Difference between revisions of "The Thirty-First Dynasty of Kevan"
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− | '''4 August 2023 | + | '''4 August - 4 September 2023''' |
==Ascension Address== | ==Ascension Address== | ||
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[[Imperial Styles|Imperial Style]]: Designer/Protective/Powerhouse/Scam-Neutral/Guarded/Methodical | [[Imperial Styles|Imperial Style]]: Designer/Protective/Powerhouse/Scam-Neutral/Guarded/Methodical | ||
+ | |||
+ | This dynasty takes place in [[Ruleset_216#Overland_Navigation|a named location from the previous dynasty]]. | ||
==Players== | ==Players== | ||
Line 21: | Line 23: | ||
The following players were active at the beginning of this Dynasty: Bucky, JonathanDark, Josh, Kevan, lemon, lendunistus | The following players were active at the beginning of this Dynasty: Bucky, JonathanDark, Josh, Kevan, lemon, lendunistus | ||
− | The following players were active at the end of this Dynasty: | + | The following players were active at the end of this Dynasty: JonathanDark, Josh, Kevan, lemon, lendunistus, Rafter |
==Final Ruleset== | ==Final Ruleset== | ||
Line 30: | Line 32: | ||
==Posts of Interest== | ==Posts of Interest== | ||
− | + | * [https://blognomic.com/archive/fifteen_minute_city Fifteen Minute City] defined each District as having People, Food and Defences | |
+ | * [https://blognomic.com/archive/two_roads_diverged Two Roads Diverged] set up the game loop of the dynasty: daily Dilemmas which modified stats, and which each District had to choose between | ||
+ | * [https://blognomic.com/archive/commons_people_like_you Commons People, Like You] created Commons which Districts could connect to, to gain abilities. These were initially awarded based on population, and could be used as a daily action. | ||
+ | * [https://blognomic.com/archive/left_the_people_on_read Left The People On Read] brought over the Order stat from the previous dynasty. Here it was a number that decreased when a District timed out on responding to a Dilemma. | ||
+ | * [https://blognomic.com/archive/reinventing_the_wheel Reinventing the Wheel] added a "Tech" stat | ||
+ | * [https://blognomic.com/archive/gathering_together Gathering Together] changed Commons Gathering from a daily action to a possible Dilemma opportunity | ||
+ | * [https://blognomic.com/archive/survival_of_the_wittest Survival of the Wittest] renamed Tech to Ingenuity and allowed it to be spent on Innovation powerups (although this action wasn't yet made available) | ||
+ | * [https://blognomic.com/archive/open_door_policy Open Door Policy] allowed Defence to go negative; several Districts would dip into this zone later in the dynasty | ||
+ | * [https://blognomic.com/archive/famines_edge Famine's Edge] caused a population loss if Food could not be spent when needed | ||
+ | * [https://blognomic.com/archive/one_thing_after_another One Thing After Another] allowed new Dilemmas to be created if the current ones had been completely responded to; in practice, some players held back their decisions and the dynasty generally stayed at one Dilemma per day. The proposal also allowed players to pass on a Dilemma and take the Order hit directly. | ||
+ | * [https://blognomic.com/archive/the_city_must_survive The City Must Survive] defined the Storm as an endgame event set for August 28th (where Dilemmas would become harsher and the best-placed player at the end would win), but it would not survive the dynasty | ||
+ | * [https://blognomic.com/archive/innovation_in_action Innovation in Action] changed the Gathering Dilemma result to "Governing", which allowed the player to choose whether to Gather or create an Innovation | ||
+ | * [https://blognomic.com/archive/the_old_calendar The Old Calendar] moved the Storm to Dilemma 24, rather than a calendar date | ||
+ | * [https://blognomic.com/archive/true_dilemmas True Dilemmas] amended the Dilemma generation rule so that null options like "Gain 1 Food and Lose 1 Food" were instead rerolled. | ||
+ | * [https://blognomic.com/archive/we_rowdy We Rowdy] created the Solar Field and Battery Garden, and gave each District an Energy Trap. Districts could donate Energy to other Districts, the amount based on the status of the Battery Garden, and whether the action was taken early or late during a dilemma. | ||
+ | * [https://blognomic.com/archive/shouts_to_all_my_lost_boys Shouts to all my lost boys] switched Commons discovery from being population-linked, to an Energy spend | ||
+ | * [https://blognomic.com/archive/mistaken_forecast Mistaken Forecast] put the Storm forward, given that recent Dilemmas were running quite quickly | ||
+ | * [https://blognomic.com/archive/law_and_order Law and Order] gave a third Govern option: gaining 1 Order | ||
+ | * [https://blognomic.com/archive/tree_stump Tree Stump] made the Innovations into more of a tech tree, as befitted its original intention | ||
+ | * [https://blognomic.com/archive/energy_crisis Energy Crisis] upped the Energy impact of Dilemmas | ||
+ | * [https://blognomic.com/archive/batteries_not_included1 Batteries Not Included] removed the timing aspect of Battery Garden usage, levelling it to a flat 2 Energy | ||
+ | * [https://blognomic.com/archive/caffeinated_city Caffeinated City] clarified that the Emperor should clear the queue where possible before posting a Dilemma, and post Dilemmas whenever possible | ||
+ | * [https://blognomic.com/archive/dislocation Dislocation] repealed the Battery Garden | ||
+ | * [https://blognomic.com/archive/the_shape_of_things_to_come The Shape of Things to Come] allowed players to influence the next Dilemma, later plugged in by [https://blognomic.com/archive/thinking_before_the_box Thinking Before the Box] - this mechanic would be invoked by Lemon for the final two Dilemmas | ||
+ | * [https://blognomic.com/archive/luckpusher Luckpusher] created a "randomly apply 0-2 other downsides" Dilemma downside, which would hit some people badly later on | ||
+ | * [https://blognomic.com/archive/papers_please Papers, Please] created thematic Factions: whenever people arrived through a Dilemma, their faction identity was tracked | ||
+ | * [https://blognomic.com/archive/the_peoples_front_of_judea The People’s Front of Judea] gave Factions random preferences for the kinds of stats they liked to see in a District, leaving if they were displeased. This would later cause Troglodytes to leave all Districts, while the Seafolk and Machinists remained in Josh's. | ||
+ | * [https://blognomic.com/archive/well_moot_by_meenlight Well Moot By Meenlight] created a Commons through which a District could call a Moot when Gathering, gaining Faction-specific rewards. Josh would be the only player to benefit from this, calling two Moots towards the game end, with no further Factions arriving. | ||
+ | * [https://blognomic.com/archive/meet_and_greet Meet and Greet] added a Govern mechanic for guessing, Mastermind-style, what your Factions wanted | ||
+ | * [https://blognomic.com/archive/inevitability Inevitability] changed the Storm effects | ||
+ | * [https://blognomic.com/archive/the_anointed_ones The Anointed Ones] replaced the Storm with a Conclave, where players would bid their various resources to win a number of rounds | ||
+ | |||
+ | ===Core changes=== | ||
+ | * [https://blognomic.com/archive/the_final_word_special_case The Final Word] altered how Imperial Deferentials resolved at low player counts | ||
+ | * [https://blognomic.com/archive/private_eye Private Eye] removed the concept of a "private message" from the appendix | ||
+ | |||
+ | ===Dilemmas=== | ||
+ | * [https://blognomic.com/archive/dilemma_1_the_blockades Dilemma 1 - The Blockades] | ||
+ | * [https://blognomic.com/archive/dilemma_2_the_cold Dilemma 2 - The Cold] | ||
+ | * [https://blognomic.com/archive/dilemma_3_the_believers Dilemma 3 - The Believers] | ||
+ | * [https://blognomic.com/archive/dilemma_4_the_crows Dilemma 4 - The Crows] | ||
+ | * [https://blognomic.com/archive/dilemma_5_the_floodwaters Dilemma 5 - The Floodwaters] | ||
+ | * [https://blognomic.com/archive/dilemma_6_the_nightwalkers Dilemma 6 - The Nightwalkers] | ||
+ | * [https://blognomic.com/archive/dilemma_7_the_shipwreck Dilemma 7 - The Shipwreck] | ||
+ | * [https://blognomic.com/archive/dilemma_8_the_mariners Dilemma 8 - The Mariners] | ||
+ | * [https://blognomic.com/archive/dilemma_9_the_strike Dilemma 9 - The Strike] | ||
+ | * [https://blognomic.com/archive/dilemma_10_the_grid Dilemma 10 - The Grid] | ||
+ | * [https://blognomic.com/archive/dilemma_11_the_roadways Dilemma 11 - The Roadways] | ||
+ | * [https://blognomic.com/archive/dilemma_12_the_illumination Dilemma 12 - The Illumination] | ||
+ | * [https://blognomic.com/archive/dilemma_13_the_generators Dilemma 13 - The Generators] | ||
+ | * [https://blognomic.com/archive/dilemma_14_the_towers Dilemma 14 - The Towers] | ||
+ | * [https://blognomic.com/archive/dilemma_15_the_library Dilemma 15 - The Library] | ||
+ | * [https://blognomic.com/archive/dilemma_16_the_fire Dilemma 16 - The Fire] | ||
+ | * [https://blognomic.com/archive/dilemma_17_the_machinists Dilemma 17 - The Machinists] | ||
+ | * [https://blognomic.com/archive/dilemma_18_the_livestock Dilemma 18 - The Livestock] | ||
+ | * [https://blognomic.com/archive/dilemma_19_the_storehouses Dilemma 19 - The Storehouses] | ||
+ | * [https://blognomic.com/archive/dilemma_20_the_tunnels Dilemma 20 - The Tunnels] | ||
+ | * [https://blognomic.com/archive/dilemma_21_the_darkness Dilemma 21 - The Darkness] | ||
+ | * [https://blognomic.com/archive/dilemma_22_the_hunt Dilemma 22 - The Hunt] | ||
+ | * [https://blognomic.com/archive/dilemma_23_the_rain Dilemma 23 - The Rain] | ||
+ | * [https://blognomic.com/archive/dilemma_24_the_elders Dilemma 24 - The Elders] | ||
+ | * [https://blognomic.com/archive/dilemma_25_the_brownouts Dilemma 25 - The Brownouts] | ||
+ | * [https://blognomic.com/archive/dilemma_26_the_panels Dilemma 26 - The Panels] | ||
+ | * [https://blognomic.com/archive/dilemma_27_the_vehicles Dilemma 27 - The Vehicles] | ||
+ | * [https://blognomic.com/archive/dilemma_28_-_the_lights Dilemma 28 - The Lights] | ||
+ | * [https://blognomic.com/archive/dilemma_29_the_scavengers Dilemma 29 - The Scavengers] | ||
+ | * [https://blognomic.com/archive/dilemma_30_the_protestors Dilemma 30 - The Protestors] | ||
+ | |||
+ | ===Plenary Sessions=== | ||
+ | |||
+ | * [https://blognomic.com/archive/plenary_session_1_abundance Plenary Session #1 - Abundance] | ||
==Ascension== | ==Ascension== | ||
+ | After Josh persuaded the group that he would almost certainly win outright three of the six Conclave Agenda items, he made a [https://blognomic.com/archive/plenipotentiary CfJ] to sidestep the process and directly award himself Victory rather than playing out the Plenary Sessions. The CfJ passed with three other players supporting it. | ||
==Commentary== | ==Commentary== | ||
+ | * [https://blognomic.com/archive/new_dead_city New Dead City] | ||
{{dynastic Histories}} | {{dynastic Histories}} |
Latest revision as of 17:37, 4 September 2023
4 August - 4 September 2023
Contents
Ascension Address
It is hard to truly kill a city.
War had driven many from the old seaport, and by the time the floods came, most of what remained of humanity had relocated into the Great Machines, vast and protected structures that roamed slow and optimised routes across the inhospitable landscape.
For years the old city remained a trading post, a fragile but crucial meeting point between the Machines and the cargo ships. When conditions worsened and trade stopped, the Machinists offered the people of the city one final, fractious evacuation. The Machines maintained a wary distance after that, with only occasional sightings of them grazing blindly through the city’s outskirts, sifting through the rubble for raw materials before moving on.
Contact with the Great Machines was eventually lost, and it has now been a generation since anyone in the city has seen one, even on the icy horizons. Across the city’s splintered districts, small communities still survive under the guidance of local leaders, maintaining a precarious but unbroken existence against their constant adversities.
The city lives.
Imperial Style: Designer/Protective/Powerhouse/Scam-Neutral/Guarded/Methodical
This dynasty takes place in a named location from the previous dynasty.
Players
The following players were active at the beginning of this Dynasty: Bucky, JonathanDark, Josh, Kevan, lemon, lendunistus
The following players were active at the end of this Dynasty: JonathanDark, Josh, Kevan, lemon, lendunistus, Rafter
Final Ruleset
Gamestate
Posts of Interest
- Fifteen Minute City defined each District as having People, Food and Defences
- Two Roads Diverged set up the game loop of the dynasty: daily Dilemmas which modified stats, and which each District had to choose between
- Commons People, Like You created Commons which Districts could connect to, to gain abilities. These were initially awarded based on population, and could be used as a daily action.
- Left The People On Read brought over the Order stat from the previous dynasty. Here it was a number that decreased when a District timed out on responding to a Dilemma.
- Reinventing the Wheel added a "Tech" stat
- Gathering Together changed Commons Gathering from a daily action to a possible Dilemma opportunity
- Survival of the Wittest renamed Tech to Ingenuity and allowed it to be spent on Innovation powerups (although this action wasn't yet made available)
- Open Door Policy allowed Defence to go negative; several Districts would dip into this zone later in the dynasty
- Famine's Edge caused a population loss if Food could not be spent when needed
- One Thing After Another allowed new Dilemmas to be created if the current ones had been completely responded to; in practice, some players held back their decisions and the dynasty generally stayed at one Dilemma per day. The proposal also allowed players to pass on a Dilemma and take the Order hit directly.
- The City Must Survive defined the Storm as an endgame event set for August 28th (where Dilemmas would become harsher and the best-placed player at the end would win), but it would not survive the dynasty
- Innovation in Action changed the Gathering Dilemma result to "Governing", which allowed the player to choose whether to Gather or create an Innovation
- The Old Calendar moved the Storm to Dilemma 24, rather than a calendar date
- True Dilemmas amended the Dilemma generation rule so that null options like "Gain 1 Food and Lose 1 Food" were instead rerolled.
- We Rowdy created the Solar Field and Battery Garden, and gave each District an Energy Trap. Districts could donate Energy to other Districts, the amount based on the status of the Battery Garden, and whether the action was taken early or late during a dilemma.
- Shouts to all my lost boys switched Commons discovery from being population-linked, to an Energy spend
- Mistaken Forecast put the Storm forward, given that recent Dilemmas were running quite quickly
- Law and Order gave a third Govern option: gaining 1 Order
- Tree Stump made the Innovations into more of a tech tree, as befitted its original intention
- Energy Crisis upped the Energy impact of Dilemmas
- Batteries Not Included removed the timing aspect of Battery Garden usage, levelling it to a flat 2 Energy
- Caffeinated City clarified that the Emperor should clear the queue where possible before posting a Dilemma, and post Dilemmas whenever possible
- Dislocation repealed the Battery Garden
- The Shape of Things to Come allowed players to influence the next Dilemma, later plugged in by Thinking Before the Box - this mechanic would be invoked by Lemon for the final two Dilemmas
- Luckpusher created a "randomly apply 0-2 other downsides" Dilemma downside, which would hit some people badly later on
- Papers, Please created thematic Factions: whenever people arrived through a Dilemma, their faction identity was tracked
- The People’s Front of Judea gave Factions random preferences for the kinds of stats they liked to see in a District, leaving if they were displeased. This would later cause Troglodytes to leave all Districts, while the Seafolk and Machinists remained in Josh's.
- Well Moot By Meenlight created a Commons through which a District could call a Moot when Gathering, gaining Faction-specific rewards. Josh would be the only player to benefit from this, calling two Moots towards the game end, with no further Factions arriving.
- Meet and Greet added a Govern mechanic for guessing, Mastermind-style, what your Factions wanted
- Inevitability changed the Storm effects
- The Anointed Ones replaced the Storm with a Conclave, where players would bid their various resources to win a number of rounds
Core changes
- The Final Word altered how Imperial Deferentials resolved at low player counts
- Private Eye removed the concept of a "private message" from the appendix
Dilemmas
- Dilemma 1 - The Blockades
- Dilemma 2 - The Cold
- Dilemma 3 - The Believers
- Dilemma 4 - The Crows
- Dilemma 5 - The Floodwaters
- Dilemma 6 - The Nightwalkers
- Dilemma 7 - The Shipwreck
- Dilemma 8 - The Mariners
- Dilemma 9 - The Strike
- Dilemma 10 - The Grid
- Dilemma 11 - The Roadways
- Dilemma 12 - The Illumination
- Dilemma 13 - The Generators
- Dilemma 14 - The Towers
- Dilemma 15 - The Library
- Dilemma 16 - The Fire
- Dilemma 17 - The Machinists
- Dilemma 18 - The Livestock
- Dilemma 19 - The Storehouses
- Dilemma 20 - The Tunnels
- Dilemma 21 - The Darkness
- Dilemma 22 - The Hunt
- Dilemma 23 - The Rain
- Dilemma 24 - The Elders
- Dilemma 25 - The Brownouts
- Dilemma 26 - The Panels
- Dilemma 27 - The Vehicles
- Dilemma 28 - The Lights
- Dilemma 29 - The Scavengers
- Dilemma 30 - The Protestors
Plenary Sessions
Ascension
After Josh persuaded the group that he would almost certainly win outright three of the six Conclave Agenda items, he made a CfJ to sidestep the process and directly award himself Victory rather than playing out the Plenary Sessions. The CfJ passed with three other players supporting it.