Proposal: Countryside Villa
Timed out. Passes 3-0—Clucky
Adminned at 18 May 2024 16:10:03 UTC
If https://blognomic.com/archive/financial_planner is enacted, this proposal does nothing.
Add a new dynastic rule called “The Countryside” and give it the following text:
The Countryside is a publicly tracked list of Thieves. Thieves in the Countryside may not take dynastic actions and are not considered to be Free. Thieves in the Countryside always have a Plan of Rest, a Hustle of Retired, may not be added to Gaol and are not considered to be Thieves for the purposes of the Informant Hustle or when Florins are distributed via a Notoriety Check
When a Thief Flees Town, the following atomic action occurs
- Destroy all of their existing Pouches by removing them from their inventory, and gaining Florins equal to their value
- Perform a Notoriety Check
- Add them to the CountrysideIf all Thieves are in the Countryside or Gaol, the Thief (or Thieves) who is in in the Countryside and has the most Florins (amongst those in the Countryside) achieves victory
Add a new plan called “Flee”
You Flee Town
Add a new Hustle called “Retired” with Description
This hustle has no effect
Add a new dynastic rule called “Police Presence”
There is a publicly tracked value called Police Presence, which is by default 0 and represents the City’s ability to crackdown on crime.
When the City performs a Crackdown, a DICEX is rolled where X is the Police Presence. If the result is greater than 10, all Thieves not in the countryside are sent to Gaol.
Add the following steps to the “Distributing” atomic action, right before “Change the status of the Haul post to enacted”
- Increase Police Presence by DICE3
- Perform a Crackdown
Alternative endgame proposal that gives us some press your luck elements. Any round you can choose to tap out or you keep going and hope the squad can get another heist in before the law catches up to them.
JonathanDark: he/him
There’s a problem with the Crackdown. The dynasty could get stuck for a long time where all Thieves are either in the Countryside or Gaol and nobody can respond to a Haul. The Hauls would time out at 48 hours, but with the Thieves not being able to escape Gaol for 3 Hauls, that would be 6 real-time days before the dynasty starting moving again.