...Totally made me chuckle.Temi wrote:Isn't meddling and having an effect on where you are living a sort of noble right?
Can we petition to have this added to "help noble rights"? >.>
I agree. I think we are muddling really three different issues:Zeita wrote:Could I respectfully suggest that a new thread is started solely to discuss the mechanisms and other details around the council (which I agree, is a good thing) and that we put the talk about the Court aside for now, pending the meeting?
Code: Select all
Syntax: city support <metric> <reason>
city subvert <metric> <reason>
When a player who eligible to vote in the City Council types 'city support|subvert <metric> <reason>', they are ICly saying that at the end of the voting cycle, their "vote" is to improve or damage a specific metric. When tallying, their reason will be auto-cnoted.
At the end of the city metric period (city metric period may change, but should start as one week), the game will tally the metric votes. Support votes are worth 1 point, and subvert votes are worth -1 point.
The first step once the points are tallied is to place them in order:
City Metric Focus:
1. Lawfulness : ( 61%) Average 4 points
2. Morale : ( 84%) Excellent 3 points
3. Religion : ( 55%) Ordinary 3 points
4. Economics : ( 62%) Average 1 points
5. Defense : ( 46%) Substandard 1 points
6. Health : ( 45%) Substandard 1 points
7. Infrastructure : ( 65%) Average 0 points
8. Class Relations : ( 34%) Challenged 0 points
9. Race Relations : ( 33%) Challenged -1 points
Tied City Metrics will randomly order the tied items.
Once the list is in order, randomly check if the top item will swap with the second item (this allows minorities to sometimes get a word in edgewise with luck). To do this check, divide the number of points in the top list item by
the total number of votes (invert negatives). This will say the % of people who voted for the top item. Roll 1d100, and if it is above the % of people who voted, swap item #1 and item #2.
Once the list is in order, the top city metric gets +20 points. If this takes the value above 100, the number will be set to 100, and the spillover assigned to the next item in the list.
The second item in the list will get +10 points + spillover. If this takes the value above 100, set the metric to 100 and assign the spillover to the next item in the list.
The third item in the list will get +5 points, + spillover. If this takes the value above 100, set the metric to 100, and assign the spillover all of the way down.
We will resolve the bonuses from voting first.
Next, we will resolve all of the negatives from the bottom ranking Metric to the top. So, the 9th item in the list gets -20 points, and if this takes the value below 0, set it to 0 and 'spillover' the negative flow to the item above it in the list.
The second item from the bottom (rank 8) will get -10 - spillover, the third item -5 - spillover and so on until we're done passing the changes up the list.
NOTES:
- Auto cnotes should happen when the vote is tallied.
- Votes can be changed numerous times during the period, it only
matters what the vote is set on when the tally happens.
- Covert GLs can vote too, they're just not thematically or ICly
on the City Council.
- Players in jail are not eligible to vote.
This is what I'm unclear on. From the original post: "The City Council is comprised of all non-covert GLs and all active nobles." What is Court right now, if not "all active nobles"?Takta wrote:... So it's true we could keep Court and the Council both, but ...
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