The 2025 in the title is obviously a typo for it is, as we all know, the year 3225.
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.
Wednesday, June 04, 2025
Discussion Thread: 2025-06-04 (16 comments) The 2025 in the title is obviously a typo for it is, as we all know, the year 32
Proposal: We Don’t Need Threads
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
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
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
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
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.
Proposal: We Don’t Need Roads
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
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.
Sunday, June 01, 2025
Declaration of Victory: The Shipping Forecast
After 12 hours, and with over 2/3rds of Drafters voting FOR and none AGAINST, enacted 7-0. Josh
Adminned at 02 Jun 2025 08:14:18 UTC
By some combination of the Winning Plan and the passage of Proposal: Shortcut, I have achieved Victory.
Story Post: The Contents of the Winning Plan
The Contents of the Winning Plan are as follows:
==Summary==
The theme of the game is based around container ships trading between ports around an inland sea.[[File:Container Draft map.png|thumb]]
Hey, a game about container ships, like the classic board game Container! That seems great, pack it up, job done, no more idea needed. Right?
No more idea needed, right?
===Maybe!===
Because it’s a nomic, we can make it weird.We don’t have to; it can be a game about setting up routes, building infrastructure, and managing local rivalries. We’ve done that kind of thing before and it works. Fixed-variable turn durations would be my mechanical twist - boats generate their route duration randomly when they’re launched, with the time required being fixed at the point of generation. In that regard it would be more of an idle game, with resource generation and maybe a bit of inventory management playing a more active part.
But it could also be very weird. What if the things being transported weren’t just goods but could also in fact be rules? So say that each player is a City, with some boats and a warehouse, but it also had a Culture - a private ruleset of rules that affected only it and its nearest neighbours. Culture is randomly generated at fixed intervals and through set formats, and can (maybe must) be transported too and from Cities along with cargo.
The Emperor is also a city, and their Culture is the Ruleset. Rules in the Capital’s Culture affect everybody, and a subset of the Captial’s rules can also be piled onto shipping containers and ferried between the various rulesets in the game along with goods.
Rules only apply when they’re not on a boat; when they’re in Ruleset City they apply to everyone, but when they’re in an individual player’s city they only apply to that player and their neighbours.
==Some rules==
===Cities===
Each City is marked on the Map, has a grid reference, and is considered Proximate to any other City that is in the same grid reference square or is in a grid reference square that is orthogonally adjacent to it.Each City has a Storehouse which can contain Goods. The Goods in each City’s Storehouse is publicly tracked and defaults to blank.
Each City has its own Culture, a document that holds any number of Tenets. For non-Capital Cities, a City’s Culture is held a page in the wiki which is publicly tracked and which is itself gamestate. The Tenets of a Culture are considered ruletext only for the City that owns that Culture and any Cities that are Proximate to it.
The Dynastic Ruleset contains within it a subsection for the Regional Ruleset. The Regional Ruleset is considered to be a Culture for the Capital City according to this rule, except that the rules held in the Regional Ruleset apply to all Cities.
There is also a Culture that holds all rules that are currently loaded onto Boats. All tenets on the Boats’ Culture have no effect, unless otherwise stated.
If a City has no Tenets in its Culture then it must produce one as set out in the rule Tenets before taking any further dynastic actions.
====Tenets====
When a City is required to produce a Tenet, it does so as follows:
‘‘The rest of this rule is purposefully blank, to avoid over-defining the dynasty in advance, but I imagine something a bit madlibs-y - some fill-in-the-blanks sentences and some look-up tables that allow players to Produce, Consume, Build etc.’‘===Boats===
Each City has one Boat. Each Boat has a type (which defaults to Carrack); a Location, which may be the name of any City or In Transit (x,y) where x is the name of the City of origin and y is the City of destination, defaulting to the name of the City that owns it; and a Manifest, which may contain up to three Goods and one Tenet, or nothing, defaulting to nothing.At any time a City may Load a Boat that they own that is in any City. Loading a Boat entails moving Goods from the City that the Boat is in to the Boat in question, up to its capacity; whenever a Boat is Loaded it must also take a Tenet from the Culture of the City it is in. When a Goods or a Tenet is loaded into a Boat it ceases to be in the City it was loaded from.
Once a Boat has been Loaded, it is Launched - its Location becomes In Transit (with the City it was just in as its origin and a destination of its owners’ choosing). When a Boat is Launched its arrival time is generated as determined by its type; the arrival times for each Boat that is in transit is publicly tracked. When the arrival time of a Boat that is In Transit passes, its Location it set to the Destination city, its arrival time is blanked, and the Boat’s Owner may elect to move any Goods to the Storehouse of the City they are in; if they do, any Tenets they are carrying are also to the Culture of the City they are in.
As a daily action, the Capital City should post a Manifest to the blog detailing which Boats in transit are due to arrive at which Destinations at which times.
==Iterations==
* Boat upgrades. I imagine that at first a Boat’s travel time is a randomly determined period in a wide range (a specific minute within 1 to 5 days of departure, say) while upgrading shortens the range but allows for some selectivity (a specific minute within 2-3 days randomly selected, plus or minus up to 120 minutes selected by the owner). You could also have more Boats.
* Goods. Goods would be generated by rules (each sub-ruleset could start with ‘x Good is generated on a regular basis’ as a rule - which could of course be stolen). Would they have distinct effects? Would they just be a victory condition? Could they ever be owned by the City that generated them, or do they have to be exported to cease being inert?
* Piracy Rules. Rules that only have an impact when they are on a boat.
* I don’t envisage combat being a part of this, beyond stealing each others’ rules.
* The madlib generation of Tenets can be flexible or rigid. I don’t have a firm view on that.==Imperial Styles==
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.
It was authored by Josh. Note that due to a bug in the victory condition, I believe that Josh has not actually achieved victory from this (I will explain in the comments).
Saturday, May 31, 2025
Note for Verba
As Verba’s mentor, I’ve attempted to reach out privately to establish communications, but I’m encountering a really weird error message that says their inbox is full. I’ve never encountered this before.
Verba, if you’re still around, could you please check your settings and inbox? If this is a system error it should be resolved as quickly as possible.
Friday, May 30, 2025
Proposal: Shortcut
Timed out and enacted, 3-2 with 2 unresolved DEFs. Josh
Adminned at 01 Jun 2025 18:16:31 UTC
If a single Plan is allocated 1 on half or more of the Ballots of non-Selfish non-Excluded Drafters, and its author is not Selfish, that Plan’s author achieves victory. Otherwise, do nothing.
As of right now, there is no need to go through with actually resolving the ranked choice election because one Drafter is clearly winning.
We could wait 48 hours to see if there are enough Ballot changes to move someone else into the lead (with each change resetting the timer!), or just use a proposal to cut out the waiting period. (This proposal is worded so that if there is substantial movement during its voting period, it will end up doing nothing.)
This is “half or more” rather than “more than half” because a Drafter cannot vote on their own Plan.
Proposal: Event Horizon [Building Blocks]
Timed out and enacted, 5-1. Josh
Adminned at 01 Jun 2025 16:03:45 UTC
Remove the “Event Types” Building Block from the Building Blocks wiki page.
Is it true that we’ve only used this block twice?
It was created in December 2021 and so far as I can see from the archives, of the 40 dynasties we’ve had since then, it’s only been used in two: the the Demiurge dynasty in June 2022, and the Cities metadynasty in May 2023 (the latter having one active player drop out after repeatedly seeing their Event actions invalidated for not following the Events block wording closely enough).
We’ve had a lot of other dynasties in that time which have featured Event-like mechanics (a blog post is made, players reply to it, there is an outcome), but they haven’t felt the need to use the Building Block to do so. This may be because a hand-crafted version isn’t much more work to write than an Event (which still requires the proposer to define in detail a response format, start/end conditions and an ending action), and because a hand-written rule is usually clearer to read.
Building Blocks should work intuitively out of the box, and make life easier for players, and I don’t think this one has been doing that.
Thursday, May 29, 2025
Call for Judgment: Ballots are for Plans, not Drafters
Reached quorum 6 votes to 0. Enacted by Kevan.
Adminned at 30 May 2025 11:40:37 UTC
For all edits to the gamestate tracking page for all Drafter’s Ballots from the beginning of this dynasty to this enactment, treat each allocation of a whole number to a named Drafter as an allocation of that same whole number to that Drafter’s Plan.
In the rule “Ranked Choice”, insert the following as the second paragraph:
For each Drafter’s Ballot, the allocation of a whole number to a Plan may be represented in gamestate tracking as an allocation of that same whole number to the name of the Drafter who authored that Plan.
We’ve been using Drafter names in Ballots this whole time, and one could argue that all of the Ballot edits submitted since the beginning were invalid, because they were allocated per Drafter name rather than per Plan name as spelled out by the rule text.
Rather than redo the gamestate tracking page and force everyone to redo their Ballots, let’s just make this interchangeable.
This may seem trivial, but I don’t want ais to get to the point of performing the Instant Runoff and then suddenly not be able to execute the steps because the gamestate doesn’t show the allocation of whole numbers to Plans.