Friday, September 02, 2022

Proposal: Only somewhat present

Reaches quorum with 7-1 and is enacted -SingularByte

Adminned at 03 Sep 2022 14:48:51 UTC

Add a new dynastic rule to the ruleset, immediately under the rule Stockpiles, called Stations:

Each Baron has a quantity of Attention, which is a non-negative integer and defaults to 3.

There exist a number of Stations, which are listed in this rule. At any time, a Baron can change the allocation of their Attention to the various Stations, provided that the amount of Attention allocated to all Stations does not exceed their total amount of Attention.

Each Station has an Effect. As a Labour Action, a Baron may Labour; when a Baron Labours they gain the Effect of each Station a number of times equal to the amount of Attention that they have in that Station. Any Resources gained through a Station effect go to the acting Baron’s Personal Resources Stockpile.

The currently-available Stations are as follows:

{| class="wikitable"
|+ Stations
! Name || Effect
|-
| Immigration Station || The Baron gains 1 Migrant; they may choose to gain either an Unsettled Migrant from the Dungeon Stockpile, if one is available, or a new Migrant with a randomly-generated Subtype.
|-
| Deforestation Station || The Baron gains 1 Wood; they may decide for themselves whether or which subtype it has.
|-
| Exploitation Station || The Baron gains 1 Stone, Coal or Iron Ore, randomly selected (with their choice of subtype if appropriate)
|-
| Calcination Station || The Baron loses 1 Coal or Wood and 1 Iron Ore to gain 1 Iron Bar (with their choice of subtype)
|-
| Concentration Station || The Baron rolls DICE10; if the result is a 10 then they may increase their Attention by 1.
|}

Comments

SingularByte: he/him

02-09-2022 10:00:49 UTC

I do like this but I do have a few comments about it.

Firstly, it should probably be placing anything you gain into the stockpile since it’s not meaningful to gain resources without them going anywhere. Potentially it could also go into other locations too, but nothing else that can hold resources have been defined yet. (I have been thinking about a quick proposal to make it 100% clear that you use the stockpile for anything you gain by default though.)

For Migrants, all Migrants you get will be unsettled by default when combined with the above unless you have somewhere to put them. It’s also not possible to have a Migrant without a subtype.

For the Deforestation, Exploitation and (possibly) Calcination, I get the impression that the current subtypes are intended to represent the level of processing (i.e. cut stone might take more effort than uncut stone to obtain.)

Josh: Observer he/they

02-09-2022 10:22:28 UTC

Thanks for the comments.

Have amended such that all gained Resources go to the Personal Resource Stockpile of the actor.

This shouldn’t affect the mandatory-ness of Migrant subtypes; it only specifies that the user can choose between an Unsettled Migrant (which will already have a defined subtype) or a random one; the choice is between known and random subtype.

Re processing: I’m fine to let this be amended when/if material refinement gets proposed.

SingularByte: he/him

02-09-2022 10:30:16 UTC

Sorry, I’m still not quite getting the distinction then between the two migrant choices. Since they’re unsettled whether you randomise the subtype or choose it yourself, the only meaningful difference seems to be whether you roll a dice or not?

Josh: Observer he/they

02-09-2022 10:38:21 UTC

I think I was unclear that the first option entails taking a specific, extant Unsettled Migrant from the Dungeon Stockpile; have edited that in.

The choice is between choosing a specific, known Migrant with a public subtype, and randomising.

SingularByte: he/him

02-09-2022 10:39:37 UTC

Okay, that makes way more sense now.

SingularByte: he/him

02-09-2022 13:02:55 UTC

for

Brendan: he/him

02-09-2022 13:14:54 UTC

for

Habanero:

02-09-2022 15:48:08 UTC

for

Bucky:

02-09-2022 17:04:48 UTC

against Attention should not be grindable at all or else the rich get richer.

Trapdoorspyder: he/him

02-09-2022 17:17:01 UTC

for

Raven1207: he/they

02-09-2022 18:24:32 UTC

for

Bucky:

02-09-2022 18:38:15 UTC

Not only is Concentration Station rich-get-richer, but since Attention can’t be allocated in the middle of a labor action it disadvantages burst-grinding compared to daily grinding.

SingularByte: he/him

02-09-2022 20:08:41 UTC

I will say that the burst grinding disadvantage is already intentionally baked into the Labour Action system so it’s consistent in that regard.

I’m personally viewing the concentration station as a trade-off. Sure you can spend a ton of daily actions on it in the hope of reaching a critical mass, but the return on it starts so low that other players will rapidly pull ahead in other respects.

Darknight: he/him

03-09-2022 14:27:35 UTC

imperial