Friday, August 18, 2023

Proposal: From the Ashes

Withdrawn. Josh

Adminned at 20 Aug 2023 21:39:15 UTC

Add the following rule, called “Territories”, to the dynastic ruleset:

Each District has a Map consisting of a 5x5 grid of ASCII characters (each of which is referred to as a Block). The top side is marked by the letters A-E in order, such that each column has a letter, and the left side is marked by the digits 1-5 descending, such that each row has a number; these give each Block in a District’s Map its own a reference coordinate. Blocks in a District’s Map can also be said to be inside that District.

Each entry in the table below contains an ASCII character which corresponds to a type of Structure that can be found or Constructed in a District. If a Block inside a District corresponds to an entry on the table below, it represents a Structure of that type, and the corresponding Effect applies to the District it is in; if it does not correspond to any such entry, any District (or the City) may change it to Ruins at any time.
{| class="wikitable sortable"
! Character !! Structure !! Inhabitants !! Effect
|-
| # || Ruins || 0 || Cannot be Constructed.
|-
| C || Encampment || 25 || Cannot be Constructed. Structures (other than Ruins) orthogonally adjacent to this one have -5 Inhabitants.
|-
| F || Farmland || 15 || When you Gather, your Fallow Value counts as 1 higher for the purpose of calculating the effects of the Grazing Lands.
|}

The combined total Inhabitants of every Structure inside of a single District is that District’s Housing. If a District’s Housing is less than half their People, they are Overcrowded. If a District’s Housing exceeds their people, they cannot Construct.

By default, every Block is Ruins, except for the center block (C3) of each District which is an Encampment.

i still feel like things are a bit flat, so how about this? if we want to have a little eurogame, this feels in keeping with that while also giving us something a bit more dynamic to work with! it would also give us an alternate method of expansion that requires People, rather than Ingenuity. that way we’d have two parallel advancement tracks :0

Comments

JonathanDark: he/him

18-08-2023 22:21:26 UTC

If this were enacted at this moment, some Districts would be Overcrowded right away. While there’s no penalty for this at the moment, I wonder if it wouldn’t be better to have default Structures such that the Housing of every District is not Overcrowded to begin with, so as not to unduly penalize those Districts and cause them to likely be against this Proposal just because it will impact them more unfavorably.

I think increasing the Encampment to 40 should be enough that even if those Districts had a total of 80 People (unlikely but possible) at the time of enactment of this Proposal, they would still not be Overcrowded. I know that might throw the math off a bit.

The other possibility is to simply remove the Overcrowded condition for now, and we could add it later once a method of Construction is defined.

Kevan: City he/him

19-08-2023 07:27:02 UTC

We already have “an alternate method of expansion that requires [another resource], rather than Ingenuity” in the form of the Commons, which used to require People and now requires Energy.

I’m not sure we’d gain much from having a third resource which can populate a third box of “when you do X, gain Y” bonuses.

imperial

Josh: he/they

19-08-2023 17:02:36 UTC

imperial

JonathanDark: he/him

20-08-2023 06:01:31 UTC

It’s a neat idea, but against in order to pursue Kevan’s Factions idea more thoroughly.

lemon: she/her

20-08-2023 08:02:23 UTC

against withdrawn, ‘cause i honestly agree! kevan’s idea is treading on other mechanics’ toes less :o