Monday, February 19, 2018

Sticky Post: Supply Crate #13

The tower block’s residents, or at least some of them, awaken to curious noises from the new crate in the lobby.

Fuelcan • Food • The Bird • Lockbox • The Bird • Crowbar • Blanket

Pokes is the first to investigate.

Tuesday, February 20, 2018

Proposal: Blueprint Moon

Repeal the rule “Blueprints fix”.

Forcing the hand of anyone who believes they’re still able to use this supposedly-temporary rule. (If nobody can use it we can just repeal it, but may as well put a proposal up.)

Monday, February 19, 2018

Proposal: Sleep Deprivation

Remove “If no non-Empty Crate exists, a Resident who is Sleeping but not Knocked Out may Wake Up by setting their Alertness to 1.” from “Stats”.

In Crates, replace “The Government may, and should, also then halve the Hangover of all Residents, rounding toward zero, and then (if the post just made was not a Drop Post) increase the Health of every Knocked Out Resident who was a Dropper of the most recent Drop Post by 6, increase their Hangover by 10 and set their Alertness to 1.” with:-

The Government should also then take the following atomic action, known as Lobbykeeping:-

  • Halve the Hangover of all Residents, rounding toward zero.
  • If the post just made was not a Drop Post, then increase the Health of every Knocked Out Resident who was a Dropper of the most recent Drop Post by 6, increase their Hangover by 10 and set their Alertness to 1.
  • For every Sleeping Resident who commented on the previous Crate post and is not Knocked Out, set their Alertness to 1.

Seems unreasonable that Sleeping Residents have to catch the window between Crates in order to wake up. Let’s make it automatic.

Proposal: sleepy but not asleep

Change “Food: Consumable. The User gains 1 Health, loses 1 Alertness, and loses 8 Hangover.” to

Food: Consumable. The User gains 1 Health, loses 1 Alertness if they have more than 1 Alertness, and loses 8 Hangover.

Change “Pills: Consumable. The User gains 3 Alertness, loses 1 Health, and gains 40 Hangover.” to

Pills: Consumable. The User gains 3 Alertness, loses 1 Health if they have more than 1 Health, and gains 40 Hangover.

 

I think it’s unfair for people who just joined to have Food put them to sleep. Similar thing with Pills, since its possible to have no other option than to take the last item in a crate

Proposal: Teach a Man Not to Fish

Reached quorum 6 votes to 0. Enacted by Kevan.

Adminned at 20 Feb 2018 08:59:53 UTC

Repeal the rule “Fishing”.

If Cuddlebeam has more than one pending proposal, fail the oldest one of them.

Cuddlebeam spammed some comments a few minutes before I was able to enact the previous proposal, explaining they were “curious to see what happens, its minor”. It resulted in the Fishing rule being added to the ruleset, even though only two players were in favour of it.

Here’s the cleanup proposal to remove that rule, with a clause to make it take up one of Cuddlebeam’s proposal slots.

Sunday, February 18, 2018

Proposal: Starving is not permitted on the premises. Sorry.

Reached quorum 5 votes to 0. Enacted by Kevan. Six comments is “a quorum or majority of comments to this post” since quorum defaults to being player-specific, which is 5.

Adminned at 19 Feb 2018 12:29:02 UTC

Add an unusual supply to the Supplies list.

Fishing Rod: As a Craction, a Resident carrying a Fishing Rod (Rod) may roll a d12 in the GNDT. If the Resident does not roll a 1, they gain Food equal to the number they rolled divided by three, rounded down.



If a quorum or majority of comments to this post (made before this proposal is passed or failed) contain the phrase “We need extra loot!’‘, Create a new rule, Fishing.

Once a day, a Resident (the Fisher) who has a Rod in their inventory may fish. Fishing is an atomic action that consists of the following: (*) Reduce the Alertness of the Fisher by 2. Roll a d50 in the GNDT. (*)If the number is equal to the Fisher’s current Alertness, the Government may choose an Item from the list of Unusual Supplies. (*) This item is added to the Fisher’s inventory unless his/her inventory is full. (*) If the roll equals the Fisher’s health, the Fisher takes .5 piercing damage. (*) If the roll equals neither, no further action pertaining to this instance of Fishing is taken.

Format the Atomic Action described above into a bulleted list, removing the string ‘(*)’ as many times as it occurs in this rule.

Testing the waters, not sure about this.
Maybe the second bit should be an entirely separate proposal.

Hello!

Hello, everyone! I’m Raena, I’ve been interested in rejoining the nomic community for a while now. I’ve actually played here, under a different name, but I decided to discontinue that account for personal reasons. Even though I did play for a while, I was still very green when it came to actually playing the game, so please try to forgive me if I don’t really pick it up right away. Looking forward to playing with you all.

Consider this my formal intention to become a Resident, by the way.

Proposal: Express Delivery

Reached quorum 5 votes to 0. Enacted by Kevan.

Adminned at 19 Feb 2018 12:24:26 UTC

Add an Unusual Supply to the “Supplies” rule:-

  • Radio: As a Craction, a Resident with a Radio may nominate a single type of Basic or Unusual Supply: upon doing so, this Supply becomes a Requested Supply. If the Government makes a Crate post while there are any Requested Supplies, then the first Unusual Supply of that post’s Crate shall instead be selected at random from all Requested Supplies, and then all Supplies shall cease to be considered Requested Supplies.

In “Crates”, replace “stating which item was taken and summarising the rest of this atomic action” with:-

stating which item was taken, which (if any) Cractions were taken and summarising the rest of this atomic action

Replace “Iron supplies are: Magnet, Crowbar, Nails, Lockbox Key and Knife.” with:-

Iron supplies are: Magnet, Crowbar, Nails, Lockbox Key, Knife and Radio.

Friday, February 16, 2018

Proposal: Square Loot

reached quorum 4-0 enacted by card

Adminned at 17 Feb 2018 18:58:36 UTC

If any Residents took more than one Supply from the Crate with the post named “Supply Crate #12”, then each such Resident’s Supplies taken beyond the first in these cases were Misplaced Supplies.

If a Misplaced Supply was a Blueprint, destroy any Blueprints that were added to an inventory as a result of its use, and any Supplies that were added to an inventory as a result of the resultant Blueprints’ use.

If a Misplaced Supply was Food or Tinned Food, remove 1 Health from and add 1 Alertness to the Resident who consumed it.

Add one copy of each Misplaced Supply to the Crate from which it came.

Then, for every Resident who has one or more Misplaced Supplies in their Inventory, remove those Supplies.

Quick fix of the bug that people who took something from a crate prior to Craction Traction enacting hadn’t “Looted” it. This should more or less fix things, without being as boring as just invalidating the Crate.

Thursday, February 15, 2018

Proposal: Craction Traction

Reached quorum 5 votes to 0. Enacted by Kevan.

Adminned at 16 Feb 2018 20:45:26 UTC

Enact the changes of the earlier proposal “Craction Replay”, but instead of replacing “A Craction is an action that is taken as the last step of taking an item from a Crate.” with the text stated, replace it with:-

A Craction is an action that can only be taken as part of the Looting atomic action.

Replace “perform the Blueprint effect as an extra Craction” with:-

perform the Blueprint effect as an extra Craction during a Loot atomic action

If any Cractions have been taken outside of the atomic action in the “Crates” rule since this proposal was made, undo their effects and set the Health and Alertness of the Residents who took them to zero.

Reproposing addressing Diabecko’s concerns about how much we still need to define Cractions.

Wednesday, February 14, 2018

Supply Crate #12

The building’s doors creak slowly open, and a government delivery team uses some kind of pole to push a small crate through into the lobby. Carelessly tucked into the plastic webbing is the next crate’s delivery timetable.

Tinned Food • Food • Wood • Rope • Timetable • Blueprints

PineTreeQ shoos away the rats.

Proposal: Craction Replay

Self-killed. Failed by Kevan.

Adminned at 16 Feb 2018 20:19:10 UTC

In the rule “Crates”, replace everything between (and including) “A Resident (the “Recipient”) may take an item from a Crate” and “any Supplies still inside the Crate cease to exist.” with:-

A Resident (the “Recipient”) has Access to a Crate if:-

  • The Recipient has not already Looted that Crate.
  • There is no other non-Sleeping Resident who has a higher Priority than the Recipient, and who has not yet Looted that Crate.

A Resident who has Access to a Crate may Loot it as an atomic action that consists of the following:

  • Discarding all Timetables that they are carrying.
  • Choosing an Item in that Crate and putting into their inventory. Upon doing so, a single instance of that Item is no longer considered to be inside that Crate.
  • Optionally taking one Craction that they are able to take (or two, if they pay 1 Alertness and 1 Health for this option).
  • Optionally reducing by 1 (to a minimum of 1) the Health of a Resident who has the same Priority as the Resident taking this action, and also the same or greater Hangover.
  • Posting a comment in the relevant Crate blogpost stating which item was taken and summarising the rest of this atomic action.

If a Recipient has had Access to a particular Crate for the past 24 hours, but has not Looted it, then any Resident may set that Resident’s Alertness to zero.

If a Crate has no Supplies inside it, then that Crate is Empty. If there exists a non-Empty Crate and every non-Sleeping non-Knocked Out Resident has Looted that Crate, then any Resident may post a comment to the Crate post announcing that the Crate is being discarded: upon doing so, any Supplies still inside the Crate cease to exist.

Replace “A Craction is an action that is taken as the last step of taking an item from a Crate.” with:-

A Craction is a type of game action.

If any past game Cractions were illegal under the previous wording of that sentence but would not have been so had the sentence had the new wording at the time, consider them to have been legal at the time they were made.

Fixing the wonky “last step” Craction definition that Diabecko pointed out during the most recent crate, and cleaning up Cractions and item-taking in general (requiring a crate comment to describe everything that happened, and giving that process a verb - “to loot”).

Proposal: Wake

Timed out 1 vote to 3. Failed by Kevan.

Adminned at 16 Feb 2018 20:18:48 UTC

Amend

If no non-Empty Crate exists, a Resident who is Sleeping but not Knocked Out may Wake Up by setting their Alertness to 1.

to

If no non-Empty Crate exists, and they haven’t performed this since they last got Knocked Out or became part of this Dynasty, a Resident who is Sleeping but not Knocked Out may Wake Up by setting their Alertness to 1.

Proposal: Stance Dance: Electric Boogaloo

Timed out 1 vote to 3. Failed by Kevan.

Adminned at 16 Feb 2018 20:18:27 UTC

Amend:

A Resident with a Neutral Stance towards another Resident can change their own Stance towards that Resident to any other Stance, by declaring this in a blog post, or in a blog comment on the most recent Crate post.

to:

A Resident with a Neutral Stance (or a stance they are currently holding for more than 7 days) towards another Resident can change their own Stance towards that Resident to any other Stance, by declaring this in a blog post, or in a blog comment on the most recent Crate post.

Tuesday, February 13, 2018

Proposal: Let it go !

Timed out 2 votes to 0. Enacted by Kevan.

Adminned at 16 Feb 2018 08:45:46 UTC

Amend:

A Resident may change which Supplies they are Wielding and/or Wearing, as a Craction, and this is the only way to change which Supplies are wielded or worn. When a Supply leaves a Resident’s Inventory, it ceases to be Worn or Wielded by that Resident.

to:

There are only two ways in which the Supplies a Resident is Wielding and/or Wearing can change:
- As a craction, a Resident can change which Supplies they are Wielding and/or Wearing.
- Whenever a Supply leaves a Resident’s Inventory (destroyed, sold, transferred to another Resident etc.), it ceases to be Worn or Wielded by that Resident.

The current rule has contradictions that one could use to argue things like knocked out residents cannot lose their wielded or worn items.