Thursday, February 29, 2024

Proposal: Wakey wakey

Timed out, 3-0. Enacted by JonathanDark.

Adminned at 02 Mar 2024 22:25:31 UTC

Add a new dynastic rule to the ruleset, called Default Mode:

If every Vassal except one has 10 or more Damage then the Vassal with less than 10 Damage has achieved Victory.

Wake up and play me gdamnit

Look Upon My Works

After 4 days of inactivity, and having idled by timeout in the last dynasty, naught is made idle. Quorum drops to 3.

Wednesday, February 28, 2024

Proposal: Serfin USA

Reached quorum and enacted, 3-0. Josh

Adminned at 01 Mar 2024 09:30:49 UTC

In the Fortnight atomic action, move the bullet point which starts “Subtract 5 from the number of Serfs” to be immediately after the bullet point which reads “For each Vassal, add a number of Serfs equal to that Vassal’s Reputation.”

Add the following to the end of the second-to-last bullet point of that action:

If any Vassal loses Serfs due to this step, they also take 3 Damage.

Wednesday, February 28, 2024

Story Post: Herald: February 28, 2024

  • Desertfrog assigned 1 Serf to Chop and 4 Serfs to Dig, and gained 1 Wood and 2 Stone.
  • Josh assigned 2 Serfs to Chop and 4 Serfs to Dig, and gained 2 Wood and 2 Stone.
  • naught assigned 3 Serfs to Chop and 2 Serfs to Dig, and gained 3 Wood and 1 Stone.
  • Rubbelt made no changes, and gained 3 Wood and 1 Stone.
  • Taara left all Serfs idle and gained nothing.
  • The following Wave of enemies attacked each Vassal’s castle:
    • 1 Flinger (Medium) (5 Strength each - Air)
    • 2 Destrals (Small) (1 Strength each - Air)
    • 1 Pilk (Small) (2 Strength each - Sea)
    • 3 Gobbos (Small) (1 Strength each - Land)
  • The results of the attack were as follows:
    • Desertfrog’s Small Moat defended against 3 Gobbos, and the Small Stone Wall defended against 2 Destrals and 1 Pilk, but the Flinger soared right over all defenses and Desertfrog took 5 Damage. Desertfrog lost 1 Reputation.
    • Josh’s Small Stone Tower defended against 2 Destrals and 3 Gobbos, and the Large Wooden Wall defended against the Flinger and the Pilk, and Josh took no Damage. Josh gained 1 Reputation and 10 Land.
    • naught’s Medium Stone Wall defened against the Flinger, the Pilk, and 3 Gobbos, and the Small Stone Tower defended against 2 Destrals, and naught took no Damage. naught gained 1 Reputation and 10 Land.
    • Rubbelt’s Small Stone Tower defended against 2 Destrals and 3 Gobbos, and the Medium Wooden Wall stopped most of the Flinger and all of the Pilk, but the Flinger was able to smash through a small portion of the Wall, and Rubbelt took 1 Damage.
    • Taara had no defensive structures and took 12 damage.
  • Josh gained 2 Serfs due to Reputation but 1 Serf was turned away due to lack of Capacity.
  • naught gained 2 Serfs due to Reputation but 1 Serf was turned away due to lack of Capacity.
  • The next Building Wave contains 19 total Strength of Enemies and Curses:
    • 1 Tental (Medium) (5 Strength each - Sea)
    • 1 Donker (Medium) (6 Strength each - Land)
    • 3 Pilk (Small) (2 Strength each - Sea)
    • 2 Gobbos (Small) (1 Strength each - Land)

Idling out

Idle me please.

Proposal: forgot something…

Timed out and failed, 1-1. Josh

Adminned at 29 Feb 2024 21:24:10 UTC

Add as 3th bullet point to the herald action.

resolve the event called merchants ones

 

oops

Proposal: roaming merchants

Timed out, 1-1. Failed by JonathanDark.

Adminned at 29 Feb 2024 16:50:14 UTC

Change “1 food” into “2 food” in the 3th fortnight bullet point.


Add the following sentence to fortnight:

the period between two fortnight actions is called a week.

add a new rule called items:

A vassal must state in a message to the souvreign if he wants to use an item and which and if there are some parameters them too.

A scroll has always a second mode which reads “or ignore the first enemy in the next wave.”
A vassal has a publicly-known list of items.
A vassal may not use an item that is a part of a special trade this week.
all item actions are resolved before any fortnight bullet point occurs
If a scroll, pile or animal was used that vassal loses it.

Add a new section called merchants.

“sometimes traveling merchants arive at the castles. Vassals can aquire artifacts and other goods via the merchants.
bedvalue is calculated as following: bed = #wood +2*#stone+3*#ore+3.5*#iron
if a vassal didn’t bed his bed is -1
where #“material” is the amount that vassal has bed of that material.

This following of events is called merchants.

Roll a D100 d4+1 times.
Following the the result of that dice the following is available. If the dice indicates an artifact that a Vassal already has or there was already an artifact rolled, the places where there was rolled an artifact wil be empty.
1 horn of plenty ||  artifact|| your serfs only need 1 food per fortnight
2-3 ever burning torch || artifact ||you smelt one ore ones per fortnight for free
4 shield of protection || artifact|| the first time an enemy deals damage to you note its theatre you can take no more damage of enemy’s of that theatre, if you would you ignore it
5-8 scrol of fire || scroll || destroy 1 farm of any vassal.
9-11 scroll of ice || scroll || make a small wooden wall called ice wall without paying its cost
12-13 scroll of groundshaking || scroll || destroy one of your own structures and destroy one structure of the same size of any vassal
14-20 scroll of life || scroll || remove 5 damage of any vassal
21-30 stack of wood || pile || gain 5 wood
31-36 pile of rocks || pile || gain 2 stone
37-40 iron bar|| pile || gain 1 iron
41-51 chicken || animal || the next time the 3th fortnight bullet point is being resolved you ignore 1 serf
51-68 pig || animal ||the next time the 3th fortnight bullet point is being resolved you ignore 2 serfs
69-74 cow || animal ||the next time the 3th fortnight bullet point is being resolved you ignore 3 serfs
74-80 book of secrets || book || “does currently nothing”
80-100 special || special || special

Add a subrule of merchants called beds:

The Vassal can state in a comment on the most recent herald story post the amount of materials they will bed this week on which good . this may not exceed the amount of materials they have and is publicly know. Only wood, stone, iron, ore can be bed. When an amount of material is bed these can not be used for building or other activities until after the first following fortnight. if there is a special good, each player may set up to one good or artifact for sale if the do the need to state the following in a comment on the most recent herald story post “the name of the item and the minimum bed they want

Add a 6th bullet point in the fortnight list stating the following:

for every available good the highest bedvalue is calculated, the vassals with the highest bedvalue lose there bed on that item. Then if there was only one vassal who had the highest bedvalue on that item they gains the item, if the item was special and the minimum bedvalue was not reached they do not gain the item, if the minimum bedvalue was reached, the vassal of who was the offers gains the bed of the highest bedvalue of that item and loses that item.

 

 

trying to make the interfortnight more interesting

Mentorship of Taara

Taara to be mentored by JonathanDark until until the Fourth Dynasty of JonathanDark has ended and the date is past the 26th of March 2024.

Monday, February 26, 2024

declaration of vassalship

hi.
i just want to play silly rule changing internet game.
will almost certainly idle over the summer, second half of march and possibly other times.

please give me advice on how to get started

Proposal: Defensive Tactics

Timed out, 2-0. Enacted by JonathanDark.

Adminned at 28 Feb 2024 17:58:28 UTC

If Proposal: We are the Anvil, awaiting the Hammer’s strike was not enacted then enact it.

To the bulletted list in the rule The Anti-Monstrous War, add “+2 for each Embellishment they have”.

In the rule The Final Advance, change “250” to “500”.

In the Charge Wave atomic action, replace the step starting “If the Enemy’s strength is less than Defense” with “if the Enemy’s Strength is less than Defense, subtract the Enemy’s Strength from Defense and set the Enemy’s Strength to zero”.

In the same action, add the following as a second-to-last bullet point in the action:

* If the Vassal’s Damage did not increase as a result of of this action, add the base Strength of all Enemies in this Charging Wave to their War Contributions.

Means that Embellishments that reduce enemy Strength do not inhibit War Contribution growth, and ensures that War Contribution is calculted once per wave rather than once per enemy, reducing growth sharply.

Sunday, February 25, 2024

Proposal: Explicit Expectations

Timed out, 0-1 with 1 DEF. Failed by JonathanDark.

Adminned at 28 Feb 2024 00:29:02 UTC

In the Core rule “Dynasties”, add:

Each Dynasty has a Dynastic Style, which is flavourtext and must be one of the following:
*Standard: this Dynasty is intended to be a free mixture of gameplay, game design, loophole exploitation, social interaction etc.
*Wild: scams, loophole exploitation and other phenomena that might be considered unfair in e.g. ordinary board games are intended to be a major part of this dynasty
*Design: the aim of this dynasty is to create an interesting game while playing it at the same time
*Fun: the purpose of this dynasty is to have fun, not necessarily in a particularly competitive manner

The Dynastic Style of a Dynasty is by default Standard and can be changed by the Sovereign as a part of their Ascension,  or with a Proposal. The current Dynastic Style and its description should be included at the top of the Dynastic Rules section of the ruleset in any format the Sovereign deems suitable.

In the Core rule “Victory and Ascension”, add the following to the end of the bullet point which begins “Update the Ruleset to reflect any changed terms”:

Update the Dynastic Style.

A possible way for the Emperor to easily tell players what kind of mindset the dynasty should be played with. I’m not sure how useful it’d be in practice, though

Proposal: Hostile Magic

Timed out, 3-0. Enacted by JonathanDark.

Adminned at 28 Feb 2024 00:22:11 UTC

Add the following new subrule titled “Curses” to the rule “Waves”:

The Curses that can be in a Wave are listed in this rule. Each Curse must have the following properties: a Name, an Effect and a Strength (which must be an integer).
{| class="wikitable"
|-
! Name !! Effect !! Strength
|-
| Lightning || For each Vassal, the Structure (or Structures, if tied) with the highest sum of Defensive Values is ignored when Charging the Wave || 15
|-
| Crawl || Small Enemies can only be defended by Small Structures during the Charging of the Wave || 10
|-
| Shadow || The Sovereign must not describe the Enemies of the Building Wave in the Herald post || 8
|-
| Giant || One non-Gargantuan Enemy is made Gargantuan || 20
|-
| Storm || The Theatre of each Enemy is randomly replaced with either Air or Sea || 16
|-
| Earthquake || The Structures are processed in reversed order when Charging the Wave || 5
|-
|}

In the rule “Herald”, replace “Select Enemies whose combined Strength equals the figure thus generated. Put those Enemies in a random order and set them to be the new Building Wave”, with

Select Enemies and optionally Curses whose combined Strength equals the figure thus generated. Apply the Effects of each selected Curse unless its Effect is explicitly told to be applied when Charging the Wave. Put the Enemies in a random order and set them and the Curses to be the new Building Wave”,

In the rule “Waves”, replace “The result of the attack is resolved separately for each Vassal using the following atomic action” with

The result of the attack is resolved separately for each Vassal using the following atomic action (with any exceptions required by the Curses of the Wave)

Proposal: clarification about losing serfs

Enacted popular, 4-0. Josh

Adminned at 27 Feb 2024 12:17:17 UTC

Add the following rule to serfs

If a vassal loses a serf he loses them in the following order. Based on how they are assinged: idles, smelt, repair, chop, dig, mine.

So that people dont need to piont add wich one they lose.

Proposal: Farm fixes

Timed out and reached quorum, 3-0. Josh

Adminned at 27 Feb 2024 12:14:29 UTC

Add the following to the end of the first paragraph of the rule Special Buildings:

Special Buildings are exempt from the restriction that a Vassal may only own one instance of each type of Structure.

Amend the last paragraph of the rule Stockpile to read:

Food cannot be expended and is, for each Vassal, always equal to the total amount Produced by the effects of their Structures or Embellishments.

In the rule Fortnight, change the third bullet point to read:

Subtract 5 from the number of Serfs each Vassal has and compare the remainder to the amount of Food they are producing. If the amount of Food is greater then no action is taken for that Vassal. If the amount of Serfs is greater then remove the difference from their number of Serfs, to a minimum of 5.

In the rule Waves, after ‘Otherwise, add 1 to the Vassal’s Reputation, to a maximum of 2’, add:

and increase their Land by 10.

If any Vassal has lost any Serfs due to an inability to produce Food in the current dynasty, revert that loss.

Saturday, February 24, 2024

Proposal: We are the Anvil, awaiting the Hammer’s strike

Timed out and failed, 1-2. Josh

Adminned at 27 Feb 2024 07:09:39 UTC

Create a rule called “The Anti-Monstrous War,” which reads:

Each Vassal has a War Participation, publicly tracked as a percentage of their War Contributions relative to the Defense of the Homeland.

The Defense of the Homeland, publicly tracked on the Gartenberg wiki page, is the total sum of all Vassals’ (including idle Vassals) War Contributions. When a Vassal Contributes to the War Effort, their War Contributions are increased by an amount based on the following:

*+4 per Structure they have
*+2 for each Structure they have of at least Medium Size
*+3 for each Structure they have of at least Large Size
*+6 for each Structure they have of at least Gargantuan Size
*+2 times that Vassal’s Reputation

Add a subrule of that rule called “The Final Advance,” which reads:

Once the Defense of the Homeland has reached a value of 250, the Final Advance is ready.

If a Vassal has a War Participation of 50% and the Final Advance is ready, that Vassal has achieved victory.

Immediately preceding the final step of the Fortnight action, add the following step:

*For each Vassal, Contribute to the War Effort

In the Charge Wave atomic action, replace the step starting “If the Emeny’s strength is less than Defense” with:

*if the Enemy’s Strength is less than Defense, add the Enemy’s Strength to the Vassal’s War Contributions, then subtract the Enemy’s Strength from Defense and set the Enemy’s Strength to zero

In that same action, replace the step starting “add the sum of the Strengths of all Enemies” with:

*add the sum of the Strengths of all Enemies in the Wave to the Vassal’s Damage, then subtract that sum from the Vassal’s War Contributions

With what seems to be the core gameplay loop established, I believe it time to start thinking of victory conditions

Proposal: clarification

Illegal third proposal. Josh

Adminned at 24 Feb 2024 17:58:44 UTC

Add the following text under the rule stockpile:

The numbers of materials as a whole of an individual vassal are refered to as stockpile.

Full Disclosure of Orders So Far

A player asked me in private communication if anyone had failed to submit orders for any of the Fortnights, and I said “none so far”. In the spirit of fairness I’m revealing that information to everyone. I’ll keep that info secret going forward.

Proposal: Mantle Peace

Reached quorum, 4-0. Josh

Adminned at 26 Feb 2024 14:38:08 UTC

In the Appendix item Pass the Mantle, remove the sentence which reads “Unless a Core, Dynastic or Building Block rule explicitly states otherwise, Passing the Mantle is currently prohibited.”

Add the following to the Building Blocks page, entitled No Cooperation. Unless a majority of the EVCs on this proposal include the phrase “Play Ball”, also add it to the Building Blocks section of the Ruleset with the same title:

In this dynasty, Vassals are expected to avoid co-operating to achieve Victory, except through the use of co-operative mechanisms defined in the Dynastic rules.

Replace the Mantle Passing Building Block on the Building Blocks page with the following, entitled Mantle Limitations:

The Mantle may not be passed during an Interregnum.

Change the bullet point in the Core Rule Fair Play which begins “An Vassal should not trade actions in BlogNomic” to read as follows:

A Vassal should not trade actions in BlogNomic for favors or compensation outside of BlogNomic, nor trade actions in any other game for favors within BlogNomic, nor trade actions or favours in one Dynasty of Blognomic for actions or favours in another Dynasty of Blognomic.

Attempting to thread the needle of the mantle/favour passing debate.

Proposal: Passive income

Timed out and failed, 1-2. Josh

Adminned at 26 Feb 2024 12:57:16 UTC

Add the following emblishment to the list:

Lumberjackhut|| wood,wood|| herald: add 1 wood to the stockpile
Quary|| stone, stone, wood|| herald: add 1 stone to the stockpile
Blast furnace|| iron, stone, stone ||herald: remove 1 ore and add 1 iron to the stockpile


Add the following line after “Passive, in which case it is always in effect for the owning Vassal; “

herald wich is always preformed at the start of an herald action

Call for Judgment: How to Embellish

Reached quorum and enacted, 4-0. Josh

Adminned at 24 Feb 2024 16:46:45 UTC

Uphold the acquiring of a Housing performed by the Vassal named Josh at 08:43 UTC on the 24th of February 2024.

Add the following to “Embellishments”:

At any time, a Vassal may build an Embellishment they don’t already have by spending the Materials listed in its Cost, unless they already have a number of Embellishments equal to their Development.

Saturday, February 24, 2024

Story Post: Herald: February 24, 2024

  • Desertfrog assigned 1 Serf to Chop and 4 Serfs to Dig, and gained 1 Wood and 2 Stone.
  • Josh assigned 2 Serfs to Chop, 2 Serfs to Dig, and 1 Serf to Smelt, gained 2 Wood and 1 Stone, and smelt 1 Ore into 1 Iron.
  • naught made no changes, and gained 1 Wood and 2 Stone.
  • Rubbelt assigned 3 Serfs to Chop and 2 Serfs to Dig, and gained 3 Wood and 1 Stone.
  • Vovix assigned 3 Serfs to Chop and 2 Serfs to Dig, and gained 3 Wood and 1 Stone.
  • A Wave of enemies, containing 3 Gobbos for a total Strength of 3, attacked each Vassal’s castle.
    • Desertfrog’s Small Moat defended against 3 Gobbos, and Desertfrog took no Damage. Desertfrog gained 1 Reputation.
    • Josh’s Small Stone Tower defended against 3 Gobbos, and Josh took no Damage. Josh gained 1 Reputation.
    • naught’s Small Moat defended against 3 Gobbos, and naught took no Damage. naught gained 1 Reputation.
    • Rubbelt had no defensive structures, and Rubbelt took 3 Damage from 3 Gobbos.
    • Vovix’s Small Stone Wall defended against 3 Gobbos, and Vovix took no Damage. Vovix gained 1 Reputation.
  • Desertfrog, Josh, naught, and Vovix each gain 1 Serf due to their Reputation.
  • The next Building Wave contains 12 total Strength of Enemies:
    • 1 Flinger (5 Strength each - Air)
    • 2 Destrals (1 Strength each - Air)
    • 1 Pilk (2 Strength each - Sea)
    • 3 Gobbos (1 Strength each - Land)

Proposal: Living of the lands

Reached quorum and enacted, 4-0. Josh

Adminned at 25 Feb 2024 07:07:24 UTC

Create a subsection of Castles called Land.
Create a subrule of land wich reads:

Each Vassal has publicly-tracked number called land area.(hereafter also refered as land)
The starting value of land is 100. Land is expressed in hectare and follows the metric system. Land is spendible and can’t be less then zero. An action is legal if a player must pay amount off land but is its value is bigger than the current amount of land that Vassal has.

Create a subsection of structures called special buildings.
Create a subrule of structures wich reads:

Special buildings are structures that are not part of the castle nor have a defensive stat or theatre.

In the table materials add the following :Food
Add a rule to stockpile wich reads:

If a vassal must remove a food but the number is zero he is unable.

Create a rule of special buildings wich reads:

{| class=“wikitable”
|-
! Name !! Cost !! resource

|farm|| wood, 10 hectare|| A farm produces 2 food plus 2 food per extra size above the first.

Create a bullet point in the Fortnight subsection as 3th wich reads:

For each serf a vassal has above 5 he must remove 1 food. For each food unable to remove he losses 1 serf.

No Private Communications declaration

There was a brief window between Rubbelt joining the game and me being appointed their Mentor in which we communicated privately, when they accidentally sent me their Serf Allocation instead of JonathanDark. I did not respond to the substance of this communication and instead forwarded it to JD. I have gained no advantage as a result of this knowledge.

Proposal: Proposal who has land is powerful

Illegally edited outside of the edit window. Josh

Adminned at 23 Feb 2024 21:57:04 UTC

Create a subsection of Castles called Land.
Create a subrule of land wich reads:

Each Vassal has publicly-tracked number called land area.(hereafter also refered as land)
The starting value of land is 100. Land is expressed in hectare and follows the metric system. Land is spendible and can’t be less then zero. An action is legal if a player must pay amount off land but is its value is bigger than the current amount of land that Vassal has.

Create a subsection of structures called special buildings.
Create a subrule of structures wich reads:

Special buildings are structures that are not part of the castle nor have a defensive stat or theatre.

In the table materials add the following :Food
Add a rule to stockpile wich reads:

If a vassal must remove a food but the number is zero he is unable.

Create a rule of special buildings wich reads:

{| class=“wikitable”
|-
! Name !! Cost !! resource

|farm|| wood, 10 hectare|| A farm produces 2 food plus 2 food per extra size above the first.

Create a bullet point in the Fortnight subsection as 3th wich reads:

For each serf a vassal has above 5 he must remove 1 food. For each food unable to remove he losses 1 serf.

 

Mentorship of Rubbelt

Rubbelt to be mentored by Josh until until the Fourth Dynasty of JonathanDark has ended and the date is past the 22rd of March 2024.

Proposal: Swamps aren’t known for their huge… tracts of land

Reached quorum and enacted, 4-2. Josh

Adminned at 25 Feb 2024 07:04:55 UTC

Create a subrule of “Serfs” named “Capacity,” which reads:

Each Vassal has a maximum number of Serfs they may have, called their Capacity. Each Vassal’s Capacity is by default equal to 5.

To the subrule of “Castles” called “Structures,” add:

For each type of Structure, each Vassal may have at most one instance of that Structure of each Size.

Fixed version of my first proposal, plus the changes Josh’s would have made.

Proposal: In The Land Of Constant Waves The Contractor Is King

Enacted popular, 4—0. Josh

Adminned at 24 Feb 2024 08:40:35 UTC

Add a subrule to the rule Structures, called Embellishments:

Each Vassal may have a number of Embellishments that are publicly tracked. A Vassal may have a number Embellishments equal to or less than their Development, which is calculated as the number of upgrades they have applied to their Structures (eg a Medium Stone Wall adds 1 to their Development; a Gargantuan Moat adds 3; a small Stone Tower contributes 0).

Possible Embellishments are listed in this rule. An Embelleshment must have a name, a cost and an effect. The effect of an Embellisment may be one of the following: Combat, in which case it occurs when a Wave is charged; Passive, in which case it is always in effect for the owning Vassal; or Active, in which case it defines an action that may be electively taken by the owning Vassal according to the specifications of the effect itself.

{| class="wikitable"
|-
! Name !! Cost !! Effect
|-
| Housing || Wood, Stone || Passive: Increase Capacity by Development
|-
| Recycler || Wood, Wood, Wood || Passive: All Structure building and Upgrade costs are reduced by one Wood, to a minimum of one Wood
|-
| Engine Yard || Iron, Wood, Stone || Passive: The effect of the Mine task is "Gain 1 Ore for every two Assigned Serfs
|-
| Fletcher || Wood, Stone || Combat: All Enemies lose 10% of their Strength, rounded up, to a minimum of 1
|-
| Sluice || Stone, Stone, Iron || Combat: All Enemies in the Sea theatre move to the Land Theatre and lose 1 Strength
|-
| Folly || Wood, Iron || Combat: All Small Enemies have their Strength set to 0
|-
| Embassy || Stone, Ore || Active: May Supplicate. Supplicating is an action that may only be carried out once by a Vassal between each Herald post. When a Vassal Supplicates, they spend Material and send a DM to the Sovereign announcing their Supplication. The Sovereign then reduces the Building Wave by 1 for each Wood, 3 for each Stone, 6 for each Iron and 10 for each Ore spent on performing this Action; they may then reduce their own Damage by 1.
|}

If there is a Structure called Housing, remove it. If the following text appears in the ruleset: “Each Vassal’s Capacity is equal to 5, plus 1 for each Housing structure they have. Each Housing structure further increases their Capacity depending on its Size: +2 for Medium, +4 for Large, and +9 for Gargantuan” change it to: “A Vassal’s default Capacity is 5”. In the rule Waves, remove any bullet point that starts “If the Structure is Housing, reduce the Size of the Housing”.

In the rule Waves, add the following as a first bullet point:

* Apply any Combat effects from Embellishments.

Hi

Hi ,I am joining the current game, I’ve played Nomic before. Do I change the wiki regarding the current gamestate myself or does somebody that for me?

Thursday, February 22, 2024

Proposal: Fast Slow Roll

Enacted popular, 4-0 with one unresolved DEF. Josh

Adminned at 24 Feb 2024 08:39:31 UTC

If Proposal: Best Castles to Live In 2024 was not enacted then this proposal has no effect.

In the rules Reputation and Waves, excluding their subrules, change all instances of the number 5 to the number 2.

Slower Roll

If Proposal: Best Castles to Live In 2024 was not enacted then this proposal has no effect.

In the rules Reputation and Waves, change all instances of the number 5 to the number 2.

Slowing the increase of serfs from reputation.

Proposal: There’s only so much space to go around

Withdrawn. Failed by JonathanDark.

Adminned at 23 Feb 2024 21:20:00 UTC

Add the following to the list of Structures:

Housing || Wood, Stone || - || -

Create a subrule of “Serfs” named “Capacity,” which reads:

Each Vassal has a maximum number of Serfs they may have, called their Capacity. Each Vassal’s Capacity is equal to 5, plus 1 for each Housing structure they have. Each Housing structure further increases their Capacity depending on its Size: +2 for Medium, +4 for Large, and +9 for Gargantuan.

To the subrule of “Castles” called “Structures,” add:

Each Vassal may have at most one unique Structure of each Size.

In the rule “Waves”, add the following as a substep of the step “* otherwise, subtract Defense from the Enemy’s Strength and set Defense to zero”:

  ***** If the Structure is Housing, reduce the Size of the Housing (from Gargantuan to Large, or Large to Medium, or Medium to Small). If the Size of the Housing is already Small, remove it from the Vassal’s Structures.

I contemplated a mechanic that shrunk your Housings if they got damaged, but couldn’t find a way to make it elegant.

Proposal: Best Castles to Live In 2024

Popular, 4-0. Enacted by JonathanDark.

Adminned at 23 Feb 2024 21:16:25 UTC

In the rule “Castles”, add a subrule named “Reputation” with the following text:

Each Vassal has a number named Reputation which defaults to 0 and can be at most 5.

In the rule “Waves” add the following step just before the last step in the atomic action:

* If the Vassal’s Damage increased as a result of the preceding step, subtract 1 from the Vassal’s Reputation, to a minimum of 0. Otherwise, add 1 to the Vassal’s Reputation, to a maximum of 5.

In the rule “Fortnight”, add the following step just before the last step in the Fortnight atomic action:

* For each Vassal, add a number of Serfs equal to that Vassal’s Reputation.

Here’s an idea for gaining Serfs. Vassals who prevent any Damage during enemy Waves increase their Reputation and start attracting more Serfs. Taking on Damage has the opposite effect.

Proposal: You Can’t Sail Through a Wall

Enacted popular, 4-0. Josh

Adminned at 23 Feb 2024 12:26:10 UTC

Replace the Theatre of Wooden Wall with “Land, Sea, Air” and its Defensive Value with “10, 2, 2”.

Replace the Theatre of Moat with “Land” and its Defensive Value with “15”.

Replace the Theatre of Stone Wall with “Land, Sea, Air” and its Defensive Value with “20, 5, 5”.

Replace the Defensive Value of Stone Tower with “5, 15”.

Add the following new Structure:
Dam || Stone || Sea || 15

If the Vassal named Josh has made an Effective Vote Comment on this proposal and it contains the string “WALL”, replace one of Josh’s Moats with a Wooden Wall of the same Size.

Tweaking the Defensive Values a bit - e.g. Moat is currently strictly better than Wooden Wall

Wednesday, February 21, 2024

Proposal: In Need of Repair

Enacted 4-1. Josh

Adminned at 23 Feb 2024 12:20:31 UTC

In the subrule “Tasks”, add the following row to the table:

|-
| Repair || For each Assigned Serf, subtract 1 Damage, to a minimum of 0.

Accumulating Damage is probably going to be bad in the long run.

Proposal: Hypnotic Patterns

Adminned at 22 Feb 2024 20:54:44 UTC

Add the following to the list of Structures:

Volt Tower || Iron, Iron || Sea, Air || 10, 10
Circle || Iron, Stone || Land, Sea, Air || 1, 1, 1

Reduce the Defensive Value of the Stone Wall to 30.

Add the following as a subrule to Stockpiles, called Thought Control:

Once after each Wave is Charged, but before the subsequent Wave is Charged, each Vassal who has at least once Circle in their Structures and whose Damage did not increase as a result of the most recent Wave may recruit an Enemy, which results in their Serfs increasing by 1.

Proposal: Accelerant

Popular, 4-0. Enacted by JonathanDark.

Adminned at 22 Feb 2024 18:22:13 UTC

In the rule Herald, change DICE2 to DICE5+5.

Add the following to the list of Enemies:

Pilk || Sea || Small || 2
Destral || Air || Small || 1
Donker || Land || Medium || 6
Tental || Sea || Medium || 5
Flinger || Air || Medium || 5
Stumps || Land || Large || 14
Razorspine || Sea || Large || 11

Add the following to the beginning of the rule Waves:

Each Vassal has a publicly tracked value called Damage, which defaults to the median value for Damage held by all other Vassals.

Set the Damage of all Vassals to 0.

Story Post: Herald: February 22, 2024

  • Desertfrog made no changes, and gained 2 Wood and 1 Ore.
  • Josh assigned 3 Serfs to Chop and 2 Serfs to Dig, and gained 3 Wood and 1 Stone.
  • naught assigned 1 Serf to Chop and 4 Serfs to Dig, and gained 1 Wood and 2 Stone.
  • Vovix made no changes, and gained 1 Wood and 2 Stone.
  • A Wave of enemies, containing 1 Gobbo for a total Attack Strength of 1, attacked each Vassal’s castle.
  • The next Building Wave contains 3 Gobbos.

 

Note that since attacking wasn’t defined as of this Fortnight, nothing happened as a result of the attack.

Wednesday, February 21, 2024

Proposal: Second Verse Same As The First

Popular, 4-0. Enacted by JonathanDark.

Adminned at 21 Feb 2024 14:07:58 UTC

In the rule “Fortnight”, add the following text:

As a Virtual Action, a Vassal may send “No Change” to the Sovereign to indicate that they do not wish to exercise any other Virtual Actions before the next Fortnight.

Currently, it’s perfectly acceptable for a Vassal not to send an Assign Virtual Action and just let their Serfs remain in the currently-assigned tasks. However, due to the rules regarding progressing to the next Fortnight, this causes the maximum wait time of 72 hours. Adding a “no-op” Virtual Action allows Fortnights to occur sooner if a Vassal wishes to leave things as-is.

The counter-argument is that it’s just as much trouble to send “No Change” as it is to just repeat the prior Assign Virtual Action. This is true at the moment, but if we start adding more Virtual Actions, it will become simpler to issue a “No Change” if that is what is desired.

Bad Sovereign, No Cookie

I forgot to send out reminders to players who hadn’t yet sent in a Virtual Action since the most recent Fortnight, so I’m extending the time before I perform the next Fortnight by an additional 24 hours to send out reminders and give those folks a little more time to respond.

Proposal: Structural Integrity

Popular, 4-0. Enacted by JonathanDark.

Adminned at 21 Feb 2024 14:06:26 UTC

In the subrule “Structures”, replace this text:

the format for publicly tracking is “Name:Value”, where “Name” is the Name of the Structure, and “Value” is the Current Defensive Value, which is a number that defaults to the amount

with this text

the format for publicly tracking is “{{box|Size Name:Values}}”, where “Size” is the Size of the Structure, “Name” is the Name of the Structure, and “Values” are the Current Defensive Values for Land, Sea, and Air in that order, using a value of 0 for any Land, Sea, or Air Defensive Value that is not set to some other value, and that default to the amounts

Fixing up the Structures formatting to include Size, Defensive Values for Land, Sea, and Air explicitly, and a little bit of CSS template formatting to make it easy to read a list of multiple Structures.

I’m not dead!

I would like to unidle.

“He says he’s not dead.”

“Yes he is.”

“No he isn’t!”

“Well, he will be soon; he’s very ill.”

«I’m getting better!»

“No you’re not, you’ll be stone dead in a moment!”

Monday, February 19, 2024

Proposal: Untitled Battle Algorithm Proposal

Popular, 3-0 with 1 DEF. Enacted by JonathanDark.

Adminned at 21 Feb 2024 14:03:13 UTC

In the rule “Herald”, replace “Set those Enemies to be the new Building Wave” with:

Put those Enemies in a random order and set them to be the new Building Wave


In the rule “Structures”, replace “Structures, which is a list” or “Structures, which is a publicly-tracked list”, whichever is present, with:

Structures, which is a publicly-tracked ordered list

In the rule “Structures”, to the end of the paragraph that begins “Each Vassal has Structures”, add:

The last entry in a Vassal’s Structures is said to be its outermost Structure, and the first is said to be its innermost Structure.

If all Effective Vote Comments on this proposal contain the string “REVERSE”, swap the words “outermost” and “innermost” in the rule “Structures”.


In the rule “Waves”, after “When a Wave is Charged, the Enemies who are participating in that Wave attack the castle of each Vassal”, add:

The result of the attack is resolved separately for each Vassal using the following atomic action:
*for each Structure from outermost to innermost in the Vassal’s Structures, do the following:
**for each Theatre in the orded Air, Land, Sea, with the Structure’s respective Defensive Value as Defense, do the following:
***for each Enemy that has the Theatre, from first to last, do the following:
****if the Enemy’s Strength is less than Defense, subtract the Enemy’s Strength from Defense and set the Enemy’s Strength to zero
****otherwise, subtract Defense from the Enemy’s Strength and set Defense to zero
*add the sum of the Strengths of all Enemies in the Wave to the Vassal’s Damage
*set all Structure’s Defensive Values and Enemies’ Strengths back to the values they had before performing this action

Throughout the dynastic ruleset, replace “Attack Strength” with “Strength”

If the proposal “Bigger Walls” was not enacted, the rest of this proposal has no effect.

In the rule “Structures”, replace “a new entry to their Structures” with:

a new entry to any position in their Structures

In the rule “Waves”, replace “for each Enemy that has the Theatre” with:

for each Enemy that has the Theatre and whose Size is at most the Structure’s Size

Summary:
-Structures work against Enemies with at least one matching Theatre
-The maximum amount of Defense a Structure can provide is the total of its Defensive Values
-Stopping bigger Enemies requires bigger buildings
-Structures aren’t damaged permanently
-Structures and Waves are ordered to reduce ambiguity, which can also affect the outcome of a battle

Monday, February 19, 2024

Proposal: The Bigger They Are

Enacted with quorum, 4-0. Josh

Adminned at 20 Feb 2024 14:58:32 UTC

If “Bigger Walls” is not enacted, this Proposal has no effect.

In the subrule “Structures”, replace the sentence beginning with “At any time, a Vassal may Upgrade one of their Structures that is not Gargantuan” with this text:

At any time, a Vassal may Upgrade one of their Structures that is not Gargantuan by spending an amount of each Material listed in the Structure’s Cost equal to the following rates, according to the Size being changed, and then changing the Size of that Structure accordingly as follows: 2 to change from Small to Medium, 3 to change from Medium to Large, and 5 to change from Large to Gargantuan.

For each publicly tracked Vassal’s Structures, the format for publicly tracking is “Name:Value”, where “Name” is the Name of the Structure, and “Value” is the Current Defensive Value, which is a number that defaults to the amount listed in the table for that Structure, multiplied by the following rates according to Size: 1 for Small, 2 for Medium, 3 for Large, and 5 for Gargantuan.

In the rule “Castles” remove the text “Each Vassal has a publicly-tracked number named Defense defaulting to 0.”

I think that increasing the Size of a Structure should require more resources as you go up in size.

I’m also introducing the notion of “Current Defensive Value”, as this can play into Structures being damaged by the Waves of enemies.

Proposal: Nothing To Declare

Adminned at 20 Feb 2024 14:57:46 UTC

Add the following as a final bullet point to the list in the core rule Fair Play:

* If a Vassal intends to compel or request that another Vassal act on their behalf, and the manner in which that favour would be requested or granted is not specifically, explicitly called out as an avenue of mechanical co-operation in the dynastic ruleset, and there is no Building Block rule called Mantle Passing, then that request should be made in public, through the medium of a post to the blog, within a resonable timeframe (not more than 24 hours) of the co-operation having started.

Disconnect

I idle, quorum remains at 3.

Sunday, February 18, 2024

Story Post: Herald: February 18, 2024

  • Desertfrog assigned 2 Serfs to Chop and 3 Serfs to Mine, and gained 2 Wood and 1 Ore.
  • Josh assigned 2 Serfs to Chop and 3 Serfs to Mine, and gained 2 Wood and 1 Ore.
  • Vovix assigned 1 Serf to Chop and 4 Serfs to Dig, and gained 1 Wood and 2 Stone.
  • There was no Building Wave to Charge this time.
  • The next Building Wave contains 1 Gobbo.

 

Proposal: Property Surveyor

Timed out, 3-0 with 1 DEF. Enacted by JonathanDark.

Adminned at 20 Feb 2024 13:47:33 UTC

If the Proposal “If You Build It, They Will Come” is enacted, this Proposal has no effect.

In the subrule “Structures” add the following text:

The Structures of each Vassal are publicly tracked.

Fixing a minor issue where Structures weren’t being publicly tracked, in case “If You Build It, They Will Come” is not enacted.

Proposal: Bigger Walls

Timed out, 3-0 with 1 DEF. Enacted by JonathanDark.

Adminned at 20 Feb 2024 13:43:51 UTC

If the Proposal “Caution - Construction Zone Ahead” was not Enacted, this Proposal has no effect.

In the subrule “Structures”, replace the paragraph beginning “Each Vassal has Structures” with:

Each Vassal has Structures, which is a list defaulting to an empty list where each entry contains one of the Structures in the table below and a Size which is one of Small, Medium, Large or Gargantuan. There may be multiple entries with the same Structure.

To the end of the same subrule, add:

At any time, a Vassal may Upgrade one of their Structures that is not Gargantuan by spending one of each Material listed in the Structure’s Cost, and increasing the Size of the Structure by one (that is, from Small to Medium, from Medium to Large, or from Large to Gargantuan).

If the proposal “If You Build It, They Will Come” was not enacted, add the following after the table of Structures:

At any time, a Vassal may Build a Structure by spending one of each material listed in the Structure’s Cost, and creating a new entry to their Structures with the built Structure as Structure and Small as Size.

If the proposal “If You Build It, They Will Come” was enacted, in the subrule “Workyard”, replace “add that Structure to that Vassal’s Structures” with

add a new entry to that Vassal’s Structures with that Structure as Structure and Small as Size.

Saturday, February 17, 2024

Nearly Fortnight

I’ll be performing the first Fortnight action roughly 24 hours from the time of this post. After that, I’ll remind folks who are missing Virtual Actions per the current ruleset.

Proposal: If You Build It, They Will Come

Timed out, 1-2. Failed by JonathanDark.

Adminned at 19 Feb 2024 05:38:36 UTC

If the Proposal “Caution - Construction Zone Ahead” was not Enacted, this Proposal has no effect.

In the subrule “Structures”, replace the text “Structures, which is a list” with “Structures, which is a publicly-tracked list”.

In the rule “Serfs” add a subrule named “Workyard” with the following text:

There is a Workyard which is a publicly-tracked list, defaulting to an empty list, where each entry contains a Vassal, a Structure, and a number named Percent Complete which ranges from 0-100 inclusive and defaults to 0.

The Construct atomic action has the following steps:
* If the Workyard does not yet have an entry matching the Vassal and Structure for this instance of the Construct atomic action, add an entry to the list with that Vassal and Structure.
* Add 20, minus 2 for each Serf over the first Serf assigned to this Task, to the Percent Complete, setting it to 100 if it would be larger than that, for the entry matching the Vassal and Structure for this instance of the Construct atomic action.
* If the preceding Percent Complete value is 100, remove its entry from the Workyard list and add that Structure to that Vassal’s Structures.

In the subrule “Tasks”, add the following to the table:

|-
| Build X || For each Assigned Serf and a Structure “X” specified at the time the Serfs were Assigned to this Task, execute the Construct atomic action for Structure X. A unique “Build X” list should be publicly tracked for each Structure “X” that has Serfs assigned to this Task.

It might be a little too complex. I’m suggesting the idea that the Serfs have to work at the Build task for some time to build a Structure. There’s also an inefficiency built in where more Serfs assigned to the Build task will get it done faster, but slightly less fast per Serf.

Thursday, February 15, 2024

Proposal: Caution - Construction Zone Ahead

Popular, 4-0. Enacted by JonathanDark.

Adminned at 17 Feb 2024 19:31:40 UTC

In the subule “Stockpile”, remove the sentence beginning with “There is a Defense Factor” and remove the “Defense Factor” column in the table contained in that subrule.

In the rule “Castles”, add a subrule to that rule named “Structures” with the following text:

Each Vassal has Structures, which is a list of zero or more of the following Structures in the table below, and in which there may be multiple of the same Structure, defaulting to an empty list.

Each Structure has a Cost, which is a list of one or more Materials, a Theatre (which may be one or more of Air, Land or Sea), and one or more Defensive Values, each of which is a number that applies to that respective Theatre in the order in which it is listed. If a Theatre isn’t listed, the Structure’s Defensive Value for that Theatre is 0.

{| class="wikitable"
|-
! Structure !! Cost !! Theatre !! Defensive Value
|-
| Wooden Wall || Wood || Land || 10
|-
| Moat || Wood || Land, Sea || 25, 10
|-
| Stone Wall || Stone || Land || 50
|-
| Stone Tower || Stone || Land, Air || 20, 10
|}

 

Adding castle structures as something you could build to increase your defenses. I don’t yet have a mechanism for actually building these structures.

Proposal: Protect the Castle!

Timed out, 1-1. Failed by JonathanDark.

Adminned at 17 Feb 2024 19:30:48 UTC

Add “Defend” to the list of possible Tasks.

In the rule Castles, change “Each Vassal has a publicly-tracked number named Defense defaulting to 0.” to

Each Vassal has a publicly-tracked number named Defense, which is equal to the number of the Vassal’s Serfs currently assigned to Defend.

Proposal: Living Wage Employer

Timed out, 1-1 with 1 DEF. Failed by JonathanDark.

Adminned at 17 Feb 2024 19:23:22 UTC

Add “Gold” to the list of Maerials in the rule Stockpile, with a Defence Factor of 0. In the same rule, after ‘default value of 0’, add ‘except Gold, which has a default value of 10’.

Add the following to the end of the rule Serfs:

At any time, a Vassal can spend 10 Gold to increase their number of Serfs by 1.

If the following appears in the ruleset, remove it:

As a Virtual Action, a Vassal may Assign their Serfs to one or more Tasks, replacing any previous Assignment. If they Assign fewer Serfs than they have, any remaining Serfs are considered to be Assigned to Idle.

If the following appears in the ruleset, remove it:

* For each Task, apply its effects to each Vassal that has Assigned at least one Serf to that Task.

Add the following as a second paragraph to the rule Tasks, after the table of possible Tasks:

At any time, a Vassal may spend n Gold to Assign n Serfs to tasks other than their currently Assigned Task. A Vassal may, at any time but not more than once between each Fortnight action, Order Production, which is a Virtual Action which results in each of their Serfs applying the Effect of their current Task to the Vassal who controls them.

Add the following to the list of tasks:

Cast|For each assigned Serf, spend 2 Ore to gain 1 Gold.

An iteration on Vovoix’ suggestion:directing labour should be a conscious choice, but efficiently allocating your Serfs such that they don’t have to be moved often will reap benefits.

Proposal: Strike The Earth!

Popular, 4-0. Enacted by JonathanDark.

Adminned at 16 Feb 2024 00:43:28 UTC

In the subrule Stockpile, add a Material named Ore with a Defense Factor of 3.

In the subrule Tasks, after “and a number of Serfs.”, append “These Serfs are considered to be Assigned by the corresponding Vassal. Unless otherwise stated, a Task’s Effect applies to each Vassal based on the number of Serfs Assigned by that Vassal.”

Add the following Tasks to the table of Tasks:

Chop|Gain 1 Wood for each Assigned Serf
Dig|Gain 1 Stone for every two Assigned Serfs
Mine|Gain 1 Ore for every three Assigned Serfs
Smelt|For each Assigned Serf, spend 1 Ore to gain 1 Iron

In the rule Serfs, after “defaulting to 5.”, append “As a Virtual Action, a Vassal may Assign their Serfs to one or more Tasks, replacing any previous Assignment. If they Assign fewer Serfs than they have, any remaining Serfs are considered to be Assigned to Idle.”

Add the following step to the Fortnight atomic action before “Charge a Wave”:

* For each Task, apply its effects to each Vassal that has Assigned at least one Serf to that Task.

Adding resource gathering mechanics, with better resources being harder to gather. Also, defining what a Task’s Effect actually means.

Wednesday, February 14, 2024

Proposal: You Need Not Fear

Popular, 3-0. Enacted by JonathanDark.

Adminned at 15 Feb 2024 05:19:42 UTC

Add a new dynastic rule, called Waves:

When a Wave is Charged, the Enemies who are participating in that Wave attack the castle of each Vassal.

Add a subrule to that rule, called Enemies:

The Enemies that can be in a Wave are listed in this rule. Each Enemy must have the following properties: a Name, a Theatre (which may be one or more of Air, Land or Sea), a Size (which must be one of Small, Medium, Large or Gargantuan), and an Attack Strength (which must be an integer).

{| class="wikitable"
|-
! Name !! Theatre !! Size !! Attack Strength
|-
| Gobbo || Land || Small || 1
|}

If there is a Fortnight atomic action, add the following as a second step:

* Charge a Wave using the Building Wave generated in the most recent Herald action, if there was one.

If there is a Herald atomic action, add the following as a third step to the action:

* Roll DICE2 and add that to the total Attack Strength of all Enemies in the most recent Wave (or 0 if there wasn’t one). Select Enemies whose combined Attack Strength equals the figure thus generated. Set those Enemies to be the new Building Wave. Detail the new Building Wave in the same Herald post.

Proposal: A Hard Day’s Work

Popular, 5-0. Enacted by JonathanDark.

Adminned at 15 Feb 2024 04:34:11 UTC

Add a new rule named “Serfs” with the following text:

Each Vassal has a publicly-tracked number named Serfs defaulting to 5.

In the rule “Serfs”, add a subrule named “Tasks” with the following text:

The table below lists possible Tasks and an Effect for each Task. Each Task has a publicly-tracked list, defaulting to an empty list, where each entry in the list has a Vassal, which must the name of a Vassal, and a number of Serfs.

{| class="wikitable"
|-
! Task !! Effect
|-
| Idle || -
|}

The first time a Vassal is unidled during this dynasty, the Sovereign or any admin should add an entry to the “Idle” task list containing the name of that Vassal and the amount of that Vassal’s Serfs.

In the list for the “Idle” task, for each Vassal, add an entry containing the name of that Vassal and the amount of that Vassal’s Serfs.

Worker placement setup. I’m leaving the Tasks open for anyone to add to with other Proposals.

Proposal: Build the Wall

Popular, 5-0. Enacted by JonathanDark.

Adminned at 15 Feb 2024 03:12:58 UTC

Add a new rule named “Castles” with the following text:

Each Vassal has a publicly-tracked number named Defense defaulting to 0.

In the rule “Castles”, add a subrule named “Stockpile” with the following text:

Each Vassal has publicly-tracked numbers, one for each type of Material listed in the table below and whose publicly-tracked name is the name of that Material with a default value of 0.

There is a Defense Factor, which is a number, for each Material shown in the table below:

{| class="wikitable"
|-
! Material !! Defense Factor
|-
| Wood || 1
|-
| Stone || 3
|-
| Iron || 8
|}

Add a new rule named “Fortnight” with the following text:

The Fortnight is an atomic action with the following steps:
* Resolve all unresolved Virtual Actions received in the order specified in the definitions of those Virtual Actions, or in default Virtual Action resolution order if not otherwise specified.
* Perform the Herald atomic action. This step may be skipped if the Sovereign determines that the Herald action will not communicate anything of significance, but the Sovereign must then post that they are skipping this step in the #current-dynasty Discord channel.

If the Sovereign has received at least one Virtual Action from every Vassal since the most recent Fortnight, or a Fortnight has not been performed in the last 72 hours, the Sovereign should perform the Fortnight action. If the Sovereign has not received any Virtual Actions from a Vassal 48 hours after the most recent Fortnight, the Sovereign should privately communicate to that Vassal with a reminder of this fact.

In the rule “Fortnight”, add a subrule named “Herald” with the following text:

Herald is an atomic action with the following steps:
* Create a Story Post with the title “Herald: ” followed by the current date.
* In the body of the post, summarize the resolution of Virtual Actions and gamestate changes since the most recent Herald, or if there hasn’t been a Herald before this one, since the start of this dynasty.

 

Defining a starting set of resources for castle building and adding a core game loop with Story Posts for keeping up with changes between “turns”.

“Defense” is an abstract concept here, but I’m not opposed to someone proposing changes to make a castle’s defenses more explicit, e.g. towers, arrow slits, barbican, moats, which would also allow for more interesting tech trees.

Ascension Address: Castles in the Air

I built this kingdom up from nothing. When I started here, all there was was swamp. Other kings said I was daft to build a castle on a swamp, but I built it all the same, just to show ‘em. It sank into the swamp. So, I built a second one. That sank into the swamp. So, I built a third one. That burned down, fell over, then sank into the swamp, but the fourth one… stayed up! And that’s what you’re gonna get, lad: the strongest castle in these islands.

- Monty Python and The Holy Grail

The dynasty’s theme shall be “Castle Defense”.

Repeal all dynastic rules. Include the Building Blocks “Low-Player Mode”, “Virtual Actions”, and “No Private Communication”, and remove all other Building Blocks.

Set the synonym for Player to “Vassal” and the synonym for Emperor to “Sovereign”.

Change the gamestate tracking page to “Gartenberg”.

My Imperial Style will be: Guide, Protective, Powerhouse, Scam-Neutral, Guarded, Methodical.

Cycling down

A dynastic washup thread

Tuesday, February 13, 2024

Declaration of Victory: Agent JonathanDark Escapes the Dark Web

5-0, FOR Votes greater than 2/3rds of the number of Agents, open for at least 12 hours, and the Mainframe has Voted FOR. Enacted by JonathanDark.

Adminned at 14 Feb 2024 05:45:26 UTC

Per the rule Short Circuit, the Mainframe has publicly randomly rolled dice equal to the sum of the Reputation of myself, Josh, and Vovix, and the result was less than or equal to my Reputation, thus I have achieved victory.

Story Post: Takedown Notice

ATTN ALL AGENTS:

It has come to light that Agent JonathanDark has broken the code of silence and played a facilitating role in law enforcement investigations into our operation. Consequently, the Agency is operating at threat level black effective immediately.

Agents Josh and Vovix have been identified by authorities and have been blacklisted. Agent Desertfrog is still at large.

Access to the Mainframe is restricted. Proceed with caution and await further directives.

Secrecy is paramount.

Godspeed.

Agent JonathanDark has achieved victory.

Tuesday, February 13, 2024

Story Post: Newsletter 13.02

Greetings, Agent.

You may have heard rumors of law enforcement investigations into our operation. Rest assured, there is no cause for alarm.

Your identity is safe and all communications with the mainframe are securely encrypted. We are operating at threat level blue.

Carry on, and godspeed.

Agent Rankings
1. 244.136.36.185
2. 86.231.164.94
3. 79.169.89.222
4. 30.174.169.86

New Clients
EmanuelGoldstein

4 shell commands were resolved in the last clock cycle.

Proposal: Discovery

Enacted popular, 3-0. Josh

Adminned at 13 Feb 2024 08:48:48 UTC

Add a new dynastic rule called “Discovery”:

Once a Declaration of Victory has been enacted, the Mainframe should (during the interregnum) publish a copy of the gamestate tracking entities where secret gamestate information was tracked for the Second Dynasty of Zack.

Call for Judgment: Datestamp

Reached quorum and enacted, 3-0. Josh

Adminned at 13 Feb 2024 08:46:53 UTC

In “Newsletter”, replace the first sentence with

A newsletter is a story post by the Mainframe whose title is in the format “Newsletter <date>”.

Update the title of any Newsletter posts in this dynasty to include the date.

I included this in the original proposal but I didn’t notice EE made the date part invisible due to the < and > signs.

Monday, February 12, 2024

Story Post: Newsletter 12.02

Greetings, Agent.

We have opened a secure channel to broadcast this newsletter to our most trusted Agents. Use this information discretely.

As always, the mainframe is ready to assist with whatever you may need.

Godspeed.

Agent Rankings
1. 86.231.164.94
2. 79.169.89.222 and 244.136.36.185
3. 30.174.169.86

There have been no new clients or shell commands executed since the last clock cycle, as there is no last clock cycle to speak of.

Friday, February 09, 2024

Proposal: Worst Practices

Timed out and failed, 1-1 with 1 unresolved DEF. Josh

Adminned at 11 Feb 2024 19:05:10 UTC

Repeal the rule or subrule titled “Best Practices”.

Trying to brute force someone is a bit hopeless if they can just change passcode every day. And if we want to end this dynasty it could at least happen through actual gameplay and not a dice roll.

Proposal: Clock Cycle Rate

Enacted 4-0. Josh

Adminned at 11 Feb 2024 19:01:29 UTC

Add to the end of the first paragraph of the Mainframe, if it is not already present:

Wherever the Mainframe would refer to an Agent by name in places where gamestate is publicly tracked, the Mainframe should instead use their IP address.

Make the “Ping” and “Change Passcode” shell commands subrules of “Shell Commands” called “Ping” and “Change Passcode”, respectively. Then a new rule called “Clock Cycle”:

As a daily action, the Mainframe should perform the following atomic action called Clock Cycle:
* Resolve all Shell Commands initiated since the last clock cycle.
* Post a newsletter on the blog.

Add a subrule to Clock Cycle called “Newsletter”:

A ‘’‘newsletter” is a story post by the Mainframe whose title is in the format “Newsletter

“. A newsletter post always contains:
* A ranked list of Agents, sorted by reputation (not including the reputation itself)
* A list of new clients created since the last clock cycle.
* The number of shell commands resolved in the last clock cycle.

The remaining contents of the newsletter are flavour text.

This type of gameplay loop has worked for the past few dynasties so I think we can still get back on track.

Proposal: Data Breach

Enacted, 4-0. Josh

Adminned at 11 Feb 2024 18:56:36 UTC

Add to the end of the first paragraph in “The Mainframe”:

Wherever the Mainframe would refer to an Agent by name in places where gamestate is publicly tracked, the Mainframe should instead use their IP address.

In Reputation, remove “The Mainframe may freely tell an Agent their own reputation score.” and add to the end of the first paragraph in “The Agency”:

The Mainframe may freely tell an Agent any of their own gamestate variables as defined in this rule and its subrules.

Move the sentence “Each Agent has Warez, which is a list of Files, defaulting to an empty list.” to after the last paragraph of The Agency.

In “Clients”, change “Client Names are publicly tracked in the Database.” to:

Client Names and their date of creation are publicly tracked in the Database.

Replace the first sentence of “The Dark Web” with:

There is a Client named Dark Web with the Passcode 1337 and the following Files (whose names are publicly tracked):

Add to the end of the first paragraph of “Connections”, unless the majority of EVCs FOR on this proposal include “_no_connections”:

The number of connections a Client has is publicly tracked.

Add to the end of “Power”, unless the majority of EVCs FOR on this proposal include “_no_power”:

A Client’s power is publicly tracked.

Add after the first sentence of “Logging”, unless the majority of EVCs FOR on this proposal include “_no_log”:

The size of the log (i.e. the total number of log entries) is publicly tracked.

I think making more information easily visible will help with the lack of direction people are feeling.

Proposal: No entrants

Reached quorum, 4-0. Josh

Adminned at 10 Feb 2024 14:15:09 UTC

If Proposal: Thread Quantum was not enacted then this proposal has no effect.

Change “the sum of all Agents’ Reputation, excluding desertfrog per his request” to “the sum of the Reputation of JonathanDark, Josh and Vovix”

To the beginning of the rule Short Circuit, add:

Throughout this rule, all uses of the terms “JonathanDark”, “Josh”, or “Vovix” should be taken to refer to the Agents with those names.

Stopping unidlers from spoiling the outcome. Also ensuring that names are just taken as names throughout.

Friday, February 09, 2024

Proposal: Thread Quantum

Reached quorum and enacted, 3-2. Josh

Adminned at 10 Feb 2024 14:13:51 UTC

Add a new rule named “Short Circuit” with the following text:

On or after February 12 2024 00:00 UTC, the Mainframe should publicly randomly roll DICEX, where X is the sum of all Agents’ Reputation, excluding desertfrog per his request, at the exact time of February 12 2024 00:00 UTC. The Mainframe should then use the result of this random roll, known as R, to determine which Agent achieves victory and post a Story Post declaring this fact using the following steps, where there is a number named RunningTotal which is set to 0 before starting these steps:

* If R is less than or equal to JonathanDark’s Reputation, then JonathanDark achieves victory, and the remaining steps must be skipped. Otherwise, add JonathanDark’s Reputation to RunningTotal.
* If R is greater than RunningTotal and less than or equal to (Josh’s Reputation + RunningTotal), then Josh achieves victory, and the remaining steps must be skipped. Otherwise, add Josh’s Reputation to RunningTotal.
* If R is greater than RunningTotal, then Vovix achieves victory.

A chop based on Reputation, which is at least a rough measure of some kind of work done in this dynasty.

Wednesday, February 07, 2024

Logging off

Naught becomes idle after 7 days of inactivity. Quorum drops to 3.

Monday, February 05, 2024

Proposal: Friends Like These [Building Blocks]

Timed out, 0-2 with 2 DEFs. Failed by JonathanDark.

Adminned at 07 Feb 2024 01:18:39 UTC

Repeal the building block rule “No Private Communication”.

Choose your company wisely.

Proposal: rm -rf /

Timed out, 3-0. Enacted by JonathanDark.

Adminned at 07 Feb 2024 01:15:05 UTC

Add a subrule to Shell Commands called “Self-destruct”

{{Flair top|Shell command}}
As a Shell Command, a Client other than the Dark Web may ‘’‘self-destruct’‘’. All Agents are disconnected from that Client, and it ceases to exist.

‘’‘Power Consumption: 0’‘’
{{Flair bottom}}

Add to the table of reputation changes in “Reputation”:

| Self-destructing a Client || -10

Add a new rule called “Blackout”:

An Agent who is connected to all existing Clients may, as a virtual action, trigger a blackout. A blackout uses the remaining power of all Clients to send an electromagnetic pulse to the Mainframe, knocking it and all Clients offline. This effectively puts an end to the Agency’s operations.

The Mainframe will make a Story Post on the blog naming the Agent who triggered the blackout; The agent so named has achieved victory.

The Agency has found you in their good graces— now is your chance to strike.

Proposal: Poison Pill

Timed out, 2-2 with 1 DEF. Failed by JonathanDark.

Adminned at 07 Feb 2024 01:14:08 UTC

Add a new dynastic rule to the ruleset, called Timing Out:

Any Agent or Mainframe my remove this rule from the ruleset at any time.

If it is on or after Friday 9th February 2024 then any Agent or Mainframe may, as a one-time communal action, Shut Down, which is an atomic action with the following steps:
*Roll DICE5; the Agent whose name is at the position corresponding to the result of that roll in the following list {Desertfrog,JonathanDark,Josh,naught,Vovix} has achieved Victory;
*Make a post announcing the result of that roll and who has achieved Victory;
*Activate the Building Block rule Mantle Passing;
*Remove the first paragraph of this rule.

I’m not saying we can’t make a good dynasty from this position, but if we’re going to then we need to start making things happen.

Friday, February 02, 2024

kill -9 noqturn

noqturn has been idled. Quorum remains unchanged at 4.

Thursday, February 01, 2024

Proposal: Risk & Reward

Times out 3-0 with _retro clause in effect, enacted by Zac.

Adminned at 04 Feb 2024 18:14:32 UTC

Create a new rule immediately after The Mainframe called “The Agency” as follows:

The Agency is a darknet organization that rewards cyber operatives for acting in its interests. These operatives are known as Agents.

Move the paragraphs starting with “The Mainframe shall assign each Agent an IP address” and “Each Agent has a number named CPU Cycles” to “The Agency”.

Add a subrule to “The Agency” called “Reputation” as follows:

Each Agent has a reputation score which defaults to 50. A more positive representation represents a higher standing in the eyes of the Agency. The Mainframe may freely tell an Agent their own reputation score.

The following actions impact an Agent’s reputation.
{| class="wikitable sortable"
! Action || Change
|-
| Creating a new Client || +5
|-
| Downloading a file || +5
|-
| Connecting to a Client for the first time || +10
|}

As a Virtual Action, an Agent may spend reputation to redeem one of the following rewards:
{| class="wikitable sortable"
! Cost || Reward
|-
| 2^N || (Where N is the Agent's current CPU cycles) <br/> Increase the Agent's CPU cycles by 1
|-
| 50 || The Mainframe will secretly randomly reassign the Agent a new IP address
|}

If the majority of EVCs voting FOR on this proposal include “_retro” then add the following to “Reputation”:

If they have not done so since the start of the Dynasty, the Mainframe may retroactively apply any reputation changes that would have been applied between the start of the dynasty and the enactment of the proposal “Risk & Reward”, then remove this sentence from the ruleset.

The Agency has asked me to remind you that it is not culpable for the activity of any independent operatives and accepts no legal liability for your behavior (in other words, don’t get caught).

Proposal: Programming

Timed out, 2-0 with 1 DEF. Enacted by JonathanDark.

Adminned at 03 Feb 2024 19:29:08 UTC

In the rule “Files”, add

As a virtual action, an Agent may ‘’‘write a program’‘’ by specifying the type of exactly one Program from the table “Programs” and the name of exactly one File in their Warez that doesn’t already have a Program. The Mainframe will set that File’s Program to be the specified Program, adding the Program’s type in brackets to the end of the File’s name.

In the same rule, replace “A name, which is a string defaulting to “untitled”” with

An unique ‘’‘name’‘’, which is a string defaulting to “untitled”. If ever there would be two Files with the same name in the same list as a result of a virtual action, the Mainframe should add an arbitrary number to the end of either File’s name so that the names are unique.

To the subrule “The Dark Web” of the rule “Clients”, add

As a daily action, the Mainframe should ‘’‘refresh the Dark Web’‘’, which is an atomic action with the following steps:
*remove three privately randomly chosen Files from the Dark Web
*Add three new Files to the Dark Web’s Files and optionally give them any valid unique names
*Privately randomly choose a File of the added Files and make its Program a privately random Program from the table “Programs”
*Privately randomly choose a File of the added Files and make it corrupted by a privately random Malware from the table “Malwares” excluding Trojan horse.