A hundred banks of morse code receivers, each clacking out a message from the other end of the Inland Sea.
Welcome to BlogNomic, a self-modifying game where changing the rules is a move. Players make blog posts proposing alterations to the ruleset, discussing and casting votes in the comments: if enough vote in favour, the rules are changed and play continues.
The game has been running since 2003 and resets every month or so. Have a look around the wiki for more information and history, or join our Discord. New players are always welcome to join the game at any time.
Friday, June 06, 2025
Telegram Office: 06 June 3225 (19 comments) A hundred banks of morse code receivers, each clacking out a message from the ot
Monday, June 09, 2025
Proposal: Cultural Appropriation
In the rule “Culture and Tenets”, add the following to the Tenet Syntaxes:
|-
| Assimilation || When a Boat that you own is Docked at a City other than your own, you may copy a Tenet from that City’s Culture to your Culture, if you do not already have that exact Tenet and if you have not copied any Tenets from any City’s Culture in the past 48 hours, by paying Praxis equal to the base cost of that Tenet plus {x} || 1 || {x} is 5 minus the amount of Praxis spent above the base cost to add this Tenet to your Culture, but {x} can be no lower than 2
|-
| Appropriation || When a Boat that you own is Docked at a City other than your own, you may remove a Tenet from that City’s Culture and add it to your Culture, if you do not already have that exact Tenet and if you have not removed a Tenet from any City’s Culture in the past 48 hours, by paying Praxis equal to the base cost of that Tenet plus {x} || 3 || {x} is 10 minus the amount of Praxis spent above the base cost to add this Tenet to your Culture, but {x} can be no lower than 4
Copy or steal another City’s Tenet by choosing to spend more Praxis up front or more for each copy
Proposal: Capital Cravings
Each City has a publicly tracked number of Honors defaulting to 0.
There is a publicly tracked Demand which is either empty or a list of Produced Resources, defaulting to empty. If the Capital has not done so in the past 168 hours, or if the Demand is empty, they should set the Demand to empty and then add 3 publicly randomly selected Produced Resources to the Demand, in which the Demand may contain duplicates.
When a City moves Produced Resources from a Boat that they own into the Warehouse of the Capital, as an atomic action for each Produced Resource moved in this way, if an instance of that Produced Resource is currently in the Demand, that City may remove one instance of that Produced Resource from the Demand and increase their Honors by 1.
Satisfying the Capital’s current Demand gets you Honors. Could be Fool’s Gold, a spendable resource, or a path to victory.
Story Post: Harbourmaster’s Report 8 June 25
Still no ships, but I see that the Praxis mines are spun up - forecasting 3 completed Praxis generation actions each for ais423, JonathanDark and Trapdoorspyder, and one for DoomedIdeas.
Proposal: Cultural Capital
In the rule Construction, change “As a Daily Action, a City may create a Construction as defined by the table below, with the Resource Cost being taken from any of their Warehouses.” to read:
The following is a list of Constructions that can be build. The listed Resources must be spend when building any given Construction.
In the rule Culture and Tenets, add the following as new Tenet Syntaxes:
| Construction Crews || ‘As a Timed Action, concluding 1 day after it was initiated, spend Resources from your Warehouse to build a Warehouse Construction.’ || 2 || None
| Shipyard Crews || ‘As a Timed Action, concluding 1 day after it was initiated, spend Resources from your Warehouse to build a Boat Construction.’ || 3 || None
Saturday, June 07, 2025
Story Post: Habourmaster’s Report 7 June 25
Calm seas.
Friday, June 06, 2025
Proposal: Queue Limit
Enacted popular, 5-0. Josh
Adminned at 08 Jun 2025 10:44:14 UTC
At the end of the first paragraph contained in the rule “Timed Actions”, add the following text:
Each individual City may only have 3 incomplete Timed Actions active at once.
For each City that has more than 3 incomplete Timed Actions at the time of this Proposal being enacted, delete all of their Timed Actions except for their 3 earliest Timed Actions.
Proposal: Millpond
Enacted popular, 7-0. Josh
Adminned at 07 Jun 2025 18:48:54 UTC
In “The Cities and the Sea”, replace “Update the destination of their starting Boat to be the name of a City other than themselves, of their choice.” with:-
Update the Location of their Boat to be themselves
And remove “Set Sail with their starting Boat, as defined in the rule “Boats”.”
Replace “Set their Specialization to be one of the Produced Resources.” with:-
Set their Specialization to a randomly-selected Produced Resource.
Per my comment at the telegram office, proposing to change the two things that may be causing players to wait to see what others do before initialising.
(I do think the great unrepeated lesson of the Royal Succession dynasty was that random initial values can save us from a lot of this kind of late-mover agonising, at the start of a dynasty.)
Proposal: Acquiposition
Enacted popular, 7-0. Josh
Adminned at 07 Jun 2025 18:47:14 UTC
In the rule Resources, remove the following bullet points:
* From its Warehouse, to the Manifest of a Docked Boat which has the Loader as its Location
* From the Manifest of a Docked Boat which has the Unloader as its Location, to its Warehouse
Add the following to the end of the rule Routes:
When a Setting SailTimed Action resolves, the Location of the Boat that was the subject of the action is set to the Destination it had when it was In Transit during that Setting Sail action.
Add the following as a sub-rule to the rule Resources, called Cargo:
No more than once per day, when its Location is set to the name of any City, a City may move any number of goods (up to its own carrying capacity) from the Warehouse of the City where their Boat is located to the Manifest of that Boat, or vice-versa.
Inclined to think that grabbing resources should be at the discretion of the Boat, not the host City. Thinking about ways to counterbalance that - a currency that Cities get when a Boat loads up?
Story Post: Harbourmaster’s Report, 06/06/25
Nothing on the horizon.
Thursday, June 05, 2025
Proposal: All for one and none for all
Enacted popular, 6-0. Josh
Adminned at 07 Jun 2025 18:46:10 UTC
If the proposal “Sulfur Dioxide” failed, this proposal does nothing. Otherwise in the list of blueprints change the following
Bank: May contain up to 5 Resources. Once a week, when creating a Tenet, the City in possession of this Warehouse may reduce the Praxis cost of a Hook by 2. If this would result in a negative Praxis cost, the cost is instead reduced to 0.
to read,
Bank: May contain up to 5 Resources. When creating a Tenet, the Praxis cost of a Hook counts as being 2 Praxis lower for the City in possession of this warehouse. If this would result in a negative Praxis cost, the cost is instead reduced to 0. This effect can only be used once a week
An attempt to make the praxis cost reduction a once off reduction during use vs sounding like a permanent rule set change. Hopefully it’s not super clunky sounding
Proposal: This Is A Restricted Channel
Enacted popular, 7-0. josh
Adminned at 07 Jun 2025 18:45:01 UTC
In the rule “One Blog For All”, after the text “discussions conducted on the BlogNomic Discord server are considered to be private communications,” add the following text:
including discussions in the #current-dynasty, #blognomic-general and #new-player-questions-and-mentorships Discord channels,
Proposal: Adopting a Latitude
Enacted popular, 8-0. Josh
Adminned at 07 Jun 2025 18:38:31 UTC
In “The Cities and the Sea”, replace the first bullet point with:
* A location, which is privately tracked by the Capital and defaults to blank
* Some coordinates, which are either “unknown” or a pair of integer Latitude and Longitude degree numbers (Longitude being a value from -25° to 25°, Latitude from 25° to 50°). These are publicly tracked through the Container Draft Map: where a City does not appear, its coordinates are unknown.
Replace “where on the map they wish their Location to be (upon doing so, their Location is set to the specified location)” with
their desired Latitude and Longitude (upon doing so, their coordinates are set to those values)
Replace “reflects the location of each City” with “reflects the coordinates of each City”.
Add a paragraph:-
If a City has a Location but unknown Coordinates, the Capital should set that City’s Coordinates to values that they consider to represent its Location, and then its Location to be blank. If all Cities have blank Locations, the Capital may repeal this paragraph and remove the bullet point in this rule that defines Locations.
Captain! I have discovered some little numbers on our maps.
Radio Chatter
Here’s an infodump of Discord messages that appear to me to have broken the guidance in “One Blog For All”. Since I assume that I’m “part of the conversation” by reading them, and would share Lendunistus’s reading of the dynastic rule, this means that I’m encouraged to make a post to the blog sharing this information at my earliest convenience. So:
darknight: “I think I did everything right to start but the arrival time might need to be double checked”
Clucky: “note that communication here is actually still allowed as the scope of “discussions conducted on the BlogNomic Discord server are considered to be private communications” is less specific than the scope of “the current-dynasty, blognomic-general and new-player-questions-and-mentor… Discord channels, are not considered to be private communication”“
lendunistus: ““For the purposes of the rule “No Private Communication”, discussions conducted on the BlogNomic Discord server are considered to be private communications, even if the rule says they aren’t.” I’d consider an explicit overrule to be enough”
Clucky: “i don’t think the priortization rules work that way but if you don’t want to discuss stuff here nothings forcing you to. also free to update the rules to be more explicit”
Raven1207.2: “Since this game seems like it might be similar to the factory dynasty Might as well join”
Proposal: Factories Coming Online
Timed out and enacted, 6-0. Josh
Adminned at 07 Jun 2025 18:36:41 UTC
If “Praxtitioners” was not enacted, the rest of this Proposal has no effect.
In the rule “The Cities and the Sea”, add the following text:
A City may set their Specialization at any time if it is empty.
In the rule “Culture and Tenets”, replace the text “a City may expend Praxis to create a Tenet” with “a City may create a Tenet if that City has enough Praxis to pay the cost of that Tenet”.
In the rule “Culture and Tenets”, add the following to the Tenet Syntaxes table:
|-
| Production Line || ‘As a Timed Action, every 3 days, remove two {x} and one {y} from your Warehouse and add one instance of {z} to your Warehouse.’ || 2 || {x} - A Raw Resource, {y} A Raw Resource different from {x}, {z} - A Produced Resource, where the Produced Resource costs 0 additional Praxis if it is your City’s Specialization and 3 additional Praxis otherwise
A way of making a Produced Resource, where it’s cheaper to start making your Specialized one.
Proposal: Sulfur Dioxide
Popular, 6-0. Enacted by JonathanDark.
Adminned at 06 Jun 2025 21:17:48 UTC
If the proposal “Fool’s Pyrite” failed, this proposal does nothing. Otherwise:
Replace the table in the rule “Construction” with the following:
{| class="wikitable"
|- style="font-weight:bold;"
! Resource Cost
! Construction
! Type
|-
| 1 Electronics, 1 Machinery
| Warehouse
| Bank
|-
| 1 Electronics, 1 Steel
| Warehouse
| Greenhouse
|-
| 1 Machinery, 1 Steel
| Warehouse
| Repository
|-
| 1 Electronics, 1 Vehicles
| Boat
| Precise
|-
| 1 Machinery, 1 Vehicles
| Boat
| Speed
|-
| 1 Steel, 1 Vehicles
| Boat
| Barge
|}
Add the following Blueprints to the list of Blueprints in the rule Warehouses:
Greenhouse: May contain up to 5 Resources. As a Daily Action, the City in possession of this Warehouse may add one instance of a Raw Resource already present in this Warehouse to this Warehouse.
Bank: May contain up to 5 Resources. Once a week, when creating a Tenet, the City in possession of this Warehouse may reduce the Praxis cost of a Hook by 2. If this would result in a negative Praxis cost, the cost is instead reduced to 0.
Repository: May contain up to 15 Resources.
Add a subrule called “Types” to the rule “Boats”, containing the following text:
The list of possible Types for a Boat is as follows:
- Cog: This Type has no Effect.
- Precise: When Setting Sail with a Boat of this Type, a City may increase or decrease the randomly generated Arrival Time by up to 120 minutes.
- Speed: When Setting Sail with a Boat of this Type, a City may choose to randomly generate the Arrival Time of this Boat as though the phrase “between two and five days” in the subrule “Routes” was replaced with the phrase “between one and four days”.
- Barge: This Boat’s Manifest may hold up to 6 Resources instead of up to 3.
And now we really specialize! If there are balance issues with some of the suggested Types and Blueprints, I’d love suggestions on how to fix them- Also, we might be able to add more interesting Types and Blueprints in the future for the cost of even more Produced Resources, which could be fun!
Proposal: Fool’s Pyrite
Popular, 6-0. Enacted by JonathanDark.
Adminned at 06 Jun 2025 20:59:15 UTC
Replace each instance of “Warehouse” in the rule Resources with “Warehouses”.
Create a subrule of “Resources”, called “Construction”. Give the subrule “Constructions” the following text:
As a Daily Action, a City may create a Construction as defined by the table below, with the Resource Cost being taken from any of their Warehouses.
{| class="wikitable"
|- style="font-weight:bold;"
! Resource Cost
! Construction
|-
| 1 Electronics, 1 Machinery
| Warehouse
|-
| 1 Electronics, 1 Steel
| Warehouse
|-
| 1 Machinery, 1 Steel
| Warehouse
|-
| 1 Electronics, 1 Vehicles
| Boat
|-
| 1 Machinery, 1 Vehicles
| Boat
|-
| 1 Steel, 1 Vehicles
| Boat
|}
If the rule Cranes and Fields has passed, create a new Rule called “Warehouses”, containing the following text:
Each Warehouse has a publicly tracked Blueprint, which is Shed by default. The maximum number of Resources a Warehouse can contain is defined by their Blueprint, and Warehouses are empty by default. The number of Warehouses a City owns and the Blueprint of each Warehouse is publicly tracked.
The list of Blueprints is as follows:
- Shed: May contain up to 5 Resources.
Allows us to create Warehouses and Boats for the cost of Produced Resources, encouraging Specialization and trading.
I’m bringing trade goods back
I unidle
Story Post: Story Post: Harbourmaster’s Report 05/06/25
I see no ships.
Proposal: Praxtitioners
Enacted popular, 7-0. Josh
Adminned at 06 Jun 2025 09:19:09 UTC
If Proposal: Praxis Makes Perfect was not enacted, enact it, and then change the text “A City’s Culture acts as a local ruleset that it only applies to the City that owns it” to read:
A City’s Culture acts as though it were part of the ruleset, with the qualification that only applies to the City that owns it
In the Format of the Raw Resource Creation Tenet Syntax, change ‘every {x}’ to
concluding {x} day(s) after it was initiated
Amend any existing Tenets based in the Raw Resource Creation Tenet Syntax to reflect the change made above.
Add the following to the end of the rule Timed Actions:
There is a publicly tracked list of Active Timed Actions. Any Timed Action that is not specified as being privately tracked and which has no other explicit place where it is publicly tracked should be added to this list, and can be removed once it has concluded and any impacts of its conclusion have been made to the gamestate.
Fixing some bugs in praxis Makes Perfect
Wednesday, June 04, 2025
Proposal: We Don’t Need Threads
Enacted popular, 7-0. Josh
Adminned at 06 Jun 2025 09:18:07 UTC
Throughout the rule “One Blog For All”, change all occurences of “Discussion Thread” to “Telegram Office”.
may as well have a themed name for this
Proposal: Initiating Initiation
Enacted popular, 6-0. Josh
Adminned at 06 Jun 2025 09:16:42 UTC
Set the gamestate to what it would be if each City who has attempted to Initiate had done the first step of Initiation correctly.
For each City who has attempted to Initiate and who, while doing so, provided a Location to the Capital that they wished to be set to, set that City’s Location to the Location they specified.
In “The Cities and the Sea”, change the bulleted list after “When a City Initiates, they perform it as an atomic action with the following steps:” to read as follows:
* Privately indicate to the Capital where on the map they wish their Location to be (upon doing so, their Location is set to the specified location);
* Update the destination of their starting Boat to be the name of a City other than themselves, of their choice.
* Set their Specialization to be one of the Produced Resources.
* Set Sail with their starting Boat, as defined in the rule “Boats”.
Remove “Must be set as per the rule Routes when initiating a joining City.” from “Boats”.
Set ais523’s arrival time to 12:46, 9 Jun 2025 and Darknight’s arrival time to 11:39, 10 June 2025 (using the 24-hour clock).
Initiation is broken in a few ways at the moment: a) the first step requires you to report your current location (which has its default value of blank), not your desired location, and doesn’t do anything to actually set your location; b) setting arrival time doesn’t work because it only happens for “a joining City” in the current ruleset and we aren’t joining. This fixes the former problem (both in the gamestate and the rules), fixes the latter problem, and moves the “you have to set sail when you initiate” rule into the rule that describes Initiation, rather than having it awkwardly spread throughout the ruleset.
Proposal: Cranes and Fields
Popular, 6-0. Enacted by JonathanDark.
Adminned at 05 Jun 2025 18:55:53 UTC
In “The Cities and the Sea”, add a bullet point:-
* Its Fields, which hold up to five Resources and default to empty.
For each City which has more than five Resources in its Warehouse, remove all but the first five that they added to it. Then move the contents of each City’s Warehouses to its Fields.
In the rule “Resources”, replace “Warehouse” with “Fields” throughout, and add:-
A City (the “Unloader”) may move Resources around in the following ways at any time:-
* From its Fields, to its Warehouse
* From its Warehouse, to the Manifest of a Docked Boat which has the Loader as its Location
* From the Manifest of a Docked Boat which has the Unloader as its Location, to its Warehouse
To the second bullet point in “Boats”, add:-
If a Boat is not In Transit, it is Docked.
Allowing Resources to be taken on and off of Boats, and nudging resource production one step back into the “Fields” so that Cities can’t start making their own copies of raw materials after importing them.
Proposal: The City That Never Was
Popular, 7-0. Enacted by JonathanDark.
Adminned at 05 Jun 2025 18:53:31 UTC
In the rule “The Cities and the Sea” add the following at the end of the last paragraph:
A City that has not yet Initiated may not perform any dynastic actions other than Initiate.
It doesn’t make sense to be able to add Resources, send Boats to Destinations, or take any other City-specific actions if your City doesn’t even exist on the Map yet.
Story Post: Harbourmaster’s Report 04/06/25
Nothing to report.
Proposal: Praxis Makes Perfect
Withdrawn. Failed by JonathanDark.
Adminned at 05 Jun 2025 18:52:50 UTC
In the rule The Cities and the Sea, bold the word ‘warehouse’. Add the following to the list in that rule, with the word Culture also in bold:
A Culture, which may hold any number of Tenets, defaulting to empty.
Add ‘Praxis’ to the list of Raw materials in the rule Resources. In the same rule, after ‘Add one instance of a randomly-selected’, add ‘(excluding Praxis)’.
Add the following as a new dynastic rule, called Culture and Tenets:
Each City or Capital has a Culture, which is publicly tracked, and which may only contain Tenets. A City’s Culture acts as a local ruleset that only applies to the City that owns it - any Actions that it permits may be carried out as described by that City, and any restrictions or prohibitions that it imposes must be followed by that City. Any Tenets in the Capital’s Culture apply to all Cities.
At any time, a City may expend Praxis to create a Tenet. The amount of Praxis that must be expended to create a Tenet is defined by the contents of that Tenet. Creating a Tenet is an atomic action with the following steps:
* Select a Tenet Syntax. Available Tenet Syntaxes and their costs can be found below.
* In the selected Tenet Syntax, replacing any Hooks as described in the Tenet Syntax table below, noting any additional costs.
* The resulting text - created as the Format of the chosen Tenet Syntax, with its blanks filled - is the text of the created Tenet.
* Pay the accumulated Praxis cost for the created Tenet and add the created Tenet to their own Culture.The available Tenet Syntaxes are below:
{| class="wikitable"
|-
!! Name !! Format !! Base Cost !! Hooks
|-
| Raw Resource Creation || 'As a timed action, every {x}, add one instance of {y} to your Warehouse.’ || 1 || {x} - A number of days between 1 and 3, with 3 costing 0 Praxis and any other value costing 5 minus the chosen number of days in additional Praxis. {y} - A Raw resource from the list in the rule Resources.
|}
Add 1 Praxis to the Warehouse of each City. Add the following Tenet to the Culture of the Capital: ‘As a timed action, every two days, add one instance of Praxis to your Warehouse’.
Call for Judgment: The Departures Board Is Melting
Popular, 6-0. Enacted by JonathanDark.
Adminned at 04 Jun 2025 15:28:58 UTC
Add the following to the end of the rule Boats:
In the case where a City has not Initiated yet this dynasty, it is legal for a Boat to have temporary values of - for their destination and arrival time.
Set the destinations and arrival times of all Boats belonging to Cities that have yet to Initialise to -. Uphold any Initialise actions that have taken place so far this dynasty, provided that they were otherwise legally undertaken.
Just a mess of illegal values in gamestate tracking right now.
Discussion Thread: 2025-06-04
The 2025 in the title is obviously a typo for it is, as we all know, the year 3225.
Proposal: We Don’t Need Roads
Reached quorum 7 votes to 0. Enacted by Kevan.
Adminned at 05 Jun 2025 15:02:17 UTC
In the rule “One Blog For All”, replace
“Discussion Thread: {year}-{month}-{day}”, where {year}, {month} and {day} are replaced with the current year, month and day respectively.
with:-
“Discussion Thread: {day} {month} 3225”, where {day} and {month} are replaced with the current day and month respectively.
The in-character ascension address was dated “12 May 32xx”.
Wednesday, June 04, 2025
Proposal: Queue E D
Failed, with 6 Against (Revise) votes to 1 For. Josh
Adminned at 05 Jun 2025 07:53:19 UTC
Add the following to the second paragraph of “Timed Actions”
Each Timed Action has a unique Identifier, which is a flavor-text string of no more than 10 Case Insensitive Alphanumeric characters. Whenever a City or Capital initiates a Timed Action, they must also declare an Identifier for that action which does not match the Identifier used for any other Timed Action. A list of which timed actions have been initiated, including who initiated them what kind of action it was, when the completion time was and what it’s Identifier is should be publicly tracked
Add a new sub-rule to Timed Actions called “Queued Actions”
The Action Queue consists of an Target Identifier, the name of a City or Capitol (the performer), and the action they would like to perform as well as any inputs needed to be able to perform that action. Timed Actions in the Action Queue are considered to have the identifier specified as input and must satisfied the same uniqueness rules, and are considered to be unresolved. However they do not have a completion time.
A City or Capitol may add an action to the action queue with themselves as the Performer at any time, provided they specify the Target Identifier as an Identifier of a Timed Action or Queued Action which has not yet been resolved, and which they do not already have an Action with that Target Identifier in the Action Queue.
A City or Capitol may remove any action from the action queue with themselves as the Performer at any time.
Whenever a Timed Action is resolved, any actions in the action queue with that Timed Action’s identifier as its Target Identifier are immediately performed on behalf of the performer of that action. If multiple actions would be performed in this manner, the order they are performed is randomly determined. Once a queued actions has been performed it is removed from the action queue.
I imagine this might need iterations, but the idea is to let people go “Hey when my ship gets in, immediately go do this” rather than have to wait to sign on at exactly the right time. Might need to figure out how to make it work with non timed actions. (should be able to be like “When my Production task finishes, fill my warehouse then produce again” but we might be able to fix that by making updating the warehouse also be a quickier timed action.
Call for Judgment: Slightly More Than Minimum
Popular, 6-0. Enacted by JonathanDark.
Adminned at 04 Jun 2025 12:56:18 UTC
In “Random Generators” replace “The results of the Dice Roller are considered to be sufficiently random to meet the purposes of the game.” with “The Dice Roller is considered fulfill the uniform probability distribution requirements to meet the purposes of the game. Additionally, when using a private random generation method, it is enough that the City performing the selection holds a genuine belief that their random selection method is uniform”
I feel like the new rules could allow you to take something like “Add one instance of a randomly-selected Raw Resource to its Warehouse”, roll whatever you want, and claim the result is sufficiently random.
Rather than focusing on the results, the intent of this is to focus on the execution and say the dice roller uses a uniform probability distribution, even if it doesn’t. And also give private generators a clause incase we discover that say, Excel also isn’t uniformly random
(still don’t think any of this is necessary, but as people wanted this change rather fix it than remove)
Proposal: The Means of Production
Popular, 7-0 with 1 DEF and Capital voting FOR. Enacted by JonathanDark.
NOTE: The proposal instructions unfortunately said to add a subrule to the rule “Breadbaskets”, which is the name of a Proposal not a rule, so that part of the Proposal was skipped.
Adminned at 04 Jun 2025 15:08:58 UTC
If any of the proposals “New Horizons”, “Breadbaskets”, or “Clocks” were not enacted, the rest of this Proposal has no effect.
In the rule “The Cities and the Sea”, in the bulleted list in that rule, add the following bullets:
* A Specialization, which specifies a Produced Resource and is empty by default.
* A Task, which specifies a Timed Action and a Completion Time, both of which are empty by default.
In the rule “The Cities and the Sea”, replace the sentence beginning with “When a City Initiates” with the following text:
When a City Initiates, they perform it as an atomic action with the following steps:
* Privately indicate to the Capital where on the map their Location is.
* Update the destination of their starting Boat to be the name of a City other than themselves, of their choice.
* Set their Specialization to be one of the Produced Resources
In the rule “Breadbaskets”, add a subrule named “Production” with the following text:
Produce is a Timed Action. Whenever a City has an empty Task, and that City has at least 3 Raw Resources in their Warehouse, they may Produce. When a City Produces, as an atomic action they do the following:
* Remove 3 Raw Resources of their choice from their Warehouse.
* Set their Task to Produce.
* Set that Task’s Completion Time to a publicly randomly selected minute between two to three days after that Produce was initiated.The Completion Time of a Produce Task is the time at which that Produce is resolved. When a Produce is resolved for the City that initiated it, one instance of the Produced Resource named in that City’s Specialization is added to that City’s Warehouse, and that City’s Task is set to empty.
A simple way to make Produced Resources. I didn’t want to get into ingredients just yet, but as a later enhancement we could require specific Raw Resources to make specific Produced Resources.
Proposal: Founders Keepers
Popular, 8-0. Enacted by JonathanDark.
Adminned at 04 Jun 2025 14:39:21 UTC
If there is a rule named “The Cities and the Sea”, in that rule, replace the text “Whenever a City joins the dynasty for the first time,” with the text “If a City has not done so during this dynasty,”
Changing the text so that there is a way for a City to Initiate if they were already in the dynasty since the beginning, as well as a City that joins at any time during the dynasty.
Proposal: Narumitsu
Popular, 6-0 with 1 DEF and Capital voting FOR. Enacted by JonathanDark.
Adminned at 04 Jun 2025 14:32:41 UTC
If the proposal “New Horizons” failed, this proposal does nothing. Otherwise, add a subrule “Names” to the rule Boats, with the following text:
At any time, as an Action, a City may Name any unnamed Boat in their possession. The Names of Boats are flavour text, and are limited to a string of at most 25 characters. The Names of Boats are publicly tracked. When the Capital posts a Harbourmasters Report, for each Timed Action that involves a Boat, the Name of the Boat must be listed alongside the Timed Action it pertains to.
I want to name my Boats. Also, this might make it easier to tell who sent what Boats, or to track Boats, which is nice.
Adrift
Verba is idled out after seven days without making any posts or comments. Quorum drops to 5.
Call for Judgment: Minimum Viable Randomness
Reached quorum and enacted, 6-1. Josh
Adminned at 03 Jun 2025 18:07:46 UTC
Add the following as a third sentence in the final paragraph in the rule Random Generators:
The results of the Dice Roller are considered to be sufficiently random to meet the purposes of the game.
I think we may be overcomplicating this - the error involved is tiny.
Proposal: Breadbaskets
Reached quorum 8 votes to 0. Enacted by Kevan.
Adminned at 04 Jun 2025 09:49:49 UTC
Add a new rule, “Resources”:-
The Resources that exist in the world of the Inland Sea are divided into those which are Raw (Coal, Fruit, Grain, Iron, Oil and Waste) and those which are Produced (Electronics, Machinery, Steel and Vehicles).
If a City has fewer than ten Resources in its Warehouse, it may:
* Add one instance of a randomly-selected Raw Resource to its Warehouse; or
* Add one instance of a Raw Resource already present in its Warehouse, to its Warehouse
Proposal: Provocateurish
Reached quorum 6 votes to 2 with an IMP DEF. Enacted by Kevan.
Adminned at 04 Jun 2025 09:48:50 UTC
Add the Building Block rule “No Private Communication”.
Create a new dynastic rule named “One Blog For All” with the following body:
For the purposes of the rule “No Private Communication”, discussions conducted on the BlogNomic Discord server are considered to be private communications, even if the rule says they aren’t.
If nobody has done so within the last 48 hours, the Capital or any City should make a new blog post titled “Discussion Thread: {year}-{month}-{day}”, where {year}, {month} and {day} are replaced with the current year, month and day respectively. Cities are encouraged to conduct all discussions related to dynastic gameplay in these Discussion Threads.
Proposal: Clocks
Reached quorum 5 votes to 0. Enacted by Kevan.
Adminned at 04 Jun 2025 09:47:09 UTC
Add a new dynastic rule, called Timed Actions:
A Timed Action is a type of action which is initiated by a City or Capital and which completes or resolves at a set, specified time without any further intervention from the performing City. For the purposes of determining the ordering or legality of game actions, the initiation and completion of a Timed Action are distinct events. Timed Actions do not count as dynastic actions for the purposes of the prohibition on carrying out multiple game actions in the rule Time.
When a Timed Action is defined in the ruleset it must have a method by which its resolution time is set at the time at which it is initiated, and how it can be automatically resolved at the time of its completion. A Timed Action may not require a decision or choice be made at the time of its resolution.
As a daily action, the Capital should post a Harbourmasters Report, which is a story post that lists all Timed Actions that are due to resolve during that day.
Add the following as a final bullet point to the list in the rule Boats:
* An Arrival Time, which can be blank (if the Boat’s Location is a City) or a specific date and time (if the Boat is In Transit). Must be set as per the rule Routes when initiating a joining City.
If there is a rule called Boats, add the following as a subrule to it, called Routes:
Setting Sail is a Timed Action that requires a specific Boat as its subject. Whenever a City owns a Boat whose Location is a City, they may Set Sail with that Boat as its subject.
When a Boat is Set Sail by a City, its Location is set to In Transit, with the City it just left as its Origin and the City of the performer’s choosing as its Destination; and its Arrival Time is set to a publicly randomly selected minute between two and five days after the time at which that Timed Action was initiated (such as through the use of DICE4320 + 2880 in the roller).
Proposal: New Horizons
Reached quorum 6 votes to 0. Enacted by Kevan.
Adminned at 04 Jun 2025 09:24:02 UTC
Add a new dynastic rule, called The Cities and the Sea, adding Wikimedia formatting markup where necessary to preserve the bold text in the bulleted list:
The map to the right is the map of the Inland Sea. The Capital may update it at any time such that it reflects the location of each City. [[File:Container Draft map.png|thumb]]
Each City has the following publicly tracked information, with the Capital also having any information that is presented in bold:
* A location, which is publicly tracked through the [https://wiki.blognomic.com/index.php?title=File:Container_Draft_map.png Container Draft Map] and which defaults to blank.
* A number of Boats. By default, each City has one Boat.
* A Warehouse, which holds up to ten Resources and defaults to empty.Whenever a City joins the dynasty for the first time, they may Initiate. When a City Initiates, they should privately indicate to the Capital where on the map their Location is, and should update the destination of their starting Boat to be the name of a City other than themselves, of their choice.
Add a new dynastic rule, called Boats, with the following text:
Each Boat has the following publicly tracked information:
* A type, which can be a Cog and is a Cog by default.
* A Location, which can be the name of a City (including the Capital) or In Transit (x,y), where x is the name of the City of origin and y is the City of destination; by default it is In Transit, where the City of Origin is itself and the City of Destination should be chosen during Initiation.
* A Manifest, which holds up to three Resources and defaults to empty.
Add a link to the Inland Sea map to the sidebar of the Blog.
Ascension Address: The Inland Sea
To be the Captain of a ship at sea is to be the undisputed sovereign of a nation. You have territory, which must be carefully stewarded is she is to continue to support your lives and welfare; you have borders, outside which lies the enemy, cold and hostile.
And above all else, you have people. Mark my words, to be the Captain of a ship at sea is more than mere rulership. Any slick-toothed clown can be a President. To be a Captain, you need more. It takes the fortitude of a priest, the discipline of a drill sergeant, the clear vision of a strategist, and the iron-clad certainty of the undisputed King, appointed by the divine right of God.
The sea is our destiny. It connects us more surely than the treachery of roads. We will build great ships, and we will need great Captains. That is how our culture will flourish.
- President Tarquin O’Seele, Regional Capital, 12 May 32xx
Throughout the dynastic ruleset, change Drafter to City and change Supervisor to Capital. Set the gamestate tracking page to the Inland Sea page of the wiki. Keep the Revisions Allowed Building Block and add Reinitialisation and Precondition Unidling.
The sketch set out in the Container Draft wiki page gives a rough idea of where this is headed, but note that it is non-binding on either me or on players; I’m keen to explore the space.
Provocateur, because I’ve tried other styles and they never stick.
Libertarian.
Powerhouse, although I don’t see this being a massively Emperor-heavy dynasty.
Scam-neutral.
Oblivious.
Wildcard.
Timekeeper. I am keen that there is no virtue to being online at the exact minute a boat comes in - I’d be happy to consider proposals that allow actions to be prepared and triggered based on predictable occurances.
Monday, June 02, 2025
The Filing Cabinet
A post-dynastic thread for the Tenth Dynasty of ais523.