Proposal: Why did we build this factory on a swamp
Timed out and failed, 6-7. Josh
Adminned at 13 Aug 2021 08:45:23 UTC
Add a new Machine to the list of Machines in the rule Machines:
Dehumidifier
*Cost: 1 Energy plus n Cogs
*Effect: Dry one Thing held by the owner of this machine per Cog spent in its activation
Add the following to the end of the rule Products:
Things can be Wet; a thing that is not Wet can be referred to as being Dry. By default, a Thing is not Wet. Wetness has two levels: Damp and Soaked. A Wet Thing is denoted by a ^ symbol after its name in gamestate tracking, with one ^ meaning that the Thing is Damp and two meaning that it is Soaked. When a Thing that is Wet is Dried, it ceases to be Wet. When a Things Wetness is increased, it goes from not Wet to Damp, or from Damp to Soaked, or from Soaked to being destroyed and removed from the game, as appropriate.
Add the following as a final step to the Cycle Atomic Action in the rule Energy Cycles:
Increase the Wetness of all Things.
This might look like a straightforward attack on the sugarcube gang, but it’s early in the dynasty and I don’t think it’s a good idea at this stage to completely divorce the Things game from the Energy and Cogs game; monofocused strategies seem uninteresting to me. This approach - of having there be a soft cap on the number of Things you can have dictated by your cog generation capacity - seems like it offers more opportunities to develop further gameplay.
Madrid:
Goddamnit Josh lol. This feels like https://blognomic.com/archive/unstable_matter again where you also proposed to have a stuff that you didn’t have, decay.
We can have interesting mechanics without it needing to affect the current status quo this much. I’m not votelocking so that you have a chance to change this to something else.