Day Phases

Dawn through Night — seams, night order, and resolution pipeline.

Dawn (Seam)
  • Observations resolve
  • Alterations resolve (murders, relocations, conversions, transmogrifications)
Private Conversation
  • Breakout allowed
  • No public claims
Call to Assembly (Seam)
  • Influence propagation
  • Growth timers
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Assembly
  • Public claims open
  • Civic actions
  • Nominations
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Dusk (Seam)
  • Execution resolves
  • Fugitive resolves
  • Decay timers
Night
  • Night order
  • Consequences
Days progress through 3 phases with 3 seams. DAWN - OBSERVATIONS RESOLVE - ALTERATIONS RESOLVE - MURDERS - RELOCATIONS - CONVERSIONS - TRANSMOGRIFICATIONS PRIVATE CONVERSATION - BREAKOUT TO PRIVATE CONVERSATION ALLOWED - NO PUBLIC CLAIMS DURING THIS PHASE CALL TO ASSEMBLY - INFLUENCE PROPOGATION - GROWTH TIMERS ASSEMBLY - PUBLIC CLAIMS ARE OPEN - CIVIC ACTIONS - NOMINATIONS DUSK - EXECUTION RESOLVES - FUGITIVE RESOLVES - DECAY TIMERS NIGHT - NIGHT ORDER - CONSEQUENCESNight order and resolution: **NIGHT ORDER ALWAYS BEGINS WITH THE DISTRICT NUMBER THAT COUNTS DOWN FROM 25 BY DAY INDEX AND THEN PROCEEDS DECREMENTALLY THROUGH 1, WRAPPING BACK TO 25** EXAMPLE: Day 3 starts with District 23 and then progresses to 1 and then 25, then ends with 24. Effects cast one night always last until the numerically previous district to them goes the following night. EXAMPLE: On day 5, District 21 casts a spell on District 9. This will last until Day 6, when District 20 completes their choices and acts, and then it will expire. This means there will be cases where you may get two consequences firing, one for the previous night's choice and one for the current night's choice. It is up to you to figure out which is which. IMPLEMENTATION NOTE: In code, the night order should be treated as a descending cycle of districts 1 through 25 only. There is no District 26. For valid days 1 through 25, the night starts at district `26 - day`, and a night effect expires after the district with number `casterDistrict - 1` acts on the following night, wrapping from 1 back to 25.As DISTRICTS resolve in the night order. The order is always as FOLLOWS:Looking at our slots on a DISTRICT How do they affect RESOLUTION of abilities. NIGHT ORDER * AUGMENTATION check - How many times can the act? ASSMEBLY * AUGMENTATION check - HOW MANY VOTES / NOMINATIONS does this person have ABILITY USE * Afflictions is checked, is the DISTRICT MALFUNCTIONING if so the ability immediately FIZZLES * Target selected * Faction as source for the ability is determined based on FACTION of the DISTRICT + any VEILS * Shortest route between districts & open connections calculated and total route is set * Ability proceeds along the route, starting with the initiating DISTRICT (JUMP 1) * Rerouting slot checked and handled * Any reroutes, a new path is calculated with the rerouted connection factoring as CLOSED so it doesn't circular loop * If ability exceeds MAX_JUMPS it will FIZZLE * Sent along new route / existing route if it doesn't change * Once ability hits either the destination DISTRICT or the TOTAL JUMPS calculated it ATTEMPTS TO RESOLVE on that DISTRICT * Transformations is checked - is the district WARDED against this type of ABILITY if so it FAILS * Protections is checked - and handled * If nothing else stops the ability it RESOLVES on the DISTRICT OBSERVATIONS * Observation is created with both a TRUE and FALSE DETERMINISTIC result and then tagged with the correction FACTION per the ACTION that created it. * Observation is created and sent back to the SOURCE DISTRICT * Rerouting is handled like above - it may resolve on the WRONG district * When ATTEMPTING to RESOLVE an ability it checks Afflictions to see if the DISTRICT is being MISINFORMED * If yes, the FALSE answer is shown * If not, the TRUE answer is shown
SlotCategoriesPurpose
**Afflictions**Corruptions, SanctificationsInformation distortion and ability malfunction
**Transformations**Alterations, WardingsChange the state of a player or district
**Augmentations**Empowerments, InhibitorsIncrease or reduce capabilities
**Protections**Barriers, RipostesPrevent, redirect, or answer hostile actions
**Rerouting**Detours, AnchorsModify how actions travel through the city
**Detection**Auras, VeilsAffect faction and role detection