Difference between revisions of "The Sixth Dynasty of Clucky"
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== Ascension Address == | == Ascension Address == | ||
− | [https://blognomic.com/archive/ | + | [https://blognomic.com/archive/island_getaway_package Island Getaway Package]: |
Welcome, everyone! Welcome to the Blognomic Archipelago! | Welcome, everyone! Welcome to the Blognomic Archipelago! | ||
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==Final Ruleset== | ==Final Ruleset== | ||
− | *[[Ruleset 177]] | + | |
+ | * [[Ruleset 177]] | ||
==Gamestate== | ==Gamestate== | ||
− | |||
− | == | + | * [[Archipelago]] |
+ | |||
+ | ==Proposals of Interest== | ||
+ | |||
+ | * '''[https://blognomic.com/archive/island_life Island Life]''', the initial post by Clucky, introduced three of the major mechanics: '''Action Points''', which, unsurprisingly, were a currency spent to perform dynastic actions; '''Villagers''', which would act as the workforce; and '''Islands''', which each Player received to host Villagers. | ||
+ | * '''[https://blognomic.com/archive/biome_sweet_biome Biome Sweet Biome]''' gave every Island a '''Terrain''' value, which would affect the ways actions could be performed on those islands. | ||
+ | * '''[https://blognomic.com/archive/trying_again2 Trying Again]''' (a direct copy of [https://blognomic.com/archive/get_your_bells_on Get Your Bells On]) brought '''Bells''' and '''Tasks''' to the game. Players could cause any Villager to perform a Task, which would generally gain the Villagers some sort of monetary reward in Bells. This proposal detailed Clucky's plan for the dynasty: a game where players would not take actions directly, instead relying on Villagers (either theirs or others') to do so. | ||
+ | |||
+ | {{to be completed}} | ||
==Ascension== | ==Ascension== |
Revision as of 01:01, 2 May 2020
8 April 2020 - current
Contents
Ascension Address
Welcome, everyone! Welcome to the Blognomic Archipelago!
We here at Nook Inc look forward to helping you turn each of these Islands into a slice of paradise!
I hope you enjoy your time here. Please be respectful to all of the Villagers who will be joining us. They are the ones who really bring life to the Islands. But they’ll need your help to really get the most out of the island experience.
Please also be respectful of your fellow players. We are all friends here. I’ll tell you the same thing I tell Timmy and Tommy when they are fighting – you will get far more done making friends than making enemies.
But enough of that. These islands won’t populate themselves. It is time for you to begin your adventure! Go fill the Blognomic Archipelago with whatever your creative minds image!
Together I’m sure we’ll all have a wonderful time!
Players
The following players were active at the start of the Dynasty: admins in bold and *)
Brendan*, Clucky, Darknight*, Farsight, JimothyFromTLTT, Josh*, Jumble, Kevan*, naught, pencilgame, Tantusar*, TyGuy6
Final Ruleset
Gamestate
Proposals of Interest
- Island Life, the initial post by Clucky, introduced three of the major mechanics: Action Points, which, unsurprisingly, were a currency spent to perform dynastic actions; Villagers, which would act as the workforce; and Islands, which each Player received to host Villagers.
- Biome Sweet Biome gave every Island a Terrain value, which would affect the ways actions could be performed on those islands.
- Trying Again (a direct copy of Get Your Bells On) brought Bells and Tasks to the game. Players could cause any Villager to perform a Task, which would generally gain the Villagers some sort of monetary reward in Bells. This proposal detailed Clucky's plan for the dynasty: a game where players would not take actions directly, instead relying on Villagers (either theirs or others') to do so.
- (This list of significant dynastic events is currently incomplete.)