Proposal: Luluization
Change the name of the player known as Misty to Lulu.
yeah so i found another name i liked more lol
Change the name of the player known as Misty to Lulu.
yeah so i found another name i liked more lol
I unidle. Quorum is still 4.
Make Chiiika a Admin.
usermod -aG sudo Chiiika
i would like to be unidled, please!
looking at the wiki, i’m quite sad that i missed the Battlebots Dynasty, that sounds very up my alley.
In the Core rule “Proposals”, in the subrule “Resolution of Proposals”, after this text:
the Admin Enacting it shall update the Gamestate and Ruleset,
add this text:
using the gamestate as it was at the timestamp of the enactment (this timestamp being the one recorded when the Admin edited the Proposal blog post to state that the Proposal is enacted),
Before we forget, let’s fix the issue that hung up the end of the previous metadynasty
I unidle. Players to 6, quorum to 4.
If Proposal: Level Knevel was not enacted then this proposal has no effect.
Add the following as a subrule to the rule Levels of Reality, called Avatars:
There exist Avatars, which are privately tracked by the Ascendant and which have the following properties: a unique Name, a home Tier (which must be the Tier of a currently-extant Rule other than 1), and an occupancy Tier (which must also be the Tier of a currently-extant Rule, and must be lower than that Avatar’s Home Tier).
If at any time there are fewer than 10 Avatars then the Ascendant may make new Avatars until there are exactly 10.
Add the following as a subrule to the rule Yanking, called Mindjacking:
A Mindjacker may carry out a Mindjacking as a daily action. A Mindjacking is the act of making a post in the Story Post Category with the title Mindjacking: x, where x is the flavour-text string of its author’s choice; the contents of that post are at the author’s discretion but are not gamestate.
If a Mindjacking has a value for x which exactly matches the name of an Avatar whose occupancy Tier is exactly the author’s Level then the Ascendant should, at their earliest opportunity, make it with a FOR symbol. The author of that Mindjacking then Ascends and the Avatar is destroyed.
Add a new rule to the dynastic ruleset, with the title Levels of Reality:
Each Mindjacker has a Level, which is a publicly-tracked non-negative integer defaulting to 1.
Each top-level dynastic rule except this one has a Tier, which must be in its title; such rules are called Tier Rules. A Mindjacker is only required to obey, can only be affected by, and may only utilise the actions of Tier Rules whose Tier is equal to or lower than their Level. Where a Mindjacker is subject to Tier Rules that make contradictory statements, the higher-Tiered rule has priority over the lower. A Mindjacker treats all Tier Rules with a higher Tier than their Level as if they were flavour text.
Subrules beneath a Tier Rule always have the same Tier as their parent rule.
Whenever a Mindjacker Ascends their Level increases by 1, and when they Descend their Level decreases by 1. A Mindjacker may not Ascend more than once in any 24 hour period. A Mindjacker may not Ascend if doing so would set their Level to a value greater than the highest Tier of any dynastic rule in the ruleset, and may not Descend if it would set their Level to a value lower than 1. A Mindjacker may not Ascend unless they meet the Ascension Criteria in every Tier they are affected by.
Add a new dynastic rule, called Tier 1: Yanking:
Yanking is an action in which a Mindjacker switches Level with another Mindjacker whose Level was, immediately prior to the Yanking, exactly one greater than their own.
If a Mindjacker carries out an Action associated with a Tier one lower than their current Level, then they may be Yanked by any Mindjacker whose Level is equal to that Tier, provided that the Yanking takes place within 10 minutes of the inciting action.
The Impossible Drive. An engine for a spaceship that could fold through three-dimensional space and travel across unlimited distances in an instant. No-one knew how it worked, only that it had been made by accident. You could replicate the same steps to get the same result but other than that, a mystery. No-one minded much. Overnight, the human commitment to explore the far reaches of space became reality.
Those first pilots were heroes, celebrities, legends. They stood on the launchpad, waving at the crowds, taking in the cheers, ushering in a new era of human peace and prosperity. Bunting, ticker-tape, firecrackers - all of humanity united to pierce that veil of infinite night and nigh-infinite distance. We would see other worlds and report back in real time; all the great questions of existence would be answered.
And how.
Every planet they found was dead. But that wasn’t the worst thing. The first ones were just dead, were merely dead, were dead in an ordinary way: devoid of life, dusty and dull. But the explorers discovered that there are more wretched ways to be lifeless. They found worlds with no geology - just solid rocks or empty clouds of gas, floating in space, in defiance of all physics, no core, no tectonics, no elements. They found planets whose surfaces were smooth and textureless… They found worlds that were nothing but unfinished polyhedral blocks. At the furthest reaches of their home planet’s visual range, they found worlds that were nothing at all - shapes in space with no mass or solidity, ghosts of worlds designed only to be seen from afar, through a telescope.
Naturally, society collapsed. The implications of that discovery have taken generations to unpack. A whole new system of ethics and philosophy has had to be built from the ground up.
It has now been… hundreds of years, since then, and we have come to terms with the truth. Our world is simulated, and we are simulated, and what we called “physics” is just the law of the simulation we live in, software running on some celestial iMac for the gratification of a higher observer. But what about those beings from a higher level of existence? We know they walk among us. We know they have avatars here, avatars connected directly to their own alien cognitive morphology. We have… Now, at least, we have the knowledge and the know-how to take that connection, to feed it back, to ride it.
In other words, to steal the bodies of the ones who made us, leaving their consciousnesses trapped in this existence, like they planned for us.
Who knows? Perhaps they live in a simulation as well, and there’s another even higher level of existence above that. But if they do, I’ll know. I know the signs now. And I’ll find more avatars and I’ll keep stealing bodies all the way up. I’ll ride this all the way up to the top. One way or another, I’ll get to the true reality.
Repeal all dynastic rules. Make the Special Case rules No Collaboration and Reinitialisation active. Change the term ‘City Architect’ to Mindjacker and the term Urbifex Maximus to Ascendant throughout the ruleset. Change the gamestate tracking page to Reality.
Post dynasty chat
Enacted popular, 4-0. Josh
Adminned at 31 May 2023 17:39:11 UTC
Consider Declaration of Victory: I’m Spartacus never to have been failed, but to have been enacted instantly upon the enactment of this CFJ.
There appears to be some kind of consensus that either Josh or I won, and I think we both have plausible arguments to work through, but we’re not going to get there without either a lot of wrangling… or something like this. So with condolences to Bucky and his clever plan, and to myself, let me propose this.
Is unpopular, 2-3. Failed by Josh
Adminned at 31 May 2023 17:38:17 UTC
I have achieved victory in this dynasty, and I’ll tell you for why.
So, first, some ruleset concepts:
* From “Enacting and Failing”, ‘A votable matter is resolved by an admin setting its status through use of the “status” field in the blog post editing form’. Therefore the first person to edit the form is the enactor and only that person is the enactor; any person doing enactment-like things thereafter is doing illegal actions that can be disregarded.
* However, enactment is not an atomic action. There are in fact two actions: the one above, which is the act of enactment, and ‘When a Proposal is Enacted, its stated effects are immediately applied in full”, from Resolution of Proposals, which is a separate action. None of this is atomic and all of it can be interrupted.
Here is the timeline of events, as I understand it:
* Redtara enacts the proposal by marking the form.
* Bucky enacts the proposal by marking the form, but as they do it second, they are not the enactor; none of their enactment is valid.
* Bucky carries out a Growth Tick action.
* Redtara makes the roll as directed in the proposal, but because Redtara has made a Growth Tick in the interim, that roll reflects improper information about the gamestate.
* Redtara makes a second roll correcting the above step, and it makes me the winner.
All of this together means that… I am the winner. I have won. Please vote for me. Please. Thank you.
{NB:
Bucky posted this to Discord about my path to victory:
* Redtara's original enactment-mark was valid even if the changes were applied incorrectly;
* My growth tick should have been taken into account in the victory roll because it happened before any version of the victory roll did, even though it happened after the enactment mark
* My enactment attempt was entirely invalid because redtara had already marked the proposal enacted, even though none of its changes had been performed yet and they were performed incorrectly.
* Redtara's failure to actually publish the list that the proposal required the creation of is immaterial.
This post has answered the first three points; on the fourth, the list of names is not an orphan variable because it can be derived from the from the gamestate, and the proposal did not require the list to be otherwise published.}
Failed due to the passage of CfJ: A Less Messy Resolution and its enactment of DoV: I’m Spartacus. Josh
Adminned at 31 May 2023 17:39:49 UTC
I have achieved victory per the first dice roll I made following my legal enactment of https://blognomic.com/archive/no_pun_contended#comments - Bucky’s would-be “enactment” and “growth tick” occurred after this, rendering them illegal.
Failed Upopular, 0-3. Josh
Adminned at 30 May 2023 22:11:08 UTC
Uphold redtara’s enactment of Proposal: No Pun Contended, including dice roll.
redtara and Bucky “simultaneously” enacted the proposal. However, the later version of the enactment record’s Bucky’s edits, demonstrating that it followed (and thus overwrote) redtara’s initial enactment.
But now the winner is Josh.
Congrats!
27… 22!
Oh, my God. I won.
I won!
Recapping our day’s top story: The winner of today’s nomic dynasty is…
me, Red Tara.
Thanks to a last second growth tick, the list of citizens was:
Bucky,
Bucky,
Bucky,
Bucky,
Chiiika,
Chiiika,
Chiiika,
Chiiika,
Chiiika,
Chiiika,
JonathanDark,
JonathanDark,
JonathanDark,
JonathanDark,
JonathanDark,
JonathanDark,
Josh,
Josh,
Josh,
Josh,
Josh,
Josh,
redtara,
redtara,
redtara,
redtara,
redtara,
redtara
And the winner was: Bucky
While No Pun Contended didn’t require this list to be in a blog post, it didn’t say what else to do with it either.
Enacts 3-2 with quorum in favor. -Bucky
Adminned at 30 May 2023 17:52:30 UTC
Each City Architect who was not idle when this Proposal was posted and whose EVC on this proposal contains the word “Contender” has a number of Citizens equal to their current Population.
Make a list of Citizens, in alphabetical order by owner (i.e. so player A’s 4 Citizens are the first 4 on the list, player B’s 7 Citizens are 5 through 11, and so on).
Randomly select one of the Citizens in the list. Its owner has Achieved Victory. Make a post announcing the result.
Self-killed. -Bucky
Adminned at 30 May 2023 17:52:17 UTC
In the core rule “Votes”, after
It has been open for voting for at least 48 hours, it has more than 1 valid Vote cast on it, and more valid Votes cast on it are FOR than are AGAINST.
Add this text:
Exception: Proposals which would change the text of a Core or Appendix rule if enacted can only be Popular on this basis if at least three more valid FOR votes than valid AGAINST votes are cast on it.
Blocking close proposals from changing core rules again, but in a way that doesn’t care about extra apathetic voters at all. Also declining to add back the restriction for Special Case rules, since they’re often acting like dynastic rules in practice.
Proposals can still be popular with QUORUM for and QUORUM-1 against; that’s covered under the other popularity clause.
This Region’s Capability is 19.
I put forth these 3 Motions to be voted on. Our Active value is 4 for consideration of the Motions below:
Cadence [Procedural]: Change the Development Cycle of the Region to 2
Build [Effortful Active]: Build a Residential Zone in Vitagrande
Build [Effortful Active]: Build a Commercial Zone in Vitagrande
Times out and fails 1-1. -Bucky
Adminned at 28 May 2023 20:13:59 UTC
In the rule “Emigration”, replace this text:
choose two random Underserved cities, or all Underserved cities if there two or fewer.
with this text:
choose two random Underserved cities that are not in Abandoned Regions, or all Underserved cities not in Abandoned Regions if there are two or fewer.
If the Emigration rule is supposed to spur development in Cities, there’s no point in using it to impact Cities that are in Abandoned Regions.
withdrawn - rt
Adminned at 28 May 2023 19:38:55 UTC
Remove the sentence “A City Architect should not use a Core, Special Case, or Appendix rules scam to directly or indirectly cause a City Architect to achieve victory.” from the Fair Play rule in the Core Rules.
Fails 1-0 due to total apathy. -Bucky
Adminned at 28 May 2023 02:25:29 UTC
Add a new Dynastic rule called “Vehement Votes” to the ruleset, with the following text:
Each City Architect may cast a single Vehement AGAINST vote per dynasty. The list of City Architects who have already cast such votes this dynasty, together with which proposals they have cast those votes on, is publicly tracked. A City Architect casts a Vehement AGAINST vote by including the word “VEHEMENT” in their EVC that contains an AGAINST vote, and also adding their name and the URL of the proposal they voted on to the list.
A Vehement AGAINST vote on a Core Proposal has no effect beyond that of an ordinary AGAINST vote. A Vehement AGAINST vote on a non-Core Proposal counts as three AGAINST votes and increases Quorum on that proposal by one.
Enacted unanimously, 5-0. Josh
Adminned at 26 May 2023 09:55:53 UTC
Remove the phrase “Exception: Proposals which would change the text of a Core, Special Case or Appendix rule if enacted cannot be Popular on this basis.” from the rule Votes in the Core Rules.
fails - unpopular 1-3 - rt
Adminned at 25 May 2023 22:57:10 UTC
Add a new dynastic rule to the ruleset. Call it “Royalty” and give it the following text:
One City contains the Heir to the Throne, or Heir for short. The City that is the location of the Heir, if known, is publicly tracked. His location can be, and initially is, unknown, in which case the fact that it is unknown is also publicly tracked.
As a daily communal action that may only be taken while the location of the Heir is unknown, a City Architect may Search for the Heir. This is an atomic action with the following steps:
* Choose a random unit of Population from those among all cities whose controller is not idle.
* Set the location of the Heir to the City holding that Population, making it known in the process.While the Heir’s location is known, any City Architect who controls that City may achieve victory by making a blog post saying so; this action is called a Coronation.
While the Heir’s location is known, and the controller of the Heir’s location has not performed a Coronation during the current dynasty, the controller of the Heir’s location may move the Heir to another City, or make the location of the Heir unknown again.
Set the location of the Heir to be unknown.
If Josh is so vehemently “Against complexifying / extending this dynasty further”, here’s an offer to end it simply.
fails - unpopular 2-3 - rt
Adminned at 25 May 2023 22:56:39 UTC
If the Rule “Monuments” exists, repeal it.
In the rule “Regional Development Fora”, remove the bullet point that begins with “Award” if it exists. In the same rule, after the bullet that begins with “Invite”, add these two bullet points:
* Recruit [Effortful Active + 2]: A Motion to subtract an amount from a City’s Population in this Region that would reduce the City’s Population to no less than 1, and add that amount to the Region’s Soldiers
* Declare War [Procedural]: A Motion to add this Region and another non-Abandoned Region named in the Motion to the list of Regions in the At War variable, removing any repeated instance of the same Region in the At War list.
Add a new rule named “War” and give it the following text:
Each Region has a publicly-tracked number named “Soldiers”, defaulting to 0.
There is a publicly-tracked variable named “At War” that contains a list of Regions and defaults to empty. If a Region’s name is in the list At War, then every City in that Region with a Population of at least 1 is considering to be Warring.
There is a publicly-tracked variable named “War Victories”, which is a table with one column named “Winner” and defaulting to no rows.
When there is only one non-Abandoned Region that has at least 1 City with non-empty Zones, any City Architect may execute the War Victory action by rolling DICEX, where X is the number of rows in the War Victories table. The result of this roll is R. The City Architect whose name is in the Winner column of row number R of the table achieves victory.
In the rule “War” add a subrule named “Combat” and give it the following text:
As a Weekly Action, a City Architect who controls a City that is Warring may execute the Combat action, which is an atomic action with the following steps:
* Choose a City that is Warring and is not the same Region as the City that this City Architect controls. Consider the chosen City to be the Defender and the City that this City Architect controls to be the Attacker.
* Prep Phase: Calculate D = PD + SD + 1, where PD is the Population of the Defender and SD is twice the number of Soldiers of the Defender’s Region, and A = PA + SA, where PA is the Population of the Attacker and SA is twice the number of Soldiers of the Attacker’s Region.
* Combat Phase: Roll DICEX, where X is D + A from the previous step, and call the result of the die roll L.
* Resolution Phase: If L is greater than D, subtract 1 from the Defender’s Region’s Soldiers, to a minimum of 0, or if the Defender’s Region’s Soldiers is already 0, subtract 1 from the Defender’s Population, to a minimum of 0. If L is less than or equal to D, subtract 1 from the Attacker’s Region’s Soldiers, to a minimum of 0, or if the Attacker’s Region’s Soldiers is already 0, subtract 1 from the Attacker’s Population, to a minimum of 0.
* Optionally, if both the Attacker and the Defender each have a Population of at least 1, repeat the steps starting at the step beginning with text “Prep Phase”
* Add a row to the War Victories table. If the Attacker has more Population than the Defender, set this row’s Winner to the name of the City Architect who controls the Attacker. Otherwise, set this row’s Winner to the name of the City Architect who controls the Defender, unless that City Architect is idle, in which case remove this row from the War Victories table instead.If a City is reduced to 0 Population as a result of the Combat atomic action, set its Zones to empty.
After realizing that my previous Proposal was only delaying the inevitable, I’m proposing a different idea that gives every City Architect a literal fighting chance for victory.