Jump to content
Main menu
Main menu
move to sidebar
hide
Navigation
Main page
Recent changes
Random page
Help about MediaWiki
Play
Join on Discord
Metaruleset
Current Cycle
Cycle Page
Cycle Ruleset
Gamestate Page
Community Garden
Cycle Page
Garden Ruleset
Garden Gamestate Page
Embassy
Embassy page
Embassy Ruleset
Infinite Nomic Wiki
Search
Search
Log in
Personal tools
Dark mode
Log in
Pages for logged out editors
learn more
Contributions
Talk
Editing
Round 6/Ruleset
(section)
Page
Discussion
English
Read
Edit
Edit source
View history
Tools
Tools
move to sidebar
hide
Actions
Read
Edit
Edit source
View history
General
What links here
Related changes
Special pages
Page information
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
== 10. Factories and Modules == Each player owns a factory, which produces Points and Dad Coins. The channel #factories shall be used for all business related to factories. Whenever any rule states that a player can do something "factorially", that means that they can only do that thing by stating that they do so in the #factories channel. There are items called Modules, which exist to upgrade factories. Each module has a Name, a Cost, a Description, and an Effect. If a module has no name it defaults to "Placeholder" with a number following it that is 1 for the first module with an empty name and is a subsequent number for each following module. If a module has no cost, it's invalid and can not be purchased. Additionally, if a module only lists a number as its cost, it's that number of Dad Coins. If a module has no description, its description is an empty string. If a module has no effect, it's invalid and can not be purchased. Players can factorially purchase a module that is not unique and they do not already own by paying that module type's cost. This creates a module of that type in their possession. The modules a player owns are transeferable and should be tracked. Once per week on either Monday or Tuesday, each player can factorially equip a module to their factory. Factories cannot have more than one module equipped at any given time. Any action that would cause a factory to have more than one module equipped is ineffective. At the beginning of every Monday all modules are unequipped from all factories. The modules a player owns should be tracked. Unequiped modules are transferable. Once per week on either Saturday or Sunday, each player can collect from their factory factorially. The effects of this are decided by which module they have equipped. A player may hire other players to work in their factory. To do so, the player doing the hiring and the player being hired must both indicate their agreement factorially. If and when a player collects from their factory, they receive one additional point for each player in their employ, and each player in their employ receives one Dad Coin. A player may hire multiple other players to work in their factory, but no player may work in more than one factory at a time. A player may not hire themselves to work in their own factory. A player may fire any of their employees or quit their job by announcing it factorially. Modules can be unique. Unique modules have a cost of 0 and must specify that they are unique in their respective effects. Every time a proposal is adopted that introduces at least one new unique module to the game, an auction for each one of those modules starts. During an auction, players may bid on the corresponding module by factorially stating the module's name and naming an amount of Dad Coins that is higher than zero and can be expressed as an integer. For each auction, once at least one bid has been placed and the highest bid is 24 hours old, then the auction ends. The player who placed the largest bid becomes the owner of the corresponding module and loses an amount of Dad Coins equal to the highest bid they placed. A player may not hire any employees on Saturday or Sunday. The following types of modules are defined: Name: Default Cost: Free Description: This is the normal, unoptimized factory. Effect: When collecting from this module's factory, gain 5 Points. Lose an amount of Dad Coins that is lower than 4, given that it would not cause your Dad Coin balance to go below 0. For every Dad Coin you choose to lose, gain 5 additional points. Name: Pointer Cost: 1 Dad Coin Description: For a small price, you can double your weekly output! Effect: When equipping this module to a factory, pay one Dad Coin. When collecting from this module's factory, gain 10 Points. Lose an amount of Dad Coins that is lower than 4, given that it would not cause your Dad Coin balance to go below 0. For every Dad Coin you choose to lose, gain 5 additional points. Name: Atomic Engine Cost: 1 Dad Coin Description: Not sure what we did to this one, but it works! Sometimes... Effect: When collecting from this module's factory, generate a random number between 1 and 3. If 1, lose 5 Points. If 2 or 3, gain 10 Points. Lose an amount of Dad Coins that is lower than 4, given that it would not cause your Dad Coin balance to go below 0. For every Dad Coin you choose to lose, gain 5 additional points. Name: Point-O-Matic 3000 Cost: 3 Dad Coins Description: This cutting-edge (and expensive) technology is hard to get a handle on, but your investment will pay off in just weeks! Effect: When equipping this module to a factory, pay one Dad Coin. When collecting from this module's factory, gain 2 Points for each consecutive past week you have collected from this factory with this module equipped to it (to a maximum of 20 Points). Lose an amount of Dad Coins that is lower than 4, given that it would not cause your Dad Coin balance to go below 0. For every Dad Coin you choose to lose, gain 5 additional points. Name: The Moneymaker Cost: 3 Dad Coins Description: You gotta spend money to make money. Effect: When equipping this module to a factory, pay 1 Dad Coin. When collecting from this module's factory, gain 3 Dad Coins. Lose an amount of points that is lower than 16, given that it would not cause your point balance to go below 0. For every 5 points you choose to lose, gain 1 additional Dad Coin. Name: Father Frack Cost: 1 Dad Coin Description: Your trusty pa is back to help you frack that sweet sweet Dad Coin, make your pappy proud. Effect: When equipping this module to a factory, pay 2 points. When collecting from this module's factory, gain 2 Dad Coins. Lose an amount of points that is lower than 16, given that it would not cause your point balance to go below 0. For every 5 points you choose to lose, gain 1 additional Dad Coin. Name: The Legislator Cost: 2 Dad Coins Description: Effect: While you have this module equipped, gain 1 point every time a proposal passes. When collecting from this module's factory, gain 1 Dad Coin for every player under your employ who passed a proposal.
Summary:
Please note that all contributions to Infinite Nomic Wiki may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
Infinite Nomic Wiki:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Toggle limited content width