Story Post: Bounty Notice: Luxuries (0 comments) I have received word from a miner that there’s more than just stone and ir

I have received word from a miner that there’s more than just stone and iron in this mountain; there’s valuable materials. I need artisans to tell me what we can make of this. Will it be possible to make luxuries to spruce up the cold, barren stone of my throne room? You will, of course, be able to request an artisan craft you a reward.

Friday, September 30, 2022

Proposal: Jail and Jailbreak

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

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

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

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

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

Friday, September 30, 2022

Proposal: Hovels

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

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

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

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

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

Tuesday, September 27, 2022

Proposal: Valuable Bounties [Special Case]

Passes 3-2. TDS

Adminned at 30 Sep 2022 20:06:03 UTC

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

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

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

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

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

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

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

Proposal: Quickstart kit

Passes 4-0. TDS

Adminned at 29 Sep 2022 23:46:54 UTC

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

Transfers out of the Dungeon Stockpile are never Taxed.

That rule change applies to the enactment of this proposal.

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

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

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

Proposal: Pipelined Labouring

Times out Popular, 4-0. -Bucky

Adminned at 29 Sep 2022 22:20:43 UTC

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

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

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

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

The currently-available Stations are as follows:

Change the Effect of the Immigration Station to:

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


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

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

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

 

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

Proposal: A Metropolis Crumbles to Dust

Times out Unpopular 1-3. -Bucky

Adminned at 28 Sep 2022 06:19:25 UTC

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

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

Barons time out

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

Wednesday, September 21, 2022

Proposal: Custom Door Knockers

Times out 5-0 and is enacted -SingularByte

Adminned at 24 Sep 2022 05:04:18 UTC

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

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

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

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

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

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

Proposal: Siege the day!

Times out 5-0 and is enacted -SingularByte

Adminned at 24 Sep 2022 05:00:08 UTC

Add a new rule called “Sieging”:

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

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

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

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

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

Add the following to the list of all infrastructure:

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

 

Woops!

Wednesday, September 21, 2022

Proposal: Siege ya later, alligator!

Withdrawn-TDS

Adminned at 21 Sep 2022 13:49:18 UTC

Add a new rule called “Sieging”:

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

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

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

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


Add the following to the list of all infrastructure:

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

 

Let’s start attacking those nasty human kings!

Becoming Unidle

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

Sunday, September 18, 2022

Proposal: Check the Signet

Passes 6-0. TDS

Adminned at 20 Sep 2022 20:47:56 UTC

In the rule “Infrastructures”, change

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

to

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

No forcibly settling other Barons’ migrants!

Saturday, September 17, 2022

Proposal: The Feeling’s Mutual

Reaches quorum with 5-0 and is enacted -SingularByte

Adminned at 19 Sep 2022 06:29:29 UTC

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

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

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

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

Proposal: Loyalty Earned

Reaches quorum with 5-0 and is enacted -SingularByte

Adminned at 18 Sep 2022 07:42:27 UTC

In the rule “Infrastructure”, change

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

to

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

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

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

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

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


In the rule “Society”, change

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

to

Migrants default to having no Allegiance.

Defected to a rival kingdom

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

Tuesday, September 13, 2022

Proposal: Migrant Mobility

Times out 6-0 and is enacted -SingularByte

Adminned at 16 Sep 2022 10:38:51 UTC

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

An entity’s Levy consists of all Migrants with an Allegiance to that entity, and all Migrants with an Allegiance to other Migrants in the entity’s Levy. A Baron or Human King owns all Migrants in their Levy regardless of where they are, as well as Migrants in their Stockpile (if applicable) and Independent Migrants in their Keep.

In the rule “Keeps”, change

Each Keep has 8 publicly tracked and ordered slots, each of which may contain up to one Infrastructure. If an Infrastructure’s effect contains the [Defensive] tag, it may only be placed in the first three slots of a Keep.

to

Each Keep has 8 publicly tracked and ordered slots. The first slot is the Exterior. The remaining slots may each contain up to one Infrastructure. If an Infrastructure’s effect contains the [Defensive] tag, it may only be placed in the second, third or fourth slot of a Keep.

A Keep’s Exterior can hold an unlimited amount of Resources. Resources in a Keep’s Exterior are generally not considered to be owned by the owner of the Keep. A Keep is Besieged if its Exterior contains at least one Migrant that is hostile to the Keep’s owner.

If an Infrastructure in a Keep contains no hostile Migrants, the Keep’s owner may place resources there from his Stockpile, although he must respect its Maximum Population. A Baron may freely transfer Migrants between Infrastructures in adjacent slots in his Keep that contain no hostile Migrants, again provided that he respects their Maximum Populations. Any Baron or Human King may move Migrants that are in both their Levy and either their non-Besieged Keep or a Slum to the Exterior of any Keep.


Move any Infrastructures in a Keep’s first slot to the earliest subsequent slot in that Keep with no Infrastructure.

Add the following text to the end of the rule “Human Kings”:

Migrants with an Allegiance to a Human King are Hostile to every Baron that has no Human Alliance with that Human King.

Add a House to the fifth slot of each Human Keep. Add two Migrant (Man) and two Migrant (Elf) with Allegiance to the Keep’s owner to each of those Houses.

Until now, all common Migrants have been stuck in Stockpiles or dumped in the Slums. This lets Barons put Migrants in a variety of places, and keep control of them if holding their Allegiance (mechanic pending).

Monday, September 12, 2022

Proposal: [Special Case] Split the Bounty

Popular 6-0. -Bucky

Adminned at 15 Sep 2022 18:50:28 UTC

In the rule “Bounties”, change

If the Demon King believes that an enacted votable matter satisfies the demand of an open Bounty Notice then they may iterate the Bounty Reward Variable of that votable matter’s author by a single step (unless that author was themselves) and set that Bounty Notice to closed.

to

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

Sunday, September 11, 2022

Proposal: Our Foes

Times out 4-0 and is enacted -SingularByte

Adminned at 13 Sep 2022 06:40:57 UTC

Append the following to Human Kings:

Each Human King has a Keep, and that keep has a stockpile which can contain a list of resources, defaulting to 6 Royal Gifts, and also their respective Human Crown (i.e. Plains Crown for The King of the Plains, etc.)

Each Human King’s Keep starts with three instances of the Wall Infrastructure.

If a Human King’s Keep has no defensive infrastructures, then the Baron who took an action which reduced the Hit Points of one of that Human King’s Defensive Infrastructures most recently can at any time move any number of the resources from that Human King’s Stockpile to any other Stockpile(s).

Come to think of it, we might want to actually give them keeps as was suggested in the comments of the initial proposal.

Proposal: Barons of Nothing

Withdrawn -SingularByte

Adminned at 13 Sep 2022 06:39:43 UTC

In the rule Stations, remove the section: “nor the number of non-working Migrants they own. (Exception: Attention allocated to the Immigration Station and to the Concentration Station is ignored when calculating how many non-working Migrants are required here).”

Reword the phrase: “As a Labour Action, a Baron may Labour; when a Baron Labours they gain the Effect of each Station a number of times equal to the amount of Attention that they have in that Station.”

to

As a Labour Action, a Baron may Labour by declaring an allocation of their Attention to the various Stations that does not exceed their total Attention. When a Baron Labours, they temporarily assign non-working Migrants they own to each Station equal to the amount of Attention allocated for that Station. Then they gain the Effect of each Station a number of times equal to the number of Migrant assigned this way to the Station. (Exception: The Immigration Station does not require a non-working Migrant to be assigned to gain its Effect).

In the rule Labour, reword the phrase: “Otherwise they gain the effect of that particular Labour Action once, and then gain it an additional time for every full 24 hours it has been since the midnight after the date and time they last performed a Labour Action (as per the tracked value) up to a maximum of 8 additional times (i.e. 9 total).” to

Otherwise they perform that particular Labour Action once, and then perform it an additional time for every full 24 hours it has been since the midnight after the date and time they last performed a Labour Action (as per the tracked value) up to a maximum of 8 additional times (i.e. 9 total).

This allows a Baron to Labour at a Station even if they don’t have the Migrants to staff the Station yet.

Currently, a new player is forced to declare 3x immigration as their first action as they cannot do anything without Migrants. At full rest this means they gain 8 Migrants and move 19 to the Inner Slums.

Under this proposal, a new player can declare 1x immigration, 2x exploitation with full rest. They gain 1 immigrant for the first Labour as they cannot staff the exploitation station. They gain 1 immigrant and 1 resource for the second Labour (assigning the immigrant from the previous Labour), and they gain 1 immigrant and 2 resources for all the remaining Labour actions.

Call for Judgment: Totally Uncalled For

Popular 6-0 with quorum in favor. -Bucky

Adminned at 12 Sep 2022 17:34:36 UTC

Add the following items to Bucky’s Stockpile, and remove them from the dungeon stockpile if they’re still there.
Migrant (Slime) x 2, Migrant (Wyvern), Migrant (Ghost) x 2, Migrant (Vampire), Migrant (Minotaur), Migrant (Elemental)

If a quorum of EVCs on this CfJ contain the text “Gratuitous Punishment”, move three Migrants at random from Habanero’s Stockpile to the Dungeon Stockpile.

Shortly before “Draw from the Discard” enacted, Habanero used the scam it patched to send all my Migrants to the Dungeon Stockpile. This resulted in me being irrecoverably behind the Barons who haven’t spent any actions at all.

Using the scam revealed in a fix proposal to attack the proposer (and nobody else) is totally uncalled for. Unless we want to keep people from patching scams in general.

Also, punishing people for actively participating in the dynasty’s gameplay is a bad way to have a healthy dynasty.

Proposal: Designated Invaders

Times out 5-0 and is enacted -SingularByte

Adminned at 13 Sep 2022 06:30:50 UTC

Create a new Classification, “Alien”, containing two new Species, “Elf” and “Man”.

In the rule “Demographics”, add the following sentence to the end of the first paragraph: “Species in the Alien or Royal Classifications are NPC Species.”

Change replace all instances of the term “non-Royal” in the rule “Demographics” with “non-NPC”.


In the rule “Migrants”, change the text “adding two Migrants of any Species to the Stockpile” to “adding two Migrants of any non-NPC Species to the Stockpile”

In the Effect of the Immigration Station, change “a new Migrant with a randomly-generated Subtype” to “a new Migrant with a randomly-generated non-NPC Species”.

If there is a rule called “Human Kings”, then in the rule “Society” change “an Allegiance, which is the identity of a Baron, idle Baron or other Named Migrant” to “an Allegiance, which is the identity of a Human King, Baron, idle Baron or other Named Migrant” and “the Allegiance of a Migrant in a Baron’s Keep defaults to that Baron” to “the Allegiance of a Migrant in a Baron’s or Human King’s Keep defaults to that Baron or Human King”.

Enacting admins note that new species automagically appear in the table in the rule “Attributes”.

Friday, September 09, 2022

Story Post: Bounty Notice: Siege Warfare

Closed, with bounty awarded to Bucky and Trapdoorspyder -SingularByte

Adminned at 24 Sep 2022 05:10:50 UTC

Barons, I see all of you have built keeps in the style of human fortifications. As monsters, we have little knowledge of how best to use these “keeps”, so I would like one of you to get me information on the mechanics of siege warfare. Anyone who can give information on the matter will be rewarded.

Proposal: War Or Peace

Reaches quorum with 6-0 and is enacted -SingularByte

Adminned at 11 Sep 2022 04:20:01 UTC

Create a rule called Influence:

Each Baron has a publicly tracked numerical Influence Score which defaults to 0. For each Human Crown in a Baron’s Keep or their Stockpile, they have 1 greater Influence. For each Human Alliance a Baron has, they have 1 greater Influence. If a Baron has 4 or more Influence, and no other Baron has greater or equal Influence to them, then that Baron has achieved victory. Alternatively, if no Human Kings have Human Crowns in their keeps then the Baron who has the highest influence (and who has held that influence value for the longest in the case of a tie) achieves victory.

Add a Subrule to Influence called Human Kings:

There are 7 Human Kings; The King of the Plains, The King of the Valley, The King of the Forest, The King of the Mountain, The King of the Sea, The King of the Desert, The King of the Tundra. For as long as a King has a keep, where that keep has at least one Human Crown in it, that King can have an Alliance with any number of Barons (denoted as a Human Alliance with that King for that Baron). Otherwise, they can have 0 Alliances.

Add a subrule to Resources called Unique:

Some resources are denoted as unique. A Royal Gift cannot be transformed into a unique resource, and it is illegal for more than one of a given unique resource to exist at any one time.

Add a subrule to Resources called Crowns:

There are seven Human Crowns, each of which are unique resources. They are: Plains Crown, Valley Crown, Forest Crown, Mountain Crown, Sea Crown, Desert Crown, Tundra Crown.

The intent here is that you can either choose peace, or war. Alliances are intended to be easier to get than getting the crowns directly, but once a crown is taken, all alliances are broken and the kingdom is crippled. The baron with that crown will then have a target on their head by the other barons.

Thursday, September 08, 2022

Mentorship established

A mentorship has been established, with nixnull being mentored by Josh. This will last until the 6th of October or the next Ascension Address, whichever is latest.

Baronating

I would like to become a baron.

Thursday, September 08, 2022

Proposal: Draw from the Discard

Times out 5-0 and is enacted. Enactment was at 10 Sep 2022 03:48:09 UTC, but I’ve resubmitted the enactment due to forgetting to add my name -SingularByte

Adminned at 10 Sep 2022 07:50:13 UTC

Add a new dynastic rule to the ruleset. Call it “Neutral Ground” and give it the following text:

“The Palace”, “Inner Slum” and “Outer Slum” are locations that can hold Migrants and other resources, whose contents are tracked separately from any Baron.

A Baron may expel a Migrant from his Stockpile to the Inner Slum at will. A Baron with seven or fewer migrants in his Stockpile may donate two Coal or Wood from his Stockpile to the Inner Slum to move one of the Inner Slum’s Migrants to his stockpile. A Baron with seven or fewer migrants in his Stockpile may donate one Stone, Coal or Wood from his stockpile to the Outer Slum to move one of the Outer Slum’s Migrants to his stockpile.

As a communal weekly action, Barons may Rotate the Slums. This action is atomic with the following steps:
* Migrants in the Outer Slum are removed from the game.
* Migrants in the Inner Slum move to the Outer Slum.

In the rule “Migrants”, change

No Royal Migrant may be an Unsettled Migrant, and such a Migrant is removed from the game if they ever become Unsettled.

to

No Royal Migrant may be an Unsettled Migrant, being placed in The Palace instead of whichever Stockpile they would otherwise occupy.

and

they must choose which Unsettled Migrants to move to the Dungeon Stockpile until they have 8 or less.

to

they must choose which of their Unsettled Migrants to move to the Inner Slum until they have 8 or less.

Relaxation Station

Idling myself while I’m traveling. Quorum is unchanged.

Proposal: Short attention span

Reaches quorum with 6-0 and is enacted -SingularByte

Adminned at 09 Sep 2022 16:16:10 UTC

If the proposal Quadruplication failed, this proposal does nothing. Otherwise:

In the rule Labour, replace the line “Otherwise they gain the effect of that particular Labour Action once, and then gain it an additional time for every full 24 hours it has been since the midnight after the date and time they last performed a Labour Action (as per the tracked value).” with

Otherwise they gain the effect of that particular Labour Action once, and then gain it an additional time for every full 24 hours it has been since the midnight after the date and time they last performed a Labour Action (as per the tracked value) up to a maximum of 8 additional times (i.e. 9 total).

To the list of Resources in the rule Resources: add Reed and add Paper.

Remove the Deforestation Station and replace the effect of Exploitation Station with:

The Baron chooses one of Stone (uncut), Wood(log), Coal, Iron Ore, or Reed Bundle. They gain 4 Resources of that Type and Subtype.

Remove the Concentration Station, and for anyone who had more than 3 Attention, set their Attention to 3 and add a Royal Gift to their Stockpile. Additionally, for each Labour Action effect that was dedicated entirely towards using the Concentration Station by any Baron, move the Latest Labour Action field for that Baron back by 24 hours. Here, Labour Action Effect refers specfically to the effect described in the bullet points in the rule Labour, not to the number of times Concentration Station was used via Attention. (e.g. if a Baron used a Labour Action once and it triggered two additional times, and they have an Attention of 4, then they had 3 Labour Effects rather than 12.)

Add a Station in Stations called Paper-weaving Station, with the effect “The Baron weaves 8 Reed Bundles into 4 Paper in their Personal Stockpile.”

Reword the effect of Mine to:

Manned with Power. When the Baron who owns this Keep gains the Effect of the Exploitation Station, they gain an additional 2 resources of the same type and subtype as the resource chosen in the Effect, so long as the chosen resource is one of Stone (uncut), Coal, Iron Ore.

Reword the effect of Lumbermill to:

Manned. When the Baron who owns this Keep gains the Effect of the Exploitation Station, they may gain an additional 2 Wood (Log) so long as the resource chosen in that Effect is Wood (Log).

Add an Infrastructure called Paper Press:

Cost: Wood (chopped) x 12, Iron (Plate) x 2
Effect: Manned. This Infrastructure permits the Baron to press 4 Reed Bundles into 8 Paper in their Personal Stockpile as the effect of using the Paper-weaving Station, rather than its normal effect.
Default Hit Points: 200
Maximum Population: 2

Add an Infrastructure called Foreman’s Office:

Cost: Stone (cut) x 16, Paper x 6
Effect: Manned by Sociability. A Baron who owns Infrastructure has an Attention of 2 greater.
Default Hit Points: 200
Maximum Population: 1

This proposal has three goals - firstly, it gives an incentive to not sit on Labour Actions too long. Secondly, it replaces the Concentration Station with an infrastructure so that you don’t have an incentive to dump all your actions into a positive feedback loop. A royal gift is given to anyone impacted by the nerf. Thirdly, it streamlines Labour Actions a bit by removing all the dice rolling from it.

Proposal: [Special Case] Fixing Bounties

Enacted 6-0 with a Quorum in favor. -Bucky

Adminned at 09 Sep 2022 03:15:56 UTC

Reword the special case rule Bounties to:

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

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

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

If the Demon King believes that an enacted votable matter satisfies the demand of an open Bounty Notice then they may iterate the Bounty Reward Variable of that votable matter’s author by a single step (unless that author was themselves) and set that Bounty Notice to closed.

As it stands, a completed bounty becomes more or less invisible if you close it instead of enacting or failing it.

Tuesday, September 06, 2022

Proposal: Quadruplication

Passes 7-0 with Quorum in favor. -Bucky

Adminned at 08 Sep 2022 22:05:51 UTC

In the rule “Infrastructure”, multiply all costs in the list of infrastructures by 4.

In the “Effects” column of the Infrastructures list, change “roll DICE4; if the result is 1, an additional resource of the same type and subtype is gained” to “gain an additional DICE3 resources of the same type and subtype” and “roll DICE4; if the result is 1, an additional Wood is gained” to “gain an additional DICE3 Wood”.

In the list of Stations, change all instances of the number 1 in the Effects of the Deforestation, Exploitation and Calcination stations to the number 4. If additional Stations were added to the ruleset while this proposal was pending, multiply all numbers in their Effects by four.

Multiply the quantities of all Wood, Stone, Coal and Iron Ore in Stockpiles by 4, multiplying the contents of the Dungeon Sockpile in lieu of the Tax.

Making most of the economy a multiple of 4 so that adverse tax rounding is far less significant.

Monday, September 05, 2022

Proposal: That’s Not a Plank You Idiot, That’s a Log

Times out 4-0 and is enacted -SingularByte

Adminned at 07 Sep 2022 06:04:42 UTC

Change every tracked Resource whose type is Wood to be of the subtype (log), whose type is Stone to be of the subtype (uncut), and whose type is Iron to be of the subtype (bar).

Change the Effect of Deforestation Station to “The Baron gains 1 Wood (log)”.
Change the Effect of Exploitation Station to “The Baron gains 1 Stone (uncut), Coal or Iron Ore, randomly selected.
Change the Effect of Calcination Station to “The Baron loses 1 Coal or Wood and 1 Iron Ore to gain 1 Iron (bar)”.

Add the following Stations:

| Ablation Station || The Baron grinds 1 Stone (uncut) in their Personal Stockpile to 1 Stone (cut).
| Separation Station || The Baron separates 1 Wood (log) in their Personal Stockpile, yielding 2 Wood (chopped).
| Two-dimensionalisation Station || The Baron flattens 1 Iron (bar) in their personal Stockpile, yielding 1 Iron (plate).

Ran out of fitting station name ideas ending in -ation by the end there! :P

Proposal: Lazy Barons

Failed - Withdrawn. TDS

Adminned at 07 Sep 2022 02:52:45 UTC

Revert the changes made to the rule “Infrastructure” by “Hard Work or Hardly Working” if it passed.
Add a new subrule of “Keeps” titled “Infrastructure Work”:

Some Infrastructures may contain a [Workable] tag. [Workable] tags represent that an Infrastructure can be Worked, and are always followed by:
*A positive integer representing the number of times the Work is to be performed.
*A list of Attributes necessary to perform the Work, each with an Optimum Level in parentheses.
*An effect if the Work is successful, and an optional effect if the Work fails (if unspecified, it can be assumed nothing happens if the Work fails).

When an Infrastructure is Worked, the following occurs a number of times specified by the tag:
*The Affinities of the Infrastructure’s Migrants over every Attribute required for the Work are summed (capped at the Attribute’s Optimal Level).
*The summed values for the needed Affinities are then multiplied together; this yields the Work Success.
*1DICEN is rolled, where N is the product of all the Optimal Levels the Work has; if the result is less than the Work Success, then the Work’s successful effect is applied and otherwise the Work’s failure effect is applied.

When a Work effect refers to gaining, losing, or otherwise manipulating resources without specifying a location, it can be assumed that the effect is referring to the Personal Stockpile of the Baron whose Keep contains the Infrastructure that is being Worked, unless stated otherwise.

Add a new subrule of “Labour” titled “Migrant Labour”:

As a Daily Communal Action, any Baron or the Demon King may perform the following Atomic Action, known as Cracking the Whip:

*For every Infrastructure in every Keep, if that Infrastructure contains at least 1 Migrant and its effect contains the [Workable] tag, then Work that Infrastructure. After this Atomic Action is complete, taxes from resources gained in this way are applied at random.

Change the effect of the Infrastructure “Mine” to read:
“[Workable] 5 times: Power (10), Resilience (6). Success: gain 1 randomly selected Iron Ore, Stone (uncut), or Coal.”

Change the effect of the Infrastructure “Lumbermill” to read:
“[Workable] 3 times: Power (4), Quickness (4). Success: gain 1 Wood (log).”

Shifting away from a grindable daily action system to a more automatic “someone can crack the whip every day to get the migrants to do their work”, letting you allocate your migrants once and not have to check in to get more resources every day. Also making Affinities have an effect on work success.

Story Post: Bounty Notice: Raw Material Processing

I interpret the subsequent rule change that Closed for Bounty Notices means “set to the ‘Enacted’ or ‘Failed’ status in the post backend” as directing me, the admin enacting the other proposal, to mark this Enacted. -Bucky

Adminned at 09 Sep 2022 03:21:52 UTC

Barons of my metropolis, it has come to my attention that there is the intention to just find neatly chopped planks and perfectly flat slabs of rock out there in the wilderness. While some of these materials may lie discarded by previous travellers, I would recommend that you and your migrants get the ability to process raw materials up and running. The first one who comes up with a workable innovation in that area is of course welcome to have a Royal Gift.

Bounty resolved; Earned by Habanero.

Proposal: Individual migrant tracking

Passes 6-0. TDS

Adminned at 07 Sep 2022 02:48:29 UTC

In the rule Society, after

A Migrant may optionally have a Name, which is flavortext.

add

Migrants’ names are tracked in curly brackets after their subtype and (if grouped together) quantity, for example “Migrant (goblin) {Larry}” or “Migrant (goblin) x3 {Larry, Curly}”.

and after

The Demon King may assign a valid Name to any Anonymous Migrant at any time.

add

Any Baron may assign a valid Name to an Anonymous Migrant in their Keep.

In the rule Society, change

“Migrants default to having no Allegiance.”

to

The Allegiance of a Migrant in a Baron’s Keep defaults to that Baron. Other Migrants default to having no Allegiance. An Unsettled Migrant never has an Allegiance, and loses any existing Allegiance upon becoming Unsettled. Unless otherwise specified, an Allegiance is tracked as a possessive, for example “Bucky’s Migrant (imp)”, or as Independent for no Allegiance as in “Independent Migrant (imp)”. Default Allegiances need not be explicitly tracked.

 

Sunday, September 04, 2022

Please idle me

I’ll rejoin when my life is a little less full of things happening

Proposal: Hard work or hardly working

Times out 5-0 and is enacted -SingularByte

Adminned at 06 Sep 2022 04:31:19 UTC

Reword the first paragraph of Stations to:

Each Baron has a quantity of Attention which represents how many migrants they can directly manage to work their Stations. It is a non-negative integer and defaults to 3.

There exist a number of Stations, which are listed in this rule. At any time, a Baron can change the allocation of their Attention to the various Stations, provided that the amount of Attention allocated to all Stations does not exceed their total amount of Attention, nor the number of non-working Migrants they own. (Exception: Attention allocated to the Immigration Station and to the Concentration Station is ignored when calculating how many non-working Migrants are required here).

If the proposal Infrastructured failed, remove all instances of “non-working” from the text in Stations.

If it exists, replace the first paragraph of Infrastructure with:

There exist a number of different Infrastructures, each of which has a name (which is flavour text), a list of Resources representing its cost, an effect, an integer number of hit points, a non-negative integer maximum population, and a list of Migrants which occupy the Infrastructure. The number of Migrants in an Infrastructure’s list of Migrants can never exceed its maximum population. If an Infrastructure’s hit points would ever exceed their default value, they are instead set to their default value. At any time, a Baron may spend all the resources in an Infrastructure’s cost list from their personal Stockpile to Construct it by placing that Infrastructure in any unfilled slot in their Keep.

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

Some Infrastructures are denoted as Manned in their effect, and Manned Infrastructures are not considered to have an effect when they do not have a number of Migrants equal to their maximum population inside. A Manned Infrastructure which has Migrants equal to its maximum population is said to be Fully Staffed. If a Manned Infrastructure says it is Manned with an Attribute, Migrants with an affinity of “Bad” in that attribute are ignored for the purposes of working out if that Manned Infrastructure is Fully Staffed. All Migrants in a Manned Infrastructure are considered to be Working Migrants.

The list of all Infrastructure can be found below:

To the start of the effect of Mine (if it exists), add “Manned with Power.” To the start of the effect of Lumbermill (if it exists), add “Manned.”

A Baron would never stoop so low as to do actual hard labour.

Proposal: A mere trinket

Reaches quorum with 8-0 and is enacted -SingularByte

Adminned at 04 Sep 2022 22:05:09 UTC

Add a subrule of Resources called Royal Gifts:

There is a type of Resource called a Royal Gift. At any time, the Baron who owns a Royal Gift may change it to be a resource with any resource type and subtype of their choice. The transformation of the Royal Gift into any resource is not Taxed, and nor is the gaining of a Royal Gift by any means, although any other resources gained simultaneously are taxed where applicable. No Baron other than the Baron who owns a given Royal Gift is permitted to directly interact with that Royal Gift.

For the purposes of the rule Bounties, the Demon King adding a Resource to a Baron’s Stockpile is equivalent to “iterating the Bounty Reward Variable” when the Reward Variable is that Resource.

To the end of the first paragraph of Resources, add:

A Baron is considered to own a resource if that resource is in their stockpile or in any infrastructure in their keep that can contain that resource, or if the resource is required to be placed in one of those locations.

For now this is only obtainable by Bounties, but I would have no objections to allowing it to be earned in other ways. It’s not intended to be obtainable directly by Labour Actions though.

Friday, September 02, 2022

Proposal: The Utopia We All Want

Times out 4-4 and therefore fails -SingularByte

Adminned at 04 Sep 2022 22:02:35 UTC

Add a new Dynastic Rule called “Demand and Contentment” with the following text:

Each Monster Species has Desires, a list of Resources, defaulting to empty. Desires are non-transferrable.

If a Monster Species has an empty list of Desires, the Demon King may set its Desires to any valid value. As an atomic weekly action, the Demon King may modify any number of different Monster Species’ Desires by adding and/or removing one Resource each, and make a Story Post with “Weekly Demands” in its subject listing all such changes.

An individual Migrant has the same Desires as its Monster Species.

The Total Demand for a Resource in a given location is the sum, over each Monster Species, of the number of that Resource in its Desires multiplied by the number of Migrants with that Monster Species in that location. If the Total Demand for any Resource in a location exceeds the amount of that Resource in that location, all Migrants in that location whose Desires include that Resource are Discontent.

For the purpose of the previous paragraph, the entirety of a Keep constitutes a single location regardless of how the Keep is subdivided, and all Resources besides Migrants in a Baron’s personal Stockpile are also considered to be in his Keep.

All Unsettled Migrants are Discontent.

All Migrants who are not explicitly Discontent are Content.

Add a subrule to “Demand and Contentment” called “Fair Weekly Demands Guidelines” with the following text”:

All random events in this rule should be secretly random.
When adding resources while compiling Weekly Demands, the Demon King should first choose which resources to add to lists, then randomly choose which species to add them to, with the exception that species with empty lists and species with more Desires than any other are exempt from this shuffle.
When removing resources while compiling Weekly Demands, the Demon King should randomly choose which species to remove a resource from and then randomly choose which resource to remove, with the exception that species with one or fewer Desires are exempt.
When a new type of resource is created that makes sense to be a Desire, the Demon King should add it to at least two lists during the next Weekly Demands.

For now, the Migrants merely want access rather than consumption.

Proposal: But I don’t wanna!

Reaches 1-7 and is therefore unpopular - SingularByte

Adminned at 04 Sep 2022 19:03:13 UTC

Reword the rule “Labour: to the following:

Some actions are referred to as Labour Actions; these are all Atomic Actions that any Baron is able to perform . Each Baron has a publicly tracked energy, which defaults to 1. The date and time that a Baron last performed a Labour Action is a publicly tracked value, and defaults to 23:59 on the 1st of September 2022 UTC (representing that they have been accumulating Labour Actions since the start of the dynasty whether present or not).

If any Labour Actions have been performed during the current day (UTC time) by a Baron, or if that Baron has performed any Labour Actions in the last 10 hours, then that Baron may not take any Labour Actions, unless as part of their most recent Labour Action they spent exactly 1 energy.

As a daily action, when a Baron takes a non-Rest Labour Action they may spend, as part of that Labour Action, either exactly one energy or all of their energy. If a Baron Spends all of their energy as part of a Labour Action in this manner, and the amount of energy they spent was not 0 or 1, than the effects of the Labour Action that the expenditure was done as part of which is repeated equal to the number of Energy spent.

Add the following as a subrule to the rule “Labour”, named “Taking it Easy”

As a Labour Action, a Baron may perform the following atomic action, known as Rest:
-The Baron performing this action gains energy equal to the number of non-intersecting 24 hour periods there have been since the midnight (UTC) immediately following their most recent Labour Action.

Open to suggestions here, but currently storing up actions feels pretty bad due to the lack of options if you need to take a weekend off, for instance. This kind of gets rid of that if you only needed to take a day or two off, while still maintaining the inflexibility for longer periods of time.

Proposal: Infrastructured

Times out 6-0 and is enacted -SingularByte

Adminned at 04 Sep 2022 18:59:15 UTC

Change the rule “Keeps” to read:

Each player has a publicly tracked Keep. Each Keep has 8 publicly tracked and ordered slots, each of which may contain up to one Infrastructure. If an Infrastructure’s effect contains the [Defensive] tag, it may only be placed in the first three slots of a Keep.

Add a new subrule of “Keeps” titled “Infrastructure”:

There exist a number of different Infrastructures, each of which has a name (which is flavour text), a list of Resources representing its cost, an effect, an integer number of hit points, a non-negative integer maximum population, and a list of Migrants which occupy the Infrastructure. The length of an Infrastructure’s list of Migrants can never exceed its maximum population. If an Infrastructure’s hit points would ever exceed their default value, they are instead set to their default value. At any time, a Baron may spend all the resources in an Infrastructure’s cost list from their personal Stockpile to Construct it by placing that Infrastructure in any unfilled slot in their Keep. The list of all Infrastructure can be found below:

{| class="wikitable"
|+ Infrastructures
! Name || Cost || Effect || Default Hit Points || Maximum Population
|-
| House || Wood (chopped) x 4, Stone (cut) x 2 || None. || 100 || 4
|-
| Wall || Stone (cut) x 3, Iron (plate) x 5 || [Defensive] || 400 || 0
|}

If the Proposal “Only Somewhat Present” passed, add the following Infrastructure:

| Mine || Wood (log) x 5 || When the Baron who owns this Keep gains the Effect of the Exploitation Station, they may roll DICE4; if the result is 1, an additional resource of the same type and subtype is gained. || 200 || 2
| Lumbermill || Stone (cut) x 4, Iron (bar) x 1 || When the Baron who owns this Keep gains the Effect of the Deforestation Station, they may roll DICE4; if the result is 1, an additional Wood is gained. || 200 || 1

Time to start building some structures! Also laying the groundwork to eventually Settle migrants into buildings in your Keep (via the migrants list) and have your Keep be attacked (via the hit points value).

Dungeon Lord

I would like to unidle, please.

Proposal: The Metropolis

Times out 2-5 and fails -SingularByte

Adminned at 04 Sep 2022 18:30:23 UTC

Add a new Dynastic Rule to the Ruleset. Call it “Dungeon Architecture” and give it the following text:

There exist locations called Rooms.

A Room has a Name (which is flavor text), a Depth (an integer from 1 to 6 defaulting to 1), a Capacity (a non-negative integer defaulting to 3), Contents (a list of Resources defaulting to an empty list), and optionally a Guardian (which may be the identity of a Baron or the Demon King, but defaults to not having a Guardian).

Rooms are grouped into Floors by their Depth; each Floor shall have its own section or subsection in the gamestate tracking document. Rooms with a lesser Depth are considered to be above rooms with a greater Depth.

If the total number of Resources in a room’s Contents equals or exceeds its Capacity, it is Full. If it exceeds its capacity, it is also Overfull. Attempts to transfer resources into a Room fail if that room would be Overfull afterwards. If a room is Overfull, any Baron or the Demon King may transfer the Resource most recently added to its Contents (or any such resource, if several were added simultaneously) into another Room on the same Floor.

If a Room is not Full and has no Guardian, any Baron may transfer a resource from their personal Stockpile to that Room’s Contents. If a Room is not Full but has a Guardian, its Guardian may transfer a resource from their personal Stockpile to that Room’s Contents.

Create a Room called the Main Entrance with Depth 1 and Capacity 36.
Create a Room called the Throne Room with Depth 2, Capacity 25, Contents of one Migrant (ghost), and the Demon King as its Guardian.

Proposal: Direct Player Interactions

Withdrawn. Josh

Adminned at 03 Sep 2022 16:42:27 UTC

If Proposal: Only somewhat present was not enacted then this proposal has no effect.

Add the following Stations to the list in the rule Stations:

Defenestration Station: Move 1 Unsettled Migrant from the Personal Resource Stockpile of another Baron to the Dungeon Stockpile.
Expropriation Station: Move 1 non-Migrant Resource from the Personal Resource Stockpile of another Baron to the Dungeon Stockpile.
Ideation Station: Pick exactly three other Barons. Roll DICE7; if the result is a 1 then all three Barons, plus yourself, gain 1 Attention.
101 Dalmatian Station: Has no effect but you will know that you have gained a magnificent coat.

Proposal: Clarified Tax Laws

Reaches quorum with 8-0 and is enacted -SingularByte

Adminned at 03 Sep 2022 14:52:25 UTC

Add a new paragraph to Stockpiles:

If a Resource is gained by a Baron and no location is given for it to go to, or if a resource the Baron owns ceases to be in any legal location then the Baron must choose where to put it out of all legal locations for it that are available to them. If there is no legal location for the resource then it is lost. If a rule states that a Resource is removed but does not say where the resource must go afterwards, it is instead removed from the game entirely.

Move the second paragraph of Stockpiles to a subrule of Stockpiles called Taxes, and reword it to:

Any time a Baron would gain any amount of resources, those resources are subject to Tax: one quarter of those resources (rounded up) and are instead added to the Dungeon Stockpile; the Baron chooses which of their newly gained resources are to be transferred into the Dungeon Stockpile. This Tax is applied collectively to all of the Resources gained by that Baron at that one time, rather than per type of Resource. If the Baron gains resources multiple times in a single atomic action, these gains are all considered to be simultaneous for the purposes of calculating the Tax.

Taxes are not applied to a resource that a Baron loses then regains in the same action, or if they move the resource to another location they control.

In the rule Migrants, reword the sentence “Any Migrant in a Stockpile is referred to as an Unsettled Migrant, and if a Baron would ever have more than 8 Unsettled Migrants, they must choose which Unsettled Migrants to remove from the game until they have 8 or less. No Royal Migrant may be an Unsettled Migrant, and such a Migrant is removed from the game if they ever become Unsettled. “
to

Any Migrant in a Stockpile is referred to as an Unsettled Migrant, and if a Baron would ever have more than 8 Unsettled Migrants, they must choose which Unsettled Migrants to move to the Dungeon Stockpile until they have 8 or less. No Royal Migrant may be an Unsettled Migrant, and such a Migrant is removed from the game if they ever become Unsettled.

I’m intending for locations to not be a specific keyword. Instead, it just refers to if you’re putting things in a stockpile, or into buildings (if that becomes a thing), or anything like that.

Proposal: Only somewhat present

Reaches quorum with 7-1 and is enacted -SingularByte

Adminned at 03 Sep 2022 14:48:51 UTC

Add a new dynastic rule to the ruleset, immediately under the rule Stockpiles, called Stations:

Each Baron has a quantity of Attention, which is a non-negative integer and defaults to 3.

There exist a number of Stations, which are listed in this rule. At any time, a Baron can change the allocation of their Attention to the various Stations, provided that the amount of Attention allocated to all Stations does not exceed their total amount of Attention.

Each Station has an Effect. As a Labour Action, a Baron may Labour; when a Baron Labours they gain the Effect of each Station a number of times equal to the amount of Attention that they have in that Station. Any Resources gained through a Station effect go to the acting Baron’s Personal Resources Stockpile.

The currently-available Stations are as follows:

{| class="wikitable"
|+ Stations
! Name || Effect
|-
| Immigration Station || The Baron gains 1 Migrant; they may choose to gain either an Unsettled Migrant from the Dungeon Stockpile, if one is available, or a new Migrant with a randomly-generated Subtype.
|-
| Deforestation Station || The Baron gains 1 Wood; they may decide for themselves whether or which subtype it has.
|-
| Exploitation Station || The Baron gains 1 Stone, Coal or Iron Ore, randomly selected (with their choice of subtype if appropriate)
|-
| Calcination Station || The Baron loses 1 Coal or Wood and 1 Iron Ore to gain 1 Iron Bar (with their choice of subtype)
|-
| Concentration Station || The Baron rolls DICE10; if the result is a 10 then they may increase their Attention by 1.
|}

Proposal: A different metric

Reaches quorum with 8-0 and is enacted -SingularByte

Adminned at 02 Sep 2022 20:02:02 UTC

If a rule called Attributes exists, remove it. Create a subrule of Demographics called Attributes with the text:

There exist a number of Attributes, each of which represent a fundamental quality a living being can have. Each Monster Species has an Affinity for every Attribute, which is one of “Amazing”, “Good”, “Average”, or “Bad” and defaults to “Bad”. These can be interpreted numerically as 4, 2, 1 and 0 respectively. A Species’ Affinity for an Attribute represents its natural disposition towards that Attribute. The table of all Attributes and their corresponding Affinities can be found below:

{| class="wikitable"
|+ Affinities
! Species || Resilience || Power || Quickness || Sneakiness || Sociability || Smarts
|-
| Demon || Amazing || Amazing || Amazing || Amazing || Amazing || Amazing
|-
| Goblin || Bad || Bad || Average || Good || Average || Amazing
|-
| Minotaur || Good || Amazing || Good || Bad || Bad || Bad
|-
| Ghost || Good || Bad || Bad || Amazing || Average || Average
|-
| Vampire || Good || Average || Average || Average || Good || Average
|-
| Slime || Good || Average || Average || Good || Good || Bad
|-
| Mimic || Good || Average || Bad || Amazing || Average || Bad
|-
| Imp || Bad || Bad || Average || Average || Amazing || Good
|-
| Elemental || Good || Amazing || Average || Bad || Bad || Average
|-
| Wyvern || Good || Good || Amazing || Bad || Bad || Bad
|-
| Phoenix || Amazing || Average || Good || Bad || Bad || Average
|}

When a new Species is created, an entry for it is added to this table. If a Species ever has all its Affinities set to “Bad”, the Demon King should set thematically appropriate values for its Affinities, ensuring the Affinities of the new Species sum to 8 when they are done.

The attribute numbers are feeling like they’ll be a bit unwieldy so here’s a possible alternative.

Friday, September 02, 2022

My return

unidle me

Proposal: Heirarchy

Reaches quorum with 8-0 and is enacted -SingularByte

Adminned at 02 Sep 2022 19:48:52 UTC

If there is no rule “Migrants”, this proposal does nothing.

Add a subrule to “Migrants”. Call it “Society” and give it the following text:

A Migrant may optionally have a Name, which is flavortext. Migrants’ names follow the same restrictions as Baron’s names, and may not be the same as that of any Baron or idle Baron, any other Migrant, or the Demon King. Migrants default to not having a name. A Migrant with a name is Named, and one with no Name is Anonymous. The Demon King may assign a valid Name to any Anonymous Migrant at any time.

A Migrant may optionally have an Allegiance, which is the identity of a Baron, idle Baron or other Named Migrant. A Migrant with an Allegiance is Sworn, and one with no Allegiance is Independent. New Migrants are always Independent, and Migrants default to having no Allegiance.

A Baron’s Allegiance is always to the Demon King, and this need not be explicitly tracked.

We want the society to be bigger than the Barons personally supervising everything, right?

Wandering In

I’m unidling myself. Quorum remains 6.

Unidle

I’d like to be unidled

Proposal: There Can Be Only One [Special Case]

Reaches quorum with 8-1 and is enacted -SingularByte

Adminned at 02 Sep 2022 19:46:27 UTC

Remove the “[Rare]” tag from the Special Case rule “Mantle Limitations [Active] [Rare].”

Proposal: Specialized Species

Reaches quorum with 8-3 and is enacted -SingularByte

Adminned at 02 Sep 2022 19:40:48 UTC

If the Proposal “Bestiary of Best Buds” failed, this proposal has no effect.

Add a new subrule of “Demographics” titled “Attributes”:

There exist a number of Attributes, each of which represent a fundamental quality a living being can have. Each Monster Species has an Affinity for every Attribute, which is a positive integer from 0 to 9 and defaulting to 0. A Species’ Affinity for an Attribute represents its natural disposition towards that Attribute, where 0 represents a complete lack and 9 represents extreme natural ability. The table of all Attributes and their corresponding Affinities can be found below:

{| class="wikitable"
|+ Affinities
! Species || Constitution || Strength || Speed || Intellect || Perception
|-
| Demon || 9 || 9 || 9 || 9 || 9
|-
| Goblin || 3 || 3 || 3 || 5 || 6
|-
| Minotaur || 7 || 9 || 3 || 0 || 1
|-
| Ghost || 0 || 0 || 7 || 4 || 9
|-
| Vampire || 4 || 6 || 2 || 7 || 1
|-
| Slime || 9 || 3 || 5 || 1 || 2
|-
| Mimic || 3 || 8 || 8 || 1 || 0
|-
| Imp || 1 || 1 || 9 || 6 || 3
|-
| Elemental || 5 || 3 || 1 || 9 || 2
|-
| Wyvern || 4 || 5 || 5 || 5 || 1
|-
| Phoenix || 9 || 2 || 7 || 1 || 1
|}

When a new Species is created, an entry for it is added to this table. If a Species ever has all its Affinities set to 0, the Demon King should set thematically appropriate values for its Affinities, ensuring the Affinities of the new Species sum to 20 when they are done.

Giving some personality to the different Species, so maybe eventually the effectiveness of actions might be influenced by the affinities of you/your migrants (digging might take strength and constitution, scouting might take speed and perception, making things might take intellect, etc). Hopefully I got the table formatting right!

Proposal: Keeps

Reaches quorum with 7-0 -SingularByte

Adminned at 02 Sep 2022 11:34:56 UTC

Add the following as a new rule, known as “Keeps”

Each player has a publicly tracked Keep. Each Keep has 8 publicly tracked and ordered slots, each of which may contain up to one infrastructure. Defensive infrastructure may only be placed in the first three slots of each keep.

If https://blognomic.com/archive/that_one_video_game_i_really_liked passed, append the following to the end of the rule “Keeps”, maintaining a single paragraph:

Each Player’s Keep is considered to be located at the pod which is their chronologically first base, if they have one. A player may not add infrastructure to their Keep’s slots if they do not own a pod which is not their chronologically first Base.

 

I wanted to keep this one very open ended, only establishing that Keeps exist, and need to defend against something. I’m hoping to add something definitive that players can work to build up and defend, and possibly evolve this later on into each player having a target to aim for if they wish to go after another player.

Proposal: That one video game I really liked

Withdrawn. Josh

Adminned at 02 Sep 2022 10:35:28 UTC

Create a new dynastic rule named “Pods” with the following body:

The Underground is a publicly tracked 10x10 grid. A square in The Underground may be referred to as a Pod. Each Pod has an Owner, which is a publicly tracked value that defaults to None and a Type, which is a publicly tracked value that defaults to None.

If a Pod’s Owner is set to the name of a Baron, then that Baron may be said to own that Pod. If a Baron does not own any Pods, they may Open a Base, which is an atomic action with the following steps:

* Choose a Pod that has its Owner set to None
* Set that Pod’s Owner to your username
* Set that Pod’s Type to Base

Putting in the foundations for a Dungeon Keeper-esque game

Proposal: What are we working with here?

Reaches quorum with 7-0 and is enacted -SingularByte

Adminned at 02 Sep 2022 04:31:21 UTC

If https://blognomic.com/archive/one_of_the_worlds_certainties did not pass, this proposal does nothing.

Add the following as a new rule known as “Resources”:

Only items defined as resources by this rule and its subrules may be considered resources. Likewise, a resource may only have a subtype if this rule or its subrules list that as an available subtype for that resource. The following is a list of the different types of resources, with each available subtype (if any) for each type listed in parentheses following the resource:
- Wood (Log), (Chopped)
-Stone (Uncut), (Cut)
-Coal
-Iron Ore
-Iron (Bar), (Plate)

Move the first paragraph of the rule “Stockpiles” to the beginning of the rule “Resources”, as a separate paragraph.

If https://blognomic.com/archive/bestiary_of_best_buds passed, change the rule “Migrants” to be a subrule of the rule “Resources”

Fleshing out exactly what resources can be. This is by no means intended to be *the* list of resources for the rest of the dynasty, but rather just a jumping off point with some basics.

What are we working with here?

If https://blognomic.com/archive/one_of_the_worlds_certainties did not pass, this proposal does nothing.

Add the following as a new rule known as “Resources”:

Only items defined as resources by this rule and its subrules may be considered resources. Likewise, a resource may only have a subtype if this rule or its subrules list that as an available subtype for that resource. The following is a list of the different types of resources, accompanied by the available subtypes for the resource:

- Wood
  -log
  -chopped

-Stone
  -Uncut
  -Cut

-Coal

-Iron Ore

-Iron
  -Bar
  -Plate

Move the first paragraph of the rule “Stockpiles” to the beginning of the rule “Resources”, as a separate paragraph.

If https://blognomic.com/archive/bestiary_of_best_buds passed, change the rule “Migrants” to be a subrule of the rule “Resources”

Fleshing out exactly what resources can be. This is by no means intended to be *the* list of resources for the rest of the dynasty, but rather just a jumping off point with some basics.

Proposal: Bestiary of Best Buds

Reaches quorum with 8-0 and is enacted -SingularByte

Adminned at 02 Sep 2022 04:15:08 UTC

If “One of the world’s certainties” failed, this proposal does nothing.

Create an new rule called Demographics:

There are a number of Monster Species (or just Species for short) which are publicly tracked, each which has a distinct name that is flavour text. Each Monster Species also has a publicly tracked Classification that they belong to, which has a distinct name that is flavour text and cannot be the same as the name of a Monster Species. Any number of Species may belong to a given Classification.

Each Baron has up to one species that they belong to, which is publicly tracked. At any time, a Baron with no Species may set their species to be an existing Non-Royal Monster Species, or they may instead add a new Species to a (new or existing) non-Royal Classification and set their Species to that.

Add the following species and classifications:

Classification Royal: Demon
Classification Humanoid: Goblin, Minotaur
Classification Undead: Ghost, Vampire
Classification Formless: Slime, Mimic
Classification Outsider: Imp, Elemental
Classification Animalistic: Wyvern, Phoenix

Create a new rule called Migrants:

There exists a kind of Resource called a Migrant. Each individual Migrant must have a subtype, and that subtype must be one of the publicly tracked Monster Species as defined in the rule Demographics.
Any Migrant in a Stockpile is referred to as an Unsettled Migrant, and if a Baron would ever have more than 8 Unsettled Migrants, they must choose which Unsettled Migrants to remove from the game until they have 8 or less.  No Royal Migrant may be an Unsettled Migrant, and such a Migrant is removed from the game if they ever become Unsettled.

There exists the Accept Migrants Labour Action, which has the effect of adding two Migrants of any Species to the Stockpile of the Baron performing the action. There is no obligation for the Migrants gained by this action to be the same species as each other. This action is not subject to being Taxed.

Proposal: One of the world’s certainties

Reaches quorum with 8-0 and is enacted -SingularByte

Adminned at 02 Sep 2022 04:11:34 UTC

Create a new rule called Stockpiles:

There exists Resources, with each type having a distinct name which is flavour text. Resources may also have a subtype, with subtypes of a Resource having distinct names with respect to the other subtypes of that resource. Resources of a given subtype have their name suffixed by that subtype’s name in brackets (e.g. “Food (Rations)” ). If a rule declares that a resource may be used for some purpose but does not specify subtype, then resources of that type with any subtype may be used for that purpose.

Each Baron has a publicly tracked Personal Resources Stockpile, which contains a list of Resources (defaulting to empty). A publicly tracked Resources Stockpile also exists which nominally belongs to the Demon King and which can be referred to as the Dungeon Stockpile. It contains a list of Resources (defaulting to empty). For ease of use, resources of the same type and subtype (if they have one) may be grouped together in stockpiles in the form “[Resource] x Y”, where Y is the number of copies of that resource that are being grouped together into that single list item.

Any time any number of Resources would be added to a Baron’s Stockpile, those resources are subject to Tax: one quarter of those resources (rounded up) and are instead added to the Dungeon Stockpile; the Baron chooses which of their newly gained resources are to be transferred into the Dungeon Stockpile. This Tax is applied collectively to all of the Resources gained by that Baron at that one time, rather than per type of Resource. If the Baron gains resources multiple times in a single atomic action, these gains are all considered to be simultaneous for the purposes of calculating the Tax.

Create a new rule called Labour:

Some actions are referred to as Labour Actions; these are all Atomic Actions that any Baron is able to perform, but the effect scales according to how long it is since their last Labour Action. The date and time that a Baron last performed a Labour Action is a publicly tracked value, and defaults to 23:59 on the 1st of September 2022 (representing that they have been accumulating Labour Actions since the start of the dynasty whether present or not).

When a Baron performs a Labour Action:
*If any Labour Actions have been performed that day by that Baron, or if they have performed any Labour Actions in the last 10 hours, then it is not legal to perform the action.
*Otherwise they gain the effect of that particular Labour Action once, and then gain it an additional time for every full 24 hours it has been since the midnight after the date and time they last performed a Labour Action (as per the tracked value).

I’m seeing this as one of the main mechanics of the dynasty. You earn resources by spending accumulated daily actions, and then spend those resources from your stockpile. Accumulating daily actions for weeks on end has the downside of not letting you split your efforts between multiple tasks however, so there’s some incentive to keep using your actions. As for the Dungeon Stockpile, I’ve got possible ideas for where the mechanic might go but I’m open to other ideas.

Ascension Address: Digging Deep

Gather round, my monstrous people.

For so many centuries now, humans have sought to burn our lands and kill our people. For so long, we’ve been seen as little more than villains to be beaten by plucky teenagers with oversized swords, as just packets of xp to be defeated for the sake of heroes’ “levels”. I say enough. Enough pain, enough bloodshed, enough loss.

I offer us a salvation. I offer us an escape from the eternal crusade that humankind has against our people. We will dig. We will fashion a vast dungeon deep beneath the Sacred Mountain of Tarquin Oseele, in a place so deep that none will be able to find us. It will be a place so vast that there is space for every single monster in the world, should they wish to live here. A place with filled with treasures, and food, and above all else, friends. Prepare your hard hats everyone, because with the help of my Barons, we can make a utopia.


Revoke all dynastic rules. Set all Special Case Rules to their Default Status, except Bounties and Mantle Limitations which are to be set to Active. Set the Emperor term to Demon King, and the Player term to be Baron. Set the Dynastic Tracking Page to be Monster Metropolis.

My vision for the dynasty will initially have similarities with the game Dwarf Fortress, with building structures and gathering resources, with a setting that’s basically just your average generic fantasy game. I’m expecting it to start going in different directions however, and the dynasty is not going to have any expectation of prerequisite knowledge beyond knowing basic fantasy creatures. In terms of Imperial Style, I’ll be aiming to be Gardener-ish, Protective/Libertarian, Powerhouse, Scam-Neutral/Averse, and Instinctual.

Parts Mart

A place for Operators to kick back and chat now that the league is done.

Thanks for playing everyone!