User:Bucky/Dynastic Rules Sandbox

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Initialisation

Every dynastic rule except for this rule and its subrules is flavour text. After Initialisation Phase One and Initialisation Phase Two have been repealed, any Machinist may rename this rule to “Machinist Agendas” and then remove this paragraph from the ruleset.

An Agenda is a text string describing a particular condition pertaining to a potential dynastic gamestate, which can belong to a Machinist. An Agenda can only be owned by one Machinist at a time, and one Machinist can own no more than three Agendas at a time. An Agenda’s condition and ownership are privately tracked by the Great Machine. Agendas that are not owned by any Machinist can be referred to as Reserve Agendas.

An Initialisation Key is a term that appears with bold formatting in the dynastic rules at least one time. The text string of an Agenda must include exactly 2 different Initialisation Keys. An Initialisation Key still counts as being included in an Agenda if an alternate form or tense of that Key appears in that Agenda’s text.

Machinists may never disclose, implicitly or explicitly, publicly or privately, their Agendas, except where explicitly required for the Declaration of Victory. If there are fewer than five Machinists who have either voted on a proposal or publicly taken a dynastic action in the preceding 4 days then any Machinist may Impose Omerta by making a story post to that effect. When Omerta is Imposed, all Machinists are subject to the restrictions set out in the rule No Private Communication, regardless of their Alliances.

When an owned Agenda’s condition is a true statement about the current gamestate, that Agenda is Fulfilled. If two or more of a Machinist’s own Agendas have been Fulfilled for the last 24 hours, that Machinist has achieved victory. A Declaration of Victory based on this rule should include the text of each of the Agendas that contributed to the victory.

The following rules in the bulleted list below are considered flavourtext until the subrule “Initialisation Phase Two” is repealed, after which they are immediately considered actual ruletext:

  • Initialisation Keys may not be edited or removed from the dynastic rules by any Proposal, though they may be moved to other rules and subrules, and the text surrounding them may be edited, added to, or removed.
  • If a Proposal repeals a rule or subrule that contains any Initialisation Keys, that same Proposal must move the text of each Initialisation Key from the repealed rule or subrule to another rule or subrule.

Initialisation Phase One

The purpose of Phase One is to establish a basic set of mechanical concepts to serve as inspiration for Agendas in Phase Two.

Machinists should Propose stub rules which contain potential Initialisation Keys until there are at least twice as many Initialisation Keys as there are active Machinists. Proposed Initialisation Keys should be the names of resources, actions, or other interactable game constructs. Multiple Initialisation Keys referring to the exact same game mechanic should be avoided.

If there are at least twice as many Initialisation Keys as there are active Machinists, the Great Machine can and should repeal this subrule.

Initialisation Phase Two

The purpose of Phase Two is to provide every Machinist with three Agendas, which will determine their win conditions for this dynasty. If the rule “Initialisation Phase One” exists in the ruleset, the rest of this rule is flavour text.

Each Machinist can and should Send a Schematic to the Great Machine exactly one time. Sending a Schematic consists of writing between 2 and 5 Agendas (inclusive) and sending them privately to the Great Machine. When an Initialisation Key appears in one of these Agendas, it should be bolded.

After receiving a Machinist’s written Agendas as a result of them Sending a Schematic, the Great Machine must add them to the list of privately tracked Agendas, tracking the name of the Machinist who submitted each Agenda but may edit their wording or grammar slightly to fit in with the other existing Agendas so long as their meaning is not changed.

The Great Machine can and should create up to 10 Agendas; these Agendas should, when feasible, include the Initialisation Key(s) which appear in the fewest existing Agendas.

Once each active Machinist has Sent a Schematic and there exists a number of Agendas greater than four times the number of active Machinists, the Great Machine can perform the following atomic action:

  • Delete all Agendas that meet one or more of the following conditions:
    • The Great Machine judges it to be unfairly easy or difficult to Fulfill
    • The Great Machine judges it to be unfairly beneficial to the writer
    • It uniquely identifies specific Machinists (other than by referring to the current holder of the Agenda)
    • It gives non-dynastic instructions
    • It mentions an initialisation key with no intent to use mechanics related to it
  • If there are fewer Agendas than four times the number of active Machinists, then create Agendas until this is no longer the case.
  • Delete Agendas until there exists a number of Agendas that is exactly four times the number of active Machinists, prioritising the deletion of Agendas that include the Initialisation Key(s) which appear in the most existing Agendas.
  • Secretly randomly assign Reserve Agendas to each Machinist, choosing from the Agendas not authored by that Machinist, until every Machinist owns exactly three Agendas.
  • Privately inform each Machinist the full text of the Agendas which they own.
  • Make a Story Post indicating that Initialisation is complete, and also listing every Agenda that was deleted in step 1 of this action, the and the reasons for those Agendas’ deletions.
  • Repeal this subrule.

Brevity

Any Proposal which would add more than 400 characters net to the dynastic ruleset is unpopular and isn’t popular. Characters that do not render as ruletext (eg rule titles, table of contents entries, wikimedia markup or similar) are not counted towards the limit imposed by this rule.

Desires

One might desire to Construct Housing.
One might desire three Neighbors.
One might desire to Destroy all.

The Great Machine’s Structure

The Great Machine contains three Megasystems: the System of Motion, the System of Dwelling, and the System of Control.

Each Machinist always inhabits exactly one Megasystem, which is publicly tracked and defaults to “System of Control”. As a daily action called Moving, a Machinist may change which Megasystem they’re inhabiting.

Resource Triangle

Each Machinist has a publicly-tracked quantity of Coal, Housing, and Valves, each of which is an integer defaulting to 0.

Each Resource can be exchanged with the one after it in the list above (looping) at a rate of 2 given to 1 received.

Resources are associated with Systems as follows: Coal:Motion :: Housing:Dwelling :: Valves:Control.

Subsystems

Megasystems have Facilities in them. Facilities’ names (flavortext), parent Megasystems and statuses (ACTIVE, STANDBY or DORMANT) are publicly tracked. The Great Machine may create and name new DORMANT Facilities in any Megasystem with fewer than three Facilities.

Damage and Repair

Each Megasystem has a publicly-tracked number of Damaged Parts defaulting to 0 and a publicly-tracked list named Repair Log defaulting to empty. Each entry in the Repair Log contains a Date, a list of one or more Components, and a Machinist’s name.

Crime & Commerce

Graffiti is found deep in the bowels of the machine.

Flea Market

Each Machinist has a publicly tracked number of baubles.

Machinists in the System of Dwelling may Trade in the Flea Market:

  • First they pay baubles equal to the number of times they have Traded today.
  • Then they pay 1 of a trade item to receive its cost, or vice versa.

Trade items’ bauble costs are publicly tracked. A trade item’s bauble cost is based on that item’s base cost, and varies daily as described in Time’s Passage.

The trade items and base costs are: Coal, 1. Housing, 1. Valves, 1. Cog, 1. Filter, 1. Panel, 1. Pipe, 1. Plate, 1. Seal, 1. Wheel, 1. Wiring, 1.

Punishment

There is a publicly-tracked list named Lockdown where each entry is a Machinist’s name and a number of Days, defaulting to an empty list. A Machinist whose name is in this list may not perform any dynastic actions.

Components

Each Machinist has a personal list of the Components they are carrying, which is publicly tracked.

Components that exist are: Cog, Filter, Panel, Pipe, Plate, Seal, Wheel and Wiring.

Time's Passage

Each day, the Great Machine can and should perform the following Daily Atomic Action, called Passing Time:

  • Randomly select a Megasystem and increase its Damaged Parts by 1.
  • For each trade item, roll DICE3, add to the result that trade item’s base cost, and then set that trade item’s bauble cost to the resulting number.
  • Remove every entry in the Lockdown list with a Days value of 0, then subtract 1 from the Days value of each remaining entry.