I idle
Too complex a game, not enough time.
Player/quorum is 20/11.
Too complex a game, not enough time.
Player/quorum is 20/11.
If the Proposal titled “Proposal: All England was divided into 39 parts…” failed, this Proposal does nothing.
Add a new rule to the ruleset, entitled Trade Routes:
As a weekly action, the Mad Prince can set the trade routes. In order to do so, they must roll 14 different DICE39 in the GNDT.
Each County, as listed in the rule entitled “You can run, but you can’t hide,” corresponds with a number from the diceroll results, with 1 corresponding to the first item on the list and proceeding in alphabetical order. The output of these rolls, without having their order changed, comprise the start and end points of seven trade routes, one for each resource (the first number being the start point of the Iron trade point, the second being the end; the third being the start of the Wood route, the fourth being the end; and so on in the same fashion for Quicksilver, Caffeine, Cogs, Gems, and finally Coal). The Trade Route for each resource starts from the County designated as its start point and takes the shortest route (defined as the route that passes through the smallest number of counties) to the County designated as its end point. If there are multiple routes that tie for the shortest route then the Mad Prince may pick one of his chosing. The seven trade routes have their routes, including the start point, all intermediary Counties and the end point, tracked on a wiki page entitled [[Trade Routes]] (a page which should only be updated by the Mad Prince in accordance with this rule). Note that a County may be the start point, end point, or an intermediary county for multiple trade routes, and may be both the start and end point for and entire trade route (in which case no modifier to Scavenging results is conferred).
Any Commoner occupying a County that is the start point of a Trade Route may not claim the Resource of that Trade Route when Scavenging.
Any Commoner occupying a County that is an intermediary County for a Trade Route gets a 50% bonus (rounded down) to their Scavenging results for the Resource of that Trade Route.
Any Commoner occupying a County that is the end point of a Trade Route gains double the expected amount of the Resource of that Trade Route if it is chosen while Scavenging.
These bonuses are not cumulative with the bonuses granted to Commoners with a Dirigible-type workshop. These Commoners may chose which bonus to apply to their Scavenging.
Add a new subrule to rule 2.2, entitled Steamwagon:
Cost: 10 Iron, 2 Cog, 2 Quicksilver Power Requirement: 5
A Commoner with an invention including a Steamwagon attached to their Workshop may, as a weekly action, swap up to 15 of any one of their non-Coal Resources for an equal number of any other Resource, so long as the Trade Route of the Resource selected for swap starts, ends or passes through a County that neighbours the Commoner’s current County.
If I repropose the Stronghold workshop it’ll interplay with this.
Neither Hix nor Zauper has commented in the past week; they both idle out. Quorum drops to 11.
Edit the “Thermometer” Part to read:-
Cost: 1 Wood, 2 Quicksilver, 1 Gem Power Requirement: 5
Monitoring the temperature of a machine can help to improve its operating efficiency. Whenever a Commoner who owns a Thermometer and has an Income below 50 would increase his Coal by his Income, he may instead increase it by his Income plus ten.
If the Proposal titled “All England was divided into 39 parts…” failed, this Proposal does nothing.
To Rule “You can run, but you can’t hide” add:
Commoners, who are in neighboured Counties may be reffered as “Neighbours”. If a Commoner is the only Commoner in a County, they may be reffered as “Lonelies”. If a Commoner is a “Lonely” and has no Neighbours, they might be reffered as “Total Lonelies”.
A “Lonely” may scavange Ressources at twice and a “Total Lonely” as triple the rates detailed in Rule 2.1, but their Coal is simply increased by their Income. If they have a “Dirigible” Workshop and want to scavange using the Dirigible’s power, a “Lonely” may scavange as 6 times and a “Total Lonely” as 9 times the rates detailed in Rule 2.1.
To the first bullet list of Rule 2.1.1 titled “Trading” add:
The Commoner who made the offer and the Commoner who wants to accept the offer, are in the same County.
In Rule 2.1 titled “Commoner’s Economy” replace “Commoners can transfer their own Resources to other Commoners, at will.” with
Commoners can transfer their own Resources to other Commoners, at will, if they are in the same County.
In Rule 2.5 titled “Raiding” replace “As a weekly action, a Commoner can Raid by contacting the Mad Prince privately (via private message, IRC, or email at callforjudgement at yahoo.co.uk), stating that they are Raiding that week.” with:
As a weekly action, a Commoner, who is in the County “Dorset”, can Raid by contacting the Mad Prince privately (via private message, IRC, or email at callforjudgement at yahoo.co.uk), stating that they are Raiding that week.
Add a Subrule titled “Traveler” to Rule 2.2 titled “Inventions”:
Cost: 3 Iron, 15 Caffeine Power Requirement: 2
A Commoner, who owns an Invention with a “Traveler” may also trade with Neighbours and are allowed to transfer Ressources to their Neighbours. If they stay in a County, which neighbours “Dorset”, they are also allowed to Raid.
There need to be some advantages of other Counties. I thought of a list like “This County has more wood, so you can scavange more Wood there.”, but I dont like to check all these facts, because I do not know English geography that well…
So I thought, if there is no other Nomic-Commoner, they can scavange more. But of course, they cannot interact with other Commoners that well then…
If the Proposal titled “All England was divided into 39 parts…” failed, this Proposal does nothing.
Add another item to the list of workshops:
* Stronghold
Even the most demented of despots needs a place to call home.
Effects: A Commoner with a Stronghold may not change their County, regardless of what parts they have attached to their stronghold. However, they may charge a tax against any Commoner who occupies the same County as they do. As a weekly action, the Stronghold-owning Commoner may subtract up to 5 non-Coal Resource from each Commoner in the same County as them. If one of these Commoners does not have enough Resource to pay the tax, the Stronghold owner may “rough them up” - subtracting as much non-Coal Resource as they can and ejecting the delinquent Commoner into an adjoining County.
Requirements: The workshop must have Inventions with Armor, Hydraulics, a Governing Armature and a Thermal Borehole attached to it.
Add the following to the subrules of rule 2.2, entitled Thermal Borehole:
Cost: 10 Iron, 5 Cogs Power Requirement: 10
A Commoner with an invention containing this part attached to their workshop may consider the Power Requirement for all inventions that they build to be 10 less, to a minimum of zero.
Create a new Dynastic rule, “You can run, but you can’t hide”:
Each Commoner is located in a County (tracked in the GNDT, and defaulting to Dorset), an entry from the list below, which also lists the Counties which neighbour which other Counties:
Bedfordshire: Buckinghamshire, Cambridgeshire, Hertfordshire, Huntingdonshire, Northamptonshire
Berkshire: Buckinghamshire, Hampshire, Oxfordshire, Surrey, Wiltshire
Buckinghamshire: Bedfordshire, Berkshire, Hertfordshire, Middlesex, Northamptonshire, Oxfordshire
Cambridgeshire: Bedfordshire, Essex, Hertfordshire, Huntingdonshire, Lincolnshire, Norfolk, Northamptonshire, Suffolk
Cheshire: Derbyshire, Lancashire, Shropshire, Staffordshire, Yorkshire
Cornwall: Devon
Cumberland: County Durham, Lancashire, Northumberland, Westmorland
Derbyshire: Cheshire, Leicestershire, Nottinghamshire, Staffordshire, Yorkshire
Devon: Cornwall, Dorset, Somerset
Dorset: Devon, Hampshire, Somerset, Wiltshire
County Durham: Cumberland, Northumberland, Yorkshire
Essex: Cambridgeshire, Hertfordshire, Kent, Middlesex, Suffolk
Gloucestershire: Herefordshire, Oxfordshire, Somerset, Warwickshire, Wiltshire, Worcestershire
Hampshire: Berkshire, Dorset, Surrey, Sussex, Wiltshire
Herefordshire: Gloucestershire, Shropshire, Worcestershire
Hertfordshire: Bedfordshire, Buckinghamshire, Cambridgeshire, Essex, Middlesex
Huntingdonshire: Bedfordshire, Cambridgeshire, Northamptonshire
Kent: Essex, Surrey, Sussex
Lancashire: Cheshire, Cumberland, Westmorland, Yorkshire
Leicestershire: Derbyshire, Lincolnshire, Northamptonshire, Nottinghamshire, Rutland, Warwickshire
Lincolnshire: Cambridgeshire, Leicestershire, Norfolk, Northamptonshire, Nottinghamshire, Rutland, Yorkshire
Middlesex: Buckinghamshire, Essex, Hertfordshire, Surrey
Norfolk: Cambridgeshire, Lincolnshire, Suffolk
Northamptonshire: Bedfordshire, Buckinghamshire, Cambridgeshire, Huntingdonshire, Leicestershire, Lincolnshire, Oxfordshire, Rutland, Warwickshire
Northumberland: Cumberland, County Durham
Nottinghamshire: Derbyshire, Leicestershire, Lincolnshire, Yorkshire
Oxfordshire: Berkshire, Buckinghamshire, Gloucestershire, Northamptonshire, Warwickshire
Rutland: Leicestershire, Lincolnshire, Northamptonshire
Shropshire: Cheshire, Herefordshire, Staffordshire, Worcestershire
Somerset: Devon, Dorset, Gloucestershire, Wiltshire
Staffordshire: Cheshire, Derbyshire, Shropshire, Warwickshire, Worcestershire
Suffolk: Cambridgeshire, Essex, Norfolk
Surrey: Berkshire, Hampshire, Kent, Middlesex, Sussex
Sussex: Hampshire, Kent, Surrey
Warwickshire: Gloucestershire, Leicestershire, Northamptonshire, Oxfordshire, Staffordshire, Worcestershire
Westmorland: Cumberland, Lancashire, Yorkshire
Wiltshire: Berkshire, Dorset, Gloucestershire, Hampshire, Somerset
Worcestershire: Gloucestershire, Herefordshire, Shropshire, Staffordshire, Warwickshire
Yorkshire: Cheshire, Derbyshire, County Durham, Lancashire, Lincolnshire, Nottinghamshire, Westmorland
In subrule 2.2.8 “Wings” replace
This Part has no intrinsic effect.
with
As a weekly action, a Commoner with this Part attached to their Workshop can change the County they are located in to any neighbouring County.
In subrule 2.2.11 “Mobile Telescopic Legs” replace
This Part has no intrinsic effect.
with
No more than twice in any week, a Commoner with this Part attached to their Workshop can change the County they are located in to any neighbouring County.
Create a new subrule “Flanged Wheels” to rule 2.2 “Inventions” with the following text:
Cost: 10 Iron, 10 Wood, 3 Cogs Power Requirement: 1
A Commoner with this Part attached to their Workshop can spend 30 Coal to change the County they are located in to any neighbouring County, unless the old or new County is Northumberland.
If you’re getting bored Scavenging here in Dorset, why not annoy some of the other local Lords instead? Admittedly, there’s not much of a reason to move at the moment, but I’m likely to propose one soon if nobody else does first (and maybe even then; but please try to propose interesting ideas to do with location). As for why you can’t move into Scotland, I’m trying to recreate Hadrian’s Wall using liquid fire, and I’d rather you didn’t interfere with that. (And have you seen the state of the train tracks in Northumberland? Really!) The list of counties is, incidentally, taken from Wikipedia’s list of historic counties of England.
Strange, ths URL (‘idling’) hasn’t been taken already?
(If you see this message it means that Kevan hasn’t blocked this URL to keep for his own possible future idling)
Anyway, I request to be idled. It’s been a fun few weeks of nomicin’ with everyone, thank you.
I will give you resources for the low, low price of 0 Resource per 1 Resource!*
* Plus shipping and handling, which should amount to approximately 10000 Resource.

My friends, you have witnessed the birth of a (potentially) large corporation that is cold and merciless as so many others are. Its founder has tried to blackmail me for the fruits of my labour. Now this ‘family’ aims to rob an honest and humble entrepeneur of his business enterprise. Will I submit to their industrial might? Will I buckle under their strength? Nay! I will renew my efforts, and continue to offer this fine community the services and goods it so greatly desires and deserves. Moreover, I will strive to aid my customers with more than mere cogs and gemstones in the future.
Oppressed citizens of prince ais523’s domain, I implore you! Do not surrender your soul to some mindless corporation. Do not allow vague promises of a bright and prosperous future to cloud your vision. It is not through gear and steam alone, but through the strong hearts and ingenuity of good men and women like you that utopia will be reached! Are you content to scavenge for bits and pieces of usable material for the rest of your life, or do you dare to dream of more? Together we can reach to the heavens, as equals.
I do not ask you your loyalty. I do not ask you to become a member of a ‘family’ of slaves. All I ask of you is your friendship, and I offer mine in return. Allow me to help you to shape your own future, make the impossible possible and, most importantly, build really cool machines. Isn’t that what we were meant to do, what we desire most?
Beardco has been forced to reassess its prices once again by the ruthlessness of its competitor. I am now offering the use of my state-of-the-art facilities at the price of 1 (noncoal) resource per transaction! After the third transaction of the week, I’ll let you use them for free for the rest of the week!
Beardco. Tomorrow’s technology, today.
Timed out and passed, 8-0. Josh
Adminned at 11 Mar 2010 20:41:23 UTC
In 2.4 titled “Workshops”, replace “The Commoner who owns an Observatory may spend 1 Coal and 1 Resource to gain 1 of any other Resource. ” with:
The Commoner who owns an Observatory may spend 1 Coal and 1 Resource (other than Coal) to gain 1 of any other Resource.
Revert any “Bad Observatory Actions”, so if a Commoner has spended 2 Coal to get another Ressource using their “Observatory and alchemarium” Workshop, revert this action.
I think Observatories are fun in general, but spending two Coal to get another Ressource is not nice, though.
I know, I am one of the Commoners, who would profit from such a possibility (I am going to be a family member!), but I do not like this.
Dear JOSHTECK family,
I think we should show everyone, that JOSHTECK, an open-mindes company and community, is better than a selfish monopolist. (Well, with our help he is not a monopolost anymore. Thanks, Sir Josh!) I encourage you, the family members, to offer better trades for us. Together we can reach each status we want to. Would be even nice, mostly for our appearance, if we would all raide this week. These few guards will not stop the family, will they?
I have invented a Cogmold recently - for the family of course. As I wanted you to profit from my new power, just give me n Iron and you will receive n - 2 Cogs. I will only win one Cog by doing so. And it‘s my part to power this invention… So this should be fair. But this offer is only for our family. :) We need to be a strong community!
Also, to be a fair Commoner, there is another trade offer for everyone else: For n Iron I will give you n - 3 Cogs. That’s even cheaper than Sir Purplebeard‘s Cog Trade Offer. (*whisper* Sir Purplebeard is the incarnation of the dark. Do not trust him though.)
Finally, do you, the family members, have any other family plans? I will be the last one, who will stop such plans! Just tell me (and the other ones, of course!)
Kind regards, Sir Keba.
PS: I know I am not a family member yet. But I am quite sure, I will be one later…
Don’t be upset Purplebeard. I never wanted to have such fight, it was your choice ;)
Self-killed. Josh
Adminned at 11 Mar 2010 20:42:15 UTC
Edit the “Hydrogen Distillery” Part to read:-
Cost: 1 Wood, 2 Quicksilver, 1 Gem Power Requirement: 5
If a Commoner owns an Invention with a Hydrogen Distillery, they may choose not to spend an Invention’s Power Requirement in Coal when Inventing it, provided they instead spend 1 Quicksilver for each Part that the created Invention will have when it is Invented.
Timed out and passed, 10-0. Josh
Adminned at 11 Mar 2010 20:39:25 UTC
To the end of subrule 3.2.1 “Numbers and Variables”, append the following bullet point:
- If a rule implies that the result of a division should be an integer (for instance, by attempting to store that result in, or add it to, a gamestate variable that can only hold integers), the result of the division is instead the result rounded towards 0.
Because, otherwise I can’t resolve Raiding if the resources don’t divide evenly. This problem has probably come up before, and is likely to come up again, so fixing with a Glossary fix.
As you may have noticed, a shipment of resources (400 Coal, 50 Wood, 50 Iron) is coming over the moor to the Mad Prince’s Manor, guarded by 8 huge metal automata, venting steam, breathing fire, and flying around in an ominous manner. Still, because it would be hilarious to watch you trying to fight them, I’ve set up this blog post for you to plan strategy for your attack; we need somewhere to discuss these, after all.
I’m not planning to change the Treasury or Guard Level again this week, so it should be safe now to plan whether to Raid or not. Future changes (in future weeks) will probably be mentioned as comments on this post, so people interested in the Raiding subgame will have somewhere to look. And remember, it’s legal to both Raid and Scavenge in the same week if you want.
Neither Hellzapoppin, Flurie, NoOneImportant nor Thrawn has commented or posted in the past week. They all go idle, and quorum drops to 13.
JOSHTECK IS HERE.

For too long, you have laboured, only to turn nover your hard-earned scavengings to speculators, chancers and monopolists. No more.
Now you may take your own destiny by the hand, and with it, turn to face the bright new dawn of co-operation and industry. ALL OF YOUR TOMORROWS ARE YOURS AGAIN.
Terms of initial offering
Co-operative member
The first five Commoners to express an interest will be invited to participate in the Co-operative Membership scheme. A co-operative member gets the benefits of unlimited access to my transmutation skills at no additional cost; THAT’S RIGHT, 1 coal and 1 resource will net you 1 resource of your choice. No other retailer can best that. Of course, there are some upkeep charges, but these are limited - just 5 Coal or 1 Resource of your choice per week, to be paid to me on or before each Monday, will secure your access to this unbeatable offer.Membership expansion
We’re always looking tokick out our non-paying delinquentsgrow our family, so if you miss out on this initial offering, then don’t lose heart! You never know when we might expand our membership options, so keep your eyes peeled!Valued customer
Sadly, not everyone can be a member of our big happy industrial family. But everyone can get great prices with Joshteck! As a Customer of Joshteck, your first three transactions of the week will be charged at our standard rate - 2 Coal and 3 Resource for 1 resource in return. Thereafter, however, the Joshteck Favoured Customer Bonus kicks in, and you will be able to transmute lead to gold - or iron to cog, if you so wish -for the low, low price of 1 Coal and 2 Resource!
Joshteck. Serving you, today, tomorrow… forever.
Enacted, 12-0. Josh
Adminned at 10 Mar 2010 20:46:30 UTC
In rule Trading, add to the list of bullet-points after “Any Commoner may agree to a “Trade Offer” if all of the following are true:”
* He did not post the trade offer himself.
If any commoner completed a trade offer he himself made prior to the passing of this proposal, revert that trade. If any actions a commoner made after such a trade would be illegal if the trade had not been completed, revert them as well.
Suppose I have 10 iron, and post a trade offer of 10 iron for 10 iron. This satisfies the conditions for a legal trade offer. If I then complete this trade offer myself, I have to:
1: Append “Completed by Purplebeard” to the trade offer
2: Reduce my Iron (Sought Resource) by 10. I now have 0 iron.
3: Reduce my Iron (Offered Resource) by 10 again. This would leave me at -10 iron, but the Glossary sets it at 0 iron instead as game variables cannot be negative unless otherwise specified.
4 and 5: Increase my Iron by 20.
I now have 20 Iron, 10 more than I started out with. I can then post a new trade offer for 20 Iron, and repeat at nauseam.
I hate to disturb you again, good commoner, but my Cog Shop has recently expanded its selection with a variety of rare gems. Why waste your time scavenging for gems if you can buy them from me at the low low price of 5 coal and your choice of 5 iron or 5 wood? Check out your local Trading Post right away, because if you order today, I will not only give you this great product, but you will also receive it earlier than you would if you had ordered it later!
BUT WAIT! There’s more!
No wait, that was it.
To a certain other commoner who has also been working towards an Observatory and alchemarium: is there any way I can dissuade you from building one and competing with me? My profit margins are quite low already, and I doubt either of us would profit from a price war. I’m sure you can find another good use for all those resources, and I’d be happy to trade you your coal back, should you decide against this.
Timed out 11 votes to 0. Enacted by Kevan.
Adminned at 10 Mar 2010 13:06:30 UTC
Add a sub-rule to rule 2.2, entitled Hyper-Pressuriser:
Cost: 3 Iron, 1 Quicksilver, 1 Caffeine Power Requirement: 20
A Commoner who owns an invention which includes a Hyper-Pressuriser can, at any time, spend 100 Coal to gain 1 Gem.
Timed out and passed, 9-1. Josh
Adminned at 10 Mar 2010 11:07:35 UTC
To Rule 2.1 (Commoner’s Economy), add after the first paragraph:-
If a Commoner would ever have more than 200 Coal, their Coal is instead set to 200. If a Commoner would ever have more than 50 of any Resource other than Coal, their amount of that Resource is instead set to 50. These limits are known as “Caps”.
Add a new subrule to Rule 2.2 (Inventions) called “Coal Hopper”:-
Cost: 8 Iron Power Requirement: 0
If a Coal Hopper is attached to a Workshop, the owner of that Workshop ignores the Coal Cap, but if that Commoner’s Coal is ever more than 350, their Coal is instead set to 350.
Add a new subrule to Rule 2.2 (Inventions) called “Storage Drawer”:-
Cost: 4 Wood Power Requirement: 0
For each Storage Drawer attached to their Workshop, a Commoner may ignore the Resource Cap for a single Resource type of their choice (other than Coal).
There’s possibly too much incentive to sit tight and just stockpile Coal, at the moment, in case a better invention occurs to you in the future. This puts a cap on resources.
Timed out and failed, 5-1 with 1 unresolved DEF. Josh
Adminned at 10 Mar 2010 11:06:57 UTC
Add a new subrule to rule 2.2, entitled Scavenger Unit:
Cost: 5 Cogs, 1 Gem Power Requirement: 0
For each Scavenger Unit a Commoner owns, they may increase their income by 3. This income bonus must be removed if the Invention containing the Scavenger Unit is dismantled.
These things are capable of stripping a city block over night - manhole covers, copper lining from rooves, a small fortune of dropped change. Sadly they have to consume most of it in order to generate enough power to get back home, but having one can still improve a prudent Commoner’s buying power.
Timed out 9 votes to 2. Enacted by Kevan.
Adminned at 09 Mar 2010 16:40:53 UTC
Replace “A Commoner cannot Invent if he owns 3 Inventions already” with:-
A Commoner cannot Invent if he already owns 3 Inventions which are not attached to a Workshop
Reword the second paragraph of Rule 2.4 to:-
At any time, a Commoner who has fewer than three Inventions attached to their Workshop may attach an Invention they own to their Workshop, by updating the Inventions wiki page accordingly - Inventions which are attached to Workshops (and only those Inventions) must have “(attached to Workshop)” after their name. If an Invention is attached to a Workshop, all of its Parts are considered to be attached to that Workshop.
To “Electromagnetic Coil”, add:-
An Electromagnetic Coil has no effect if it is attached to a Junkyard Workshop, or to an Observatory and Alchemarium.
To the end of Rule 2.2 (Inventions), add:-
If an Invention would have a Power Requirement lower than 0, its Power Requirement is instead 0.
Remove the bracketed text from “Flame Vent” and the final sentences of “Basic Heatsink” and (if it exists)“Really Ingenious Design”.
Make each Part listed in Rule 2.2.8 (Workshop Parts) into a separate rule, with an Effect of “This Part has no intrinsic effect.”, and repeal Rule 2.2.8.
Giving a reason to think about attaching Inventions to Workshops - it means they stop counting towards your three-Invention carrying capacity, but (to give one example with Electromagnetic Coil, whose effect implies that it has to be carried around, so isn’t much use mounted to a static building) they may not work as effectively, or at all. A separate three-Invention limit is applied to Workshop-mounted Inventions.
While I’m here, “Power Requirement less than 0” seems to be a common Part effect, so may as well become a general rule. And the Workshop Parts might as well become individual Parts, so that we can perhaps Blueprint some minor effects onto them.
Just a short post to note that the BlogNomic server was unavailable from around 11am until 2pm (GMT) on Sunday, which means any proposals pending during that time weren’t “open for voting” for three hours, so won’t time out until they’re 51 hours old.
Timed out and passed, 12-2. Josh
Adminned at 09 Mar 2010 13:25:21 UTC
Add a new subrule to Rule 2.2 (Inventions) called “Armor”:
Cost: 15 Iron, 5 Wood, 2 Gems Power Requirement: 15
A Commoner, who owns an Invention with this Part, counts as two Commoners for the purpose of Rule 2.5 (Raiding).
This is really expensive, but it might be helpfull, if you only want to raid. For the flavour: A Commoner, who fights more and better than other ones, should receive more than the others…
Self-killed. Failed by Kevan.
Adminned at 09 Mar 2010 12:03:39 UTC
Enact a new subrule of Rule 2.1 “Commoner’s Economy” entitled “Free Market Trade”, which reads as follows:
As a Weekly Action a Commoner may trade with the market directly: They may decrease the amount, known as the “Offered Amount” of any Resource to any value higher or equal than zero. The difference between the previous and the current amount of this Resource is known as the “Offered Resource”. They may now increase any other Resource (of their Resources), known as the “Sought Resource”, by a “Free Market Amount”. This “Free Market Amount” is calculated as the total Amount of all Commoners of the “Sought Resource”, divided by the total current Amount of all Commoners of the “Offered Resource”, multiplied by the “Offered Amount”, rounded down. If no Commoner, including the Commoner, who likes to trade, own the “Sought Ressource” or the “Offered Ressource”, the trade will not be possible.
For example: If a Commoner would like to trade 100 Coal, the total Amount of the Offered Ressource may be 1000 Coal then (after the Commoner has decreased his or her Coal!) and the total Amount of the Sought Resource, Iron, is calculated as 500. This Commoner would receive 50 Iron then.
repropose again: I forgot to multiply with the Offered Amount.
» I was thinking of reducing the “Free Market Amount” (mabye just 4/5 or so), but I think it’s enough to do not count the Trader’s Amount of the “Offered Resource”. If you want to trade a lot or if you are the only one, who owns lots of a Resource, you may not trade that easy…” «
Timed out 13 votes to 0. Enacted by Kevan.
Adminned at 09 Mar 2010 12:03:18 UTC
Add a new subrule to Rule 2.2 (Inventions) called “Basic Improver”:
Cost: -5 Cogs, -2 Gems Power Requirement: 20
If an Invention, which consists of a “Basic improver”, would have a Cog or Gem Amount lower than zero, the Amount of the Ressources lower than zero would be 0 instead. If not, this Part has no other effect than reducing the Composition costs.
There were so many “positive Cost, negative Power reguirement” parts, so I thought of a “negative Cost, positive Power requirement”. I think 5 Cogs and 2 Gems should be compareable with 20 Coal, so this should be ok.
This could be usefull, if you dont have a Gem, and don’t want to trade or a trade is not possible yet. Additonally, there is no free market yet…
Reached quorum 16 votes to 0. Enacted by Kevan.
Adminned at 09 Mar 2010 12:02:40 UTC
Add a new subrule to Rule 2.2 (Inventions) called “Governing Armature”:-
Cost: 5 Iron, 1 Quicksilver, 3 Cogs Power Requirement: 15
If an Invention has a Governing Armature, its Power Requirement is simply equal to the total Power Requirements of its Parts.
A boon for those inventors who find power calculations a headache.
Timed out 9 votes to 3. Enacted by Kevan.
Adminned at 09 Mar 2010 12:02:15 UTC
Add a new subrule “Really Ingenious Design” to rule 2.2 (Inventions):
Cost: 5 Caffeine Power Requirement: -15
An Invention containing this Part cannot be created if the Commoner creating it has created another Invention in the preceding 3 weeks. This has no ongoing effect beyond its negative Power Requirement, except that if an Invention with a Really Ingenious Design would have a Power Requirement lower than 0, its Power Requirement is instead 0.
The power reduction may seem rather extreme, but it compensates for the extra Part and the need to add Caffeine; this is basically a way to make the inventions cap into a soft-cap (spending more time means you can fit more inventions below the Income limit). And what inventor could come up with a truly innovative design without thinking for ages and drinking lots of tea?
I hear some of the Commoners have been clamouring for more Land! Well, I was never one to stand in the way of progress, but there isn’t enough to go round, so here’s the price I’m charging for a plot of Land:
All requests, limericks and purchases as comments to this post, please. This is a limited time offer, open for some arbitrary period of time between half a week and half a month!
It’s so hard to get good poetry these days…
Timed out 10 votes to 2. Enacted by Kevan.
Adminned at 07 Mar 2010 15:08:34 UTC
Add a new part as a subrule to rule 2.2, entitled Hydrolics:
Cost: 8 Iron, 4 Cogs Power Requirment: 7
At any time, any Commoner who owns an Invention with this Part may spend 10 Coal or 5 Wood. For the subsequent 24 hours, they may reduce by half any coal expenditure made against the power requirement of an invention or part.
Timed out 11 votes to 2. Enacted by Kevan.
Adminned at 07 Mar 2010 14:58:09 UTC
Add a new subrule to Rule 2.2 (Inventions) called “Flame Vent”:-
Cost: 2 Iron Power Requirement: -10
If the owner of an Invention with a Flame Vent owns an Invention with Wood in its Composition, the Invention with Wood in its Composition is destroyed. (If an Invention with a Flame Vent would have a Power Requirement lower than 0, its Power Requirement is instead 0.)
Timed out 12 votes to 0. Enacted by Kevan.
Adminned at 07 Mar 2010 14:50:02 UTC
Reword the second paragraph of Rule 2.4 (Workshops) to:-
At any time, a Commoner may attach an Invention they own to their Workshop, by updating the [[Inventions]] wiki page accordingly - Inventions which are attached to Workshops (and only those Inventions) must have “(attached to Workshop)” after their name.
In the list of Requirements for Workshop types, replace “must have” with “must have Inventions with”, and replace “This workshop requires a precision lens, a thermometer and fireproof walls.” with:-
The workshop must have Inventions with a precision lens, a thermometer and fireproof walls attached to it.
Replace “All commoners have at least one workshop, which can exist in various forms and have various characteristics. New Commoners start with one Junkyard workshop. ” with:-
All Commoners have a Workshop, which can exist in various forms and have various characteristics. New Commoners start with a Junkyard workshop.
Remove “The land upon which to build further additional Junkyard Workshops needs to be bought from the Mad Prince, who may chose when, how many, and at what price to sell at his own discretion.” and “/ Mad-Prince defined” from Rule 2.4.
Tidying up the slightly vague mechanic of Parts being attached directly to Workshops - it’s not clear exactly how they come into play, or whether Income is deducted. This makes it so that you can only attach completed and paid-for Inventions to your Workshop.
Also cutting the multiple Workshops, which seem like too much effort to track the details of right now - if I have two identical Dirigibles and attach an Electromagnetic Coil to one of them, it’s not clear how I’m supposed to track that (or how I’m able to use the Coil when I’m out flying the other one).
Timed out 13 votes to 0. Enacted by Kevan.
Adminned at 07 Mar 2010 09:51:03 UTC
Change the workshop of all Commoners to “Junkyard”.
Sorry, should have done that in the main proposal.
I haven’t initialized his GNDT stats as I’m confused as how to go about doing so. Someone else will have to do it.
That is all.
This was a proposal made by a new member, trying to sign up. I’m afraid you can’t make proposals until an admin has activated you, which I’m doing now. Quorum rises to 15. Also, we’re into the 700s with member numbers now. -Darth
Adminned at 05 Mar 2010 05:19:38 UTC
. The wiki says I should post if I want to sign up, so…yeah
Timed out 4 votes to 13. Failed by Kevan.
Adminned at 07 Mar 2010 09:46:13 UTC
Enact a new subrule of Rule 2.1 “Commoner’s Economy” entitled “Caffeinated” which reads as follows:
As a weekly action, a Commoner may decrease their amount of Caffeine by 5 in order to gain the quality “Caffeinated”. A Caffeinated Commoner may choose at any time to stop being Caffeinated and gain an extra 10 Coal during their next Scavenge. If any actions are prohibited to a Commoner because of Night, a Caffeinated Commoner may perform them if they are not otherwise prohibited. A Caffeinated Commoner cannot take any action which would cause them to Sleep, nor can any other Commoner’s action cause them to Sleep.
To allow a use for caffeine in the rules and potentially open up other ways in which the rules could be expanded to use Night or Sleep mechanics.