The Third Watch

Several new Vessels have been built this Watch, along with two unsuccessful dives (due to the proposal Outfitting the Fleets).

The third Watch begins at 12:48pm 12/8/19, and ends 12:48pm 14/8/19; Orders to the Admiral before the end of the Watch.

For the current Chart, see the Admiral’s Log.

Proposal: Land Ahoy

Reached quorum 6 votes to 0. Enacted by Kevan.

Adminned at 14 Aug 2019 08:02:47 UTC

To the second bulleted list in “The Watch”, add a new point before the last one:-

* Map the Lands

In “The Chart”, replace “Recorded on the squares of the Chart are Vessels (and their Facings), Shots and Objects.” with:-

Recorded on the squares of the Chart are Vessels (and their Facings), Shots, Objects, Ports and Land.

In “Navigation”, replace “Cruising moves a vessel from the square they are in to an orthogonally adjacent Square in the direction of that vessel’s facing.” with:-

Cruising moves a vessel from the square they are in to an orthogonally adjacent non-Land Square in the direction of that vessel’s facing.

Then add to that rule:-

If, when the Chart is updated, a Vessel would occupy the same square as Land, that Vessel has its Armour Value set to zero.

Enact a new rule, “Mapping”:-

Mapping the Lands is an atomic action with the following steps:-

* For each Port square, randomly select a non-Port square orthogonally adjacent to it and make that square Land.
* For each Land square, randomly select a non-Port square orthogonally adjacent to it and make that square Land.
* Repeal this rule.

The current chart looks a bit plain, having ports but no landmasses. It can be read as tiny islands on a huge sea, but maybe it’s more interesting to zoom in and have some terrain to work around.

Proposal: False Flag

Reached quorum 7 votes to 0. Enacted by Kevan.

Adminned at 13 Aug 2019 08:29:15 UTC

In “The Watch”, replace the “have a transport at a port invade a port it shares a square with” bullet point with:-

* Have a transport at a port invade a port it shares a square with. This Order is Obsolete.
* Have a Transport under their control invade a Port it shares a square with. This Order is Belayed.

Then replace “Obsolete” with “Diminished” throughout the dynastic ruleset.

Fixing the Transport bug, and renaming “Obsolete” since it sounds too much like you can’t take the Order.

Shore Leave

Card idles out after a week’s inactivity. Quorum remains 6.

Saturday, August 10, 2019

Proposal: Chain of Command

Timed out 4 votes to 1. Enacted by Kevan.

Adminned at 12 Aug 2019 09:28:09 UTC

Make a rule called “Chain of Command”:

At any time, the Admiral may nominate a Captain to take over the role of Admiral. If the nominated Captain declines, any willing Captains may volunteer for the role and the Admiral will choose one.
When a Captain has been chosen, the Admiral shall hand over the Chart and cease all of the Admiral’s duties, and the Captain shall become the Admiral.

 

A safeguard against more delays.

Story Post: The Second Watch

Most orders from the previous Watch invalidated, The Red October does some target practice on square 30.

The second Watch begins at 09:19pm 10/8/19, and ends 09:19pm 12/8/19; Orders to the Admiral before the end of the Watch. Sorry for the delay folks, back on track now!

The current Chart: https://wiki.blognomic.com/index.php?title=Admiral%E2%80%99s_Log

Friday, August 09, 2019

Proposal: Outfitting the Fleets

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

Adminned at 12 Aug 2019 08:18:15 UTC

Change “attribute” to “specialty” throughout the rule “Sides”, with exact expression-matching adjusted for capitalization and pluralization.

Change Deep-Sea Diving to read:

When a Captain goes Diving, if they control at least one Vessel, they receive 1 treasure. Treasures are tracked in the GNDT, as a number, in a column marked “Treasures”.

During a Watch, a Captain may set their Side’s specialty to a valid specialty by spending a number of Treasures equal to the number of Captains with that Side.

Proposal: A Finely Tuned Ticking Thing

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

Adminned at 12 Aug 2019 08:16:21 UTC

Change “Apply to the Chart all (legal) Orders received from Captains during the latest Watch.”
To

Apply to the Chart all valid Orders received from Captains during the latest Watch. An Order’s validity must hold without it relying on any other Order(s) from the same Watch being applied earlier.

Change “After a Watch has ended, or if no Watch has ever begun in this dynasty, the Admiral may perform the following steps, which should be done in order:”
To

At any time not during a Watch, the Admiral may perform the following steps, which should be done in order:

Timing is tricky here. This Proposal is basically just for clarification of timing. Orders become simultaneous for validity purposes.

Proposal: Storm the Beaches

Timed out 6 to 0. Enacted by Derrick.

Adminned at 12 Aug 2019 03:08:56 UTC

Add to the rule “Vessels”:

Transports are vessels. Transports are not armed; Transports have an armor value of 2; Transports are cumbersome and have 2 movement points.

Add to the list of valid order in the watch:

* have a transport at a port invade a port it shares a square with
* Add a transport under their control to their home port with a facing of their choice

Add to the rule “Ports”:

If a port is invaded, it changes its allegiance to the side that invaded it the most times that watch. If there is a tie, its allegiance does not change.

This will allow us to change the allegiance of ports.

Transports are super weak on purpose, and don’t count as your one ship allowed.

Thursday, August 08, 2019

Idling again

Can’t keep up at the moment.

Quorum drops to 6.

Tuesday, August 06, 2019

Proposal: Delegation

Timed out 2 votes to 2, with 2 unresolved DEFs. Failed by Kevan.

Adminned at 09 Aug 2019 09:53:49 UTC

Change:

a private message describing exactly one Order that they wish to give during this Watch

to

a private message describing up to their “command skill” in Orders that they wish to give during this Watch.

Add to the rule “The Watch”:

Captains have a command skill of two, except for the captain controlling the red october, who has a command skill of three.

This still maintains an action economy, while allowing moving an shooting at the same time. It also gives an extra action to move the secret sub with.

Proposal: Colorful Ports

Reached quorum 6 votes to 0, 1 unresolved DEF. Enacted by Kevan.

Adminned at 09 Aug 2019 09:53:04 UTC

Change ports to:

A port has a name (a string), a location (a square on the chart), and an allegiance (a side). Ports are tracked on the Chart.

Each captain may have a home port, which is tracked in the GNDT as Port and recorded as the Port’s name.

The admiral may create all of the following ports, then set the home port of each captain to a port with the same allegiance as that’s player’s side, and then delete this paragraph:
*A port with a name of “Red Port”, a secretly random location, and an allegiance of Red
*A port with a name of “Blue Port”, a secretly random location, and an allegiance of Blue
*A port with the name of “Green Port”, a secretly random location, and an allegiance of Green
*A port with the name of “Auld Ancorage”, a secretly random location, and an allegiance of None
*A port with the name of “St. Passignano” a secretly random location, and an allegiance of None
*A port with the name of “Zahndorf” a secretly random location, and an allegiance of None
*A port with the name of “Mornington” a secretly random location, and an allegiance of None

Add to the list of Valid Orders:

*Change their home port to a port with an allegiance matching their side.

I feel like ports should mean something. they should be fixed locations that matter to more than one captain. They should have names, and they should be spread organically.

The names for the non-colorful ports are taken from past dynasties.

Proposal: Field Promotion

Timed out 5 to 1, with 2 def. Failed by Derrick.

Adminned at 08 Aug 2019 18:25:09 UTC

To “Sides”, add:-

If a Vessel was Sunk during the processing of the most recent Watch’s Orders, any Captain who controls a Vessel which caused damage to the Sunk Vessel during the processing of those Orders may alter their own Side’s Attribute to any valid Attribute (other than “None”).

Dreadnaught

Captain Naught idles out after nine days’ inactivity. Quorum remains 7.

Proposal: Ramming Speed!

Timed out 5-3. Enacted by Derrick.

Adminned at 08 Aug 2019 18:21:11 UTC

Add to the rule “Navigation”:

If, when the Chart is updated, two or more Vessels would occupy the same square, and those Vessels did not do so at the time of the previous Chart update, the Chart is updated to show those Vessels occupying the same square and those Vessels each suffer 1 Damage.

Add to the rule “Fire Control”:

Vessels cannot Shoot at the square they are located in.

I realised we currently have no rules governing what happens if two Vessels enter the same square. If this passes, two Vessels can occupy the same square (ramming each other to each take 1 Damage), but can’t then shoot at each other.

Proposal: Belay That Order

Timed out 4 to 0 with 2 def. Enacted by Derrick.

Adminned at 08 Aug 2019 15:07:51 UTC

After the first bulleted list in “The Watch”, add a paragraph:-

If an Order is Belayed, Captains cannot give that Order.

In the second bulleted list, add a new point before the last:-

Remove all Obsolete Orders from the first bulleted list in this rule, then remove “This Order is Belayed.” from all Orders in that list.

Per discussion on Time Capsule Orders, it’d make sense to remove and activate Orders at the end of each Watch, rather than immediately upon proposal enactment (which will often happen mid-Watch).

Monday, August 05, 2019

Call for Judgment: Time Capsule Orders

Timed out 0 votes to 5. Failed by Kevan.

Adminned at 07 Aug 2019 14:26:46 UTC

Change “Apply to the Chart all (legal) Orders received from Captains during the latest Watch.”
To
“Apply to the Chart all valid Orders (and what were valid Orders at the time they were received) that were received from Captains during the latest Watch.

Problems happen when a Proposal changes what defines a valid order. Valid Orders sent should remain valid, no matter when they will be applied. Creating a ship now without spending NARCs is just one example.

Story Post: The First Watch

The first Watch begins at 12:11pm 5/8/19, and ends 12:11pm 7/8/19; Orders to the Admiral before the end of the Watch. Good fortune, ladies and gentlemen of the sea!

The current Chart: https://wiki.blognomic.com/index.php?title=Admiral%E2%80%99s_Log

(This is the Hotfixed Chart - edited to show data for the Red October)

Proposal: Set Sail

Timed out 0-1 / self-killed. Failed by Kevan.

Adminned at 07 Aug 2019 08:48:17 UTC

Begin the first Watch at 12:00pm (midday) on 7/8/2019.

Beginning the first Watch. If it passes, Orders will need to be in by 12:00pm on 9/8/2019.

Sunday, August 04, 2019

Proposal: Oh, It’s Like in the Game

Timed out 2 votes to 4. Failed by Kevan.

Adminned at 07 Aug 2019 08:47:49 UTC

In “Armour Value and Damage”, insert the following paragraph immediately after the paragraph that includes the phrase, “a Vessel is in the same square as a Shot”:

For purposes of the previous paragraph, a Vessel and a Shot are considered to be in the same square if that Shot is in a square in that Vessel’s Hit Zone. The Hit Zone of a Battleship consists of the square its on, the square just in front of it, and the square just behind it. The Hit Zone of a Submarine or of a Minelayer consists of the square its on and the square just behind it. (If any of these squares would be off the Chart, or otherwise don’t exist, the Hit Zone doesn’t include them.)

In the same rule as above, change the default Armour Value of Battleships to 3, of Submarines to 2, and of Minelayers, if “Boom!” has been enacted, to 2.

Then, for balancing, change “2” to “1” in “A Mine Placed by a Minelayer decreases the Armour value of Vessels that Cruise over it by 2, and then removes the Mine.”

Hitting a moving ship is way too hard at the moment, and ships should be more sinkable, especially if we’re getting more than one. We want the game to end at some point, am I right?

Proposal: Swab the Poop Deck

Timed out 6 votes to 0. Enacted by Kevan.

Adminned at 07 Aug 2019 07:57:09 UTC

Rename the first rule named “Fleets” to be named “Vessels”.

Insert all the paragraphs of the rule “Fire Control” between the second and the third paragraphs of “Armour Value and Damage”. Then repeal “Fire Control”.

Change “If, when the Admiral has updated the Chart, a Vessel is in the same square as a Shot, that Vessel suffers Damage.”
To

If, when the Admiral has updated the Chart, a Vessel is in the same square as a Shot, that Vessel suffers Damage, reducing its Armour Value by 1 for each Shot in its square, to a minimum of 0.

Remove “Shells Shot by Battleships, and Torpedoes Shot by The Submarine decrease the Armour Value of Vessels they hit by 1.” (It would be redundant / they all just shoot Shots, now.)

In (the last rule named) “Fleets”, change all instances of “armor” or “Armour” to “Armour Value”.

If “Boom!” was enacted, change “*Add a Battleship or Submarine under their control”
To

*Have a Minelayer they control Place at up to 1 square.
*Add a Battleship or Submarine or Minelayer under their control

Fire Control and Damage have too much in common to be in separate rules.

Again, just bug fixes and cosmetic changes. WHY ME?

Saturday, August 03, 2019

Proposal: Boom!

Timed out / quorumed 7 votes to 0. Enacted by Kevan.

Adminned at 06 Aug 2019 13:11:42 UTC

In “The Watch”, amend:

  • Have a Battleship they control Shoot at up to 2 squares. (A Battleship cannot Shoot at a square adjacent to the square it is located in; a Battleship can choose to shoot at the same square twice. Battleships Shoot a Manhattan distance.)
  • Have a Submarine they control Shoot at up to 1 square; this square must be from a single row (if the Submarine is Facing East (E) or West (W)) or column (if the Submarine is Facing North (N) or South (S)) which is directly between the Submarine and the grid edge the Submarine is Facing.
  • Add a Battleship or Submarine under their control to a grid square of their choice and with a facing of their choice (unless the Captain giving this Order already controls a Vessel).

to

  • Have a Battleship they control Shoot at up to 2 squares. (A Battleship cannot Shoot at a square adjacent to the square it is located in; a Battleship can choose to shoot at the same square twice. Battleships Shoot a Manhattan distance.)
  • Have a Submarine they control Shoot at up to 1 square; this square must be from a single row (if the Submarine is Facing East (E) or West (W)) or column (if the Submarine is Facing North (N) or South (S)) which is directly between the Submarine and the grid edge the Submarine is Facing.
  • Have a Minelayer they control Place at up to 1 square.
  • Add a Battleship or Submarine or Minelayer under their control to a grid square of their choice and with a facing of their choice (unless the Captain giving this Order already controls a Vessel).

In “Fleets” (the first rule with that name), append the following at the end:

Minelayers are Vessels; Minelayers are Armed with Mines; Minelayers have a Range of 2 squares; Minelayers have an Armour Value of 4; Minelayers are cumbersome and have 3 movement points.

In “Fire Control”, append after the first paragraph the following:

For a Vessel to Place (at a square) is for it to create an Object at a square that is a Distance of up to that Vessel’s Range away from that Vessel’s square.

In “Armour Value and Damage”, replace

Vessels have an Armour Value. A Vessel’s Armour Value decreases when the Vessel suffers Damage. Shots cause Damage.

Battleships have a default Armour Value of 6; Submarines have a default Armour Value of 3.

Shells Shot by Battleships, and Torpedoes Shot by The Submarine decrease the Armour Value of Vessels they hit by 1.

with:

Vessels have an Armour Value. A Vessel’s Armour Value decreases when the Vessel suffers Damage. Shots cause Damage, along with Mines.

Battleships have a default Armour Value of 6; Submarines have a default Armour Value of 3; Minelayers have a default Armour Value of 4.

Shells Shot by Battleships, and Torpedoes Shot by The Submarine decrease the Armour Value of Vessels they hit by 1. A Mine Placed by a Minelayer decreases the Armour value of Vessels that Cruise over it by 2, and then removes the Mine.

Proposal: NARCin’

Timed out 2 votes to 7. Failed by Kevan.

Adminned at 06 Aug 2019 08:34:23 UTC

Add a new rule, titled “NARC”:

Construction of new Vessels requires allocation of Naval Resource Credits, abbreviated NARCs. The number of NARCs that a Captain has paid to create Vessels is tracked in the GNDT field “NARCs”, and defaults to 0.

In the first Fleets rule, to the end of the first paragraph add “Battleships cost 8 NARCs.” To the end of the second paragraph add “Submarines cost 8 NARCs.”

In The Watch, replace “(unless the Captain giving this Order already controls a Vessel).” with

, paying that Vessel’s cost in NARCs.

In that rule, in the list of steps for the Admiral to perform when a watch has ended, add as a penultimate step:

* Increase in the Ruleset the NARC cost of each type of Vessel by the number of that type of Vessel that was created during the latest Watch.

Proposal: fancier teams

Timed out 6 votes to 0. Enacted by Kevan.

Adminned at 05 Aug 2019 17:47:46 UTC

Add to Sides

Each Side has one attribute for the Captains on that Side. Valid attributes are the following:
*None -
*Deadeye - When shooting, the range for Vessels controlled by Captains on this side is considered to be 1 greater.
*Long Winded - Vessels controlled by Captains on this side are considered to have 1 extra movement point.
*Melee - When taking a shot, Vessels controlled by Captains on this side can shoot at the square that their Vessel is on. Vessels shooting this way aren’t considered shot at by their own shots.
*Defensive - The Armor value for Vessels controlled by Captains on this side is considered 1 higher.
*Swimmers - Captains on this side may make one extra Order to Go Diving each Watch.
*Builders - Captains on this side may make one extra Order to create a Vessel each watch.

Attributes for each side are tracked in the following list:
*Red: None
*Blue: None
*Green: None

Create a subrule of rule 2.3 titled “Captain’s Ships” and then append the text of rule 2.10 to it, then repeal rule 2.10

Inspired by one of Cuddlebeam’s proposals.

Proposal: Roll call

Timed out 3 votes to 7. Failed by Kevan.

Adminned at 05 Aug 2019 17:46:26 UTC

Give all Captains on X side 3 Treasure.
Give all Captains on Y side 2 Treasure.
Give all Captains on Z side 1 Treasure.

replace X with the name of the team which has the most EVCs on this proposal.
replace Y with the name of the team which as the second most EVCs on this proposal.
replace Z with the name of the remaining team which is not “None”.

Break ties randomly.

Proposal: Ports

Timed out 6 votes to 2. Enacted by Kevan.

Adminned at 05 Aug 2019 17:45:33 UTC

Add a new rule, “Ports”:

Each Captain may have a Home Port, which is tracked in the GNDT as “Port”. If a Captain has no Home Port, they may choose their Home Port to be any square from the Chart that is all of:
* Not already the Home Port of a Captain
* On the edge of the Chart, or adjacent to a square that is on the edge of the Chart
* Not adjacent to a square that is in a different quadrant
* In the North West quadrant if the Captain’s Side is Blue; in the North East quadrant if the Captain’s Side is Green; or in the South West quadrant if the Captain’s Side is Red.

In “The Watch”, replace

Add a Battleship or Submarine under their control to a grid square of their choice and with a facing of their choice (unless the Captain giving this Order already controls a Vessel).”

with

Add a Battleship or Submarine under their control to their Home Port with a facing of their choice (unless the Captain giving this Order already controls a Vessel).”

Friday, August 02, 2019

Proposal: Tidying up the Explosives

Reached quorum 7 votes to 0. Second part has no effect as this exact text does not exist in the ruleset. Enacted by Kevan.

Adminned at 03 Aug 2019 20:06:00 UTC

Change the rule, “Fire Control”, to read:

For a Vessel to Shoot (at a square) is for it to create a Shot at a square that is a Distance of up to that Vessel’s Range away from that Vessel’s square.

Distance is defined as the number of squares away, moving orthogonally, from one square’s center to another’s. (It’s a Manhattan distance.)

If Maritime Inaction has not been enacted, append the following to the above-mentioned rule:

A Battleship cannot Shoot at a square adjacent to the square it is located in. A Submarine can only Shoot at a square that falls in a straight line in the direction it is Facing.

As a Maritime(2) action, a Battleship can Shoot. As a Maritime action, a Submarine can Shoot.

If Maritime Inaction has been enacted, change “Have a Submarine they control Shoot at up to 1 square; this square must be between the Submarine and the grid edge the Submarine is Facing.”
to:

Have a Submarine they control Shoot at up to 1 square. (A Submarine can only Shoot at a square if it falls in a straight line in the direction it is Facing.)

There are about six cosmetic/clarification changes here, none of which should alter gameplay (unless it’s to patch a bug). I’m going to get around to more significant Proposals in the future, I promise!

Call for Judgment: Two Smallest Sides

Popular 7 to 0. Enacted by Derrick.

Adminned at 02 Aug 2019 22:07:45 UTC

Change:

If a roll would place a Captain on a Side that is not the smallest (excluding None)

to:

If a roll would place a Captain on a Side that is not the smallest or tied for smallest (excluding None in both cases)

This is obviously what was meant. Hurry up and vote so we can draw sides!

Proposal: Cruising Speed

Reached quorum 9 votes to 0. Enacted by Kevan.

Adminned at 03 Aug 2019 19:59:09 UTC

If the proposal “Technical Moves” has enacted, in the rule “Navigation”, replace the text:

“A valid move by a vessel consists of a list of atomic steps whose costs sum to less than the vessel’s movement points.”

with the text:

“A valid move by a vessel consists of a list of atomic steps whose costs sum to less than, or equal to, the vessel’s movement points.

With the current wording in “Technical Moves”, a Battleship has 3 movement points, but can only make 2 atomic steps in its move instead of 3. I think saying a vessel can make a number of atomic steps less than or equal to its move is more intuitive, and is less prone to mistakes.

Proposal: fleets!

popular 7-0 with 4 def votes enacted by card

Adminned at 03 Aug 2019 16:13:11 UTC

Remove “The GNDT will display a list of Captains, the Vessels they control, and the Armour Values and Facings of those Vessels.”

Make a new rule titled Fleets with the following text:

The collection of Vessels that a Captain controls is called a Fleet and, other than The Red October, is tracked in the GNDT in a comma separated list of their identity codes. The armor of each Vessel is tracked immediatly after their identity code in the format “{Armour}”.

In the ruleset if a Vessel is said to take an action, a Captain which controls said Vessel takes that action instead.

Friday, August 02, 2019

Proposal: The Admiral’s First Watch

Reaches quorum, 7-0. Enacted by pokes.

Adminned at 03 Aug 2019 14:50:07 UTC

Change “A Watch is a period of time, beginning when the Admiral posts a Chart Update, and ending 48 hours later.”
to

A Watch is a period of time, beginning when the Admiral makes a blog post announcing a Chart Update, and ending 48 hours later.

Replace the last three paragraphs of the rule, “The Watch”, with the following:

After a Watch has ended, or if no Watch has ever begun in this dynasty, the Admiral may perform the following steps, which should be done in order:
* Remove all Shots marked on the Chart.
* Apply to the Chart all (legal) Orders received from Captains during the latest Watch.
* Update the GNDT to reflect if any Vessels have suffered Damage, changed orientation, been created, or treasure found, et cetera.
* Record the Chart’s new state, clearly and in full, in the wiki page [[Admiral’s Log]]. This is called a Chart Update, and should displace any previous Chart Updates and Hotfixes.
* Create a blog post announcing the Chart Update, which begins a new Watch.

If, during the new Watch, the Admiral feels the above steps resulted in incorrect representation of the dynastic gamestate, they may and should correct the Chart and GNDT, and record the Chart’s corrected state in the [[Admiral’s Log]], but marked separately from the Chart Update as a Hotfix. (This will not affect the start time of the Watch.) The Admiral should immediately describe any such corrections in a comment on the Chart Update announcement post.

 

Enacting admin, add a link to the Admiral’s Log in the blog sidebar, if you please.

Also, this Proposal was written using card’s earlier Proposal as part of the base. Thanks, card!

Proposal: removing limitations

Reaches quorum, 7-0. Enacted by pokes. Is moot, as TyGuy6 has noted, because we no longer have Maritime actions.

Adminned at 03 Aug 2019 14:46:28 UTC

Change “Maritime(X) actions, where X is a positive non-zero integer, are actions which can only be taken X or fewer times per Watch. If X isn’t present it defaults to 1.” to

If a game action is a Maritime Action, each Captain able to perform it may take that action up to 1 times each Watch.
If a game action is a Maritime(X) Action, where X is a positive integer greater than 1, each Captain able to perform it may take that action up to X times each Watch.

Took the formatting from the daily action keyword.

Proposal: Running Silent, Running Deep…

Reaches quorum, 9-0. Enacted by pokes. The first replacement is literally illegal since the source text doesn’t appear, but I did two separate replacements since I think we all know what it was meant to do. CfJ me if you need to.

Update: Oops, I had thought that the Armour values only appeared in “Fleets” and so I had changed it there, but this proposal was referring to changing it in “Armour Value and Damage”. I changed the change so it changed that, but it remains non-default in “Fleets”.

Adminned at 03 Aug 2019 15:04:54 UTC

If the proposal “Enemy Ship Sighted!” has enacted, replace the text:

Battleships have an Armour Value of 6; Submarines have an Armour Value of 3.

with the text:

Battleships have a default Armour Value of 6; Submarines have a default Armour Value of 3.

Create a rule called “The Red October”:

The Red October is a Submarine; The Red October is controlled by each Captain in turn.

At each Chart update, control of The Red October passes to the next Captain in the GNDT queue, starting initially from the top; the Captain who currently controls The Red October is recorded on the Chart; this information is updated by the Admiral at each Chart update. The Admiral privately tracks, and chooses initially, the exact location of The Red October, and will pass on this information to the controller of The Red October at each Chart update.

The position of The Red October is not marked on the Chart. The Chart will record the Quadrant The Red October is located in and its Facing; these details are recorded at each Chart update.

The first part of this proposal fixes a problem that ubq323 identified with the Armour Values in the “Enemy Ship Sighted!” proposal; adding the word ‘default’ should fix that issue.

The second part introduces a mechanic that was inspired by Kevan’s previous Moonbase dynasty, in which all the Captains will take turns to control a unique Submarine: The Red October. The Red October is not marked on the Chart as normal, instead we only know the Quadrant where it is, and its Facing (although the Admiral and The Red October’s current controller will know).

I haven’t used the phrasing “as a Maritime Action” because there are a couple of very interesting proposals pending regarding the use of this phrasing, so I haven’t used it until that gets resolved.

Proposal: Technical Moves

Reaches quorum, 8-0. Enacted by pokes.

Adminned at 03 Aug 2019 14:37:03 UTC

Change the rule navigation to:

A vessel has a number of movement points, and is either cumbersome or not cumbersome, defaulting to not cumbersome.

Vessels have a square, which is tracked on the chart.

Vessels have a Facing; a Vessel’s Facing is either North (N), East (E), South (S) or West (W).
East and West are each other’s opposites, North and South are each other’s opposites.

A valid move by a vessel consists of a list of atomic steps whose costs sum to less than the vessel’s movement points.

Cruising is an atomic step costing 1. Cruising moves a vessel from the square they are in to an orthogonally adjacent Square in the direction of that vessel’s facing. Cruising may be denoted with a “C”.

Rotating is an atomic step costing 1 if the vessel is cumbersome and 0 if it is not. Rotating changes the facing of a vessel to a facing that is not the opposite of its current facing. Rotating may be denoted by the First Letter of the new facing.

Add to the end of the paragraph in Fleets starting with “Battleships”:

Battleships are cumbersome and have 3 movement points

Add to the end of the paragraph in Fleets starting with “Submarines”:

Submarines are not cumbersome and have 3 movement points

If Maritime Inaction has not passed change:

As a Maritime action, a Captain may send the Admiral a private message listing the square their Vessel/s moves to, their Vessel/s’s facing, and the square/s their Vessel/s shoot at.

to:

As a Maritime action, a Captain may send the Admiral a private message listing at most one valid move for each of their vessels, and the square/s their Vessel/s shoot at.

If Maritime Inaction has passed:

remove each bullet point in the rule “The watch” that starts with “Move”.

Add a bullet point to list in “The Watch”:

*Make a valid Move with a vessel they control.

This will gives the same movement results as earlier versions of the rules. Facing changes a little, but the old facing rules were ambiguous: what happens when you move diagonally?

The primary motivation is to let us adjust the movement of vessels neatly. People can propose making a non-cumbersome vessel with 2 movement points, or change the movement points on a vessel.

Proposal: Maritime Inaction

Times out, 5-0. Enacted by pokes.

Adminned at 03 Aug 2019 14:33:18 UTC

In “The Watch”, replace “As a Maritime action, a Captain may send the Admiral a private message listing the square their Vessel/s moves to, their Vessel/s’s facing, and the square/s their Vessel/s shoot at.” with:-

If they have not already done so during the current Watch, a Captain may send the Admiral a private message describing exactly one Order that they wish to give during this Watch. Valid Orders are to:-

* Move a Battleship they control up to 3 squares in the direction it is facing, or up to 2 squares perpendicular to the direction it is facing, or up to 1 squares in the opposite direction to the direction it is facing.
* Move a Battleship they control 1 square in the direction it is facing, then move one square perpendicular to the way it is facing.
* Move a Submarine they control up to 3 adjacent squares in any combination of directions.
* Have a Battleship they control Shoot at up to 2 squares. (A Battleship cannot Shoot at a square adjacent to the square it is located in; a Battleship can choose to shoot at the same square twice.)
* Have a Submarine they control Shoot at up to 1 square; this square must be between the Submarine and the grid edge the Submarine is Facing.
* Add a Battleship or Submarine under their control to a grid square of their choice and with a facing of their choice (unless the Captain giving this Order already controls a Vessel).

If the proposal “Enemy Ship Sighted!” enacted, add “Battleships Shoot a Manhattan distance.” just before the final bracket of the fourth action in the list, and replace “this square must be between the Submarine and the grid edge the Submarine is Facing” with “this square must be from a single row (if the Submarine is Facing East (E) or West (W)) or column (if the Submarine is Facing North (N) or South (S)) which is directly between the Submarine and the grid edge the Submarine is Facing.”

If the proposal “Gone Swimming” enacted, replace “A Captain may go Diving, as a Maritime action, by rolling” with “When a Captain goes Diving, the Admiral rolls” and add to the bulleted list in “The Watch”:-

* Go Diving

Remove every sentence containing the phrase “Maritime Action” from the ruleset.

Repeal “Naval Terms”.

The term “Maritime Action” is currently being used for two types of thing: a Captain sending secret instructions to the Admiral, and for various moves which can be performed directly by Vessels. But it’s not possible to submit an order of “I move my Battleship to G4” because that’s a Maritime action (“moving a Battleship”) being announced by another Maritime action (“sending the Admiral a message”) and we can only perform one Maritime action per Watch.

(“Order” is maybe a more understandable term to use here, to emphasise that the things which are happening are not actions being performed immediately and effectively by the Captain, but requests for something to hopefully happen at the time when the Watch is processed.)

And since we have no Vessels yet, this also adds a way to add Vessels to the map.