Friday, September 02, 2022

Proposal: Infrastructured

Times out 6-0 and is enacted -SingularByte

Adminned at 04 Sep 2022 18:59:15 UTC

Change the rule “Keeps” to read:

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

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

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

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

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

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

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

Comments

Trapdoorspyder: he/him

02-09-2022 19:37:44 UTC

Seems like a good use of the current framework to me!

SingularByte: he/him

02-09-2022 20:00:38 UTC

You could probably add in where migrants go if you remove them from the list. As it currently stands, overfilling an infrastructure results in the migrant being removed from the game.

You could also just state you can’t overfill it and not state that you have to remove them, and the rule in the proposal Clarified Tax Laws will take care of sending them to the stockpile or another infrastructure.

Habanero:

02-09-2022 20:27:07 UTC

Thanks; I’ve gotten rid of the bit where migrants are removed if they exceed capacity, as it’s redundant anyway given that any action that causes an infrastructure to be overfilled is illegal because of the prior clause.

Trapdoorspyder: he/him

02-09-2022 21:23:47 UTC

I think it would be best to convert the % chances for the mine and lumber mill into die rolls just to maintain continuity.

Habanero:

02-09-2022 22:35:37 UTC

True, yes. Edited for consistency with the rest of the ruleset.

SingularByte: he/him

03-09-2022 04:28:51 UTC

for

Josh: Observer he/they

03-09-2022 11:36:57 UTC

for

Darknight: he/him

03-09-2022 14:32:19 UTC

for

Maldor: he/him

03-09-2022 20:25:36 UTC

for

Bucky:

03-09-2022 22:55:03 UTC

imperial