Wednesday, February 01, 2023

Call for Judgment: The weather isn’t visiting

Quorums 5-1. — Quirck

Adminned at 02 Feb 2023 16:03:00 UTC

If the proposal https://blognomic.com/archive/brainstormin was enacted, change all instances of the term “Visitor” in the rule “Weather of the Day” to “Weather.

Just cleaning up a little oopsie in my last proposal. Admins: Please wait to enact this until after that proposal passes, even if it’s ready to go before then.

Monday, January 30, 2023

Proposal: Brainstormin’

Quorums 5-1. Seems to have been enacted by TDS, marked as resolved by Quirck.

Adminned at 02 Feb 2023 15:59:59 UTC

Add the following bullet point to the end of the atomic action in the “The Dice Deck” rule:

If the first result of this action is not a 6, 7, or 8, set the Weather to be the Weather (if any) which has the second result of this action as its Forecast, or “None” if no Weather has the second result of this action as its Forecast number. If the first result of this action is a 6, 7, or 8, set the current Weather to “None”.

Create a new rule “Weather of the Day” as follows:

There is a gamesate variable named Weather that is a publicly tracked string with a default of “None”. The valid values of Visitor are “None” and the titles of the subrules contained in this rule.

Each Weather has a Forecast number, listed in the table below.
{| class="wikitable"
|+ Weathers
|-
! Forecast !! Weather
|-
| 4 || Storm
|-
| 5 || Rain
|-
| 9 || Rain
|-
| 10 || Storm
|}

===Rain===

While the Weather is Rain, any resources gained as a result of the first bullet point in the Harvesting the Crop atomic action are increased by 1

===Storm===

While the Weather is Storm, each player may only apply the Harvest Bonuses of up to two different buildings they control.

Change the effect of the building Library to the following:

Apply the Harvest Bonuses of any two other buildings in your Settlement once. This does not count towards any limits on Harvest Bonuses you can take, and may be done in addition to the one time you would normally be able to activate the Harvest Bonuses of a building you control.

 

Adding a new mechanic - weather - to add more variety in between turns. The library tweak is to make sure it works with Storm.

Sunday, January 29, 2023

Proposal: Island go brrrrr

Withdrawn. — Quirck

Adminned at 30 Jan 2023 20:17:54 UTC

In the rule “The Gift of the Isle”, change the text “the past 36 hours” to the following:

the past 24 hours

I don’t mind if this proposal fails, but I figured I would put the option on the table to speed up gameplay a bit if people wanted. I get that this does turn the dynasty into a bit of a daily grind though, so I’m definitely going to leave it up to all of y’all.

Saturday, January 28, 2023

tired…

idling myself - quorum is now 4

Milling About

I agree to trade Chiiika 1 Wood and 1 Rye in exchange for nothing.

Friday, January 27, 2023

Proposal: Uncommon Wealth

Enacted 6-1

Adminned at 30 Jan 2023 01:37:32 UTC

If Proposal: Commonwealth was not enacted then enact its effects.

Change the description of the Library building to the following:

As a Harvest Bonus, you can take any two different Harvest Bonus on Buildings (other than the Library) in your Settlements again.

Unsettling

Benbot and Janet both idle out after seven full days of inactivity each. I also idle myself. Quorum drops to 5.

Proposal: Commonwealth

Failed - Withdrawn. TDS

Adminned at 29 Jan 2023 05:57:35 UTC

To the end of the paragraph in the rule Factions that starts “From the list of Factions”, add:

When Building a Building for their Settlement, each Settler pays one less of their Faction’s Favoured Resource, to a minimum of zero.

Add the following to the end of the description of the Building Cone:

As a Harvest Bonus, generate one of its Faction’s Favoured Resource.

Add a new Building to the rule Buildings:

Library: (2 Iron, 3 Jute, 1 Brick) As a Harvest Bonus, you can take any two different Harvest Bonus on Buildings in your Settlements again.

Thursday, January 26, 2023

Proposal: Reduce, Reuse, Recycle

Timed out and enacted, 5-0. Josh

Adminned at 28 Jan 2023 13:42:10 UTC

In the rule “Buildings” add a subrule titled “Recycling” and give it the following text:

As a Seasonal action, a Settler may remove one Building that is in their Settlement and add half of the Cost of that Building to their Stockpile, rounded down to the nearest integer for each item type that was part of the original Cost. During this action, for each item type in the original Cost that was 1 and would be rounded down to 0 after halving it, that Settler should use the public Dice Roller to roll DICE2, and on a result of 2, they add 1 of that item type to their Stockpile instead of 0.

If you find that a Building is just not working for you the way you had hoped, this change would allow you to destroy the Building and recover half the cost in resources.

Tuesday, January 24, 2023

Proposal: Special Moooove!!!

Enacted 9-0

Adminned at 27 Jan 2023 04:11:35 UTC

Add the following Buildings to the list in the rule “Buildings”:

* ‘’‘Amber Alchemical Apparatus’‘’ (3 Brick, 1 Jute) This Building has no effect if its owner is not in the Amber Faction. As a Harvest Bonus, the owner of this Building may convert all of one type of item in their Stockpile to the next link in the following chain: Brick>Stone>Wood>Jute>Rye>Brick.
* ‘’‘Silver Sieging Superstructure’‘’ (4 Wood, 1 Rye) This Building has no effect if its owner is not in the Silver Faction. As a Harvest Bonus, the owner of this Building may unset all of another Settler’s Domains, as long as that other Settler does not have a Fort.
* ‘’‘Purple Probability Permutator’‘’ (2 Jute, 1 Stone) This Building has no effect if its owner is not in the Purple Faction. As a Harvest Bonus, the owner of this Building may remove any single instance of a number from the Dice Deck.
* ‘’‘Cobalt Cooperation Castle’‘’ (2 Rye, 1 Stone) This Building has no effect if its owner is not in the Cobalt Faction. The owner of this Building may Trade as often as they would like and may skip the third bullet point in the Trade action.

Rewrite the subrule “King” of the rule “Visitors” to read:

When the Onlooker gets “King” as the result for Visitor, they should make a weighted random selection of a non-Unaffiliated Faction. The weighting of each Faction is determined by subtracting the number of Settlers in the Faction from the number of Settlers in the most popular Faction and adding 1. If the result of the random selection is anything but “Pirates”, the Onlooker should set the Visitor value to “X King” where X is replaced with this result. If the result is “Pirates”, the Onlooker should set the Visitor value to “Pirate Captain”.

This Proposal does two things. Firstly, it adds special Faction-specific Buildings to encourage people to select Factions. Secondly, it weights the arrival of a King to favour Factions with less Settlers in them, to encourage a relatively even distribution of Factions.

Proposal: Fake Friends

Enacted 8-0. TDS

Adminned at 27 Jan 2023 04:09:49 UTC

In the rule “Factions”, append the following bullet point to the list of required conditions for a Settler to change their Faction:

The current Visitor is not a King or the Pirate Captain

As it stands now, the second a King comes up as the Visitor everyone is immediately encouraged to pledge their loyalty just so they can perform a raid, and the first Settler to do so not only gets to choose whoever they want to raid but also becomes immune to being raided themselves. This attempts to mitigate the rather large first-mover advantage.

Proposal: You Forgot The Essence Of The Game

Adminned at 27 Jan 2023 04:05:26 UTC

Add the following to the end of the third paragraph in the rule Factions:

Each Kingdom has a Favoured Resource, which is detailed on the table below.

Add a new column to the table of Factions in the same rule, headed Resource, and set the values as follows: Unaffiliated to -, Amber to Brick, Silver to Wood, Purple to Jute, Cobalt to Rye.

Add a new building to the list in the rule Buildings:

Cone (5 Stone, 5 of any other single Resource) This is listed in the Settlement list of the Settler who built is as “X Cone”, where X is the Abbreviated Name of the Faction whose Favoured Resource was the non-Stone Item used to build it. Cones of different Factions are considered to be different buildings for the purposes of building restrictions.

If Proposal: Iron Deficiency was enacted, change the 5 Stone in the build cost for the Cone to 3 Iron.

Add a new dynastic rule, called It’s About The Cones:

Any Settler who has four Cones in their Settlement has achieved Victory.

Enacted 7-0. TDS

Monday, January 23, 2023

Proposal: Overstaying your Welcome

Reached quorum 9 votes to 0. Enacted by Kevan.

Adminned at 25 Jan 2023 12:21:14 UTC

In the rule “The Dice Deck”, replace this bullet text:

If either result of this action is a 7, set the Visitor to be the Visitor (if any) who has the other result of this action as their Fanfare, or “None” if no Visitor has the other result of this action as their Fanfare. If this results in the Visitor value changing, the Ledger is emptied.

with this bullet text:

If either result of this action is a 7, set the Visitor to be the Visitor (if any) who has the other result of this action as their Fanfare, or “None” if no Visitor has the other result of this action as their Fanfare. If neither result is a 7, set the Visitor to “None”. If this step results in the Visitor value changing, the Ledger is emptied.

The current rule leaves a Visitor around for a while if 7s don’t come up, as we’ve just seen with the Corsair. Worse, once we run out of 7s, if there is a Visitor, they will be there for many turns until the dice deck resets. This change prevents the current Visitor from sticking around too long.

Proposal: Cycle of Productors

Fewer than a quorum not voting AGAINST. Failed 1 vote to 8 by Kevan.

Adminned at 25 Jan 2023 12:20:22 UTC

In the rule “Buildings” add the following bullet to the list:

* Treefeller’s Assembly (2 Rye, 1 Brick) As a Harvest Bonus, gain 1 Wood.
* Dry Grass Assembly (2 Jute, 1 Rye) As a Harvest Bonus, gain 1 Brick.
* Shearing Assembly (2 Stone, 1 Jute) As a Harvest Bonus, gain 1 Rye.
* Farming Assembly (2 Wood, 1 Stone) As a Harvest Bonus, gain 1 Jute.

 

Assemble, Productors!

Proposal: Outrunning the Bear [Almanac]

Reached quorum 8 votes to 0 and a Production of Resources occurred while it was pending. Enacted by Kevan.

Adminned at 25 Jan 2023 12:19:46 UTC

In the rule “Corsair”, replace “Select the Settler whose Adjusted Target Value is highest (resolving ties secretly at random) and then add their name to the Injured list” with:-

For each Settler whose Adjusted Target Value is equal to the highest current Adjusted Target Value, add their name to the Injured list

No need for a pure luck escape hatch, when multiple players fail to outguess each other; they can all take the hit.

Proposal: Iron Deficiency

Reached quorum 6 votes to 1. Enacted by Kevan.

Adminned at 25 Jan 2023 12:18:31 UTC

In the rule “Basic Mechanics” add the following bullet to the list after the text “The following is a list of items that may be in a Settler’s stockpile:”

* Iron

In the rule “Buildings” add the following bullet to the list:

* Mine (3 Stone) As a Harvest Bonus, gain 1 Iron

We currently have a economy fueled by a single tier of production, the Production of Resources, with the exception of some bonus production from Buildings. Let’s introduce a second tier: resources that are only produced by Buildings and can’t be gained directly from Domain values.

Proposal: The Longest Road

Fewer than a quorum not voting AGAINST. Failed 2 votes to 7 by Kevan.

Adminned at 25 Jan 2023 12:17:26 UTC

Add a new rule, “Victory Points”:-

Each Settler has a number of Victory Points (VP), calculated as the sum of:-

* 1 VP for each Building in their Settlement
* 1 VP for every 5 items in their Stockpile
* 1 VP for every three Settlers in their Faction (if their Faction is not Unaffiliated)

If a Settler has a total of 12 or more VP, and has more VP than each other Settler, then that Settler has achieved victory.

Monday, January 23, 2023

Trade Agreement

I agree to trade Chiiika 2 Stone in exchange for 2 Rye.

Proposal: Time Goes By

Fewer than a quorum not voting AGAINST. Failed 3 votes to 6 by Kevan.

Adminned at 24 Jan 2023 10:31:25 UTC

In the rule The Gift Of The Isle, change “If they have not done so in the past 36 hours, the Onlooker may perform a Production of Resources” to:

If no Explorer or Onlooker has done so in the past 36 hours, then any Explorer or Onlooker may perform a Production of Resources

In the rule Corsair remove the paragraph that begins “Target Values and Adjusted Target Values are privately tracked by the Onlooker”. In the same rule, change “Each Settler has a Bribe, which is either blank or is quantity of named items, and which is privately tracked by the Onlooker” to read:

Each Settler has a Bribe, which is publicly tracked and is either blank or is quantity of named items

In the same rule change “A Settler may, at any time, privately communicate the Onlooker to adjust their Bribe to a legal value.” to read:

A Settler may change their Bribe at any time.

I don’t see any reason why this has to be an emperor action, especially if it being an open action might lead to turns happening within their 36 hour time windows.

Proposal: Pillage Then Burn

Reached quorum 6 votes to 0. Enacted by Kevan.

Adminned at 23 Jan 2023 09:27:33 UTC

Rename the third step of the Corsair Raid action from “Raid” to “Burn”.

Replace the phrase “Corsair Raid” with “Corsair Landing” throughout the ruleset.

The word “Raid” is a bit overloaded in the current ruleset, applying to three different things.

Friday, January 20, 2023

Abilene Paradox Test

End the current dynasty without a winner and begin a Meta-Dynasty

I am expecting this to fail, but I’m just testing in the event we have an Abilene Paradox and nobody really likes this style of gameplay.

Proposal: Bustling Urban Centres

Timed out 5 votes to 0. Enacted by Kevan.

Adminned at 22 Jan 2023 13:11:57 UTC

Add the following to the list in the rule Buildings:

* Longhouse (1 Wood, 2 Jute) When Harvesting the Crop, the owner of this building may treat one of the current results of the Production of Resources action as if it were one higher.
* Mill (1 Wood, 1 Brick, 1 Rye) When Harvesting the Crop, the owner of this building may treat one of the current results of the Production of Resources action as if it were one lower.
* Caravanserai (4 Jute, 4 Rye) As a Harvest Bonus, gain one item that was gained by another Settler as a result of the Harvesting the Crop action that they performed between the most recent Production of Resources and the one immediately before it.

If Proposal: Sails On The Horizon was enacted, in the ‘Raid’ step of the Corsair Raid action change “select one Building in their Settlement” to “secretly randomly select one Building in their Settlement” and also add the following to the list in the rule Buildings:

* Storehouse (3 Brick, 1 Rye) The owner of this building may place one type of item in their Stockpile in brackets; that item may not be chosen as the target item type in another Settler’s Raid action, nor can it be reduced as a result of a Corsair Raid action (this does not provoke a Raid).

Proposal: Red Sky at Night

Timed out 5 votes to 1 with 1 unresolved DEF. Enacted by Kevan.

Adminned at 22 Jan 2023 13:10:13 UTC

Add a new rule, “Almanac Proposals”:-

If a proposal has the [Almanac] tag, then it is an Almanac proposal. If an Almanac proposal is less than 48 hours old and is Popular, but no Production of Resources action has occurred while it has been pending, then it is instead not Popular.

We could maybe use a shorthand for proposals that we only want enacted after the current round has ended. (Sails on the Horizon potentially changes the outcome of the current round during it, meaning that the ideal Bribing and Building behaviours right now depend on whether the proposal enacts before or after the round ends.)

Proposal: Corsair on Deck

Timed out 4 votes to 0. Enacted by Kevan.

Adminned at 22 Jan 2023 12:31:24 UTC

In “Visitors”, remove “The Onlooker may change the value of Visitor by performing the Visitor Arrival operation if the Onlooker has not done so since the last Production of Resources.”

Then replace “Visitor Arrival is performed by the Onlooker rolling 2d6, finding the row with that result in the “2d6 Result” column of the table below, and setting the Visitor value to the value from that same row and Visitor column. If the 2d6 result is not in the table, the value of Visitor is set to “None”. If the new value of Visitor is different than the prior value, the Onlooker should empty the Ledger.” with:-

Each Visitor has a Fanfare number, listed in the table below.

...and change the “2d6 Result” heading to “Fanfare” in that table.

Add a new bullet point to the end of the bullet list in “The Dice Deck”:-

* If either result of this action is a 7, set the Visitor to be the Visitor (if any) who has the other result of this action as their Fanfare, or “None” if no Visitor has the other result of this action as their Fanfare. If this results in the Visitor value changing, the Ledger is emptied.

Merging the Visitor roll into the Production roll: if the Onlooker draws a 7, the other number drawn determines which Visitor arrives.

Thursday, January 19, 2023

Proposal: Sails On The Horizon

Timed out and enacted, 5-2. Josh

Adminned at 21 Jan 2023 16:40:20 UTC

Throughout the ruleset, change the word “Thug” to “Corsair”, and update the gamestate accordingly.

If more than half of the EVCs on this proposal contain the phrase “just the term” then the rest of this proposal has no effect.

Rewrite the rule Corsair as follows:

When the Visitor is the Corsair, they will attempt to steal items from the Settlers on the island.

Each Settler has a Target Value, is an number that may be positive or negative. Target Values are calculated as follows: zero, plus 5 for each Building in their settlement, plus 1 for each item in their Stockpile. Their Target Value is then used to calculate their Adjusted Target Value by applying the following modifications in order:

* Divided by 2 if said Settler’s Faction is Pirates;
* Minus 2 for each mutual Alliance said Settler has
* The result is reduced by their Bribe Value - as a percentage if the starting value is positive or as an absolute number if it is negative (i.e. if the Bribe Value is 20% and the Adjusted Target Value is 5 then this step will reduce it to 4, but if the Adjusted Target Value is -1 then this step will adjust it to -21).

Target Values and Adjusted Target Values are privately tracked by the Onlooker and must be recalculated before carrying out any action that calls upon them.

Each Settler has a Bribe, which is either blank or is quantity of named items, and which is privately tracked by the Onlooker. A Settler may, at any time, privately communicate the Onlooker to adjust their Bribe to a legal value. Each Settler’s Bribe Value is derived from their Bribe: the quantity of items in the Bribe is expressed as a percentage of that Settler’s total number of items, and that percentage value is that Settler’s Bribe Value.

Corsair Raid is an atomic action with the following steps:
* Pillage: Select the Settler whose Adjusted Target Value is highest (resolving ties secretly at random) and then add their name to the Injured list
* Gather: Reduce the Items of all Settlers by their Bribe and then set their Bribe to blank. For any Settler who does not have all of the items in their Bribe, reduce any named Items to zero.
* Raid: For any Settlers who could not pay their full Bribe, select one Building in their Settlement and destroy it.

In the rule The Dice Deck, change

* Set the Injured list to contain the same values as the Victims list
* Set the Victims list to empty

To read:

Clear all names from the Injured list. Then, if the current Visitor is the Corsair, carry out the Corsair Raid atomic action.

Trying to simplify/clean up the omnibus Thug mechanic, as well as removing the term itself, which is somewhat racist in its history and connotations.

Trade Agreement between JonathanDark and SingularByte

I agree to trade 1 Jute to SingularByte in return for 1 Jute and 2 Wood to me.

Wednesday, January 18, 2023

Call for Judgment: Trade Disagreement

Reached quorum 6 votes to 2. Enacted by Kevan.

Adminned at 19 Jan 2023 08:50:26 UTC

In the rule “Trade”, replace “Trading may only be performed by a Settler if they can indicate a blog post or comment made since the most recent Production of Resources where the other Settler whose Stockpile would be altered has explicitly agreed to this, specifying the items traded.” with:-

Trading may only be performed by a Settler if they can indicate a blog post or comment, made by the target Settler with whose Stockpile they intend to Trade, since the most recent Production of Resources, where that target Settler has explicitly agreed to this, specifying the items traded.

For all attempted past trade actions which would have been invalid under this reworded version of the rule, consider them to have been invalid and for the trade actions they describe not to have happened.

Josh took a trade action on the grounds that their own comment of “Hey, this reminds me: did anybody hear the story about that time that Kevan explicitly agreed to trade me two Stone for one Rye?” counted as “a blog post or comment made since the most recent Production of Resources where the other Settler whose Stockpile would be altered has explicitly agreed to this”.

I don’t believe that this is a comment where I have explicitly agreed to anything, but I’ll give Josh the floor on it.

Proposal: A Good Sturdy Lock

Withdrawn. Josh

Adminned at 20 Jan 2023 09:34:39 UTC

In the rule Trade, change

Trading may only be performed by a Settler if they can indicate a blog post or comment made since the most recent Production of Resources where the other Settler whose Stockpile would be altered has explicitly agreed to this, specifying the items traded.

to

Trading may only be performed by a Settler if they can indicate a blog post or comment, made by the target Settler with whose Stockpile they intend to Trade, since the most recent Production of Resources, where that target Settler has explicitly agreed to this, specifying the items traded.

Currently the target does not actually have to make the post that justifies the trade, which opens things up to exploitation by the unscrupulous.

Proposal: Leave Nothing to Chance

Timed out 3 votes to 5. Failed by Kevan.

Adminned at 20 Jan 2023 09:28:39 UTC

If the rule “Raiding” exists, replace:-

* Choose one item type contained in the Target’s Stockpile
* Roll a DICE6 in the Dice Roller. The result is called the Loot Amount. If the Loot Amount is more than the amount of that item type in the Target’s Stockpile, make it equal to the amount of that item type
* Subtract the Loot Amount of that item type from the Target’s Stockpile and add the Loot Amount of that item type to the Settler’s Stockpile

in that rule with:-

* Move up to three items of the same item type from the Target’s Stockpile to the Settler’s Stockpile

Just Visiting

Darknight idles out after seven days with no posts or comments, and leaves no Settlement behind. Quorum drops to 7.

Wednesday, January 18, 2023

Proposal: Party

Timed out 2 votes to 6. Failed by Kevan.

Adminned at 20 Jan 2023 08:58:35 UTC

In Rule “Dice Deck”

Add a bullet on the top of the bullet list for atomic action with the following description:

Set the Season

_____________________________

In rule Dice Deck,

Add a subsection called “Season” with the following description:

Seasons are an effect that get applied Production of Resources results that were produced from the atomic action of the Dice Deck that modifies the numbers. Additionally, the Seasons follow a specific order when setting the Season. If the previous season was non existent or Autumn for the previous Production of Resources, it gets set to Winter for the upcoming Production of Resources.If the previous season was Winter for the previous Production of Resources, it gets set to Spring for the upcoming Production of Resources. If the previous season was Spring for the previous Production of Resources, it gets set to Summer for the upcoming Production of Resources. If the previous season was Summer for the previous Production of Resources, it gets set to Fall for the upcoming Production of Resources. Addittionally, the season effects are as followed:

Winter - Effect: The results produced by Production of Resources is decreased by 1 on both results.(Min to 2[if one of the result was a 2])
Spring - Effect: The results produced by Production of Resources halved.(Rounded up or 2[if one of the result was a 2])
Summer - Effect: The results produced by Production of Resources is increased by 1 on both results.(Max to 12[if one of the result was a 12])
Autumn - Effect: No Effect.

Self Idling

I’m going idle. Quorum falls to 7.

Proposal: Choices Matter

Fewer than a quorum not voting AGAINST. Failed 1 vote to 6 by Kevan.

Adminned at 19 Jan 2023 09:01:37 UTC

Under the antecedent in the Ruleset;

Optionally, they may also do one of the following:

Append a point as follows:

* Remove 6 of any two type or 4 of any one type of a resource from their Stockpile. If the Settler has removed 6 of any two type or 4 of any one type this way; they may replace any of their Domain to any valid value for Domains.

Proposal: We Raid at Dawn

Reached quorum 6 votes to 1. Enacted by Kevan.

Adminned at 19 Jan 2023 08:54:51 UTC

If the Proposal “Free Trade” was not enacted, add the following text to the rule “Basic Mechanics”:

If an action is defined as Seasonal, then each Settler may only perform it if they have not already done so since the most recent Production of Resources action.

In the rule “Visitors”, add the following rows to the Visitors table:

| 3 || King

| 11 || King

In the rule “Visitors”, add a subrule titled “King” and give it the following text:

When the Onlooker gets “King” as the result for Visitor, they should roll a die in the Dice Roller with faces containing the abbreviated names of all of the factions except for Unaffiliated. If the result is anything but “Pirates”, the Onlooker should set the Visitor value to “X King” where X is replaced with this result. If the result is “Pirates”, the Onlooker should set the Visitor value to “Pirate Captain”.

Add the following bullet to the bulleted list in the rule “Buildings”:

* Fort (4 Wood, 4 Stone) Applies to the rule “Raiding”

Add the following text at the end of the rule “Buildings”:

A Settler who has a Faction of “Pirates” may not add a Fort to their Settlement. If a Settler ever changes their Faction to “Pirates”, they must remove any Fort contained in their Settlement.

Create a new rule titled “Raiding” and give it the following text:

A Settler may perform a Raid as a Seasonal action if one of the following is true:
* The Settler’s abbreviated Faction name is contained in the Visitor variable along with the word “King”
* The Settler’s abbreviated Faction name is “Pirates” and the Visitor variable is “Pirate Captain”

A Raid is an atomic action performed by a Settler using the following steps:
* Choose another Settler, called the Target, that meets all of the following criteria:
** The Target does not have the same Faction as the Settler performing the Raid
** The Target does not have a Fort in their Settlement, unless the Settler performing the Raid has the Faction “Pirates”
* Choose one item type contained in the Target’s Stockpile
* Roll a DICE6 in the Dice Roller. The result is called the Loot Amount. If the Loot Amount is more than the amount of that item type in the Target’s Stockpile, make it equal to the amount of that item type
* Subtract the Loot Amount of that item type from the Target’s Stockpile and add the Loot Amount of that item type to the Settler’s Stockpile

The arrival of a King / Pirate Captain enables raiding for their Faction. Forts stop raids, except by Pirates. That’s balanced out by Pirates not being able to build Forts, so are raid-able by anyone.

Tuesday, January 17, 2023

Call for Judgment: Forcibly burying the seeds

Fewer than a quorum not voting AGAINST. Failed 3 votes to 6 by Kevan.

Adminned at 18 Jan 2023 13:27:41 UTC

Amend the dynastic rule entitled “Basic Mechanics” by replacing

The Onlooker has not yet executed the first Production of Resources and that Settler has not yet performed Sow the Seeds

with

That Settler has never before Sown the Seeds.

Uphold each attempt to Sow the Seeds that would have been valid at the time had the above change been made before it occurred.

My attempt to Sow the Seeds was invalid because it happened after the first production but I did not attempt to Harvest the Crop beforehand (because that would have involved nothing).

Proposal: Eat the Rich

Enacted 6-5. TDS.

Adminned at 19 Jan 2023 04:15:45 UTC

If “It’s dangerous to go alone” is enacted, replace “Bribe Value” with “Base Bribe Value” in the rest of the text below.

In the subrule “Thug”, add the following bullet points to the end of the bulleted list:

* Add the amount of each type of item in the Settler’s Stockpile together, then divide this number by 5, rounding up the result to the nearest integer. Name the result the Bracket.
* If the Bracket is greater than 0, divide the Bribe Value by the Bracket and round down the result to the nearest integer. Set this result as the final Bribe Value.

Those with larger Stockpiles need to pay proportionally larger Bribes to avoid the Thug.

Proposal: Free Trade

Reached quorum 9 votes to 0. Enacted by Kevan.

Adminned at 18 Jan 2023 08:51:33 UTC

If a rule exists called “Trade”, then reword it to the following; otherwise create it, with the following text:

As a Seasonal Action, a Settler may Trade, which is an atomic action with the following steps:

* Move one or more items in their Stockpile to another Settler’s Stockpile
* Move a number of items from that other Settler’s Stockpile into their own Stockpile (where that number is within 2 of the number of items in the previous step, and above zero)
* If either of these Settlers does not have the other’s name in their Alliance, then select one random item from each of the two moved groups of items, and remove it from the Stockpile that it is in

Trading may only be performed by a Settler if they can indicate a blog post or comment made since the most recent Production of Resources where the other Settler whose Stockpile would be altered has explicitly agreed to this, specifying the items traded.

To the rule “The Gift of the Isle”, add:-

If an action is defined as Seasonal, then each Settler may only perform it if they have not already done so since the most recent Production of Resources action.

A simpler take on Collaboration is Key, and making it a once-per-round action instead of a Daily.

Sunday, January 15, 2023

Call for Judgment: Oops

Reached quorum 8 votes to 0. Enacted by Kevan.

Adminned at 16 Jan 2023 09:43:14 UTC

Uphold the most recent Production of Resouces action taken by the player named Trapdoorspyder.

I forgot to use the official dice roller, and used an external one instead.

Proposal: Dirty Manipulation v2

Withdrawn. Failed by Kevan.

Adminned at 17 Jan 2023 15:55:48 UTC

If the Proposal named “Dirty Manipulation” passes,

Change

Additionally, that Settler must reduce the number of an item is at 10 by 10

To

Additionally, that Settler must reduce the number of an item is at least 10 by 10.

To subsection “Probability Manipulation”

Proposal: It’s dangerous to go alone

Reached quorum 8 votes to 0. Enacted by Kevan.

Adminned at 17 Jan 2023 15:55:06 UTC

If the proposal Protection Money failed, this proposal does nothing.

In the rule Thug, replace the paragraph starting “Bribe Value is a number privately tracked” (including its bullet points that follow immediately after it) with:

Base Bribe Value and Adjusted Bribe Value are numbers privately tracked by the Onlooker per Settler that is calculated using the amounts of each item in that Settler’s Bribe as follows, defaulting to 0. When calculating the Base Bribe Value, the Onlooker must use the following steps:
* Start with a Base Bribe Value of 0
* Add 1 to the Base Bribe Value for each type of item in the Settler’s Bribe that has an amount of at least 1
* Add 2 to the Base Bribe Value for each type of item in the Settler’s Bribe that has an amount of at least 3
* If the Settler has continuously had a Faction of Pirates from before the most recent time that the Visitor value was set to “Thug”, their Base Bribe Value is tripled. (It as advised that the Settler inform the Onlooker of this fact when submitting a Bribe.)

When calculating the Adjusted Bribe Value of a Settler (here referred to as the Target), the Onlooker must start with the Base Bribe Value of the Target and add 50% of the Base Bribe Value of every Settler that has the Target listed as their Alliance.

Replace each instance of “Bribe Value” outside of this newly added text in the rule Thug with “Adjusted Bribe Value”.

The intent of this change is simple enough. If you’ve got friends, the Thugs are less likely to mess with you. If you’ve got pirate friends, the thugs are *much* less likely to mess with you.

Sunday, January 15, 2023

Proposal: Collaboration is key

Timed out after 59 hours (even taking into account server downtime over the past two days). Failed 2 votes to 5 by Kevan.

Adminned at 17 Jan 2023 15:52:10 UTC

Create a new rule called “Trade” as follows:

As a Daily Action, a Settler, referred to as the “Proposer” in this rule, may make a Story Post to the blog titled “Trade Offer”.The contents of this blog post must include a non-zero amount of any amount of items in that Proposer’s stockpile, and nothing else. Any comments on such a post not made by the Proposer for that post which contain a non-zero amount of resources in that person’s (who is henceforth referred to as a “Barterer”) stockpile and nothing else are known as a “Trade Response”.

After a Trade Offer has been posted for at least 1 hour and that Trade Offer is still Open, the Proposer of that Trade Offer may perform the following atomic action:
- The Proposer may select the most recent Trade Response that a Barterer has posted on that Trade Offer, as long as that Barterer does not have a comment more recent than their most recent Trade Response on that Trade Offer which contains the exact words “Response Rescinded” and nothing else. The Proposer may not select a Trade Response that lists a number of resources that is over a difference of 2 from the number of resources listed in that Trade Offer.
- If the Proposer performed the previous step of this atomic action, they make a comment on their Open Trade Offer post indicating which Trade Response they have chosen.
- If the Proposer performed the previous step of this atomic action, they remove all of the resources stated in the text of their Open Trade Offer from their stockpile, and add all except one of them (chosen at random) to the Stockpile of the Barterer who made the chosen Trade Response. They also remove all of the resources listed in the Trade Response that was chosen from the Stockpile of the Barterer who made the Trade Response and add all except one of them (chosen at random) to their own stockpile. If the Proposer and the Barterer have each other’s names in their Alliances, the Proposer does not omit the randomly-chosen resources from the resources added ad removed as described in the prior sentence. If all the resources listed in the Trade Offer or Trade Response are not in the corresponding stockpiles, this step must be skipped.
- The Proposer posts a comment on their most recent Trade Offer indicating that it has been Closed, which makes that Trade Offer Closed.

A Trade Offer is by default Open, and ceases to be Open when it becomes Closed. A Settler may not have more than one Open Trade Offer at once, and any additional Trade Offers made by a Settler while they already have one which is Open are automatically made Closed, and may be commented on by anyone stating that that is the case. If a Trade Offer is edited after 15 minutes have passed since its posting, it automatically becomes Closed, and may commented on by anyone stating that to be the case. A Trade Offer may not become Open after it is closed, and no post may become a Trade Offer if it was not one when it was posted.

Hopefully this isn’t excessive. This is a system for trading between two players which works slightly better for players that are allied with each other.

Proposal: Dirty Manipulation

Fewer than a quorum not voting AGAINST. Failed 1 vote to 7 by Kevan.

Adminned at 16 Jan 2023 14:36:02 UTC

In rule “The Dice Deck”,

Add a subsection called “Probability Manipulation” with the description:

As an atomic action for Settlers that has 10 of the same item in their stockpile, that Settler may add a positive integer (inclusively) in between 2 and 12 to the Dice Deck. That Settler may not take this action again until after the next Production of Resources. Additionally, that Settler must reduce the number of an item is at 10 by 10

Proposal: Crop Rotation

Withdrawn. Failed by Kevan.

Adminned at 16 Jan 2023 14:34:32 UTC

in “The Gift of the Isle”, replace “Optionally, they may also do one of the following” with:-

Do one or other of the following

Move the “Apply the Harvest Bonus” bullet point to be immediately after the “For each Domain” bullet point.

End all unfinished “Harvesting the Crop” actions. For each Harvesting the Crop action which both altered Domains and had a Production of Resources action occur during it, undo the steps of it which were performed after that Production of Resources, and undo any subsequent Harvesting the Crop action performed by that same player, considering them never to have performed that subsequent action.

Ending an atomic action on a potentially silent “optionally” means that we don’t really know if somebody has finished their action or not. Domain changing has to follow gathering Resources, so forcing people to always change at least one Domain might be the simplest solution.

Cleanup clause is for anyone who tries to ride this one out.

Proposal: Factions fixes

Reached quorum 10 votes to 0. Enacted by Kevan.

Adminned at 16 Jan 2023 14:32:54 UTC

Remove the blank column from the table in the rule Factions.
In the rule Factions, replace “All Factions have a list of Ostracised Settlers” with

All Factions have a publicly tracked list of Ostracised Settlers

Proposal: Protection Money

Reached quorum 8 votes to 0. Enacted by Kevan.

Adminned at 16 Jan 2023 14:26:52 UTC

In the rule “The Gift of the Isle”, replace this text:

If a Settler has not done so since the most recent Production of Resources, they may perform the following atomic action, known as Harvesting the Crop:

with the following text:

There are two publicly tracked variables named “Injured” and “Victims”, each of which is a list containing 0 or more names of Settlers, defaulting to empty.

If a Settler has not done so since the most recent Production of Resources, they may perform the following atomic action, known as Harvesting the Crop, unless their name is in the Injured list:

In the rule “The Dice Deck”, add the following bullet points to the end of the bullet list:

* Set the Injured list to contain the same values as the Victims list
* Set the Victims list to empty

In the rule “Visitors”, add the following rows to the Visitors table:

| 4 || Thug

| 10 || Thug

Add a subrule titled “Thug” to the rule “Visitors” and give it the following text:

Bribe is a variable privately tracked by the Onlooker per Settler containing a list of items, with valid values being the same as the values defined for Stockpile, defaulting to an empty list. If the Visitor value is set to “Thug”, any Settler may privately send a message to the Onlooker describing the Bribe that they want to pay to the Thug. The Onlooker must set the Bribe for that Settler to the value requested if it is a legal value, or inform the Settler if the value is not legal and why it is not legal.

Bribe Value is a number privately tracked by the Onlooker per Settler that is calculated using the amounts of each item in that Settler’s Bribe as follows, defaulting to 0. When calculating the Bribe Value, the Onlooker must use the following steps:
* Start with a Bribe Value of 0
* Add 1 to the Bribe Value for each type of item in the Settler’s Bribe that has an amount of at least 1
* Add 2 to the Bribe Value for each type of item in the Settler’s Bribe that has an amount of at least 3

If the Visitor value is set to “Thug” when the Onlooker begins the next Visitor Arrival, before the Onlooker proceeds with the steps for Visitor Arrival, the Onlooker executes the following steps as an atomic action:
* Calculate the Bribe Value of each Settler
* For each Settler, pay the amount of each item listed in that Settler’s Bribe from that Settler’s Stockpile. If there not enough of an item in that Settler’s Stockpile to pay the Bribe, pay the maximum amount of that item as possible without setting the Stockpile to invalid values and set their Bribe Value to 0
* Privately create a new variable named Targets that contains a list of the names of the Settlers with the lowest Bribe Value among all Settlers that do not have an empty Stockpile
* Chose a random Settler from the names in the Targets list using a private dice roll, add their name to the publicly-tracked Victims list, then remove the Targets variable
* Set each Settler’s Bribe to empty and each Settler’s Bribe Value to 0

Rather than having a Robber outright steal from Settlers, the Thug introduces a game of hidden bets to avoid a Settler being unable to harvest their crop for a turn.

Apologies to TDS for all of the extra steps. If that becomes a sticking point, let’s try to work out a simplification of the steps rather than kill the idea outright.

Saturday, January 14, 2023

Proposal: Storms on the Horizon

Fewer than a quorum not voting AGAINST. Failed 1 vote to 7 by Kevan.

Adminned at 15 Jan 2023 11:52:52 UTC

If the proposal “Flat Dice” enacted, this proposal does nothing.

In the rule “The Gift of the Isle” change

If both of the results are the same, the Onlooker rerolls the second one until it is not the same.

to

If both of the results are the same, and not equal to 7, the Onlooker rerolls the second one until it is not the same.

Add the following text as the second paragraph of the rule “The Gift of the Isle”

If both Results are 7, a Natural Disaster occurs. Immediately after the Production of Resources, the Onlooker shall remove half (rounded up) of each Resource from every Stockpile.

Proposal: Freeloadin’

Fewer than a quorum not voting AGAINST. Failed 3 votes to 7 by Kevan.

Adminned at 15 Jan 2023 11:46:33 UTC

Add a new dynastic rule, titled “The Robber”:

The Robber has snuck onto Multa along with us, and may be pillaging a Settler; the current Settler being pillaged by the Robber is publicly tracked, and defaults to no Settler. If one of the results of the most recent Production of Resources was 7 and the Robber is pillaging no Settler, then any Settler may set the Robber’s target to a randomly selected Settler with the most items in their Stockpile. If a Settler was being pillaged by the Robber during the most recent Production of Resources and one of the results was 7, then that Settler may change the target of the Robber to any other Settler or to no Settler.

The Settler being pillaged by the Robber may not take any dynastic actions not in this paragraph if they have more than 4 items in their Stockpile; if they do have more than 4 items in their Stockpile, then any Settler may remove an item at random from the pillaged Settler’s Stockpile.

 

Hoarding resources is a risky business!

Oi!

Requesting unidle; I’m on mobile rn so I can’t do it myself

Proposal: Flat Dice

Reached quorum 8 votes to 3. Enacted by Kevan.

Adminned at 14 Jan 2023 19:25:56 UTC

Enact a new rule, “The Dice Deck”:-

The Dice Deck is a publicly-tracked list of numbers, and is empty by default.

The Production of Resources is an atomic action with the following steps:
* If the Dice Deck contains fewer than six numbers, or if all of its numbers are identical, set the list to the following list of numbers: 2, 3, 3, 4, 4, 4, 5, 5, 5, 5, 6, 6, 6, 6, 6, 7, 7, 7, 7, 7, 7, 8, 8, 8, 8, 8, 9, 9, 9, 9, 10, 10, 10, 11, 11 and 12.
* Remove an element at random from the Dice Deck: its number is the first result of this action
* Remove another element at random from the Dice Deck (skipping those where the number is the same as the first result): its number is the second result of this action

In “The Gift of the Isle”, replace “If they have not done so in the past 36 hours, the Onlooker may roll 2d6 twice, which is known as the Production of Resources. The sums for the two pairs of d6 rolls are known as the two Results for the Production of Resources action. If both of the results are the same, the Onlooker rerolls the second one until it is not the same. The date, time, and both results of the most recent Production of Resources are publicly tracked. ” with:-

If they have not done so in the past 36 hours, the Onlooker may perform a Production of Resources. The date, time, and both results of the most recent Production of Resources are publicly tracked.

If a Production of Resources action has already occurred in the dynasty, set the Dice Deck to the numbers 2, 3, 3, 4, 4, 4, 5, 5, 5, 5, 6, 6, 6, 6, 6, 7, 7, 7, 7, 7, 7, 8, 8, 8, 8, 8, 9, 9, 9, 9, 10, 10, 10, 11, 11 and 12, then remove an instance of each of the two Results of that Production of Resources action from the Deck.

Suggesting a switch to Catan’s deck of dice to smooth out the curve.

Proposal: Who Visits the Visitor?

Reached quorum 8 votes to 0. Enacted by Kevan.

Adminned at 14 Jan 2023 19:22:56 UTC

In “Visitors”, replace “Each Settler has a publicly-tracked variable named Visitors Used, which is a string that defaults being empty. The valid values of Visitors Used are an empty string, or one or more of the titles of the subrules contained in this rule.” with:-

There is a publicly-tracked list of Settlers that the current Visitor does not wish to have further dealings with, known as the Ledger, which defaults to being empty.

Replace “If the new value of Visitor is different than the prior value, the Onlooker should remove that prior value from each Settler’s Visitors Used variable that contains that prior value.” with:-

If the new value of Visitor is different than the prior value, the Onlooker should empty the Ledger.

In “Merchant”, replace “if their Visitors Used variable does not already contain the string “Merchant”” with:-

if they are not already listed on the Ledger

And replace “Add the string “Merchant” to their Visitors Used variable” with:-

Add their own name to the Ledger

If any Settlers had the Merchant in their Visitors Used variable immediately prior to this proposal enacting, add their names to the Ledger.

The main player table is getting a bit overloaded, so this proposes moving the Visitor tracking to its own list.

Thursday, January 12, 2023

Proposal: Retrictions on Administrative Actions 2: The Broadening

Reached quorum 8 votes to 1. Enacted by Kevan.

Adminned at 14 Jan 2023 18:30:10 UTC

Amend the Core Rule entitled Fair Play by appending the following list item to the sole list:

  • A person with administrative, moderation, or other heightened access to the software running or supporting BlogNomic should not take any action using such heightened access for the purpose of causing any Settler or Settlers to gain, receive, maintain, or preserve gameplay advantage unless any of the following is true:
    • Such action is required or explicitly permitted by the rules or required to implement an action required or explicitly permitted by the rules.
    • A reasonable, impartial, and prudent external observer would deem such action necessary or reasonable for the purpose of supporting, moderating, or administering BlogNomic or such software.

Rerun of https://blognomic.com/archive/restriction_on_administrative_actions with a slightly broader gameplay advantage element.

Proposal: No Quarry Skyscrapers

Reached quorum 10 votes to 0. Enacted by Kevan.

Adminned at 14 Jan 2023 16:46:59 UTC

In the rule “Buildings”, change

A Settler may pay the Cost of a Building from their Stockpile, to add an instance of that Building to their Settlement.

to

A Settler who does not already have a given Building in their Settlement may pay the Cost of that Building from their Stockpile to add it to their Settlement.

If any Settler has multiple of the same Building in their Settlement, destroy all but one of them and refund the destroyed Buildings’ Costs.

Proposal: Sow What

Reached quorum 9 votes to 0. Enacted by Kevan.

Adminned at 14 Jan 2023 16:45:59 UTC

In the rule Basic Mechanics, replace

A Settler may perform an atomic action named “Sow the Seeds” to set one or more of their Domains that contain no numbers to valid numbers according to the rules. Each Settler may Sow the Seeds at any time as long as one of the following is true:

with

Sowing the Seeds is an atomic action with the following steps: for each of their Domains that contains no value, the acting Settler optionally sets that value to the legal number of their choosing. Each Settler may Sow the Seeds at any time, so long as one of the following are true:

Uphold that each Sowing the Seeds action carried out prior to the posting of this proposal was carried out legally.

Proposal: Environment Protection Act

Reached quorum 8 votes to 4. Enacted by Kevan.

Adminned at 14 Jan 2023 16:44:47 UTC

Repeal the rule Grillin’.

We shouldn’t burn ruleset clutter; we should repeal it.

Proposal: Many eyes on the prize

Timed out 7 votes to 1. Enacted by Kevan.

Adminned at 14 Jan 2023 16:44:08 UTC

Create a rule called Factions:

Each Settler has a Faction, which is publicly tracked as a string for that Settler and which defaults to Unaffiliated. The table in this rule lists all the valid values of the Factions field and their abbreviated names. When referring to a Faction, it is permissible to refer to it using its listed abbreviated name from the table.

All Factions have a list of Ostracised Settlers, defaulting to blank and which can contain any given Settler only once. Those Settlers may never have that Faction as their Faction. The Unaffiliated Faction can never have any Settlers listed as its Ostracised Settlers.

From the list of Factions, the Factions of Amber, Silver, Purple and Cobalt are said to be Kingdoms.

The list of Factions are:

{| class="wikitable"
|+ Factions
|-
! Name !! Abbreviated Name !!
|-
| Unaffiliated || Unaffiliated
|-
| Amber Archipeligo Autocracy || Amber
|-
| The Stratocratic Silver Steppe || Silver
|-
| The Purple Prairie Principality || Purple
|-
| The Cobalt Canyon Coalition || Cobalt
|-
| The Pirate League || Pirates
|-
|}


As a weekly action, a Settler can change their Faction so long as the following are true.
* The Settler is not changing their Faction from a Kingdom to a Kingdom, except if explicitly permitted by the ruleset.
* The Settler is not changing their Faction to one that lists them as an Ostracised Settler.

When they do so, if they are changing their Faction from a Kingdom, they must add themselves to that Kingdom’s Ostracised Settlers list if they are not already on that list. If they are changing to the Pirates Faction, they must add themselves to each Kingdom’s Ostracised Settlers list if they are not already on its list.

In the rule Working Together, replace its text with

For a Settler to have another Settler’s name in their alliance, the following must be true:
* Neither Settler may be on the other’s Faction’s Ostracised Settlers List.
* Either:
** The Settlers have the same non-Unaffiliated Faction.
** The Settlers have at least two numbers in common between their Domains. Only one matching pair of either 6 or 8 may be counted for this purposes.

Proposal: Fixing the the onlooker

Reached quorum 7 votes to 0. Enacted by Kevan.

Adminned at 13 Jan 2023 14:35:17 UTC

Throughout the ruleset, including the Core, Special Case and Appendix rules but not dynastic rules, change all instances of “the Onlooker” to “Onlooker”.
Throughout the dynastic rules, wheverever the words “the the” immediately precede the word Onlooker, replace those two words with “the”. The enacting admin is permitted to use sensible capitalisation for the result of the deletion.

Rather than tacking this onto a proposal that could fail, I’m thinking we just use a full proposal slot on it.

Proposal: The Merchant of Multa

Reached quorum 10 votes to 0. Enacted by Kevan.

Adminned at 13 Jan 2023 09:31:38 UTC

Add a new rule titled “Visitors” and give it the following text:

There is a gamestate variable named Visitor that is a publicly tracked string with a default of “None”. The valid values of Visitor are “None” and the titles of the subrules contained in this rule. The Onlooker may change the value of Visitor by performing the Visitor Arrival operation if the Onlooker has not done so since the last Production of Resources.

Each Settler has a publicly-tracked variable named Visitors Used, which is a string that defaults being empty. The valid values of Visitors Used are an empty string, or one or more of the titles of the subrules contained in this rule.

Visitor Arrival is performed by the Onlooker rolling 2d6, finding the row with that result in the “2d6 Result” column of the table below, and setting the Visitor value to the value from that same row and Visitor column. If the 2d6 result is not in the table, the value of Visitor is set to “None”. If the new value of Visitor is different than the prior value, the Onlooker should remove that prior value from each Settler’s Visitors Used variable that contains that prior value.

{| class="wikitable"
|+ Visitors
|-
! 2d6 Result !! Visitor !!
|-
| 5 || Merchant
|-
| 9 || Merchant
|-
|}

Add a subrule to the rule “Visitors” titled “Merchant” and give it the following text:

While the Visitor value is set to “Merchant”, any Settler who has at least 3 of the same type of item in their Stockpile may do the following as an atomic action, if their Visitors Used variable does not already contain the string “Merchant”:
* Remove 3 of that item from their Stockpile
* Add 1 of a different type of item to their Stockpile
* Add the string “Merchant” to their Visitors Used variable

Exchanging resources in a manner similar to Catan but not exactly like it, plus the mechanics for more NPCs to be added later by other Proposals.

Wednesday, January 11, 2023

Proposal: Sicherman is coming to town

Unpopular 1-7. Josh

Adminned at 12 Jan 2023 22:19:42 UTC

In “The Gift of the Isle”,

Change

If they have not done so in the past 36 hours, the Onlooker may roll 2d6 twice, which is known as the Production of Resources.The sums for the two pairs of d6 rolls are known as the two Results for the Production of Resources action.

to

If they have not done so in the past 36 hours, the Onlooker may roll each Settler’s respective Sicherman Pair twice, which is known as the Production of Resources. The Onlooker then applies the 2 results made by the respective Settler’s Sicherman Dice that are then added together.

—————————

Add a rule called “Sicherman Dice” with the description:

An Settler may choose 1 Sicherman Pair that would be recorded on the gamestate, defaulting to none of they have not chosen one yet.

Add a subrule called “Pairs” to the rule “Sicherman Dice” the description:

- Sicherman Pair A: [0,1,2,3,4,5] & [2,3,4,5,6,7]
- Sicherman Pair B: [1,2,2,3,3,4] & [1,3,4,5,6,8]
- Sicherman Pair C: [0,1,1,2,2,3] & [2,4,5,6,7,9]
- Sicherman Pair D: [2,3,3,4,4,5] & [0,2,3,4,5,7]

Proposal: Single letter referents

Popular, 9-0. Josh

Adminned at 12 Jan 2023 22:18:23 UTC

Throughout the dynastic ruleset, and in the gamestate tracking document, change “Wheat” to “Rye” (and the column heading “Wh” to “R”) and change “Sheep” to “Jute” (and the column heading “Sh” to “J”).

Them, in the gamestate tracking document, change the column headings St, Wo and Br to S, W and B respectively.

If any Settler has a tracked value for Wheat or Sheep, retain that value in Rye or Jute respectively.

Proposal: Brick by Brick

Popular, 9-2. Josh

Adminned at 12 Jan 2023 22:15:41 UTC

Enact a new rule, “Buildings”:-

Each Settler has a publicly tracked list of Buildings called a Settlement, which defaults to being empty.

The Buildings that may exist are listed below, with their Cost in brackets and their effect listed after their Cost:

* Farm (2 Wood, 1 Sheep, 1 Wheat) As a Harvest Bonus, gain 1 Sheep or 1 Wheat.
* Quarry (2 Brick, 1 Wood) As a Harvest Bonus, gain 1 Stone.
* Church (2 Stone) Applies to a part of the Harvesting the Crop action.

A Settler may pay the Cost of a Building from their Stockpile, to add an instance of that Building to their Settlement.

Add a bullet point to the end of the “Harvesting the Crop” action (at the top level, not as part of the “optionally” sublist):-

* Apply the Harvest Bonus of any number of Buildings they control, in any order

And replace with “Replace the number for one of their domains with another up to two higher or lower than it” with:-

Replace the number for one of their domains with another up to two higher or lower than it (or with any number, if their Settlement contains a Church)

Proposal: Scrutiny of the Bounty [Special Case]

Popular, 10-0. Josh

Adminned at 12 Jan 2023 22:14:15 UTC

Replace the final three paragraphs of “Bounties” with:-

The The Onlooker may post a Bounty Notice, or close an open Bounty Notice, at any time.

If a Bounty Payout action is not defined in the dynastic rules, then the Bounty Payout action is that nothing happens.

If the The Onlooker believes that one or more enacted votable matters satisfy the demand of an open Bounty Notice, then they may apply the Bounty Payout action to each Settler (other than the The Onlooker) who authored at least one of those votable matters and set that Bounty Notice to closed.

Then, if the proposal “Fine, Just ‘Tick’ Then” enacted, replace “The Onlooker” with “Onlooker” in this replaced text.

If the proposal “Bounties Again… Because I like the idea of them…” enacted, then add a paragraph to “Basic Mechanics”:-

The Bounty Payout action is to gain a Brick resource to their Stockpile.

Overdue fix to the Bounty rule so that the reward can be easily defined in free ruletext. I think last time it came up we felt the “increment resource by one” reward wasn’t enough for that particular dynasty, but the framework of Bounties didn’t allow a change to “increment resource by three”. This would allow us to do something more usefully nuanced with it, like “gain the rarest resource in the game” or “gain a random resource you have fewest of”.

Keeping it at a neutral “a Brick” for now, if Bounties Again passes, so as not to rock the boat on a Special Case amendment.

Tuesday, January 10, 2023

Proposal: Restriction on Administrative Actions

Unpopular, 2-8. Josh

Adminned at 12 Jan 2023 22:13:37 UTC

Amend the Core Rule entitled Fair Play by appending the following list item to the sole list:

  • A person with administrative, moderation, or other heightened access to the software running or supporting BlogNomic should not take any action using such heightened access for the purpose of acquiring or maintaining gameplay advantage unless any of the following is true:
    • Such action is required or explicitly permitted by the rules or required to implement an action required or explicitly permitted by the rules.
    • A reasonable, impartial, and prudent external observer would deem such action necessary or reasonable for the purpose of supporting, moderating, or administering BlogNomic or such software.

Rephrasing of https://blognomic.com/archive/expected_behaviors_can_be_sabotage_core with stricter elements for violation.

Proposal: Bounties Again… Because I like the idea of them…

Enacted 9-3 Josh

Adminned at 12 Jan 2023 22:10:23 UTC

If the Proposal: Feast and Famine has not passed, this proposal does nothing.

Set the Special Case Rule: Bounties to Active.
Change the text of Bounties Second Paragraph:

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

to

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: Brick

Proposal: High Risk High Reward

Enacted 10-0. Josh

Adminned at 12 Jan 2023 22:08:50 UTC

If the dynastic rules contain the text

they gain the resource associated with that domain to their Stockpile.

replace it with

they gain an amount of the resource associated with that domain to their Stockpile equal to the Payoff for the number for that domain, defaulting to a single resource if it’s not othewise defined.

and add a new dynastic rule to the ruleset called “Weighted Payoff” with the following text:

The payoffs that correspond to the possible values of rolls or domain associated numbers are as follows:
{| class="wikitable"
|+ Payoffs
|-
! Roll !! Payoff
|-
| 2 or 12 || 5
|-
| 3 or 11 || 2
|-
| 4, 5, 6, 8, 9 or 10 || 1
|-
| 7 || 0
|}

Proposal: Separation of Concerns

Timed out 3 votes to 1. Fails as Core amendments require a quorum. Failed by Kevan.

Adminned at 12 Jan 2023 18:47:24 UTC

Amend the Core Rule entitled Fair Play by replacing

  • A single person should not control more than one non-Idle Settler within BlogNomic, and should announce publicly if they control both a non-Idle Settler and any Idle Settlers. This extends to exerting full control over the actions of another Settler, defined here as the controlled Settler’s game behavior being functionally indistinguishable from if the controlling Settler was logged into their account and playing through it, over a period of more than a day.

with

  • A single Settler should not, through the use of multiple blog accounts or by any other means, purport to be or act as more than one Settler. A Settler should announce publicly if they control multiple blog accounts.
  • A single Settler should not exert full control over another Settler within BlogNomic, defined here as the controlled Settler’s game behavior being functionally indistinguishable from if the controlling Settler was logged into their account and playing through it, over a period of more than a day.

Two concerns are being treated as one bullet point in the current text:
* A single person purporting to be multiple persons.
* A single person exerting full control over a different (wholly separate) person.

This separates the two issues and uses the correct terminology for both of them (a blog account != a Settler, as the current text suggests).

Proposal: Sowing the Seeds

Quorums 9-0. — Quirck

Adminned at 12 Jan 2023 14:27:32 UTC

If the Proposal “Feast and Famine” was not enacted, this Proposal has no effect.

At the end of the rule “Basic Mechanics” add the following text:

A Settler may perform an atomic action named “Sow the Seeds” to set one or more of their Domains that contain no numbers to valid numbers according to the rules. Each Settler may Sow the Seeds at any time as long as one of the following is true:
* The Onlooker has not yet executed the first Production of Resources and that Settler has not yet performed Sow the Seeds
* That Settler has performed Harvesting the Crop after the most recent Production of Resources and has not yet performed Sow the Seeds after their most recent performance of Harvesting the Crop

You can set your Domain numbers, but only once per “turn” and only as an atomic action. This ensures that people think carefully about how they set their Domain numbers, especially if it winds up impacting Alliances.

Proposal: Fine, Just ‘Tick’ Then

Fails 5-6. — Quirck

Adminned at 12 Jan 2023 14:23:13 UTC

Add the following to the “Other” section of the Keywords rule in the Appendix, in the correct position when organising entries by alphabetical order:

Endgame Lockdown
When the Dynastic Rules are described as being under an Endgame Lockdown, no Proposals can be made that add to, remove or change their contents.

Throughout the ruleset, including the Core, Dynastic, Special Case and Appendix rules, change all instances of “the Onlooker” to “Onlooker”.

A bit of Proposal: Tick Tock that seems worth getting onto the books.

Bolting on an unrelated but necessary correction.

Proposal: Might as Well Work Together

Reached quorum 7 votes to 3. Enacted by Kevan.

Adminned at 11 Jan 2023 08:27:10 UTC

Set the special case rule Alliances to Active.

If https://blognomic.com/archive/feast_and_famine passed, create the following rule, known as “Working Together”

A Settler may not have another Settler’s name in their alliance if those Settlers do not have at least two numbers in common between their Domains. Only one matching pair of either 6 or 8 may be counted for those purposes. If either name in a Settler’s Alliance does not meet this criteria it is immediately removed from that Settlers Alliance.

 

If y’all want to try out the alliances special case, I think this might be a good dynasty to try it out due to being loosely based off of Catan.

Proposal: Feast and Famine

Passed 10-0. Adminned by TDS.

Adminned at 11 Jan 2023 05:13:01 UTC

Create the following rule, titled “Basic Mechanics”

Each Settler has a publicly tracked list of items called a Stockpile, which defaults to being empty. The following is a list of items that may be in a Settler’s stockpile:
- Wheat
- Sheep
- Stone
- Wood
- Brick

Each Settler also has 5 publicly tracked Domain variables, one for each of Wheat, Sheep, Stone, Wood, and Brick. Each Domain holds up to a single number, defaulting to no number. The number each Domain holds may range from 2 to 12, excluding 7. A Settler may not have two or more Domains which hold the same number.

Create the following rule, known as “The Gift of the Isle”:

If they have not done so in the past 36 hours, the Onlooker may roll 2d6 twice, which is known as the Production of Resources. The sums for the two pairs of d6 rolls are known as the two Results for the Production of Resources action. If both of the results are the same, the Onlooker rerolls the second one until it is not the same. The date, time, and both results of the most recent Production of Resources are publicly tracked.

If a Settler has not done so since the most recent Production of Resources, they may perform the following atomic action, known as Harvesting the Crop:
- For each Domain they have where the number matches either of the results from the Production of Resources, they gain the resource associated with that domain to their Stockpile.
- Optionally, they may also do one of the following:
  *  Swap the numbers for two of their domains with each other.
  *  Replace the number for one of their domains with another up to two higher or lower than it.

 

What I intend to be the basic mechanics for this dynasty.

Ascension Address: Conquerors of a New Land

    On the behalf of your various kings, you have all been sent to the Isle of Multa, each of you coming with the singular goal of establishing your dominion over this serene island. Its resources are plenty and its land is vast, but yet there will somehow never be enough for even two of you to coexist. You will have your squabbles and disagreements, and eventually one of you will have the privilege of writing back to your grand country with the wonderful news that you have indeed conquered Multa, and that this will all be to the undeniable glory and esteem of your ruler. Will this grant you happiness? I cannot say, for the present is my domain, not the future. But for today, I will watch. The Isle will grant some of you feast and others famine, and none who embark along this difficult journey will be without either at some point or another. I will watch with mild interest in the outcome, and perhaps I may interfere. I cannot say what will come tomorrow.


Repeal all dynastic rules except the rule “Grillin’”. Set the dynastic tracking page to “The Isle of Multa”. Set the synonym for Player to “Settler” and the synonym for Emperor to “The Onlooker”.

Looking forward to my third dynasty!

Monday, January 09, 2023

Declaration of Victory: The Great Summoning

Enacts 12-0 out of 13 eligible voters after 12 hours. -Bucky

Adminned at 10 Jan 2023 04:18:12 UTC

Chanting mystically as I am whisked to the Observatory high above the rest of the Mansion, Katastrophe heeds the summons and manifests out of SB into its true form in front of me. With the stars shining above, a deal is made and I am deposited outside the front gates to the Mansion, leaving all others to suffer their fate.

As a result of the rule Banewood Mansion, I have achieved victory.

GG, this was a really fun dynasty.

Story Post: Escape from Banewood Mansion

The runes on the three Fragments glowed as a bright white light appeared before Trapdoorspyder. A voice from within the light spoke, “I am the Master of Banewood Mansion. You have summoned me, and I have found you worthy. I hereby set you free from this house and its demon Katastrophe. Go forth and seek your fortune outside these walls.” The light disappeared, and Trapdoorspyder found himself standing outside of a boarded-up mansion on the verge of collapse. A sign posted on the door stated that this was Banewood Mansion and that it was scheduled to be demolished on January 11, 2023. Trapdoorspyder walked away, free from the Mansion’s clutches.

Feel free to use this post to comment on the dynasty

Story Post: Turn 15 - The Summoning

SingularByte pulled Trapdoorspyder by the collar and Kidnapped him to the Observatory.

Janet collected more dust in the Foyer.

Chiiika made friends with the spiders in the Sitting Room.

Bucky began to Chant in the Hallway, performing a Disruption Attempt.

Darknight rested comfortably in the Guest Bedroom.

Josh and Habanero reached for the Fragment in the Ballroom Overlook at the same time, as both were Fast, while Raven1207 sat back and watched them struggle over it. Josh managed to get a better grip on it and held the Fragment in his hands, examining the runes covering it.

Benbot crawled inside a mostly-intact wine barrel and slept in the Wine Cellar.

Trapdoorspyder started a Chant in the Observatory, invoking the completed runes on his three Fragments for a Summoning Attempt.

quirck fled North, through the Hallway and the Foyer into the Sitting Room.

Kevan walked East into the Gallery.



Trapdoorspyder performed a Summoning Attempt in the Observatory, and there was no Explorer performing a Disruption Attempt in the same Room or the connecting Rooms of the Attic or Servant Corridor, so Trapdoorspyder achieves victory.

Monday, January 09, 2023

Call for Judgment: Unreliable Narrator

Fewer than a quorum not voting AGAINST. Failed 2 votes to 7 by Kevan.

Adminned at 09 Jan 2023 15:45:45 UTC

Treat all edits to the gamestate after 16:44 January 7, 2023‎ UTC and before 04:20 January 9, 2023‎  as if those edits occurred while the turn state was Explorers Phase 15 and were thus valid edits according to the ruleset.

While fixing some post-Mansion phase gamestates, I accidentally changed the gamestate from Explorers Phase 15 to Mansion Phase 14. Several people made gamestate edits after that to change their Planned Actions and other changeable states, which technically could be seen as illegal since the turn state was set to a Mansion Phase.

On the other hand, since it had been less than 36 hours since the last Mansion Phase, my accidental setting of the turn state to a Manion Phase was itself illegal and can probably be ignored on that basis.

If we agree to treat it as a simple mistake on my part, we can leave the edits as-is. The alternative is to revert all of the edits after 16:44 January 7, 2023‎ UTC and force everyone to re-do them.

Proposal: Reverse Tag

Withdrawn. Failed by Kevan.

Adminned at 09 Jan 2023 15:46:58 UTC

Add “Touch, together with an Explorer’s name” to the list of Planned Actions in the rule “Explorer Actions”.

In the same rule, before “The default Planned Action is Rest”, add the following paragraph:

If the named Explorer is Possessed by Katastrophe and in the same Room as the acting Explorer, Touching causes Katastrophe to possess the acting Explorer. Otherwise, touching has no effect.

 

Touching happens after Malfeasance but before other Movement.

Proposal: Tick tock

Withdrawn. Failed by Kevan.

Adminned at 09 Jan 2023 15:46:22 UTC

Add the following to the “Other” section of the Keywords rule in the Appendix, in the correct position when organising entries by alphabetical order:

Endgame Lockdown
When the Dynastic Rules are described as being under an Endgame Lockdown, no Proposals can be made that add to, remove or change their contents.

Add a new dynastic rule, called Endgame:

The Dynastic Rules are under an Endgame Lockdown.

Having a stab at infrastructure for locking down the rules at the end of the dynasty. Note that this restricts proposals only, not CfJs, so can’t actually hard-lock the game.

Proposal: Leaving the Metaverse [Appendix]

Reaches quorum with 11-0 -SingularByte

Adminned at 09 Jan 2023 07:47:02 UTC

In the appendix rule “Things that a mentor must do”, replace the bullet point beginning “Introduce their mentee to the various platforms of the game, including the wiki, Discord” with:-

* Introduce their mentee to the various platforms of the game, including the wiki and Dice Roller, and optionally the game’s Discord and social media feeds

Removing “, and end-of-dynasty notifications through the Facebook Explorer or Twitter”, after the term “Facebook Group” was inadvertently hijacked when Visitors became Groups during the Carnival Dynasty, becoming “Facebook Explorer” upon ascension. We should also mention the Dice Roller here.

It was also noted somewhere earlier that a Mentor who doesn’t use Facebook or Twitter (or Discord) may have difficulty introducing a Mentee to the game’s presence on those platforms, so this should be vaguer and less compulsory. I’ve updated the front page of the wiki to link to all known social media feeds instead. (I’m also pleased to see that our LiveJournal feed is, improbably, still running.)

Saturday, January 07, 2023

Story Post: Turn 14 - Feeling a little Uneasy

SingularByte put his hand over Trapdoorspyder’s mouth, pulled on his arm, and Kidnapped him to the Utility Room

All that was visible of Janet was her face in the Foyer. The rest was buried under a thick layer of dust.

The spiders had wrapped Chiiika up in the Sitting Room, completely covering her up with cobwebs.

quirck and Trapdoorspyder both reached for the Fragment lying on the floor of the Utility Room, but Trapdoorspyder was Fast and he got it first. As he put together his third piece, the runes formed a complete pattern and pulsed with an eerie green light.

Darknight jumped into the bed of the Guest Bedroom and took a nap.

Benbot took a break in the Wine Cellar.

Bucky walked Down into the Hallway, while Kevan walked West into the Library.

Josh and Habanero walked Up to the Ballroom Overlook.

Raven1207 walked North to the Ballroom Overlook.

A wave of Dread washed through the house as the Mood became Uneasy. With a series of loud clacks, the Electrical Panel switches all flipped to Off as all the lit lightbulbs went out. Bucky, Habanero, Kevan, and quirck lost their Flashlights, which reappeared in other rooms.

Proposal: The Chalk Circle

Withdrawn -SingularByte

Adminned at 09 Jan 2023 07:46:07 UTC

In “Mansion Phase”, replace “If exactly one Explorer performed a Summoning Attempt this turn, that Explorer achieves victory” with:-

If exactly one Explorer performed a Summoning Attempt this turn, then Katastrophe Manifests to that Explorer

Add a subrule to “Possession” called “Manifestation”:-

When Katastrophe has Manifested to an Explorer, the blog post in which the Narrator announced this is considered to be a Manifestation Post. If an Explorer’s most recent comment on such a post names two Explorers (including idle Explorers) identifying one as Nemesis and another as Ally (where neither Explorer is themselves), then they are considered to be Accusing the Nemesis and Supporting the Ally.

The Strength of an Accusation is a non-integer number equal to the number of Explorers who are Supporting the Explorer who made it, plus 0.1 for each Item held by the Accuser.

When a Manifestation Post has at least seven Accusations against a named Explorer (or idle Explorer), or is over 48 hours old:
* If it has at least seven Accusations against an Explorer (or idle Explorer) who has never been possessed by Katastrophe, the Narrator should confirm this and the Explorer who Katastrophe Manifested to achieves victory
* Otherwise, if it has at least seven Accusations against an Explorer (or idle Explorer) who is currently possessed by Katastrophe, or who has been in the past, the Narrator should select the Strongest of those Accusations (resolving ties randomly): the Explorer who made that Accusation achieves victory
* Otherwise, if it is over 48 hours old then the Explorer who Katastrophe Manifested to achieves victory

If Katastrophe has Manifested to an Explorer, then no idle Explorer may be made unidle, and no new player joining requests may be administered.

Social deduction endgame, given how likely it’s looking that summoning will be done by an acolyte of Katastrophe. If the group can reach agreement on the identity of Katastrophe in response to its summoning, then the demon is instead defeated.

Saturday, January 07, 2023

Proposal: Fragment Preservation

Timed out 2-6 with 1 unresolved DEF and therefore failed -SingularByte

Adminned at 09 Jan 2023 07:45:20 UTC

If the dynastic rules contain the text

Whenever Katastophe unpossesses the Explorer that is holding this Item; this item is removed from that Explorer’s inventory.

replace it with

Whenever Katastophe unpossesses the Explorer that is holding this Item, this item is moved from that Explorer’s inventory to a random Room that does not currently contain any Explorers, defaulting to the Foyer if every room has an Explorer in it.

The Foyer default should be impossible to trigger without many new players joining.

Proposal: Lodestone

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

Adminned at 08 Jan 2023 13:33:37 UTC

In “Fragments”, replace “Whenever Katastophe unpossesses the Explorer that is holding this Item; this item is immediately dropped as if it is not Cursed.” with:-

Whenever Katastophe unpossesses the Explorer that is holding this Item; this item is removed from that Explorer’s inventory.

Dropping is enough to stop Katastrophe running away with three Fragments and picking them back up one at a time, but still allows them to deliver a single Fragment to an acolyte who already carries two, quite easily, at the very end of the game.

Friday, January 06, 2023

Story Post: Turn 13 - Lucky 13

Janet was barely visible through the layer of dust that settled on her as she remained in the Foyer.

Chiiika was in danger of being eaten by spiders as cobwebs nearly covered her while she sat in the Sitting Room.

quirck grabbed the Flashlight in the Utility Room and discovered that it was Uncursed.

Josh grabbed the Holy Water in the Ballroom. It was Uncursed as expected.

Benbot took a break in the Wine Cellar.

Kevan walked Up to the Gallery with his Uncursed Lit Flashlight.

Darknight walked South in the Cellar and found a depression in the wall. Pushing it aside, he walked through a secret passage to the Guest Bedroom.

Habanero fled North through the Dining Room and into the Ballroom, his Cursed Lit Flashlight illuminating it and revealing the once-smooth floor now scuffed with age and wear.

SingularByte fled North through the Chamber of Broken Mirrors, then the Gymnasium, and finally came to a halt in the Dressing Room.

Raven1207 walked West into the Servant Corridor, while Bucky walked North into the Gallery with his Cursed Lit Flashlight.

Trapdoorspyder walked North into the Dressing Room.

Proposal: The Kurse of Katastrophe

Received an edit outside of the edit window -SingularByte

Adminned at 05 Jan 2023 14:55:36 UTC

Add the following three subrules to the rule Items, with the indicated titles:

Limpet

If this item is Blessed then its holder may select another item that they hold and transfer it to another Explorer, and then destroy this Limpet.

If this item is Cursed then its holder may not drop any other item, regardless of whether or not they would otherwise be able to.

Tricycle

If this item is Blessed then, once per turn, its holder may ask the Narrator to disclose any Ploys they have received from any Explorer that turn, and the Narrator must truthfully respond.

If this item is Cursed then its holder may not submit Ploys.

Ocarina

If this item is Blessed then, any time its holder would lose Sanity, they instead do not.

If this item is Cursed then all Sanity loss incurred by the holder is doubled.

Add the following to the end of the rule Items:

An Explorer who is Possessed by Katastrophe treated Cursed items as if they were Blessed, and vice versa.

Wednesday, January 04, 2023

Proposal: Downstairs Throughstairs

Timed out and enacted, 7-0. Josh

Adminned at 06 Jan 2023 22:08:42 UTC

To “Mansion Map”, add:-

Two Rooms are said to be on the same Floor if one can be reached from the other by following only horizontal-direction Connections. A Room is said to be Established if it has at least one Connection. If a pair of Established Rooms are not on the same Floor, a dynastic action cannot cause them to be on the same Floor.

Replace “add up to three connections between Rooms”, wherever it exists in the ruleset, with “add up to three horizontal-direction connections between Rooms”.

Let’s try this earlier idea again. And six floors’ worth of stairs is probably enough for the Mansion now.

Proposal: Look Around While Resting

Popular 9-0 with a Quorum in favor. -Bucky

Adminned at 06 Jan 2023 18:35:01 UTC

In the rule “Explorer Actions”, change

Otherwise, it has no effect.

to

If the room is Lit, it causes the Narrator to publicly reveal any Malfeasances in the room. If neither condition is satisfied, it has no effect.

Proposal: Sticky curses

Enacts 4-3 and does nothing. “Sudden Distraction” is an obvious typo for “Sudden Distraction!” but I’m not allowed to correct it. -Bucky



Enactment completed on the basis of further discussion on Discord. Josh

Adminned at 06 Jan 2023 20:08:06 UTC

In the Restrictions of the Sudden Distraction malfeasance in the rule Malfeasances, change “an item” to “a non-cursed item”.

Stealing cursed objects doesn’t make much sense exactly.

Story Post: Turn 12 - Defying the Laws of Physics

Janet was starting to disappear under the dust as she rested in the Foyer.

Chiiika seemed to be melding into the furniture while remaining seated in the Sitting Room.

Kevan leaned against the wall and waited in the Hallway.

Darknight stayed in the Cellar where he felt safe.

Habanero sat on the table in the Billiard Room and did nothing else.

Trapdoorspyder grabbed a Fragment from the Gymnasium floor, fitting it together with the Fragment he already had. The rune pattern was more complete. It looked like he would only need one more to invoke the power within the Fragments.

SingularByte dropped his Hipflask and walked East to the Supply Closet.

quirck walked South to the Utility Room.

Raven1207 walked South to the Main Bedroom.

Benbot fled North into the Wine Cellar.

Josh fled North through the Dining Room and into the Ballroom.

Bucky walked East to the Main Bedroom, lighting it up with his Lit Flashlight.

Proposal: The Mark of Katastrophe

Timed out 6 votes to 2. Enacted by Kevan.

Adminned at 06 Jan 2023 10:12:53 UTC

In “Explorer Actions”, replace “holds at least three Fragments and is not possessed by Katastrophe” with:-

holds at least three Fragments and is Pure of Heart

Then add to that paragraph:-

An Explorer who is not possessed by Katastrophe is Pure of Heart if they have either never been possessed by Katastrophe or are holding a Blessed Item. An Explorer who is possessed by Katastrophe is not Pure of Heart.

Tuesday, January 03, 2023

Proposal: No combos

Enacted popular, 7-2, with one unresolved DEF. Josh

Adminned at 05 Jan 2023 10:26:31 UTC

In the rule Rooms, remove “Once per turn, the Narrator may add a single Room to the list of Rooms and/or add up to three connections between Rooms in any way they see fit. This is a Supernatural Action.”

Add the following Malfeasance to the rule Malfesances, immediately under Dark Reordering:

| Confounding of Connections || Role-Bound || Add a single Room to the list of Rooms and/or add up to three connections between Rooms || Must be Possessed by Katastrophe || N/A || Weak

The combo of creating a bunch of Connections at random and then Fleeing through them is a little too powerful; surely it should at the very least be one or the other.

Proposal: Giving Up the Ghost

Unpopular, 1-7 with 1 unresolved DEF. Josh

Adminned at 05 Jan 2023 10:25:37 UTC

If the proposal “A Game of Tag” is enacted, this proposal does nothing.

In the steps of the Reveal the Consequences action in the rule “Mansion Phase”, after the step that starts “If an Explorer is the only Explorer in a room, and the Black Cat is also in that room”, add the following step:

* If a single Explorer has been continuously Possessed by Katastrophe for the entirety of the current Turn and the two preceding Turns, Katastrophe starts possessing nobody instead of that Explorer.

Proposal: Happy New Year 2023

Unpopular, 3-10. Happy new year! Josh

Adminned at 04 Jan 2023 16:52:32 UTC

Add to the top of the Dynastic Ruleset a rule named “Happy New Year 2023”

To all Explorers;

Happy New Year!

This rule can be repealed by any Explorer post 15th January 2023 if none has done so.

my little brain forgot to function and post my draft after I got them back! \
thanks Kevan for doing what I didn’t

Proposal: The Power Of von Nestor Compels You

Withdrawn. Josh

Adminned at 04 Jan 2023 16:07:07 UTC

Add the following to the rule Mansion Map, as a new third paragraph:

Entities (such as Explorers, Items, the Black Cat etc) may (when otherwise permitted by the ruleset) be moved either Towards or Away from a specific, defined point of reference. When that happens, the Narrator must plot the most direct route (i.e. the one that relies upon passage through the fewest Connections) through the map between the reference point and the entity being moved - randomly selecting between routes of identical length - and then move the entity either closer to the point of reference (in the case of Towards), or in the opposite direction (in the case of Away). This movement functions identically to the Walk Planned Action.

In the rule Malfeasances, change “The Black Cat is moved in the direction stated” to:

The Black Cat is moved Towards the user

And change the Restrictions of Kibble to “None”.

Add a subrule to the rule Items, called Holy Cross:

This Item is Blessed.

The explorer who holds this may use the Repel Evil Malfeasance.

Add a new Malfeasance to the table in the rule Malfeasances:

| Repel Evil || Item-Bound || The Explorer who is Possessed by Katastrophe is moved Away from the acting Explorer. || The acting Explorer must possess the Holy Cross || Strong || Rash

In the rule Items, add the following to the end of the paragraph that starts “If an Item is dropped, it is no longer held by the Explorer”:

Any Item that is Blessed may not be held by any Explorer that is Possessed by Katastrophe; any Blessed Items held by the Explorer who is Possessed by Katastrophe are dropped during each Mansion Phase.

In the Mansion Phase atomic action, add the following to the end of the bullet point which reads “Select three different Items defined by subrules of the rule “Items”, at random, and place each one in a random Room”:

Cause any Blessed Items held by any Explorer who is Possessed by Katastrophe to be dropped.

Kinda three different changes in one proposal, but all interlinked and all quite small and limited in scope, so hopefully nothing that sticks too much in the throat.

Proposal: Oh hey! A Bottle of Activity

Illegal proposal due to author not being a current Explorer. Josh

Adminned at 03 Jan 2023 14:03:41 UTC

The player with the name Benbot is idled.

Tuesday, January 03, 2023

Proposal: A Game of Tag

Fewer than a quorum not voting against. Failed 1 vote to 7, with one unresolved DEF, by Kevan.

Adminned at 04 Jan 2023 13:04:18 UTC

In the steps of the Reveal the Consequences action in the rule “Mansion Phase”, after the step that starts “If an Explorer is the only Explorer in a room, and the Black Cat is also in that room”, add the following step:

* If an Explorer is Possessed by Katastrophe and is in the same Room as exactly one other Explorer, and that other Explorer was not Possessed by Katastrophe during either of the previous two Explorers Phases, Katastrophe Possesses that other Explorer.

 

Note the no-tagbacks clause.

Story Post: Turn 11 - Is this some sort of funhouse?

Janet began gathering cobwebs as she continued to sleep in the Foyer.

Chiiika started looking a little dusty after not doing anything for a long while in the Sitting Room.

Raven1207 sat down in the Gallery to stare at the artwork.

SingularByte walked East into the Tea Room.

Josh and Habanero both walked South into the Billiard Room, Habanero’s Lit Flashlight revealing a cracked billiard table and splinters of broken cue sticks.

quirck and Kevan walked Down into the Hallway, lit up by Kevan’s Lit Flashlight.

Darknight walked East in the Cellar but didn’t find any secret passages in that direction.

As a doorway appeared in the North of the Supply Closet, Trapdoorspyder fled North through the doorway, through a Chamber of Broken Mirrors, and into the Gymnasium.

Bucky walked South into the Servant Corridor.

Proposal: A Blessing and a Curse

Reached quorum 7 votes to 2. Enacted by Kevan.

Adminned at 03 Jan 2023 16:53:36 UTC

Enact a new rule, “Dust”:-

If this rule has been in the ruleset for more than 24 hours, any Explorer may perform the following atomic action of Blowing the Dust, if no Explorer has previously done so:-

* If the Explorer named Bucky is carrying a Flashlight, Unveil it
* If the Explorer named Darknight is carrying a Musty Tome, Unveil it
* If the Explorer named Habanero is carrying a Flashlight, Unveil it
* If the Explorer named Josh is carrying a Rabbit’s Foot, Unveil it
* If the Explorer named Kevan is carrying a Flashlight, Unveil it
* If the Explorer named SingularByte is carrying a Hipflask, Unveil it

(To Unveil an Item is to roll DICE6 for it, if it is neither Blessed nor Cursed: if the value rolled is 1 or 2, the Item becomes Cursed; if the value rolled is 3 or 4, the item becomes Uncursed; if the value rolled is 5 or 6, the item becomes Blessed.)

If an Explorer has Blown the Dust, any Explorer may repeal this rule.

Per Chiiika’s comments on Nethacking, items collected earlier in the game are neither blessed nor cursed, but those picked up later in the game have to roll for it.

This is a proposal to determine the Blessed/Cursed status of the older items with the same chance as the newer ones, and giving their owners 24 hours to discard the objects if they don’t want to risk it.

Proposal: Curses, foiled again

Withdrawn. Failed by Kevan.

Adminned at 03 Jan 2023 16:52:59 UTC

In the gamestate, add the “Uncursed” Property to all Items held by Explorers that don’t already have the Property “Cursed”, “Blessed”, or “Uncursed”

Despite all of the clean-up around Cursed, Blessed, and Uncursed, Items are currently held by Explorers that don’t have any of those Properties. It feels weird to have Explorers with Items that got exempted from this mechanic, so I think we need just a little more clean-up.

Sunday, January 01, 2023

Proposal: Ritual Retheme

Fails with 2-8 -SingularByte

Adminned at 03 Jan 2023 08:55:40 UTC

Replace “Summoning Attempt” with “Egress Petition” throughout the dynastic rules.

Proposal: Praying to the RNG

Withdrawn -SingularByte

Adminned at 02 Jan 2023 20:49:31 UTC

If the proposal Deuce failed, apply its stated changes to the ruleset and then apply the changes of the proposal Double Deuce to the ruleset whether or not that was previously enacted.
If the proposal Deuce was enacted and the proposal Double Deuce failed, apply the proposal Double Deuce’s changes to the ruleset.

Remove the following text from the ruleset. “For each Fragment generated as part of this process, the Narrator should secretly generate a random number between 1 and 3; if the result is 1 then that Fragment is moved to a secretly randomly selected room occupied by, or adjacent to a room occupied by, a Lucky Explorer.”

If one of the following sentences exists in the ruleset, ‘Select three different Items defined by subrules of the rule “Items”, at random, and place each one in a random Room.’ or ‘Once per turn, up to three Items defined by subrules of this rule may be added to any Rooms by the Narrator, as a Supernatural Action.’ then append to it:

If a non-fragment item would be created in this way in a room that does not have an Explorer in it, but there there is at least one Lucky Explorer in a room that is connected to it via a Connection, then the item is placed in the room of one of those Lucky Explorers, chosen at random, and the Explorer whose Lucky advantage caused this is stated by the Narrator. If that Explorer attempts to Grab that item in the next Mansion Phase, they are considered to be Fast for the attempt.

Now Lucky Explorers get dibs on non-fragment items that would appear in empty adjacent rooms. Still a good perk, but not something that can win the game by itself.

Proposal: How old is everyone?

Fewer than a quorum not voting against. Failed 1 vote to 7 by Kevan.

Adminned at 02 Jan 2023 19:48:06 UTC

In section ‘Explorers’, add a subsection denoted as ‘Ages’ with the following text:

Age is a publicly known variable that is recorded on the gamestate. If an Explorer’s age is blank, that Explorer can set their age to ‘Child’, ‘Adult’, or ‘Elderly’. Age can restrict the abilities that a player can do known by the rules of the ruleset.

Proposal: Refragging

Reached quorum 8 votes to 0. Enacted by Kevan.

Adminned at 02 Jan 2023 19:36:13 UTC

To the rule “Fragments”, add a paragraph:-

Only one new Fragment may be created per turn. A Fragment may not be created in a Room which contains a Fragment, or which contains an Explorer who is carrying a Fragment.

When Nethacking overwrote the Fragments rule it removed both of these restrictions.

Proposal: Cold Iron

Reached quorum 7 votes to 0. Enacted by Kevan.

Adminned at 02 Jan 2023 19:35:21 UTC

In “Items”, remove:-

Once per turn, up to three Items defined by subrules of this rule may be added to any Rooms by the Narrator, as a Supernatural Action.

After the “Apply all Drawbacks from all Items in the gamestate.” bullet point in the “Mansion Phase” rule, add a new bullet point:-

Select three different Items defined by subrules of the rule “Items”, at random, and place each one in a random Room.

Remove “The Narrator is not obligated to use the Dice Roller for this purpose and may choose to determine the random roll secretly.” from the Mansion Phase rule, if it exists, then add a paragraph to it:-

For all random selections made during the Reveal of Consequences, the Narrator is not obligated to use the Dice Roller and may choose to determine the random roll secretly.

If the string “For each Fragment generated as part of this process” exists in the ruleset, replace it with “For each Fragment generated during the Reveal of Consequences”.

Moving away from Katastrophe being able to choose how many items are added each turn, which ones will and won’t exist, and who receives them.

Proposal: Double Deuce

Enacted 7-0. Josh

Adminned at 02 Jan 2023 17:35:51 UTC

If Proposal: Deuce was not enacted, this proposal has no further effect.

In the rule The Black Cat, change “Once per Explorer Phase, any Explorer with the Wise Advantage” to “Once each per Explorer Phase, Explorers with the Wise Advantage”.

Proposal: Me and My Shadow

Withdrawn. Josh

Adminned at 02 Jan 2023 17:34:55 UTC

In the rule “Items” add a subrule titled “Mannequin” and give it the following text:

The Narrator privately tracks a string variable named “Mannequin Form” with a value equal to “Mannequin” by default. When an Explorer grabs the Mannequin, it takes on the Explorer’s appearance, and the Narrator sets the variable Mannequin Form equal to that Explorer’s name.

While the variable Mannequin Form is equal to the name of an Explorer, the following rules in the bullet list below apply, with the phrase “that Explorer” being the Explorer whose name matches the value of Mannequin Form:
* The Mannequin is not added to that Explorer as a held Item
* The Mannequin is not publicly tracked as an Item nor treated as an Item by any of the rules
* The Narrator publicly tracks the Mannequin in the list of Explorers with the same name as that Explorer, rolling a private die roll when the Mannequin is added to the list to determine which entry is the real Explorer and which one is the Mannequin and privately tracking the result. After the dice roll, the Narrator must privately inform that Explorer which entry is the real Explorer and which one is the Mannequin as soon as possible, and must also inform that Explorer of this information whenever that Explorer privately askes the Narrator for it.
* When added to the list of Explorers, the entry for the Mannequin contains publicly-tracked fields whose initial values are the same as that Explorer
* The Mannequin’s Items are fake Items formed by the Mannequin’s body and do not have any of their rules applied to the Mannequin.
* When that Explorer is setting their own Planned Action, they may also set the Mannequin’s Planned Action to either “Rest” or a Movement Planned Action
* That Explorer may not edit any of the Mannequin’s publicly-tracked fields other than Planned Action
* During the Mansion Phase, the Narrator carries out the Mannequin’s Movement Planned Action in the same way as for an Explorer.
* Any rule that would apply to an Explorer’s Movement Planned Action also applies to the Mannequin’s Planned Action. Any rule that would apply to an Explorer’s Location also applies to the Mannequin’s Location. All other rules that apply to Explorers do not apply to the Mannequin.
* The rules for being Possessed by Katastrophe do not apply to the Mannequin. The Mannequin is never treated as being Possessed by Katastrophe, regardless of that Explorer’s possessed status
* The Mannequin may not have a Ploy
* The Mannequin may not grab, drop, or use Items
* The Mannequin may not achieve Victory. If that Explorer posts a Declaration of Victory, the Narrator sets the value of Mannequin Form to “Mannequin”. This occurs during Hiatus.
* During the Mansion Phase, if all Movement Planned Actions have been executed and the Mannequin is in the same Room as another Explorer who is not the one matching the current value of Mannequin Form, the Narrator sets the value of Mannequin Form to “Mannequin”

If at any time the Narrator changes the value of Mannequin Form from an Explorer’s name to “Mannequin”, the Narrator also removes the Mannequin from the list of Explorers and adds it as a publicly-tracked Item to the Room matching its current Location. This occurs during Hiatus if the value of Mannequin Form changed to “Mannequin” during Hiatus.

This item acts like a decoy but is not meant to be foolproof. There are intentional situations in which it would be easy to tell which is the Mannequin and which is the real Explorer. It’s up to the Explorer to use the Mannequin to their best advantage given these situations.

Proposal: Tidying up BUC status

Enacted 8-0, with some slight generosity around the instruction to change the rule “Manshion Phase”. Josh

Adminned at 02 Jan 2023 17:32:22 UTC

Repeal the subrule “Don’t try on stuff you haven’t BUC tested”.

Change the first two paragraphs in the rule “Items” to read:-

Items are objects that can be held by an Explorer. Items have a name and zero or more Properties. Full name of an Item consists of names of its Properties followed by the Item’s name. Names of subrules of this rule are the names of Items defined in those subrules.

Full names of held items are publicly tracked per Explorer in Banewood Mansion.

If an Item is picked up in a Room, it becomes held by the Explorer. It must be removed from the Items publicly tracked for the Room in Banewood Mansion. When the Item that is not Cursed, Blessed, or Uncursed, is picked up using the Grab action, the Narrator must roll a DICE6: if the value rolled is 1 or 2, the Item gets the Cursed Property, and if the value rolled is 5 or 6, the item gets the Blessed Property, otherwise, it gets Uncursed Property.

Change the subrule “Flashlight”:-

When a Flashlight is held, the Explorer holding it can use it by adding or removing the Unlit Property. Each Explorer may hold a maximum of 1 Flashlight at any time. A Flashlight without the Unlit Property may be referred to as a lit Flashlight.

When a lit Flashlight is in a Room or is held by an Explorer in a Room, that Room has an additional light source of Flashlight.

In the rule “Manshion Phase”, change “remove each item named Lit Flashlight or Unlit Flashlight” to “remove each item named Flashlight”.

In both subrules “Monkey’s Paw” (or “Monkey Paw”) and “Fragments”, change the first paragraph to read:-

This Item is Cursed.

In both subrules “Holy Water” and “Unholy Water”, change the first sentence to:-

This Item is Uncursed.

and change “An Explorer who held this Item” to “An Explorer who holds this Item”.

Did I miss anything?

Proposal: Deuce

Reached quorum, 7-3. Josh

Adminned at 02 Jan 2023 17:30:13 UTC

In the rule Mansion Phase, change the paragraph that starts “During the Reveal of Consequences” to read as follows:

During the Reveal of Consequences, by default, all Actions and Effects (“Events”) occur simultaneously, regardless of the order of Explorers listed in that room or the Events applied. If the simultaneous resolution of two or more Events would result in any conflict of ambiguity of outcome then, for each distinct Conflict, those Events are resolved as per the following prioritised list, working down the list from top to bottom until all conflicts are resolved:

* If any conflicting Events are being carried out or instigated by an Explorer whose Advantage is Fast, then that Event occurs first. Any conflicting Events being carried out or instigated by Explorers with the Slow disadvantage happen after all other conflicting Events.
* If multiple conflicting Events modify the same gamestate variables, the Events in a Room that have “remove” or “subtract” as part of their text are processed before other Events in that same Room.
* Any Event is chosen to occur before the others by the Narrator, secretly at random.

In the rule Items, to the sentence which reads “Cursed Items cannot be dropped voluntarily”, add:

unless the holding Explorer has the Strong Advantage.

Add the following to the end of the rule The Black Cat:

Once per Explorer Phase, any Explorer with the Wise Advantage may privately communicate with the Narrator to say “Here kitty kitty”; the Narrator should respond at their earliest convenience with a message which says “You here a faint meow from x”, which is the direction (chosen secretly at random if there are multiple options) which that Explorer would have to move in to follow the shortest path between themselves and the Black Cat.

In the rule Items, at the end of the paragraph which reads “Once per turn, up to three Items defined by subrules of this rule may be added to any Rooms by the Narrator, as a Supernatural Action”, add the following:

For each Fragment generated as part of this process, the Narrator should secretly generate a random number between 1 and 3; if the result is 1 then that Fragment is moved to a secretly randomly selected room occupied by, or adjacent to a room occupied by, a Lucky Explorer.

Story Post: Turn 10 - New Year, Same Old House

Janet fell into a deep slumber in the Foyer.

Chiiika meditated for a long while in the Sitting Room.

Kevan took a break in the Gallery, staring at the art that was visible with his Lit Flashlight.

Darknight grabbed the Musty Tome that was sitting on the floor of the Cellar.

quirck sat down to rest a bit in the Library.

SingularByte walked West into the Foyer.

Habanero walked West with his Lit Flashlight into the Dining Room, while Raven1207 walked up to the Gallery.

Josh walked North into the Dining Room.

Trapdoorspyder walked South in the Supply Closet, seeking secrets but finding none.

Bucky turned off his Flashlight and grabbed the Fragment from the floor of the Ballroom Overlook, turning it over as its runes glowed faintly in the dark.