Friday, September 30, 2005

Hostile Takeover of Shangri-La

The incongruity of these territory names is… incongruous.

Proposal: More info

4-1.  Timed out, enacted by Excalabur

Adminned at 02 Oct 2005 12:34:09 UTC

Add to the informations listed in Quick Reference:

* The combined population of all controlled territories.

Proposal: Sun Tzu would be confused

Reach quorum, passed unanimously five-nil.  Enacted by Excalabur

Adminned at 01 Oct 2005 22:58:33 UTC

Remove from the Conflict rule the line: “Each method is ineffective when used in a Territory controlled by a Country using a certain Government Type.” and also remove all attack methods, except Pillage and Swindle and insert these Attack Methods:-

  • A Country may Assault another Country at a disputed Territory. This reduces the defender’s presence by any amount up to the attacker’s presence and reduces the attacker’s presence by that same amount, but no more than the defender’s original presence (before it was reduced). Assault cannot be used against a Country using the same government type as the attacker.
  • A Country may Intimidate another Country at a disputed Territory. This converts a number of the defender’s presence units into an equal number of native population units. This number has to be less than the attacker’s presence. Intimidate cannot be used against a Country if that is the only Country using a specific government type.
  • A Country using Despotism may Dominate. If the attacker has an attacking presence that is at least equal to the size of the defending presence, e may take control of a piece of Machinery from that Territory and move it to an adjacent Territory (it may be machinery that has not been completed). This Attack Method is ineffective when used in a Territory controlled by a defender using Feudalism.
  • A Country using Feudalism may Crusade. If the attacker has an attacking presence that is at least equal to the size of the defending presence, e may demolish a construction in that Territory (it may be a construction that has not been completed). This Attack Method is ineffective when used in a Territory controlled by a defender using Anarchy.
  • A Country using Neorobotnikism may Exterminate. This reduces the defender’s presence by twice the attacker’s presence, and then reduces the attackers presence by twice the defender’s original presence (before it was reduced). This Attack Method is ineffective when used in a Territory controlled by a defender using Telecracy.
  • A Country using Telecracy may Mind Control. This transfers population units from the defending presence to the attacking presence. The amount transferred may be up to the square root of the defending presence (rounding all fractions up to the nearest integer), but no more than size of the attacking presence. This Attack Method is ineffective when used in a Territory controlled by a defender using Neorobotnikism.

I’m trying to balance out the attack methods a bit and give some other attack options. Dominate and Crusade are completely changed, with the new universal attack methods Intimidate and Assault taking on their previous styles of attack. Mind Control is weakened and Exterminate no longer cares about native population. I still plan to make an Invade attack method for attacking controlled Territories, but haven’t figured it out yet.

Starvation Warning: Country Smith #001

E was 5 Grain short.

Market Position #018

The Hegemonist will Accept Buy Orders whose H$ XX value is equal to or greater than:

  * H$ 185 per unit of Grain
  * H$ 124 per unit of Metal
  * H$ 238 per unit of Petroleum

The Hegemonist will Accept Sell Orders whose H$ XX value is equal to or lesser than:

  * H$ 177 per unit of Grain
  * H$ 120 per unit of Metal
  * H$ 224 per unit of Petroleum

Quick Reference Page

I just created the Quick Reference Page. If everyone could check their own entries and make sure I didn’t screw up, I’d appreciate it.

Call for Judgment: Emigration, Part 2: Oceanic Territories

5-0, reaches a quorum of votes for—Excalabur.

Adminned at 01 Oct 2005 01:11:32 UTC

The Emigration portion of the hostile takeover rule reads:

Emigration - The native population gives up and many of the population emigrates to neighboring territories. The Territory loses DICEW population, where W is the native population amount. All adjacent Territories gain native population of DICEW / N rounded up, where N is the number of Territories adjacent to that Territory.

However, Oceanic Territories have been created since the passage of this rule.  This leads to two possible interpretations.

Excalabur, reasoning that Oceanic Territories cannot be inhabited, should not be included as an adjacent territory in the count of ‘N’, and no population should be added to them.  This has the benefit of being physically reasonable:  no on is going to emigrate to an Ocean.  However, it is not strictly what the rule says.  As this is the preexisting condition of the oldest Hostile Takeover since the passage of the Oceanic Territories rule, vote AGAINST this CfJ to agree with this interpretation.

However, the other possible interpretation, put forward by Purplebeard, of this rule is that each adjacent territory, including Oceanic Territories, should be included in the count of ‘N’, and that the population that would otherwise be transferred to the territory simply vanish.  This has the benefit of agreeing with the method for counting ‘N’ strictly according to the rule, but fails to agree with the ‘transferred to each adjacent territory’ portion.  For FOR this Call for Judgment if you agree with this interpretation.

If this call for judgment passes, the following shall occur:
1. Each Hostile Takeover that has occured since the passage of the Oceanic Territories rule was created shall be adjusted to agree with the second interpretation above.
2. The Emigration rule shall be rewritten to read as follows

The native population gives up and many of the population emigrates to neighboring territories. The Territory loses DICEW population, where W is the native population amount. All adjacent non-oceanic Territories gain native population of DICEW / N rounded up, where N is the number of Territories, including oceanic territories adjacent to that Territory.

Apologies for writing two calls for judgment on the same action.  I couldn’t figure out how to make this fit in one CfJ. 

Call for Judgment: Emigration, Part 1: DICE rolling

4-4.  After four days, not more than half the votes are for. Failed by Excalabur.

Adminned at 03 Oct 2005 23:57:00 UTC

The text of the hostile takeover rule regarding emigration reads:

Emigration - The native population gives up and many of the population emigrates to neighboring territories. The Territory loses DICEW population, where W is the native population amount. All adjacent Territories gain native population of DICEW / N rounded up, where N is the number of Territories adjacent to that Territory.

The prevailing interpretation up until now has been that DICEW is rolled once and then divided by N for the number gained by adjacent territories.  Vote AGAINST this CfJ if you agree with this interpretation.

However, the other possibility is that DICEW is rolled twice, once for the population loss and once for the population gained in adjacent territories.  Vote FOR this CfJ if you agree with this interpretation.  If this CfJ passes, restore Purplebeard’s Hostile Takeover to the way it was before Excalabur corrected it.  Furthermore, for each Hostile Takeover that has been processed, correct the handling of Emigration to follow this method. 

 

Thursday, September 29, 2005

Proposal: Going Native

Failed 2-2—smith

Adminned at 01 Oct 2005 13:00:31 UTC

Add to the Control rule:-

At any time, a Country may relinquish control of a Territory e controls, which then becomes occupied by that Country instead.

At any time, a Country that is occupying or disputing a Territory may convert any number of eir population presence there into native population units.

Hostile Takeover of Somewhere over the Rainbow

I’m plantin’ my house on that witch!

Proposal: Endgame

5-0.  Reached Quorum. Enacted by Excalabur.

Adminned at 30 Sep 2005 02:47:17 UTC

Add a Victory Condition rule:

If the Hegemonist is a Government in Exile, and a Country has controlled Chronos Phaenon Homeland during the last 48 hours, that Country has achieved the victory conditions for this Dynasty.

Market Position #017

The Hegemonist will Accept Buy Orders whose H$ XX value is equal to or greater than:
* H$ 186 per unit of Grain
* H$ 124 per unit of Metal
* H$ 221 per unit of Petroleum

The Hegemonist will Accept Sell Orders whose H$ XX value is equal to or lesser than:
* H$ 174 per unit of Grain
* H$ 120 per unit of Metal
* H$ 208 per unit of Petroleum

Wednesday, September 28, 2005

Market Position #016

The Hegemonist will Accept Buy Orders whose H$ XX value is equal to or greater than:
* H$ 183 per unit of Grain
* H$ 124 per unit of Metal
* H$ 206 per unit of Petroleum

The Hegemonist will Accept Sell Orders whose H$ XX value is equal to or lesser than:
* H$ 172 per unit of Grain
* H$ 120 per unit of Metal
* H$ 194 per unit of Petroleum

Call for Judgment: ‘Transfer’

8-0.  Reached Quorum and then some.—Excalabur

Adminned at 29 Sep 2005 23:42:43 UTC

The Text of Mind Control reads:

A Country using Telecracy may Mind Control. This transfers an amount of population units from the defending presence to the attacking presence equal to the square root of the defending presence plus one (rounding all fractions up to the nearest integer).

.

The glossary has an entry that reads:

Unless otherwise specified, game variables defined to hold numeric values can hold only non-negative integers, and any action that would set those values below zero instead sets them to zero.

The question at hand is the Mind Control of Smith by Jamuraa at Somewhere Over the Rainbow.  Smith had 1 Population present, and loses 2 of them to Mind Control.  Since e only had one there, eir population in the territory is set to 0. 

However, does Jamuraa gain 1 or 2 population? 

It can be argued that the word ‘transfer’ implies that Jamuraa cannot gain what Smith did not lose.  If you are in this camp, vote FOR this CfJ.  Upon passage, reduce Jamuraa’s population in Somewhere over the Rainbow by 1.  If the person in question has been moved or converted to someone else’s cause, reduce the appropriate population accordingly.  Furthermore, this CfJ shall be precedent for future actions of the same type, and interpretations of the word ‘transfer’.

If you, however, feel that Jamuraa deserves his extra population, vote against this CfJ.

Proposal: Negative Presence Fix

S-K.  Failed by Excalabur

Adminned at 30 Sep 2005 02:44:59 UTC

Change the second paragraph of subrule Contrtol to:

The occupying or disputing Countries are listed in the Controller field. These Countries must have a positive non-zero population presence in the Territory, which is listed in the Population field.  If at any time, a Country would have less than 1 population in a Territory, ey are considered to not occupy the Territory. This information is broken out as follows:

This should prevent the craziness which just happened in Somewhere Over the Rainbow

 

no invasion?

Should I propose another version of invasion rules or give it up? Maybe we should go in a more economic direction and less of a military one? What about making a Bond Market? Or each Country could issue its own currency for a Currency Market? Does anyone know anything about those subjects?

Mind Control: Smith at Somewhere Over The Rainbow.

I transfer sqrt(1) + 1 = 2 people of Smith’s to me.  Smith now has -1 population presence in Somewhere Over the Rainbow.

Proposal: Idleness loophole fix.

5-0.  Reached Quorum.  Enacted by Excalabur

Adminned at 30 Sep 2005 02:42:16 UTC

In rule 10.5 Change:

Whenever a Country goes Idle, the control of eir Homeland secedes to the Hegemonist. Any other Territory they control becomes uncontrolled.

Whenever a Country is Unidled, the control of eir Homeland is given back to em. The control of any other Territory they controlled at the moment of Idleing that is still uncontrolled at the moment of Unidling is also returned to em.

to

Whenever a Country goes Idle, the control of eir Homeland secedes to the Hegemonist if e controls it. Any other Territory they control becomes uncontrolled.

Whenever a Country is Unidled, the control of eir Homeland is given back to em if the Hegemonist controls it. The control of any other Territory they controlled at the moment of Idleing that is still uncontrolled at the moment of Unidling is also returned to em.

Otherwise, one could idle and unidle to get one’s homeland back.

Proposal: Nonagressive Leader

2-3.  Times out, fails—Excalabur

Adminned at 30 Sep 2005 02:40:45 UTC

Change the fifth paragraph of the rule “Transportation” to read:

If the target Territory is occupied by another Country or disputed, this is called Hostile Transportation, which costs ten times the basic Transportation rate. In addition, if the population being moved is robots, 2 units in 5 are lost in transit and removed (with any fractional amount lost rounded up to the next integer). The occupied Territory then becomes disputed by the Countries involved. The Hegemonist cannot perform Hostile Transportation unless e, at some point since the beginning of eir Dynasty, controlled or occupied the target territory

This prevents Chronos from using his dominant position to bias the game for the rest of us.  While e can’t win, e can affect who does by attacking people selectively.  This limits him to only colonizing uncontested territories and defending himself. Hopefully, e doesn’t veto it….

Proposal: Information Sheet

3-1.  Timed out.  Enacted by Excalabur.

Adminned at 30 Sep 2005 01:54:12 UTC

Create a new wiki page, entitled ‘Quick Reference’. 

Enact a new sub-rule of ‘World’ entitled, ‘Quick Reference’, with the following text:

There shall be a wiki page named [[Quick Reference]].  On this page the following things shall be listed, for each country:
* Production capacity for each commodity
* Territories controlled, and occupied
* Territories disputed, and the disputants.

Each country shall be responsible for updating the Quick Reference Page whenever ey cause one of the things listed to change.


A way to quickly figure out who owns what, how much stuff they’re making, and so on often might come in handy. 

Mind Control: Smith at Shangri-La

I get sqrt(3)+1 = 3 of Smith’s people at Shangri-La

Tuesday, September 27, 2005

Market Position #015

The Hegemonist will Accept Buy Orders whose H$ XX value is equal to or greater than:
* H$ 182 per unit of Grain
* H$ 124 per unit of Metal
* H$ 192 per unit of Petroleum

The Hegemonist will Accept Sell Orders whose H$ XX value is equal to or lesser than:
* H$ 170 per unit of Grain
* H$ 120 per unit of Metal
* H$ 181 per unit of Petroleum

Proposal: A kinder, gentler invasion

Failed 1-3 (timed out)—smith

Adminned at 29 Sep 2005 10:43:20 UTC

Change this line in the Transportation rule:-

If the target Territory is controlled by another Country, it cannot be moved to.

To:-

If the target Territory is controlled by another Country, this is called Invasion Transportation (or simply Invasion), which can only be done from an adjacent Territory which is controlled or occupied by the invading Country. Invasion Transportation lasts an indefinite number of periods (use ‘?’ to represent the number of periods in the “In Transit” section). In order to make an attack post at that Territory, the invading Country must pay for a period of Invasion Transportation there, which costs the same as Hostile Transportation plus 1 Metal per unit. If the defending Country loses control of the Territory, the attacker may reduce the number of periods to 0 and thereby complete the Invasion.

And add this to the Conflict rule:-

In the case of an attack method used in the course of an Invasion, the population units being moved in that Invasion Transportation is considered the attacking presence.

A Country performing an Invasion may also use a special type of Attack Method, Invade, which is effective against all Government types. If the attacking presence is greater than half the defending presence, the defending Country loses control of the Territory, which then becomes disputed. Each Fortification in the target Territory doubles this requirement.

Ok, so the invasion has been weakened in many ways: the aggressor must maintain control or occupation of a neighboring territory (allowing for defensive counter-attacks that disrupt this supply base) and invasion attacks cost a bunch of metal, and there is no more double effect for native-population-specific abilities.

 

Mind Control: Excalabur at Area 51

Back and forth we go… 1 unit of mine vs 6 of excalabur’s. I take over 4 units again. And then I run away.

Proposal: Transportation Review

5-1.  Reached Quorum. Enacted by Excalabur

Adminned at 28 Sep 2005 21:54:34 UTC

Edit the first paragraph in the Transport rule to read:-

Countries may Transport some of eir Population from one Territory to another. Often, a Country may perform a Transport session which can consist of any number of individual Transport actions. The Country must announce each action which will take more than 0 periods by adding “(Transportation Type): (quantity of population), (amount of periods left) periods left” to the Territory, under “In Transit”. The Country’s population in the origin Territory is reduced by the quantity Transported from that Territory. If the quantity to Transport is greater than that population as it was at the beginning of the Transport session, the action cannot be taken.

And edit the last paragraph in Transport:-

For each entry of eirs In Transit, a Country may subtract the listed amounts of the Commodities needed for the Transportation from eir Commodities and subtract 1 from the amount of Periods of that entry. When the amount of Periods has reached zero, the Transportation is considered completed, that “In Transit” entry is removed and the control status and population of the target Territory is updated accordingly.

And finally in Transportation, lower the cost of Frontier Transportation to twice Basic Transportation, and lower Hostile Transportation to five times Basic Transportation.

Right now, long-distance travel over several non-controlled Territories can be done instantly by simply moving from one adjacent Territory to the next for 0 periods each move, instead of plotting out the whole path at one time and moving along Often. With these changes, only 1 Territory can be crossed per Transport Session. I noticed an interesting trade-off with the multiple period Transport: although it could be a disadvantage to commit to a multiple-day planned move, it has the advantages that the population in transit can’t be attacked and is invisible for Feeding requirements.

Tuesday, September 27, 2005

Proposal: Standing Offers

5-1.  Timed out, enacted by Excalabur.

Adminned at 28 Sep 2005 21:22:14 UTC

Add a Standing Offers sub-rule to Market

Often, a Country other than the Hegemonist may post a note to the the Commodities Market Discussion page, with the title “Standing Offer #NNN”, where NNN is a unique sequential number starting at 001.

A “Standing Offer” Note shall list the Conditions at which that Country will automatically accept a Market Order. Those Conditions may be absolute (Ex.: “I will accept buy orders for Grains at H$ 150”) or relative (Ex. “I will accept Buy orders for Grains if they are no more than 5% cheaper than the Hegemonist’s price for Buy Grains Orders”). Conditions may also specify caps for the quantity of Commodities traded in a single order.

To cancel a “Standing Offer” Note, a Country has only to post another such Note, specifying: “I will not automatically accept any Orders from now on”.

To benefit from a “Standing Offer” Note, the Country posting a Market Order that meets that Note’s conditions must mention that Note in the body of the Order, just below the list of traded Commodities. A Country may only mention another Country’s last “Standing Offer” Note at the time the Market Order is being posted.

If all other conditions for Closing an Order are met and it also meets the Conditions listed in the mentioned “Standing Offer” Note, the Hegemonist will Close a Market Order as if the Target Country had accepted that Order. Otherwise, the Hegemonist will fail the Order.

Proposal: Untie what should not be tied, with some more caveats

4-2.  Timed out.  Enacted by Excalabur.

Adminned at 28 Sep 2005 21:16:28 UTC

Rewrite Races, so it reads:

There exist Races to which populations belong. All inhabitants of each Country are of the same race.

Those are the races currently available:
* Average guys: These are your average human beings. Average guys are average in all respects, and excel in nothing. Average guys consume Grain as food.
* Robots: Robots have mastered the art of construction and machination and require no Grain. However, they do consume Petroleum and will function less efficiently if their Country has got none. Robots are above average soldiers. Robots consume Petroleum as food.
The Race of each Country shall be tracked in the {GNDT}.


From Government, delete:

Occasionally, a Country may change its Government to another Government of its choice.


Add an Event rule:

Countries may foment Events at any time. Each Event takes a certain integer amount of Periods to take place, as well as a certain cost per period. An Event may also require a certain cost so it can be started. Any population cost must be deducted from the Homeland of the Country who is fomenting the Event. An Event may list a number of Requisites that must be met by the fomenting Country, before the posting of the Event.

A Country may announce the fomenting of an Event on the World page by adding “Fomenting: (name of Event), (amount of periods left) periods left” to the World wiki page, under the Events title in eir Homeland listing, and paying the initial cost, if any.

A Country may not foment more than one Event at a given time

Often, a Country may pay the cost listed to advance a fomenting Event one Period. Whenever a Country advances a Period in an Event, e must subtract 1 from the amount of Periods listed on the World page for that Event. When that amount of Periods has reached zero, the Event happens, its effects take place and its listing in the World page shall be deleted.

The following Events are currently available:

Revolution (Government):
* Requisites:
** (Government) must be a Government type different from the one this Country currently has.
* Cost:
**Initial cost: 5 of each Commodity
**Cost per Period: 2 of each Commodity
**Number of Periods: 3 Periods
* Effects:
**When this Event happens, the Country fomenting it must change eir Government to the one listed in the Event fomenting. If it causes a Country’s Government to become Neorobotnikism and that Country’s Population Race is not Robots, that Country must immediately foment a Genoclaste (Robots) Event and advance it 3 Periods.

Genoclaste (Race):
* Requisites:
** (Race) must be a Race different from the one this Country’s population currently belongs to.
* Cost:
**Initial cost: 5% (rounded up) of the combined population of all territories controlled by this Country.
**Cost per Period: 2% (rounded up) of the combined population of all territories controlled by this Country.
**Number of Periods: 3 Periods
* Effects:
**When this Event happens, the Country fomenting it must change eir Race to the one listed in the Event fomenting.

Mind Control: Smith at Area 51

I’ll have my sqrt(5)+1 = 4 guys back, please.

Let me make an offer

I will accept any BUY orders made for my grain at the average of the Hegemonist’s BUY and SELL prices, so long as this does not take me below 5 grain.  This is a standing offer until such time as I post otherwise.

That is all,

Your Friendly Neighbour,
Excalabur

Hostile takeover of Bacon

Must…have…bacon…

Proposal: Revenge of the Revenge of the Natives

3-4.  Cannot be Enacted w/o CoV.  Failed by Excalabur.

Adminned at 28 Sep 2005 00:14:57 UTC

Amend rule 10.1.4.1 to say

If a Territory is Occupied by a Country, the Country may initiate a Hostile Takeover of the Territory. To do so, e must {Make a Post} titled “Hostile Takeover of ((Territory))”. 3 days after this post occurs, if that Country still occupies that Territory and the native population is greater than 0 then the following events occur (in order, but logically instantaneously):

* Population Revolt - The native population of the occcupied Territory fights back, and the occupying Country loses DICEY population presence in that territory, where Y is the occupying population amount in that Territory. If the Occupiying Population is 0 or less, the revolt has been successful, and none of the remaining steps occur. Otherwise, proceed to the next step

* Supression - The occupying force kills the native population as a sign of strength, and the native population loses DICEZ population, where Z is the occupying population amount times 2. After this, If the native population is greater than the occupying population then another Population Revolt occurs. If the native population is 0 or less, then none of the following steps occur.

* Emigration - The native population gives up and many of the population emigrates to neighboring territories. The Territory loses DICEW population, where W is the native population amount. All adjacent Territories gain native population of DICEW / N rounded up, where N is the number of Territories adjacent to that Territory.

* Control - The remaining native population is added to the occupying population, and the Territory is changed to be Controlled by the Country initiating the Hostile Takeover.

If a Country ever Occupies a Territory without any native population then it gains Control of that territory.

Summary of changes: You can now attempt to take over any territory that you occupy reguardless of your population but if after Suppression, the native outnumber your population they revolt again. And weirdness that involves dice with negitive sides and non-existant population has been fix.

Market Position #014

The Hegemonist will Accept Buy Orders whose H$ XX value is equal to or greater than:
* H$ 180 per unit of Grain
* H$ 124 per unit of Metal
* H$ 179 per unit of Petroleum

The Hegemonist will Accept Sell Orders whose H$ XX value is equal to or lesser than:
* H$ 169 per unit of Grain
* H$ 120 per unit of Metal
* H$ 168 per unit of Petroleum

Mind Control: Excalabur at Area 51

My 1 unit converts 4 of Excalabur’s 6 units.

The formula for Mind Control is unclear; is it sqrt(6+1), or sqrt(6)+1? I’ll go with the latter.

Proposal: Robot transportation

2-2.  Timed out, failed by Excalabur

Adminned at 28 Sep 2005 00:13:51 UTC

Currently, robot transportation is at a constant cost—1 Petroleum per robot.  Make volume transportation worthwhile, shall we?

Change the cost of transporting 10 robots to 9 petroleum and the cost of transporting 100 robots to 81 petroleum.

Hostile Takeover of Area 51

I moved 8 (6) robots from Devil’s Hole to Area 51, giving me more thatn 1/4 native pop., and Take Over.

Monday, September 26, 2005

Swindle: Jamuraa at Sinon

At a major cost to myself, I’ve got 14 population in Sinon, and I swindle Jamuraa for 2296 HD. Unfortunetly for em, e doesn’t have quite enough and his scout is evicted.

Proposal: Slime Time

Failed by Veto.—smith

Adminned at 27 Sep 2005 11:28:26 UTC

I’ll propose new races one at a time.
Add a new race to rule 10.1.3

* Metalivorus Slimes: Metalivorus Slimes are slow and hard to transport. They grow fast however. Metalivorus Slimes can use themselves as matrials. Metalivorus Consume Metal as Food.

Add the following text to all current Constructions

*** Metalivorus Slimes
**** Metalivorus Slimes cannot build this

It doesn’t make sense that Metalivorus Slimes should be able to build normal stuff. They should be able to make their own things.

Add the following text to rule 10.1.2

If the Controller of a Territory’s Race is Metalivorus Slimes then e may enocourage Breeding as many times as e wants.

Then change the transportation grouping to

* 1 unit of population may be moved for 1 Grain and 1 Petroleum for average guys, 1 Population in the origin Territory for Metalivorus Slimes or 1 Petroleum for robots.

* 10 units of population may be moved for 10 Grain and 5 Petroleum and 3 Metal for average guys, 10 Population in the origin Territory for Metalivorus Slimes or 10 Petroleum for robots.

* 100 units of population may be moved for 100 Grain and 25 Petroleum and 10 Metal for average guys, 100 Population in the origin Territory for Metalivorus Slimes or 100 Petroleum for robots.

This should keep Slimes from being unbalenced.

Proposal: This Aggression will not stand

Failed 3-4 could not be enacted without a change of vote.—smith

Adminned at 27 Sep 2005 08:33:15 UTC

Change this line in the Transportation rule:-

If the target Territory is controlled by another Country, it cannot be moved to.

To:-

If the target Territory is controlled by another Country, this is called Invasion Transportation (or simply Invasion), which can only be done from an adjacent Territory and costs the same as Hostile Transportation. Invasion Transportation lasts an indefinite number of periods (use ‘?’ to represent the number of periods in the “In Transit” section). In order to make an attack post at that Territory, the invading Country must pay for a period of Invasion Transportation. If the defending Country loses control of the Territory, the attacker may reduce the number of periods to 0 and thereby complete the Invasion. At any time, the invading Country may choose to reduce the number of units in the Invasion Transportation; these units then get added back to that Country’s population presence in the origin Territory. As long as the origin and target Territories are the same, multiple Invasion Transportation entries belonging to the same Country may be combined, adding the number of population units being moved together into one entry.

Also in Transportation, lower the cost of Frontier Transportation to twice Basic Transportation, and lower Hostile Transportation to five times Basic Transportation.

And add this to the Conflict rule:-

In the case of an attack method used in the course of an Invasion, the population units being moved in that Invasion Transportation is considered the attacking presence, and the population units in the target Territory counts as both the defending presence as well as the native population.

A Country performing an Invasion may also use a special type of Attack Method, Invade, which is effective against all Government types. If the attacking presence is greater than half the defending presence, the defending Country loses control of the Territory, which then becomes disputed.

 

Proposal: Cannonball Z

5-0, passes unanimously after it reaches quorum.  Enacted by Excalabur

Adminned at 26 Sep 2005 16:27:54 UTC

If Proposal: fortifications didn’t pass, this proposal does nothing.

Add to the list of available constructions:

* Cannon (Machinery)
o Cost:
* Average guys:
** Initial cost: 2 population
** Cost per Period: 14 metal, 2 petroleum
** Number of Periods: 4 Periods
* Robots:
** Initial cost: 2 population
** Cost per Period: 20 metal, 2 petroleum
** Number of Periods: 3 Periods
o Effects:
+ When performing an attack on another country, if e controls a cannon and the defender controls a fortification, the attacking country may pay 10 metal and 2 petroleum. If e does, the effect of the attack will be multiplied by 0.75 and rounded up instead of being halved.
+ If a country has a fortification in a territory, and another country has two cannons in that territory, the latter may pay 15 metal and 5 petroleum to destroy the fortification and remove it from the world page.

Proposal: MOVE, damn it!

5-0.  Reached Quorurm and Passed Unanimously.  Enacted by Excalabur

Adminned at 26 Sep 2005 16:19:09 UTC

Add to the cost listing in rule transportation:

1 piece of machinery may be moved for 5 metal and 10 petroleum


Add to subrule construction:

When a country takes over a territory, e may take control of all machinery in that territory

Proposal: Fortifications

5-0.  Passed unanimously and reached quorum. —Excalabur

Adminned at 26 Sep 2005 16:12:09 UTC

Add to the list of constructions:

*Fortification (building)
**Cost:
***Average guys:
****Initial Cost: 10 Grain, 5 Metal
****Cost per Period: 15 Metal, 2 Grain
****Periods: 3
***Robots:
****Initial Cost: 10 Petroleum, 5 Metal
****Cost per Period: 20 Metal, 2 Petroleum
****Periods: 2
**Effects:
***The effect of any attack made upon a country in a territory in which ey have a Fortification is halved, rounding up.  For instance, a Crusade will reduce the defending presence by one-half (rounding up) of the attacking presence, and the attacking presence by the original defending presence.
***A fortification can be built in a territory in which is occupied or disputed, so long as the builder has a presence in the territory.  If this is the case, the controller of the Fortification shall be noted after the name of the fortification.  If the controller of a fortifcation ever no longer has a presence in the territory, the fortification is destroyed.

new territory?

I created a new territory for Wild Blue Yonder passing unanimously. The admin notes show a final vote count of 5-1, but I didn’t see an against vote on the proposal. Was it a miscount or did we lose a vote somehow?

Proposal: Let’s make this interesting

Self-Killed.  Failed by Excalabur.

Adminned at 25 Sep 2005 11:54:55 UTC

Create a new territory without rolling the usual dice:

== Utopia ==
* Controller: None
* Population: 180
=== Production ===
* Grain: 18
* Metal: 19
* Petroleum: 18


Add to the territories rule:

Utopia is always adjacent to each other territory.

No country may transport population to Utopia until 48 hours after proposal: Let’s make this interesting passed, at which point this paragraph shall be removed from the ruleset.


Add to the Market making subrule:

The controller of Utopia may only issue market orders to the hegemonist. Market orders to the controller of Utopia may not be issued by any country.

Market Position #013

The Hegemonist will Accept Buy Orders whose H$ XX value is equal to or greater than:
* H$ 172 per unit of Grain
* H$ 124 per unit of Metal
* H$ 171 per unit of Petroleum

The Hegemonist will Accept Sell Orders whose H$ XX value is equal to or lesser than:
* H$ 164 per unit of Grain
* H$ 120 per unit of Metal
* H$ 161 per unit of Petroleum

Saturday, September 24, 2005

Idleing…

...Shadowclaw. Quorum is still 5.

Proposal: Wanna see my machinery?

5-0.  Reached quorum, passed unanimously.  Enacted by Excalabur.

Adminned at 25 Sep 2005 01:00:54 UTC

Add to the list of available constructions:

Portable Mountain (Machinery)
* Cost:
Average Guys:
Initial Cost: $800
Cost per Period: 8 metal, 10 petroleum, 6 grain, 2 Population
No. of Periods: 6
Robots:
Initial Cost: $800
Cost per Period: 8 metal, 6 petroleum, 10 grain, 2 population
No. of Periods: 6
* At any time, a country controlling a Portable Mountain may destroy it (i.e. remove it from the world page). E may then make two territories that are adjacent to each other no longer adjacent as long as those territories are both adjacent to the territory the Portable Mountain was in.


Never mind the fact that the portable mountain currently isn’t portable. I’m sure we’ll find a way to transport machinery in the future.

Proposal: Untie what should not be tied

Self-Kill.  Failed by Excalabur

Adminned at 25 Sep 2005 00:59:59 UTC

Under Races, delete:

All non-Neorobotnik countries initially contain average guys.

and

The populations of Neorobotnik countries automatically consist of Robots.


To the same rule, add:

A newly created Country’s race is Average Guys.

Proposal: Closing an Anarchic Loophole

5-0.  Reached Quorum, passed unanimously.  Enacted by Excalabur

Adminned at 25 Sep 2005 00:58:55 UTC

In Conflict, change:

If any of the defending Country’s Commodity stocks is at zero after this, then the Territory becomes controlled by the attacking Country and the defending presence and native population get added to the attacker’s presence for the final population.

to

If any of the defending Country’s Commodity stocks is at zero after this and the Territory was controlled by the Defender before the attack, then the Territory becomes controlled by the attacking Country and the native population get added to the attacker’s presence for the final population.

Starvation Warning: Country Excalabur #001

E was 2 Petroleum units short of the needed amount to feed eir people at Market Position #012’s production/consume cycle.

I’m correcting the wrong MP #011 e #012 consumption. Your people starved for Petroleum only at MP #012

Proposal: New races!

1-5.  Cannot be enacted w/o CoV, failed by Excalabur

Adminned at 24 Sep 2005 22:44:15 UTC

Add the following new Commodities to rule 12

* Tangelos: Integral to the survival of Tangelocracies.

* Meat: Tastes like chicken.

Roll the Production Capacity for each of these Commdites in each current Territory as if it was being created.

Add the following new races to 10.1.3

* Hippopotami made out of Cheese: Because they are made out of Cheese, they are therefore Awesome and excell at everything. They consume Tangelos as food.

*  Metalivorous Slime: Metalivores Slimes are slow and hard to transport. They grow fast however. They Consume Metal as Food.

* Genetically Enhanced Dinosaurs with Shotguns: They make good Soldiers, but are hard to control. They Consume Meat as Food.

 

Pillage: Smith at Devil’s Hole

I take one of Smith’s Metal, and he then has 0 grain. 

I take control of Devil’s Hole.

On a side note, i think Chronos calculated by Food consuption wrong in the most recent consumption… note that i’m now country full a Robots.  I still have enough Petroleum to pull this off, though.

Proposal: The Wild Blue Yonder

5-1.  Reached Quorum, Enacted by Excalabur

Adminned at 24 Sep 2005 22:29:39 UTC

Add a new Oceanic Territory type, which is just a way to connect more Territories together and add travel distances, but it also adds flavor to the game.

Add to World:-

A Territory may be of type Oceanic. This is noted after the name of the Territory in parentheses. An Oceanic Territory may not be controlled by any Country.

Add to Territories:-

If there are an even number of Territories in the World, then when a new Territory is added, it must be of type Oceanic. When determining the adjacencies of an Oceanic Territories, roll DICE two additional times.

Add to Production:-

An Oceanic Territory does not have any Production capacity.

Add to Population:-

An Oceanic Territory always has a native population of zero, which cannot be increased.

Add to Transport:-

If an Oceanic Territory is used as an intervening Territory for Transport, this adds a Sea Transport to the Transportation type. Each period of Sea Transport costs half the usual Transportation rate but requires an additional cost of 10 Metal for every 10 population moved or fraction thereof.

Starvation Warning: Country Smith #001

E was 4 Grain units short of the needed amount to feed eir people.

Market Position #012

The Hegemonist will Accept Buy Orders whose H$ XX value is equal to or greater than:
  * H$ 166 per unit of Grain
  * H$ 124 per unit of Metal
  * H$ 162 per unit of Petroleum
The Hegemonist will Accept Sell Orders whose H$ XX value is equal to or lesser than:
  * H$ 156 per unit of Grain
  * H$ 119 per unit of Metal
  * H$ 154 per unit of Petroleum

Proposal: Revenge of the natives

S-K.—Chronos

Adminned at 24 Sep 2005 12:42:53 UTC

The natives are too easily oppressed. If a country were to have less population than the natives due to a population revolt, then they still get to Suppress the native population, which doesn’t make any sense.

In rule 10.1.4.1 change

Population Revolt - The native population of the occcupied Territory fights back, and the occupying Country loses DICEY population presence in that territory, where Y is the occupying population amount in that Territory. If DICEY is equal to Y, the revolt has been successful, and none of the remaining steps occur.

to

Population Revolt - The native population of the occcupied Territory fights back, and the occupying Country loses DICEY population presence in that territory, where Y is the occupying population amount in that Territory. If Y - DICEY is less than the native population, the revolt has been successful, and none of the remaining steps occur.

Friday, September 23, 2005

Hostile Takeover of Londinium

Lets try this again.  I have 13 people in the Territory.

Proposal: Keeping growth in check

5-1. Reached Quorum.—Chronos

Adminned at 24 Sep 2005 12:41:23 UTC

Rewrite the 4th paragraph of subrule territories so it reads:

Whenever a Country’s Proposal passes unanimously, that country may roll a DICE2. Upon rolling a 1, e may create a Territory which must be adjacent to at least one of eir Territories, and optionally is also adjacent to any number of other Territories. E does not automatically control this Territory.


We’re cranking out territories like no tomorrow while taking control of them takes aeons. I figured this would at least keep the amount of territories at a reasonable level.

(BTW: I’ve decided to wait a while before proposing another train. It seems a bit useless until we all have multiple territories.)

Hostile Takeover of Scotland

Take 2! 

I just moved a whole gaggle of my population at great expense.  Sigh.

_____________________________________________

Any Hostile takeovers below this line are null and void.  That is all.

Starvation Warning: Country Excalabur #001

E was 2 Grain units short of the needed amount to feed eir people.

Starvation Warning: Country Tekneek #002

E was 3 Petroleum units short of the needed amount to feed eir people.

Market Position #011

The Hegemonist will Accept Buy Orders whose H$ XX value is equal to or greater than:
  * H$ 159 per unit of Grain
  * H$ 124 per unit of Metal
  * H$ 155 per unit of Petroleum
The Hegemonist will Accept Sell Orders whose H$ XX value is equal to or lesser than:
  * H$ 149 per unit of Grain
  * H$ 118 per unit of Metal
  * H$ 149 per unit of Petroleum

Thursday, September 22, 2005

Proposal: What about metal?

6-1.  Reached Quorum, enacted by Excalabur.

Adminned at 23 Sep 2005 17:22:36 UTC

Add to the list of constructions the following:

Steel Mill (Building)
* Cost:
  Average Guys:
      Initial Cost: $1000
      Cost per Period: 15 Metal, 3 Petroleum, 1 Population
      No. of Periods: 6
  Robots:
      Initial Cost: $800 + 5 Population
      Cost per Period: 15 Metal, 1 Population
      No. of Periods: 5
* Upon Completion, the Production Capacity for this territory for Metal shall be increased by DICE6, and the production capacity for Petroleum reduced by DICE2, which shall be rolled by the controller of the territory if it has one or the Hegemonist if it does not.
* If a steel mill is demolished, Production Capacity of the territory for metal shall be decreased by 1 + DICE4, and the production capacity for Petroleum increased by 1.


        The population cost represents safety accidents, plus in the case of robots the installation of some of their bretheren as permanent fixtures in the plant.

Starvation Warning: Country Tekneek #001

E was 3 Petroleum units short of the needed amount to feed eir people.

Market Position #010

The Hegemonist will Accept Buy Orders whose H$ XX value is equal to or greater than:
* H$ 151 per unit of Grain
* H$ 122 per unit of Metal
* H$ 147 per unit of Petroleum

The Hegemonist will Accept Sell Orders whose H$ XX value is equal to or lesser than:
* H$ 143 per unit of Grain
* H$ 117 per unit of Metal
* H$ 141 per unit of Petroleum

Wednesday, September 21, 2005

Proposal: Loopholemania redux

2-2.  Timed out, failed. —Excalabur

Adminned at 23 Sep 2005 17:03:29 UTC

Rewrite the Hostile Takeover rule to read:

If a Territory is Occupied by a Country, that Country has a population in that Territory greater than 1/4 the native population rounded up to the nearest integer, and there is not a hostile population in that Territory, the Country may initiate a Hostile Takeover of the Territory.  To do so, e must {Make a Post} titled Hostile Takeover of ((Territory)).  The Territory then has a hostile population equal to the population of the Country initiating the Hostile Takeover in that territory. Changes to the hostile population of a territory are reflected in the population of the Country initiating the Hostile Takeover in that Territory, and vice-versa.  3 days after this post occurs, several events occur (in order, but logically instantaneously):

  1. Population Revolt - The native population of the Territory fights back, and the hostile population loses DICEY, where Y is the hostile population.  If, after this step finishes, the hostile population is 0, the Hostile Takeover has failed, and the Territory no longer has a hostile population.
  2. Supression - The hostile population kills the native population as a sign of strength, and the native population loses DICEZ population, where Z is the hostile population times 2.
  3. Emigration - The native population gives up and many of the population emigrates to neighboring territories. The Territory loses DICEW population, where W is the native population amount. All adjacent Territories gain native population of DICEW / N rounded up, where N is the number of Territories adjacent to that Territory.  Any other Country’s population in the territory is reduced to 0, and a Territory controlled by the Country chosen by the Country initiating the takeover gains an amount of population equal to the Country’s population equal to the amount before the reduction.
  4. Control - The remaining hostile population is added to native population, and the Territory is changed to be Controlled by the Country initiating the Hostile Takeover. The Territory no longer has a hostile population.

This rewrite should have similar effects as the old rule, but with many clarifications due to the addition of the hostile population terminology.  No punishments, no nullifications.

Proposal: Rewrite Hostile Takeover

Self-Kill.  Failed by Excalabur.

Adminned at 23 Sep 2005 10:04:02 UTC

Rewrite Hostile Takeover so it reads:

A Country that occupies a Territory may initiate a Hostile Takeover of the Territory if all these conditions are true:
* That Country’s Presence in the target Territory is greater than 1/4 the native Population (rounded up to the nearest integer);
* The Country attempting the Hostile Takeover has a Presence in the target Territory that is larger than the combined Presence off all other Countries in the target Territory, or there is no other Country occupying the target Territory.

A Country initiates a Hostile Takeover by Making a Post titled “Hostile Takeover of ((target Territory))”.

3 days after the Posting of a Hostile Takeover, if the initial conditions for Takeover (as listed above) remain true, several events occur (in order, but logically instantaneously):
1. Population Revolt - The Native Population of the target Territory fights back, and each Countries’ Presences in that Territory is reduced by a DICEY roll, where Y is the size of each Presence. If, after those rolls, the initial conditions for Takeover (as listed above) don’t remain true, the revolt has been successful, and none of the remaining steps occur.
2. Supression - The force trying the takeover kills the Native Population and all other occupying forces as a sign of Strength. The native population loses DICEZ population, where Z is the occupying population amount times 2 and all Countries’ Presences in the target Territory (except the one attempting the Take Over) are reduced to0 (Zero).
3. Emigration - The native population gives up and many of the population emigrates to neighboring territories. The Territory loses DICEW population, where W is the native population amount. All adjacent Territories gain native population of DICEW / N rounded up, where N is the number of Territories adjacent to that Territory.
4. Control - The Presence is added to the remaining native population, and the Territory is changed to be Controlled by the Country who initiated the Hostile Takeover.


All Hostile Takeovers posted or resolved before the date of this proposal’s enactment are annulled and their effects shall be reverted.

Market Position #009

The Hegemonist will Accept Buy Orders whose H$ XX value is equal to or greater than:
* H$ 146 per unit of Grain
* H$ 118 per unit of Metal
* H$ 141 per unit of Petroleum

The Hegemonist will Accept Sell Orders whose H$ XX value is equal to or lesser than:
* H$ 137 per unit of Grain
* H$ 113 per unit of Metal
* H$ 135 per unit of Petroleum

It’s weirder than that

My last proposal just scratched the surface. The occupying population is reduced by revolt, but what if another Country has moved in? That other Country loses the population instead and the Country that initiated the Hostile Takeover STILL gets the Territory in the end. Talk about getting someone else to do the work for you!

I think the Hostile Takeover rule needs some more adjustments…

Proposal: More Takeover Bugs

6-1.  Timed out, enacted by Excalabur.  Forgot to set the ‘passed’ flag, so adminning may appear to be out of order.  Apologies.

Adminned at 23 Sep 2005 10:15:40 UTC

Since the Hostile Takeovers take 3 days to complete and the Territory remains occupied in the interim, if any other country attacks that location and lowers the occupying population to 1 or less then the Takeover cannot succeed. Thinking about this led me to discover another bug:-

Change step 1 in the Hostile Takeover rule to:-

Population Revolt - The native population of the occcupied Territory fights back, and the occupying Country loses DICEY population presence in that Territory, where Y is the occupying population amount in that Territory. If DICEY is equal to Y, the revolt has been successful, and none of the remaining steps occur.

If Proposal: Takeover Loophole has not passed, then also make the rule text correction that it proposed and all Hostile Takeovers that have occured before the date of this proposal’s enactment are annulled and do not continue their event steps.

Hostile Takeover of Londinium

I have 13 population in the Territory, which is greater than 46 * (1 / 4) = 11.5 rounded up to 12, so the Loophole proposal will not apply to me.

Wheee!

Hostile takeover of Bacon

Bacon must be mine!

From subrule Hostile takeover:

If a Territory is Occupied by a Country, and that Country has a population greater than 1/4 the native population rounded up to the nearest integer, the Country may initiate a Hostile Takeover of the Territory.

I clearly have a population greater than 1/4 the native population of Bacon, in my homeland!.

The rule doesn’t say the population has to be in the territory that is to be taken over. Excalabur’s hostile takeover was therefore also completely legal.

Proposal: Takeover Loophole

Vetoed by Da Boss. —Excalabur

Adminned at 23 Sep 2005 09:50:36 UTC

Change the first sentence of the Hostile Takeover rule:

If a Territory is Occupied by a Country, and that Country has a population in that Territory greater than 1/4 the native population rounded up to the nearest integer, the Country may initiate a Hostile Takeover of the Territory.

If this proposal succeeds, any Country who initiated a Hostile Takeover of a Territory without a population in that Territory greater than 1/4 the native population (rounded up) loses Control and/or Occupation of the Territory along with all population in the Territory.  Territories which are no longer Occupied or Controlled by any Country as a result of this are then Uncontrolled.

Small loophole, which Excalibur tried to jump through

Proposal: Slight Rebalancing

1-1, with 1 undefined Imperial vote.  Timed out, failed by Excalabur.

Adminned at 23 Sep 2005 09:44:15 UTC

I know we haven’t tested the abilities yet, but I think they need some tweaking. Telecracy’s attack ability is overpowered, since it can convert potentially large numbers of populaton units with just a 1 unit scout.  The Despotism ability is underpowered, since it has an expensive all-or-nothing condition (must double the enemy force) as well as a drawback (adding to the native population which makes Hostile Takeovers more difficult). So make these adjustments in the Conflict rule:-

Change the second sentence of the Telecracy Attack Method to:

This transfers population units from the defending presence to the attacking presence. The amount transferred may be up to the square root of the defending presence (rounding all fractions up to the nearest integer), but no more than size of the attacking presence.

Change the first sentence of the Despotism Attack Method to:

A Country using Despotism may Dominate if e has an attacking presence that is greater than the defending presence.

Wednesday, September 21, 2005

Hostile Takeover of Scotland

Sorry guy… The rule says:

If a Territory is Occupied by a Country, and that Country has a population greater than 1/4 the native population rounded up to the nearest integer,

You lack the second condition (1/4 of the native pop.).—Chronos
I’m afraid I disagree—My country has a population of 140-odd.  My occupying presence isn’t more than 1/4 the native pop, but that’s not what it says.—Excalabur

Adminned at 21 Sep 2005 14:20:15 UTC

Ayup, I’m a takin’ over

Proposal: Making up original names for proposals isn’t my strongest point

5-1.  Reached Quorum, enacted by Excalabur.

Adminned at 21 Sep 2005 14:46:26 UTC

Remove “As long as e has Transportation periods remaining,” from the first paragraph of rule Transportation.


Oddly enough, since ‘Transportation periods’ are undefined, this clause prevents Proposal: Transport Addition from doing anything since the ‘in transit’ section can’t be created without Transportation periods.

Proposal: The little proposal that could (be posted in the correct category)

Self-Killed.  Failed by Excalabur.

Adminned at 21 Sep 2005 14:44:56 UTC

Add to the list of available constructions:

* Train (Machinery)
o Cost:
* Average guys:
** Initial cost: None
** Cost per Period: 10 metal
** Number of Periods: 10 Periods
* Robots:
** Initial cost: None
** Cost per Period: 10 metal
** Number of Periods: 10 Periods
o Effects:
+ Trains may only be constructed on territories with a railroad. A train may travel from one territory to another only if they are both controlled by the same country and only if there are railroads in the territories the train has to pass through to get to the other territory. Often for each train, its controller may reduce eir stock of petroleum by 2 per territory that will be travelled across (the territory in which it lands counts, the one from which it departs doesn’t) and pay 100H$ to each other country for each territory e controls that the train will pass through to transfer the train. E shall then immediately move the train from the first territory to the other in the world page as well as up to 50 population and up to 1 other completed machinery that isn’t a train.

*Railroad (Building)
o Cost:
* Average guys:
** Initial cost: None
** Cost per Period: 7 metal
** Number of Periods: 5 Periods
* Robots:
** Initial cost: 8 metal
** Cost per Period: 7 metal
** Number of Periods: 4 Periods
o Effects:
+ None.

* Railway station (building)
o Cost:
* Average guys:
** Initial cost: 5 metal
** Cost per Period: 10 metal
** Number of Periods: 5 Periods
* Robots:
** Initial cost: N/A
** Cost per Period: N/A
** Number of Periods: N/A
o Effects:
+ Railway stations may only be built on a territories with railroads. Upon receiving 100H$ from another country due to a train passing through the territory the railway station was built upon, if the train also moved population and if that population has not been fully removed by other railway stations, the controller of the railway station may move up to 18 population, or up to the amount of population ‘in the train’ not yet removed, or up to the amount of population in the territory to which the train moved, whichever is lower, from the territory to which the train moved to the territory in which the railway station is located.

* Machinery depot (building)
o Cost:
* Average guys:
** Initial cost: N/A
** Cost per Period: N/A
** Number of Periods: N/A
* Robots:
** Initial cost: 8 metal
** Cost per Period: 15 metal
** Number of Periods: 4
o Effects:
+ Machinery depots may only be built on a territories with railroads. Upon receiving 100H$ from another country due to a train passing through the territory the machinery depot was built upon, if the train also moved a piece of machinery which has not yet been removed by another machinery depot and has not been destroyed by other means, the controller of the machinery depot may roll a DICE6. Upon rolling a 3, e may move that machinery from its current location to the territory in which the machinery depot is located.

Market Position #008

The Hegemonist will Accept Buy Orders whose H$ XX value is equal to or greater than:
* H$ 135 per unit of Grain
* H$ 121 per unit of Metal
* H$ 136 per unit of Petroleum

The Hegemonist will Accept Sell Orders whose H$ XX value is equal to or lesser than:
* H$ 130 per unit of Grain
* H$ 115 per unit of Metal
* H$ 130 per unit of Petroleum

Notice: Idleness

75th is Idle, Quorum is 5.

Tuesday, September 20, 2005

Proposal: The Last Straw

5-0. Reached Quorum.—Chronos

Adminned at 20 Sep 2005 18:10:01 UTC

Add a rule called Conflict:-

Often, a Country that is involved in a Territorial Dispute or performing an Invasion may make an attack post to the blog entitled: “(Attack Method): (Defending Country Name) at (Territory Name)” and noting the initial population presence of the attacker and defender in that Territory, as well as the outcome of the attack.

The Attack Method corresponds to the Government Type of the Attacking Country. Each method is ineffective when used in a Territory controlled by a Country using a certain Government Type.

* A Country using Despotism may Dominate if e has an attacking presence that is at least twice the size of the defending presence. When this method is used, the native population is increased by the defending presence and the defending presence is reduced to zero. This Attack Method is ineffective when used in a Territory controlled by a defender using Feudalism.

* A Country using Feudalism may Crusade. This reduces the defender’s presence by the attacker’s presence and the attacker’s presence by the defender’s original presence (before it was reduced). This Attack Method is ineffective when used in a Territory controlled by a defender using Anarchy.

* A Country using Neorobotnikism may Exterminate. This reduces both the defender’s presence and the native population by twice the attacker’s presence, and then reduces the attackers presence by the defender’s original presence and the original native population (before they were reduced). This Attack Method is ineffective when used in a Territory controlled by a defender using Telecracy.

* A Country using Telecracy may Mind Control. This transfers an amount of population units from the defending presence to the attacking presence equal to the square root of the defending presence plus one (rounding all fractions up to the nearest integer). This Attack Method is ineffective when used in a Territory controlled by a defender using Neorobotnikism.

* A Country using Tangelocracy may Swindle. E may transfer to emself an amount of $B held by the defending Country equal to the attacking presence times the highest Commodity SELL price in the most recent Market Position. If this leaves the defending Country with negative $B then the attacker may make a Transportation entry on behalf of the defending Country from this Territory to the nearest Territory controlled by the defender (if the defender is unable to pay the costs for the first period of Transportation, then the attacker must do so). This Attack Method is ineffective when used in a Territory controlled by a defender using Tangelocracy.

* A Country using Anarchy may Pillage, which means e may transfer Commodities from the stocks of the defender to emself, but no more than eir attacking presence and no more than the specific production capacity of the Territory in each Commodity. If any of the defending Country’s Commodity stocks is at zero after this, then the Territory becomes controlled by the attacking Country and the defending presence and native population get added to the attacker’s presence for the final population. This Attack Method is ineffective when used in a Territory controlled by a defender using Despotism.

Invasion rules (attacking a Territory that is already controlled) were what I had in mind next, if anyone wants to take that on.

Proposal: Help! Help! I’m being repressed!

7-0. Reached Quorum.—Chronos

Adminned at 20 Sep 2005 18:26:13 UTC

Add a subrule Hostile Takeover under Control which reads:

If a Territory is occupied by a Country, and that Country has a population greater than 1/4 the native population rounded up to the nearest integer, the Country may initiate a Hostile Takeover of the Territory.  To do so, e must {Make a Post} titled “Hostile Takeover of ((Territory))”.  3 days after this post occurs, several events occur (in order, but logically instantaneously):

     
  1. Population Revolt - The native population of the occcupied Territory fights back, and the occupying Country loses DICEY population, where Y is the occupying population amount in that Territory.  If DICEY is equal to Y, the revolt has been successful, and none of the remaining steps occur.
  2.  
  3. Supression - The occupying force kills the native population as a sign of strength, and the native population loses DICEZ population, where Z is the occupying population amount times 2.
  4.  
  5. Emigration - The native population gives up and many of the population emigrates to neighboring territories. The Territory loses DICEW population, where W is the native population amount. All adjacent Territories gain native population of DICEW / N rounded up, where N is the number of Territories adjacent to that Territory.
  6.  
  7. Control - The remaining native population is added to the occupying population, and the Territory is changed to be Controlled by the Country initiating the Hostile Takeover.

DICEW / N is rounded up because some population can be “created / born” in transit.

Proposal: Transport Addition

5-0. Reached Quorum.—Chronos

Adminned at 20 Sep 2005 18:15:57 UTC

Add to the Transportation Rule:-

Often, a Country with Population units In Transit may subtract the listed amounts of the Commodities needed for the Transportation from eir Commodities and subtract 1 from the amount of Periods listed in the corresponding “In Transit” section. When this amount of Periods has reached zero, the Transportation is considered completed, that “In Transit” entry is removed and the control status and population of the target Territory is updated accordingly.

Question: Marco Polo

Do I get to create a territory since Proposal: Your ticket, please technically passed unanimously, or does the creating of territories by the marco polo rule fall under ‘the proposal doing something’?

Proposal: Construction Reform

5-1. Reached Quorum.—Chronos

Adminned at 20 Sep 2005 18:09:34 UTC

Rewrite the Construction rule, except the list of Buildings, so it reads:

Countries may start a Construction at any time. Each Construction takes a certain integer amount of Periods to be completed, as well as a certain cost per period. A Construction may also require a certain cost so it can be started. All these amounts may be different for Countries of different Races.

A Country may announce the starting of a Construction on the [[World]] page by adding “Constructing: (name of Construction), (amount of periods left) periods left” to the World wiki page, under Constructions, and paying the initial cost, if any.

ACountry may not construct more than two Constructions at a given time, and e may not construct two in the same Territory at a given time.

Often, a Country may pay the cost listed to advance a constructing Construction one Period. Whenever a Country advances a Period in a Construction, e must subtract 1 from the amount of Periods listed on the World page for that Construction. When that amount of Periods has reached zero, the Building is considered completed and Operating, and its listing in the World page shall be replaced by “* Operating: (name of building)”.

Constructions have types (listed inside parenthesis beside their name).

Whenever a Construction whose type is Machinery is completed, its controller shall name it by changinf its description in the World page to “(given name) - (name of machinery as per this rule”

The following Constructions are available for construction:


Change the names Farm and Oil Well in the Construction rule to Farm (Building) and Oil Well (Building), respectively.


Change the cost of a Farm (Building), so it reads:

* Average guys:
** Initial cost: None
** Cost per Period: 12 meta
** Number of Periods: 6 Periods
* Robots:
** Initial cost: 15 Metal.
** Cost per Period: 12 metal
** Number of Periods: 4 Periods


Change the cost of an Oil Well (Building), so it reads:

* Average guys:
** Initial cost: 15 Metal.
** Cost per Period: 12 metal
** Number of Periods: 4 Periods
* Robots:
** Initial cost: None
** Cost per Period: 12 metal
** Number of Periods: 6 Periods


This allows for SmithPurplebeard‘s Machinery and changes some its and bits that were confuse in the original lettering.

Proposal: Spaghetti Topology

6-0. Reached Quorum.—Chronos

Adminned at 20 Sep 2005 18:09:20 UTC

Add to Territories:

Whenever a Territory is created, DICEX shall be rolled twice, where X is equal to the number of existing territories.  Make the territory being created Adjacent to the territories whose numbers corresponds to the DICE rolls (and vice versa).  If a DICE roll corresponds to a territory that is already Adjacent to the territory being created, roll again. If the DICE roll corresponds to the territory being created, then the roll has no effect.

Market Position #007

The Hegemonist will Accept Buy Orders whose H$ XX value is equal to or greater than:
* H$ 127 per unit of Grain
* H$ 113 per unit of Metal
* H$ 127 per unit of Petroleum

The Hegemonist will Accept Sell Orders whose H$ XX value is equal to or lesser than:
* H$ 124 per unit of Grain
* H$ 109 per unit of Metal
* H$ 124 per unit of Petroleum

Idleness Warning

75th and Tekneek will go idle at 09/20 and Shadowclaw at 09/21 if they don’t vote soon.

Sunday, September 18, 2005

Call for…. thinking

Question: what happens if my population type changes while i’m constructing a building?

Proposal: Topology

7-0, reached quorum.  The territory created by the passage of this proposal does not exist until after its effects take place.  Enacted by Excalabur

Adminned at 19 Sep 2005 10:54:26 UTC

Currently, the topology of the world is…. interesting.

For each territory other than Chronos Phaenon Homeland, roll DICEX, where X is equal to the number of territories.  Make the territory being rolled for Adjacent to the territory whose number corresponds to the DICE roll (and vice versa).  If the DICE roll corresponds to a territory that is already Adjacent to the territory, roll again.  If the DICE roll corresponds to the territory being rolled for, the the roll has no effect.

This should generate on average two additional territories adjacent to each current territory

Market Position #006

The Hegemonist will Accept Buy Orders whose H$ XX value is equal to or greater than:
* H$ 124 per unit of Grain
* H$ 112 per unit of Metal
* H$ 123 per unit of Petroleum

The Hegemonist will Accept Sell Orders whose H$ XX value is equal to or lesser than:
* H$ 121 per unit of Grain
* H$ 108 per unit of Metal
* H$ 120 per unit of Petroleum

Saturday, September 17, 2005

Proposal: Your ticket, please

3-0. Timed Out. Does nothing, since Proposal: Choo choo! didn’t pass.—Chronos

Adminned at 19 Sep 2005 08:58:18 UTC

if Proposal: Choo choo! doesn’t pass, this proposal does nothing.


Add to the list of available constructions:

* Railway station (building)
o Cost:
+ Average guys: 10 metal for 5 periods, an initial cost of 5 metal
+ Robots:  N/A
o Effects:
+ Railway stations may only be built on a territories with railroads. Upon receiving 100H$ from another country due to a train passing through the territory the railway station was built upon, if the train also moved population and if that population has not been fully removed by other railway stations, the controller of the railway station may move up to 18 population, or up to the amount of population ‘in the train’ not yet removed, or up to the amount of population in the territory to which the train moved, whichever is lower, from the territory to which the train moved to the territory in which the railway station is located.

* Machinery depot (building)
o Cost:
+ Average guys: N/A
+ Robots:  15 metal for 4 periods, an initial cost of 8 metal
o Effects:
+ Machinery depots may only be built on a territories with railroads. Upon receiving 100H$ from another country due to a train passing through the territory the machinery depot was built upon, if the train also moved a piece of machinery which has not yet been removed by another machinery depot and has not been destroyed by other means, the controller of the machinery depot may roll a DICE6. Upon rolling a 3, e may move that machinery from its current location to the territory in which the machinery depot is located.


These buildings may not have much of an effect right now, but in the future controlling a connection point between territories could prove bountiful.

Market Position #005

The Hegemonist will Accept Buy Orders whose H$ XX value is equal to or greater than:
* H$ 131 per unit of Grain
* H$ 110 per unit of Metal
* H$ 130 per unit of Petroleum

The Hegemonist will Accept Sell Orders whose H$ XX value is equal to or lesser than:
* H$ 127 per unit of Grain
* H$ 106 per unit of Metal
* H$ 126 per unit of Petroleum

Proposal: Choo choo!

1-4. Timed Out.—Chronos

Adminned at 19 Sep 2005 08:55:48 UTC

Add to the list of available constructions:

* Train (machinery)
o Cost:
+ Average guys: 10 metal for 10 periods, no initial cost
+ Robots:  10 metal for 10 periods, no initial cost
o Effects:
+ Trains may only be constructed on territories with a railroad. A train may travel from one territory to another only if they are both controlled by the same country and only if there are railroads in the territories the train has to pass through to get to the other territory. Often for each train, its controller may pay 2 petroleum per territory that will be travelled across (the territory in which it lands counts, the one from which it departs doesn’t) to the hegemonist and 100H$ to each other country for each territory e controls that the train will pass through to transfer the train. E shall then immediately move the train from the first territory to the other in the world page as well as up to 50 population and up to 1 other completed machinery that isn’t a train.

* Railroad (building)
o Cost:
+ Average guys: 4 metal for 2 periods, no initial cost
+ Robots:  4 metal for 1 period, an initial cost of 4 metal
o Effects:
+ None.


Change the Construction rule to read:

Countries may construct constructions at any time. Each construction takes a certain integer amount of Periods to build as well as certain amounts of Commodities per period. A construction may also require certain amounts of Commodities to begin its construction. All these amounts may be different for Countries of different Races.

A Country may announce the Constructing of a construction on the World page by adding “Constructing: (name of building or machinery), (amount of periods left) periods left” to the world wiki page, under Buildings or machinery, respecively, and substracting the initial cost (if there is one) of the construction from eir Commodities. E may construct no more than two constructions at the same time, and e may not construct two in the same Territory at the same time.

Often, e may substract the listed amounts of the Commodities needed for the construction from eir Commodities and may substract 1 from the amount of Periods listed on the World page. When this amount of Periods has reached zero, the construction is considered completed and Operating, and the added term to the World page is to be replaced by the name of the completed construction (the part between parentheses is to be omitted).

When a piece of machinery is completed, its controller shall name it by changing its term in the World page to “(given name) - (name of machinery as per this rule)”
(...)


Change the names farm and oil well in the construction rule to farm (building) and oil well (building), respectively.

Saturday, September 17, 2005

Proposal: Spoils

3-0, timed out, enacted by Excalabur.

Adminned at 18 Sep 2005 23:25:40 UTC

Add an Idle Lands sub-rule to Territories:

Whenever a Country goes Idle, the control of eir Homeland sucedes to the Hegemonist. Any other Territory they control becomes uncontrolled.

Whenever a Country is Unidled, the control of eir Homeland is given back to em. The control of any other Territory they controlled at the moment of Idleing that is still uncontrolled at the moment of Unidling is also returned to em.

Just before a Country goes Idle for not voting in a week, the Stocks of Commodities that Country would held at the moment of Idling shall be distributed equally (round down) between all the remaing Countries, except the Hegemonist.

A Country that asks to become Idle will automatically sell all eir Commodities to the Hegemonist, just before e goes Idle. That shall be construed as if e’d issued a SELL Market Order with H$ XX being equal the SELL values at the last Market Position at that time and as if that Order would have been immediately Accepted and Processed by the Hegemonist.

This rule supersedes Rule 2 provisions about a Country’s personal gamestate upon returning from Idle status.

Proposal: Subtlier Consume

four-nil; timed out, enacted by Excalabur.

Adminned at 18 Sep 2005 23:24:24 UTC

Add a Feeding sub-rule to Population:

Whenever the Hegemonist increases the Stocks of Commodities of a Country due to posting a Market Position, e shall reduce the Stock of Food (according to that Country race) of said Country by 5% (rounding the reduction up to the next integer. Ex.: 1.01 becomes 2) of the combined Population of all Terirtories that Country controls.

If the Hegemonist is unable to reduce a Country’s Stock of Food, because that Country lacks enough food to allow that, the Hegemonist shall {Make a Post} with subject “Starvation Warning: Country X #NNN”, where “X” is the name of the Country lacking food and “NNN” is a sequential number starting at 001 for each Country. The #NNN starving counter for a Country shall be reset to 001 every time the Hegemonist is able to reduce that Country’s Stock of Food in the manner of this rule.

Whenever the Hegemonist posts a “Starvation Warning: Country X #NNN” with a #NNN greater than 002, the Hegemonist shall reduce the population of all Territories controlled by that Country by one tenth (rounding the reduction up to the next integer. Ex.: 1.01 becomes 2).


Notice that Population reduction will only occur upon Starvation #003 or more, that means the third coinsecutive day with the country laccking food. So, you overpulated countries will only have to bother acquring food once every 3 days.

Proposal: Getting There

6-0, reached quorum.  Enacted by Excalabur.

Adminned at 18 Sep 2005 11:32:30 UTC

Add a rule called Transportation:-

Countries may transport some of eir population from one Territory to another. As long as e has Transportation periods remaining, the Country must announce this by adding “(Transportation Type): (quantity of population), (amount of periods left) periods left” to the Territory, under “In Transit”. That Country’s population in the origin Territory must be reduced by that quantity.

The cost for doing this depends on the control status of the target Territory and the amount and race of the population being transported from the origin Territory:

If the target Territory is controlled by the Country, it is called the Basic Transportation type. The population may be moved in any mixture of the following groupings:
1 unit of population may be moved for 1 Grain and 1 Petroleum for average guys or 1 Petroleum for robots.
10 units of population may be moved for 10 Grain and 5 Petroleum and 3 Metal for average guys or 10 Petroleum for robots.
100 units of population may be moved for 100 Grain and 25 Petroleum and 10 Metal for average guys or 100 Petroleum for robots.

If the target Territory is uncontrolled or occupied by the Country, this is called Frontier Transportation, which costs three times the Basic Transportation rate. In addition, if the population being moved is robots, 1 unit in 5 is lost in transit and removed (with any fractional amount lost rounded up to the next integer). The uncontrolled Territory then becomes occupied by that Country.

If the target Territory is occupied by another Country or disputed, this is called Hostile Transportation, which costs ten times the basic Transportation rate. In addition, if the population being moved is robots, 2 units in 5 are lost in transit and removed (with any fractional amount lost rounded up to the next integer). The occupied Territory then becomes disputed by the Countries involved.

If the target Territory is controlled by another Country, it cannot be moved to.

The Territory’s adjacency and the intervening Territories determine how many periods the Transportation takes:

If the target Territory is adjacent to the origin Territory it takes 0 periods. (i.e. the population is immediately moved.)

If the target Territory is not adjacent to the origin Territory it takes a number of periods equal to the number of intervening Territories on a path to the target Territory from the origin Territory. If there are any Territories controlled by another Country on that path, then the Transportation is also considered Stealth Transportation in addition to its other type.

Stealth Transportation can only be done occasionally and can only be done with 10 or fewer population units.

Proposal: Beginnings of Empire

6-0, reached quorum AND timed out.  Enacted by Excalabur.

Adminned at 18 Sep 2005 11:20:17 UTC

Add a section to the Territories sub-rule of World called Control :-

A Territory may be controlled by a Country, occupied by a Country, disputed by two or more Countries, or uncontrolled (the default).
The occupying or disputing Countries are listed in the Controller field. These Countries must have a non-zero population presence in the Territory, which is listed in the Population field. This information is broken out as follows:
Controller:Occupied by Country1 OR Disputed by (Country1, Country2, etc…)
Population: (# native population) (presence of Country1, presence of Country2, etc…)

Also remove the New World rule and add its text to the end of the Territories rule, instead. (no need for a separate rule.)

Market Position #004

The Hegemonist will Accept Buy Orders whose H$ XX value is equal to or greater than:
* H$ 138 per unit of Grain
* H$ 107 per unit of Metal
* H$ 137 per unit of Petroleum

The Hegemonist will Accept Sell Orders whose H$ XX value is equal to or lesser than:
* H$ 134 per unit of Grain
* H$ 103 per unit of Metal
* H$ 133 per unit of Petroleum

Proposal: Consume

S-K. Chronos

Adminned at 16 Sep 2005 17:12:44 UTC

Add a Feeding sub-rule to Population:

Whenever the Hegemonist increases the Stocks of Commodities of a Country due to posting a Market Position, e shall reduce the Stock of Food (according to that Country race) of said Country by one tenth (rounded up to the next integer. Ex.: 1.01 becomes 2) of the combined Population of all Terirtories that Country controls.

If the Hegemonist is unable to reduce a Country’s Stock of Food, because that Country lacks enough food to allow that, the Hegemonist shall {Make a Post} with subject “Starving Warning: Country X #NNN”, where “X” is the name of the Country lacking food and “NNN” is a sequential number starting at 001 for each Country. The #NNN starving counter for a Country shall be reset to 001 every time the Hegemonist is able to reduce that Country’s Stock of Food in the manner of this rule.

Whenever the Hegemonist posts a “Starving Warning: Country X #NNN” with a #NNN greater than 002, the Hegemonist shall reduce the population of all Territories controlled by that Country by one tenth (rounded up to the next integer. Ex.: 1.01 becomes 2).

Friday, September 16, 2005

Proposal: Well, Well, Well

6-0. Reached Quorum.—Chronos.

Adminned at 16 Sep 2005 13:32:47 UTC

Add to the list of available Constructions:

* Oil Well
    o Cost:
        + Average guys: 12 metal for 4 periods, an initial cost of 15 metal
        + Robots: 12 metal for 6 periods, no initial cost
    o Effects:
        + Upon completion, the production capacity of the territory for Petroleum shall be increased by DICE4, which shall be rolled by the territory’s owner if it has one, or by the hegemonist if it hasn’t.
        + When an Oil Well is demolished, the production capacity of the territory for Petroleum shall be lowered by 1 plus DICE2, which will be rolled by the territory’s owner if it has one, or by the hegemonist if it hasn’t.


The cost is balanced throughh Farm. I guess we need a race that uses Metal for food…

Market Position #003

The Hegemonist will Accept Buy Orders whose H$ XX value is equal to or greater than:
* H$ 145 per unit of Grain
* H$ 107 per unit of Metal
* H$ 142 per unit of Petroleum

The Hegemonist will Accept Sell Orders whose H$ XX value is equal to or lesser than:
* H$ 140 per unit of Grain
* H$ 103 per unit of Metal
* H$ 138 per unit of Petroleum

Proposal: Breeding loophole alternative

6-0.  Reached Quorum.  Marco Polo Applies, Enacted by Excalabur.

Adminned at 15 Sep 2005 18:35:46 UTC

If Propoal: Breeding small loophole passes, this proposal does nothing.

In Population, change:


The controller of a Territory may encourage Breeding in that Territory by paying 1 of eir race’s food. E may then increase the population of that Territory by DICE20 if the Territory is underpopulated, DICE10 if the Territory is overpopulated, and DICE15 otherwise.

to:


The controller of a Territory may often encourage Breeding in that Territory by paying 1 of eir race’s food. E may then increase the population of that Territory by DICE20 if the Territory is underpopulated, DICE10 if the Territory is overpopulated, and DICE15 otherwise.

 

Proposal: Breeding small loophole

Self Killed.  Failed by Excalabur.

Adminned at 15 Sep 2005 18:25:19 UTC

In Population, change:

The controller of a Territory may encourage Breeding in that Territory by paying 1 of eir race’s food. E may then increase the population of that Territory by DICE20 if the Territory is underpopulated, DICE10 if the Territory is overpopulated, and DICE15 otherwise.

to

The controller of a Territory may encourage Breeding in that Territory by paying 1 of eir race’s food. E may then increase the population of that Territory by DICE20 if the Territory is underpopulated, DICE10 if the Territory is overpopulated, and DICE15 otherwise. The population of a Territory must not be increased this way more than 10% a day.

Proposal: Semiauto-Production

6-0.  Reaches quorum, enacted by Excalabur.  Commodities market adjusted by Chronos Phaenon.

Adminned at 15 Sep 2005 18:23:59 UTC

In Production, change:

Often, a Country may increase the Stocks of Commodities it has by the combined Production Capacity of all Territories it controls.

to

Whenever the Hegemonist posts a Market Position, e shall increase the Stocks of Commodities of each Country by the combined Production Capacity of all Territories that Country controls, times the numbers of days between the last posted Market Position (exclusive) and the Market Position being posted (inclusive).


* Set the Stocks of Commodities of each Country to the combined Production Capacity of the Homeland of that Country , times the numbers of days between the September, 12th (exclusive) and the last Market Position posted at the time of the admining of this Proposal(inclusive).
* Adjust the Stocks of Commodities of each Country by all the tradings and spending already done by that Country, according to the history of page changes under http://blognomic.com/wiki/index.php?title=Commodities_Market&action=history.

Thursday, September 15, 2005

Proposal: Marco Polo

6-0. Reached Quorum.—Chronos

Adminned at 15 Sep 2005 10:30:38 UTC

Add a rule called New World:-

Whenever a Country’s Proposal passes unanimously, that country may create a Territory which must be adjacent to at least one of eir Territories, and optionally is also adjacent to any number of other Territories. E does not automatically control this Territory.


Another proposal will have to detail how to colonize this land.

Still missing

Some things still missing to complete the Theme I’ve envisioned:

* Periodic Food consuming (Petroleum for the Robots, thx Purplebeard) - I guess this one can be tied to the posting of Market Positions (eg. Whenever I post a Market Position, I deduct an amount of food from each Country);
* Ways to create new territories - May be spending an AP and 1 of each Commodity to roll a DICE?
* More ways to improve a territory’s production - Probably more types of buildings (thx Purplebeard again);
* More creative ways to use the Commodities (like movable machines, armies, etc.)

Proposal: Action Points

S-K.—Chronos

Adminned at 15 Sep 2005 06:36:29 UTC

Add an Action Point rule:

Countries shall have a number of Action Points, as listed in the {{GNDT}}‘s AP column.

Whenever the Hegemonist posts a Market Position, e shall increase the current AP of all Countries by 3. E shall also, for each Country, increase the Action Points of that Country 1 for each Territory that Country controls.


In the Market Making sub-rule, change

that Country may issue a Market Order

to

that Country may spend an Action Point to issue a Market Order


In the Production sub-rule, change:

Often, a Country may increase the Stocks of Commodities it has by the combined Production Capacity of all Territories it controls.

to

At any time, a Country may spend an Action Point to increase the Stocks of Commodities it has by the combined Production Capacity of all Territories it controls.


Rewrite the three first paragraphs of the Construction rule, so they read:

Countries may construct Buildings at any time. Each Building takes a certain integer amount of Periods to build as well as a certain cost per period. A Building may also require a certain cost to begin its construction. All these amounts may be different for Countries of different Races.

A Country may announce the Constructing of a building on the World page by adding “* Constructing: (name of building), (amount of periods left) periods left” to the world wiki page, under Buildings, and paying the initial cost, if any. A Country may never have more than two Buildings total or more than one in each Territory listed as Constructing at a given time.

At any time, a Country may pay the cost listed for advance the Building’s Construction one Period. Whenever a Country advances a Period in a Building’s Construction, e must subtract 1 from the amount of Periods listed on the World page. When that amount of Periods has reached zero, the Building is considered completed and Operating, and its listing in the World page shall be replaced by “* Operating: (name of building)”,.


Change the cost of a Farm, so it reads:

* Average guys:
** Initial cost: 1 Action Point.
** Cost per Period: 12 metal and 1 Action Point
** Number of Periods: 6 Periods
* Robots:
** Initial cost: 1 Action Point and 15 Metal.
** Cost per Period: 12 metal and 1 Action Point
** Number of Periods: 4 Periods


Give all countries 3 AP.

Market Position #002

The Hegemonist will Accept Buy Orders whose H$ XX value is equal to or greater than:
* H$ 149 per unit of Grain
* H$ 107 per unit of Metal
* H$ 147 per unit of Petroleum

The Hegemonist will Accept Sell Orders whose H$ XX value is equal to or lesser than:
* H$ 145 per unit of Grain
* H$ 103 per unit of Metal
* H$ 143 per unit of Petroleum

Proposal: Everybody get together try to loooove one another right now…

6-0. Reached Quorum.—Chronos

Adminned at 14 Sep 2005 14:39:23 UTC

Change the Population subrule to read:

Territories are populated. A Territory listing in the World shall display its current Population.

Whenever a Territory is created, a DICE100 shall be rolled. The resulting numbers is the Population of the newly created Territory. If the Territory being created is a Homeland, a DICE150 shall be rolled instead.

Certain terms may be used to describe a territory at various population levels. A territory with a population less than 90 is said to be underpopulated. A territory with a population more than 150 is said to be overpopulated.

The controller of a Territory may encourage breeding in that Territory by paying 1 of his race’s food.  E may then increase the population of that Territory by DICE20 if the Territory is underpopulated, DICE10 if the Territory is overpopulated, and DICE15 otherwise.

 

Tuesday, September 13, 2005

Proposal: Population Ammendment

S-K.—Chronos

Adminned at 14 Sep 2005 14:36:37 UTC

If Proposal: Let’s Get Down To-night COME ON! didn’t pass, this Proposal does nothing.


Rewrite Population so it reads:

The controller of a Territory may encourage breeding in that Territory by rolling a DICEN, where N is a positive integer number no greater than the Stock that Country holds in the food commodity of the Territory’s population race.  E shall then increase the population of that territory by the result of the DICEN and reduce eir stock in the food commodity of the Territory’s population race by the same amount. A Country may do this often for each territory it controls.

Proposal: Forced Sell

7-0. Reached Quorum.—Chronos

Adminned at 14 Sep 2005 14:35:46 UTC

Add a Forced Sell sub-rule to Market:

At any time, if a Country holds a negative amount of H$, the Hegemonist will issue a FORCED SELL Market Order in the behalf of that Country. That Order will sell an amount of Commodities enough to bring the value of H$ held by said Country to a non-negative one.

That Marke Order will sell first the Commodities most valued in the last Market Position post, and will list a H$ XX exactly equal to that Market Position.

A FORCED SELL Market Order will be processed by the Hegemonist before any other Market Order, regardless of their Chronological ordering.


This one escaped my last edition.

Market Position #001

The Hegemonist will Accept Buy Orders whose H$ XX value is equal to or greater than:
* H$ 149 per unit of Grain
* H$ 101 per unit of Metal
* H$ 151 per unit of Petroleum

The Hegemonist will Accept Sell Orders whose H$ XX value is equal to or lesser than:
* H$ 145 per unit of Grain
* H$ 99 per unit of Metal
* H$ 147 per unit of Petroleum

Proposal: Building a nation

6-1. Reached Quorum.—Chronos

Adminned at 14 Sep 2005 14:34:34 UTC

Add a construction rule:

Countries may construct buildings at any time. Each building takes a certain integer amount of periods to build as well as certain amounts of commodoties per period. A building may also require certain amounts of commodities to begin its construction. All these amounts may be different for countries of different races.
A country may announce the constructing of a building on the world page by adding “constructing: (name of building), (amount of periods left) periods left” to the world wiki page, under ‘buildings’, and substracting the initial cost (if there is one) of the building from eir commodities. E may construct no more than two buildings at the same time, and e may not construct two in the same territory at the same time.

Often, e may substract the listed amounts of the commodities needed for the building from eir commodities and may substract 1 from the amount of periods listed on the world page. When this amount of periods has reached zero, the building is considered completed and operating, and the added term to the world page is to be replaced by the name of the completed building.

The following building is available for construction:

Farm
Cost:
Average guys: 12 metal for 6 periods, no initial cost
Robots: 12 metal for 4 periods, an initial cost of 15 metal
Effects:
Upon completion, the production capacity of the territory for grain shall be increased by DICE4, which shall be rolled by the territory’s owner if it has one, or by the hegemonist if it hasn’t.
When a farm is demolished, the production capacity of the territory for grain shall be lowered by 1 plus DICE2, which will be rolled by the territory’s owner if it has one, or by the hegemonist if it hasn’t.


Add to the Races rule:

The race of each country shall be tracked in the GNDT


The races need to be tracked if the rule is to take effect.

Proposal: Let’s Get Down To-night COME ON!

8-0.  Reached Quorum, enacted by Excalabur

Adminned at 14 Sep 2005 00:24:31 UTC

Add to the subrule Population:

A controller of a Territory may use 1 food commodity of the territory’s population race to encourage breeding.  E may then increase the population of that territory by DICE10.  A Country may do this often for each territory it controls.

Change the Races subrule to read:

There exist Races to which populations belong. All inhabitants of each Country are of the same race. Occasionally, a Country may change the race of its Population. Initially, there are two races:

  • Average guys: These are your average human beings. All non-Neorobotnik countries initially contain average guys. Average guys are average in all respects, and excel in nothing. Average guys consume Grain as food.
  • Robots: The populations of Neorobotnik countries automatically consist of Robots. Robots have mastered the art of construction and machination and require no food. However, they do consume Petroleum and will function less efficiently if their country has got none. Robots are above average soldiers.  Robots consume Petroleum as food.

 

Proposal: And we shall call it, THIS LAND…

2-7, cannot be enacted w/o CoV—Excalabur

Adminned at 14 Sep 2005 00:19:06 UTC

Add a subrule Colonization to the Territories subrule reading:

If a Territory contains a population of more than 100, the Country controlling that territory may induce it’s population to colonize a new land by giving them 10 grain, which must be subtracted from the Country’s Stocks of Commodities.  The Country may then create a new territory which must be adjacent to the territory being colonized (but may be adjacent to other territories as well).  The population amount of the new territory is subtracted from the colonizing territory, and the new territory is said to be Colonized by the controlling Country, noted in the World page.

How about we call it YOUR GRAVE! RaaaaaaRR!

Proposal: Autoproduction

Self-Killed automatically due to Veto of previous proposal—Excalabur

Adminned at 14 Sep 2005 00:15:33 UTC

If the proposer’s previous proposal did not pass, this proposal shall automatically be self-killed.  This is the reason behind that proposal: to enable the following to occur.

Create another set of columns for each country in the gndt, each entitled ‘((Commodity)) Prod.’, where ((Commodity)) takes the value of each type of commodity.  Set the value of this to be the total amount of production each country has in each commodity. 

Change the second sentence of rule 10.1.1 from

Often, a Country may increase the Stocks of Commodities it has by the combined Production Capacity of all Territories it controls.

to

Daily, at midnight GMT, the Stocks of Commodites of all countries shall be increased by the combined Production Capacities of all Territories it controls, as tracked in the GNDT

.

Excalabur shall write a script to execute this daily production within 48 hours of this proposal passing, or the effects of this proposal shall be reversed, unless someone else writes the script first.

This seems like a better idea…

Proposal: We have the GNDT…. might as well use it!

Vetoed.—Chronos

Adminned at 13 Sep 2005 10:22:54 UTC

Create a new column in the GNDT for each commodity.  Move the information from the Commodities market page to the GNDT.  Delete the entirety of the Commodities Market page.

Wherever in the ruleset a value is referred to as being “tracked in the Commodities market page”, replace that with “tracked in the GNDT”. 

If any rule refers to the Commodities Market Discussion Page, strike ‘Discussion’.  Move all information from the Commodities Market Discussion Page to the Commodities Market Page.

Tuesday, September 13, 2005

Note: Things to do

Some things needed to complete the Theme I’ve envisioned:

* Periodic Food consuming (Petroleum for the Robots, thx Purplebeard);
* Ways to create new territories;
* Ways to improve a territory’s production;
* Creative ways to use the Commodities (like building structures, machines, armies, etc.)

If my 2 pending proposals pass, I’ll take a back seat and wait the other Countries to move.

Proposal: Market, Take Two

7-0. Reached Quorum.—Chronos

Adminned at 13 Sep 2005 10:20:25 UTC

If Proposal: Currency didn’t pass, this Proposal does nothing.


Add a Market Making sub-rule to Market:

If a Country other than the Hegemonist has no more than one pending Market Order, that Country may issue a Market Order, by Posting it at the top of the Commodities Market Discussion page (at http://blognomic.com/wiki/index.php?title=Talk:Commodities_Market).

A Market Order must have the following format:
  (BUY/SELL) Order from ~~~~ to (Target Country)
  * NN of (Commodity 1) at H$ XX each
  * NN of (Commodity 2) at H$ XX each
  …
  * NN of (Commodity N) at H$ XX each

The trailing four tildes (~~~~) are obligatory and will be rendered by the Wiki software as the name of the Country posting the Market Order (the Issuer) and the time of that posting.

A Market Order must contain only SELL Orders or only BUY Orders.

“NN” means the amount of each Commodity the Issuer wishes to Buy or Sell.

The price (H$ XX) at which the trade is offered must not differ by more than 10% (in either direction) from the last Market Position for that Commodity for the same transaction (BUY or SELL) at the time the Market Order was posted..

The Target Country may signalize eir acceptation or rejection of the trade by editing the Market Order post with an entry in this format:

  (Accepted/Rejected) ~~~~

The Hegemonist may Accept Trades targeted at another Country if that Country rejects it or if 24 hours have passed since the issuing of the Market Order and the Target Country has not signalized eir acceptation or rejection.

The Hegemonist will always accept a Market Order if, and only if, one of these conditions are true:
* It’s a SELL Order, the Issuer has enough Stock of the listed Commodities to fulfill the Market Order and the H$ XX value is equal to or lesser than the SELL value for that Commodities in the last Market Position at the time the Market Order was posted;
*It’s a BUY Order, the Hegemonist has enough Stock of the listed Commodities to fulfill the Market Order and the H$ XX value is equal to or greater than the BUY value for that Commodities in the last Market Position at the time the Market Order was posted.

A Country may not have more than one BUY Order pending, neither more than one SELL Order.


Add an Order Processing sub-rule to Market:

Market Orders can either be Pending, Closed, or Failed. When a Market Order is first posted, it is considered Pending.

The Hegemonist will process the Pending Market Orders in the same chronological ordering they were posted.

In a BUY Order, the Issuer is the Buying Country and the other party the Selling Country. In a SELL Order, the Issuer is the Selling Country and the other party the Buying Country.

The Hegemonist will Close a Market Order if, and only if, all these Conditions are true:
* The Selling Country has enough Stock of the listed Commodities;
* A Country has accepted the Market Order;
* The Target Country is not the same as the Issuer.

When Closing a Market Order, the Hegemonist will transfer an amount of H$ from the Buying Country to the Selling Country equal to NN time H$ XX, for each listed Commodity, as posted on the Market Order. The Hegemonist will then transfer an amount of NN for each listed Commodity from the Selling Country to the Buying Country.

The Hegemonist will Fail a Market Order if any of these conditions is true:
* The Target Country is the same as the Issuer;
* The Selling Country has not enough Stock of the listed Commodities;
* The Target Country has Rejected the Market Order and the Hegemonist is unable to Accept it;
* 24 hours have passed since the issuing of the Market Order, the Target Country has not signalized eir acceptation or rejection and the Hegemonist is unable to Accept it;

When Failing a Market Order, the Hegemonist will fine the Country who posted the Failed Order by an amount of H$ equal to 5% (five percent) of the total amount of H$ that would be have transferred should the Market Order Close.


Here’s the second part, much streamlined. The role of the Hegemonist is to warranty a market, whenever he is able to.

Proposal: Currency

7-0. Reached Quorum.—Chronos

Adminned at 13 Sep 2005 10:20:14 UTC

Add a Currency rule:

Each Country, except the Hegemonist, can hold an amount of Hegemonic Dollars (H$), which is tracked by the {{GNDT}} at the HDollars Column. This amount can be negative. A new Country starts with H$ 0 (Zero).

The Hegemonist is the issuer of H$, so e is construed to hold an infinite positive amount of it.


Give H$ 0 (Zero) to all current Countries, except the Hegemonist.
Add a Market sub-rule to Commodities:

Often, the Hegemonist may make a post with the title “Market Position #NNN”, where NNN is a unique sequential number starting at 001.

A “Market Position” Post shall state the Prices at which the Hegemonist is willing to buy Commodities from other Countries and the Prices at which e is willing to sell.


Breaking it apart, as request.

Proposal: Free Market

S-K.—Chronos

Adminned at 12 Sep 2005 17:19:46 UTC

If Proposal: Market didn’t pass, this Proposal does nothing.


Add a Free Market Sub rule to Market, before Order Processing:

If a Country has no pending Free Market Orders, that country may issue a Free Market Order, by Posting it at the top of the Commodities Market Discussion page (at http://blognomic.com/wiki/index.php?title=Talk:Commodities_Market).

A Free Market Order must have the following format:

(BUY/SELL) Free Order from ~~~~ to (Target Country)
NN of (Commodity 1) at H$ XX
NN of (Commodity 2) at H$ XX
…
NN of (Commodity N) at H$ XX

The trailing four tildes (~~~~) are obligatory and will be rendered by the Wiki software as the name of the Country posting the order and the time of that posting.

The Target Country must not be the same as the Country posting the Order.

The price (H$ XX) at which the trade is offered must not be different by more than 10% (in either direction) from the last Market Position for that Commodity.

The Target Country may signalize their acceptation or rejection of the trade by editing the Order post with an entry in this format:

(Accepted/Rejected) ~~~~


Rewrite Order Processing, so it reads:

Market Orders can either be Pending, Closed, or Failed. When a Market Order is first posted, it is considered Pending.

The Hegemonist will process the Pending Market Orders in the same chronological order they were posted.

The Hegemonist will Close a non-Free Buy Order if e has enough Stock of the listed Commodities. E will then transfer an amount of H$ from the Buying Country to emself and the corresponding amount of Commodities from emself to the Buying Country.

The Hegemonist will Close a non-Free Sell Order if the Selling Country has enough Stock of the listed Commodities. E will then transfer an amount of H$ from emself to the Selling Country and the corresponding amount of Commodities from the Selling Country to emself.

The Hegemonist will Close a Free Market Order if the Selling Country has enough Stock of the listed Commodities and the Target Country has accepted the trade. Note that the Selling Country will be the same as the Target Coutry for Buy Free Orders. E will then transfer an amount of H$ from the Buying Country to the Selling Country and the corresponding amount of Commodities from the Selling Country to the Buying Country.

The amount of H$ to be transferred by the Hegemonist when closing Market Orders will accord to the last Market Position posted before the posting of the order for non-Free Market Orders or to the price posted on the Order for Free Market Orders.

The Hegemonist will Fail a Market Order if any condition for Closing is not met. E will also fail a Free-Market Order if that order is Pending for more than 24 hours and the Target Country has neither Accepted or Rejected it. E will fine the Country who posted the Failed Order by an amount of H$ equal to 5% (five percent) of the total amount of H$ that would be have transferred should the Order close.

Note FAQ

The FAQ has been updated.

Added a topic showing how to register to the Wiki and a new workaround of the Wiki Caching problem.

Proposal: Market

S-K.—Chronos

Adminned at 12 Sep 2005 17:19:43 UTC

Add a Currency Rule:

Each Country, except the Hegemonist, can hold an amount of Hegemonic Dollars (H$), which is tracked by the {{GNDT}} at the HDollars Column. This amount can be negative. A new Country starts with H$ 0 (Zero).

The Hegemonist is the issuer of H$, so e is construed to hold an infinite positive amount of it.


Give H$ 0 (Zero) to all current Countries, except the Hegemonist.


Add a Market sub-rule to Commodities:

Often, the Hegemonist may make a post with the title “Market Position #NNN”, where NNN is a unique sequential number starting at 001.

A “Market Position” Post shall state the Prices at which the Hegemonist is willing to buy Commodities from other Countries and the Prices at which e is willing to sell.


Add a Market Orders sub-rule to Market:

If a Country has no more than one pending Market Orders, that country may issue a Market Order, by Posting it at the top of the Commodities Market Discussion page (at http://blognomic.com/wiki/index.php?title=Talk:Commodities_Market).

A Market Order must have the following format:

(BUY/SELL) Order from ~~~~
NN of (Commodity 1)
NN of (Commodity 2)
…
NN of (Commodity N)

The trailing four tildes (~~~~) are obligatory and will be rendered by the Wiki software as the name of the Country posting the order and the time of that posting.

A Country may not have more than one Buy Order pending, neither more than one Sell Order.


Add a Order Processing sub-rule to Market:

Market Orders can either be Pending, Closed, or Failed. When a Market Order is first post, it is considered Pending.

The Hegemonist will process the Pending Market Orders in the same chronological order they were posted.

The Hegemonist will Close a Buy Order if e has enough Stock of the listed Commodities. E will then transfer an amount of H$ from the Buying Country to emself and the corresponding amount of Commodities from emself to the Buying Country.

The Hegemonist will Close a Sell Order if the Selling Country has enough Stock of the listed Commodities. E will then transfer an amount of H$ from emself to the Selling Country and the corresponding amount of Commodities from the Selling Country to emself;

The amount of H$ to be transferred by the Hegemonist when closing Market Orders will accord to the last Market Position posted before the posting of the order.

The Hegemonist will Fail a Market Order if any condition for Closing is not met. E will fine the Country who posted the Failed Order by an amount of H$ equal to 5% (five percent) of the total amount of H$ that would be have transferred should the Order close;


Add a Forced Sell sub-rule to Market:

At any time, if a Country holds a negative amount of H$, the Hegemonist may force that Country to sell an amount of Commodities enough to bring that value to a non-negative one. The Hegemonist will force sell first the Commodities most valued in the last Market Position post.

Proposal: Races: revisited

7-0. Reached Quorum.—Chronos

Adminned at 12 Sep 2005 17:19:28 UTC

If proposal: population passes, add a subrule races to territories

There exist races of which populations belong. All inhabitants of each country are of the same race. Occasionally, a country may change the race of its population. Initially, there are two races:

Average guys: These are your average human beings. All non-Neorobotnik countries initially contain average guys. Average guys are average in all respects, and excel in nothing.
Robots: The populations of Neorobotnik countries automatically consist of robots. Robots have mastered the art of construction and machination and require no food. However, they do consume petroleum and will function less efficiently if their country has got none. Robots are above average soldiers.


In the future, races could give countries the option to specialize. Robots could also prove interesting, allowing countries to trade a valuable resource for better workers, and defining Neorobotnik countries as capitalist countries, if you will.

I’m back…?

75th Trombone is unidling.  75th Trombone is unsure how well he will be able to keep up with this dynasty.  75th Trombone will attempt to keep up regardless.

Quorum is 6.

Proposal: Races

Self-Killed by Purplebeard.—Chronos.

Adminned at 12 Sep 2005 07:33:50 UTC

If proposal: population passes, add a subrule races to territories

There exist races of which populations belong. All inhabitants of each country are of the same race. A country may change the race of its population once every 24 hours. Initially, there are two races:

Average guys: These are your average human beings. All non-Neorobotnik countries initially contain average guys. Average guys are average in all respects, and excel in nothing.
Robots: The populations of Neorobotnik countries automatically consist of robots. Robots have mastered the art of construction and machination and require no food. However, they do consume petroleum and will function less efficiently if their country has got none. Robots are above average soldiers.


In the future, races could give countries the option to specialize. Robots could also prove interesting, allowing countries to trade a valuable resource for better workers, and defining Neorobotnik countries as capitalist countries, if you will.

Monday, September 12, 2005

Proposal: Population

7-0. Reached Quorum.—Chronos.

Adminned at 12 Sep 2005 07:16:03 UTC

Add a sub-rule Population to Territories:

Territories are populated. A Territory listing in the [[World]] shall display its current Population.

Whenever a Territory is created, a DICE100 shall be rolled. The resulting numbers is the Population of the newly created Territory. If the Territory being created is a Homeland, a DICE150 shall be rolled instead.


Roll for the Population of the Territories already existing, as if they were being created now.

Proposal: hCommodities

7-0. Reached Quorum.—Chronos.

Adminned at 12 Sep 2005 07:15:58 UTC

Add a Commodities rule:

Countries may have integer non-negative stocks of Commodities, as tracked in the Wiki’s [[Commodities Market]] page. That page shall list each Country besides the stocks Commodities it controls.

Currently, the Commodities a Country may have stocks of are:

* Grain - It’s the food from which the Country’s people feed off.
* Metal - It’s the stuff from wich structures and machinery are made of.
* Petroleum - It’s a fossil combustible, useful for generation of energy.


Rodney, feel free to make a Proposal adding Tangelos here. Since I don’t know what Tangelo’s are, I didn’t put them in.


Add a sub-rule Production to Territories:

Territories are capable of producing an integer non-negative amount of Commodities. A Territory listing in the [[World]] shall display its Production Capacity for each Commodity.

Often, a Country may increase the Stocks of Commodities it has by the combined Production Capacity of all Territories it controls.

Whenever a Territory is created, a DICE10 shall be rolled for each of the Commodities listed in the Ruleset. The resulting numbers are the Production capacity of the newly created Territory for each of the Commodities. If the Territory being created is a Homeland, a DICE15 shall be rolled instead.


Roll for the Production Capacity of the Territories already existing, as if they were being created now.

Note: Unidle

Gazebo Dude and ShadowClaw are unidled, Tekneek is on. Quorum is 5.

I’m still unable to edit GNDT, though (due to my incompetence with Unix things like vi or emacs). If 75th or Excalabur could get admin.cgi with Kevan and install it here, it’d be very nice.

Unidle me

Please, if you would be so kind…

Announcing the arrival of Tekneek

This officially proclaims the arrival of Tekneek to engage in Blognomic activities. May we all prosper.

Proposal: I’m being oppressed!

5-0. Reached Quorum.—Chronos

Adminned at 11 Sep 2005 18:03:03 UTC

Enact a new rule intitled Government:

Each Country has a system of Government, listed in the GNDT under Government. A new Country has by default a Government of Despotism. Occasionally, a Country may change it’s Government to another Government of it’s choice. These are the possible Governments and thier description:

* Despotism: A single person in charge of a large group of people.

* Feudalism: A single person person in charge of a small group of people who in turn are in charge of a larger group of people until you reach the very bottom.

* Telecracy: The country is controlled by aliens from space.

* Neorobotnikism: A single mad scientist is in charge of hordes of robots.

* Tangelocracy: A Government who’s main source of income is putting tarrifs on Tangelos.

* Anarchy: There is no government.

All of these are based on the earlier types of players. For example, Neorobotnikism is the Robomuffin’s system of government.

It’s too late now…

...but the DoV wasn’t legal. A square loses it’s red color ater being landed on. But as the DoV passed, it’s to late to go back.

Proposal: Territories

5-0. Reached Quorum.—Chronos

Adminned at 11 Sep 2005 17:55:10 UTC

If Proposal:The World didn’t pass, this proposal does nothing.


Add a Territories sub-rule to the World rule:

Each Territory shall be adjacent to at least one other territory. That shall be listed in the World page.

At any time, if a Territory is adjacent to no other territory, it shall become adjacent to the Hegemonist’s Homeland.

Whenever a new Country joins the game, there shall be created a ((Country)) Homeland, named after the new Country, who will control the newly created Territory.


Creat a ((Country)) Homeland for each current Country, each one controlled by the respective Country.

Proposal: The World

5-0. Reached Quorum.—Chronos

Adminned at 11 Sep 2005 17:37:16 UTC

Add a World rule:

The World consists of a number of Territories. Each Territory must receive a unique name. Territories are listed in the Wiki, in a page named World which is part of the Gamestate.

A Country may control any number of Territories. If a Country controls no Territory, it is called a Government in Exile.

A Homeland of a Country, named “((Country)) Homeland”, where ((Country)) is the name of the Country, shall never be destroyed. This paragraph cannot be superseded by other rules.

Ascension Address: Ascension Address

Ladies and Gentlemen,

This is a Great time for the World. After it’s near destruction due to massive fire, it’s time of reconstruction.

I would like to rely upon your colaboration in that work.

Your Leader,

Chronos Phaenon.


Repeal all rules except the Core, veto all pending Proposals, rename Player to Country and Emperor to Hegemonist.

Sunday, September 11, 2005

Declaration of Victory: Declaration of Victory

4-0. Reached majority.—Chronos

Adminned at 11 Sep 2005 04:19:09 UTC

My homeland has been the same (19) for the last 48 hours, all Squares in the World, except Gaol, are Beige and no Player other than myself owns a Square.

No rule says the Homeland Square must exist at the moment of DoV.

New guy (of DOOM!)

Hi!
I hereby officially announce my arrival according to rule 2. May the fun I’ll have be plentiful, and the irritation I bring minimal.

-Purplebeard

Friday, September 09, 2005

Proposal: Make Win possible, again, redux

Vetoed upon Ascension.—Chronos

Adminned at 12 Sep 2005 06:06:48 UTC

Add to Debtor’s Prison‘s list of Square 4A special properties:

* At any time, if Square 4A misses either Bk or Bl Color Code, add the missing Code to it.


In Victory, change

* No Squares except Gaol are Black, e is a Knight and e is the Player who changed the Color of the last Black Square. The Robomuffins have been banished from the World.

to

* No Squares except Gaol an The Color Factory are Black, e is a Knight and e is the Player who changed the Color of the last Black Square. The Robomuffins have been banished from the World.


Now I guess every kind of player can potentialy win. (Not that I believe a Knight victory is possible, anyway).

Proposal: Hand Fix

Vetoed upon Ascension.—Chronos

Adminned at 12 Sep 2005 06:06:38 UTC

Add the following text to rule 15:

If a Player moves while on the Hands e jumps off and is no longer considered to be on the hands.

Chronos has abused this loophole to land on jackpot far too many times. It’s time that it is fixed.

Proposal: Taking agile turns

Vetoed upon Ascension.—Chronos

Adminned at 12 Sep 2005 06:06:33 UTC

Change the first line in Rule 15 (Those Crazy Hands) from:

As long as no one else has done so within the past 24 hours, and that player wasn’t the last to do so, a player may Make a Post entitled “Jumping for the hands”.

to:

As long as no one else has done so within the past 24 hours, and that player has not done that in the past 48 hours, a player may Make a Post entitled “Jumping for the hands”.

Notice: Inflation V

The Currency Authority has acted.

The situation before acting was:
C=1.429;
L=2,033,
B=1,734;
BL=0.853;
C/BL= 1.675

All relevant values adjusted by 1.675. The New Player’s value is B$ 595.

Proposal: Make Win possible, again

SK.—Chronos

Adminned at 09 Sep 2005 16:23:42 UTC

Add to Debtor’s Prison‘s list of Square 4A special properties:

* At any time, if Square 4A misses either Bk or Bl Color Code, add the missing Code to it.

Proposal: Taking Turns

3-0. Reached Quorum.—Chronos

Adminned at 09 Sep 2005 15:16:40 UTC

Change the first line in Rule 15 (Those Crazy Hands) from:-

As long as no one else has done so within the past 24 hours a player may Make a Post entitled “Jumping for the hands”.

to:-

As long as no one else has done so within the past 24 hours, and that player wasn’t the last to do so, a player may Make a Post entitled “Jumping for the hands”.

Thursday, September 08, 2005

Proposal: Mortgage Reform

4-0. Reached Quorum.—Chronos

Adminned at 09 Sep 2005 07:08:40 UTC

Add a sub-rule Mortgage to Property:

At any time, a Player may give up ownership of a Square. By doing so e gains an amount of B$ equal to half the value of that Square and the referred Square lose its Beige color and ownership.

At any time, if a Player owns at least one Square and holds a negative amount of B$, e must give up the ownership of the most valued Square e owns.

To the purpose of this rule, the value of a Squares shall be considered the amount of B$ a Player should spend to acquire or take over that Square.


From Debtor’s Prison, delete:

If a player Owns one or more squares and is moved to the Gaol, all squares e owns lose their Beige color and ownership, and e gains an amount of B$ equal to half the value of that square as calculated by the “Property” sub-rule, rounded down.

Jumping for the Hands

Here we go

Proposal: No Gaol Proprietor

S-K.—Chronos

Adminned at 08 Sep 2005 14:59:15 UTC

In the Property sub-rule, change:

A Player in a Square which is not Beige

to

A Player in a Square other than Gaol which is not Beige

Proposal: No Lexicography

3-1. Reached Quorum.—Chronos

Adminned at 08 Sep 2005 14:49:52 UTC

Repeal rule Lexicography.


Delete the expression “All Squares are Black.” from the Glossary.

Proposal: Landlord

3-0. Reached Quorum.—Chronos

Adminned at 08 Sep 2005 14:15:56 UTC

Add to the list of Victory Conditions in rule Victory:

* All Squares in the World, except Gaol, are Beige and no Player other than emself owns a Square.

After-Hiatus

Smith’s delayed hand actions resolved (Jamuraa’s passing of go created Sq 31).


Gazebo Dude is idle, Quorum is 3.


About the DoV, the ruleset says “more than half consider it illegal, and if no CfJs remain pending, however, then the Hiatus ends and the current Dynasty continues”. When admining it, I’ve ignored the part about no CFJs being pendind, since the current CfJ will not affect the illegality of that DoV, and the game would remain frozen until CfJ resolution.


I’ve implemented Proposal: No insta-win provision about the clearing of Homelands. So, no further actions may be taken that depends upon Homeland, until you set your homeland again. Specifically, the buying of paint is dependant on Homeland.

Wednesday, September 07, 2005

Call for Judgment: Call for Judgement

3-0. Reached quorum. No imediate Gamestate change.—Chronos

Adminned at 08 Sep 2005 10:07:36 UTC

Quite a few actions were taken that were illegal because of Proposal: No insta-win. Rather then reverse them all, this CFJ, if it passes, will make all illegal actions that would have been legal, except for Declarations of Victory, had Proposal: No insta-win not passed legal.

Tuesday, September 06, 2005

The DoV is illegal.

The DoV is illegal. When Proposal: No insta-win was enacted, all the players had their homelands cleared. Chronos is not a Robomuffin.

Declaration of Victory: Declaration of Victory

1-4. More than half players consider it illegal

Adminned at 08 Sep 2005 05:11:57 UTC

An alteration was made to the Glossary section at blognomic.blogspot.com (see the sidebar on the main page there). Under Lexicography, I reproduced it here, so our Glossary now says “All Squares are Black”.

Since all Squares are Black, my Homeland has been the same for more than 48 hours and I’m the robomuffin with most B$, I declare myself the winner of this metadynasty.

Notice: Idlelatry II

Gazebo Dude will be idle later today, if e doesn’t vote.

Tuesday, September 06, 2005

Proposal: Whadahell

3-0. Timed Out.—Chronos

Adminned at 08 Sep 2005 05:17:02 UTC

In Tangelo Smuggling, change:

If a Player moves this way e is not considered to have landed on the Square that they lost B$20 at.

to

If a Player moves this way e is not considered to have landed on the Square that they lost B$20 at and the last sequential Square in the World shall be destroyed.


Add to theWorld rule:

If the Square a Player is at is destroyed, e shall be placed on the Go Square. That doesn’t mean that player has landed in or advanced to the Go Square.


Destroying money without destroying property causes Inflation.

Proposal: Better Tangelos

4-1. Timed Out.—Chronos

Adminned at 08 Sep 2005 05:16:56 UTC

Add to the description of Tangelo:

When smuggling a Tangelo, the player doing so may choose to remove the Red Color Code in the Square e just used the Tangelo on.

Value corrections

I am fixing some values of World Squares. Machinery adds its value to a square so if it has X=2, then the value of the square is triple what it would be without that machinery. The Paint Fountains on Gaol and the Color Factory increase their value accordingly (Color Factory: (8 colors + 1) * (square number 19) * (3 for Paint fountain) = 513)

Smith for President

How about making me Clan Leader of the Color Factory Clan? What do you say?

Proposal: Clock Tower

4-0. Timed Out.—Chronos

Adminned at 08 Sep 2005 05:15:45 UTC

Add an item of Machinery:-

Clock Tower. A player who is on a square with a Clock Tower make omit the DICE60 component of eir “Me Too!” post when attempting to Jump on the Hands. E automatically succeeds at Jumping on the Hands.

Jumping for the Hands

It’s time I jumped

Proposal: The end of inflation.

1-3. Timed Out.—Chronos

Adminned at 08 Sep 2005 05:15:17 UTC

Repeal all subrules of rule 10.

Change the starting value of new players to 100.

The price of Items and Squares don’t change with the rest of things, and I don’t think anyone but Chronos actually understands these rules.

Proposal: Victory fix

5-0. Timed Out.—Chronos

Adminned at 08 Sep 2005 05:14:53 UTC

Change the last three Victory Conditions to:

* All Players have negative B$ and e is the Tangelo Smuggler with the most B$.
* E is a Warpjumper and has Moved to every Square within 24 hours.
* All non-Criminal players are in Gaol and e is the Criminal with the lowest B$.

Proposal: Make win possible

3-0. Timed Out.—Chronos

Adminned at 08 Sep 2005 05:13:16 UTC

Color Gaol Blue and Black.


In the Victory rule, change

No Squares are Black

to

No Squares except Gaol are Black

Monday, September 05, 2005

Proposal: Take-Over

4-0. Reached Quorum.—Chronos

Adminned at 05 Sep 2005 16:57:21 UTC

Add a Take-Over sub-rule to Property:

Whenever a player ends a move in a Beige Square, provided that move was not allowed by an item being used or by a Blue Square warp, that Player may ‘’‘Take Over’‘’ the ownership of that Square. To do so e must transfer to the current owner of the Square an amount of B$ equal to the value of the Square, calculated according to rule Property. No take over may be done if it would result in either involved player holding a negative amount of B$.

Notice: FAQ

FAQ should work now, it is at http://blognomic.com/wiki/index.php?title=FAQ

Gobleteer Strikes.  The strike of Gobleteer!

Yo.  This is gobleteer.  Why am I posting?  Because I can’t access the email console, even registered.  Also, why is the FAQ blank?  Please update my information, I’m officially an idle REGISTERED member!  But actually, I’m here mainly because I looked thouhg my server logs and half my hits are the non-existant /blognomic/ directory.  I’m so sad.

Um, I may join mid-metadynasty, because I really don’t like not having rules much.  Or I may wait until next dynasty, because I don’t understand what the hell the rules mean.

Proposal: Small item loophole

S-K.—Chronos

Adminned at 05 Sep 2005 16:57:32 UTC

In the Items rule, change:

No more than 5 items may be used in a 24 hour period unless the item description states otherwise.


to

No more than 5 items may be used in the same day unless the item description states otherwise. Whenever a Player exhausts the 5 items per day limit, e cannot use another item for the next 6 hours.


Patchin a loophole I just exploited (not using items for a whole day, then use 5 items, close a 24 hours period, start another, use more items).

Notice: Inflation IV

The Currency Authority has acted.

The situation before acting was:
C=1.250;
L=1,726,
B=2,306;
BL=1.336;
C/BL= 0.936

All relevant values adjusted by 0.936. The New Player’s value is B$ 355.

Jumping for the hands

Let’s jump again

Saturday, September 03, 2005

wiki question

My changes to the wiki don’t seem to save. I am logged in and the edits appear in the editing preview, but not on the saved page. Can anybody tell me what I am doing wrong?

De-idling

I’m ba-ack.

But i have no idea how much money i should have.  Anybody?

Quorum is 4

Notice: Inflation III

The Currency Authority has acted.

The situation before acting was:
C=1.333;
L=1,472,
B=1,831;
BL=1.244;
C/BL= 1.072

All relevant values adjusted by 1.072. The New Player’s value is B$ 379.

Jumping for the hands

I’m getting jumpsick

Proposal: Restart

2-3. Timed-Out.—Chronos

Adminned at 05 Sep 2005 11:35:11 UTC

Jamuraa wins.

Friday, September 02, 2005

Proposal: No insta-win

3-2. Timed-Out.—Chronos

Adminned at 04 Sep 2005 16:07:41 UTC

Rewrite the Victory rule, so it reads:

A Player whose Homeland has been the same for the last 48 hours may Declare Victory if e fulfills one of these conditions (which are the Victory Conditions of this Dynasty):
* E is the Robomuffin with most B$ and all Squares are Black. The Robomuffins have wiped out all resitance.
* No Squares are Black, e is a Knight and e is the Player who changed the Color of the last Black Square. The Robomuffins have been banished from the World.
* All non-Tangelo Smuggler Players have negative B$ and e is the Tangelo Smuggler with the most B$.
* E is a Warpjumper and has Moved to every Square in the World since e last set eir Homeland.
* All players are in Gaol and e is the Criminal with the lowest B$.


Clear the current Homeland of all Players.

Proposal: Homeland Rent

1-4. Can’t be enacted w/o COV.—Chronos

Adminned at 04 Sep 2005 06:25:44 UTC

Add a Homeland Rent sub-rule to Homeland:

If a Player owns a Square that is the Homeland of another Player, e may often transfer from that Player to eirself an amount of B$ equal to 10% (rounding results to the nearest integer, as per normal mathematic rules) of the value of that Square calculated according to rule Property.

Proposal: I’m in the blue

Vetoed.—Chronos

Adminned at 03 Sep 2005 05:25:35 UTC

Add to the Warp on Blue sub-rule:

At any time, if more than half the Squares in the World are Blue, remove the Blue color from the first Blue Square in the World whose last digit is not 2 or 7.

Jumping for the hands

Yoohoo

Notice: Inflation II

The Currency Authority has acted.

The situation before acting was:
C=1.481;
L=1,196,
B=2,550;
BL=2.132;
C/BL= 0.695

All relevant values adjusted by 0.695. The New Player’s value is B$ 354.

Jamuraa is Claiming the Throne

Hooray! *croud cheers*

Thursday, September 01, 2005

Proposal: From Ca-li-for-nia, to the New York Isl-*boom*

4-0. Reached Quorum.—Chronos

Adminned at 01 Sep 2005 13:33:14 UTC

Destroy all squares with a number greater than 25.

Name square 24 “The Inventor’s Shop”.
Add Metal to Square 24’s list of colors.

Noone was quite sure why half the world blew up, but some suspect the Inventor was playing with fire too close to the gunpowder.

Proposal: Minimal Yellow

3-0. Reached Quorum.—Chronos

Adminned at 01 Sep 2005 13:33:01 UTC

Add to the The Yellow Shop sub-rule:

At any time, if there are less than 5 Yellow Squares in the World, the first non-Yellow Square after Square 1, including that Square, shall gain the Yellow color.

.


Trying to warrant a supply of Yellow Squares.

Proposal: Go benefits

3-0. Reached Quorum.—Chronos

Adminned at 01 Sep 2005 13:32:31 UTC

In the Pass Go sub-rule, change:

Whenever a player Advances to the Go Square, (either ending a move there or not) the amount of B$ held by that Player must be increased by B$ 20.

to

Whenever a player Advances to the Go Square, (either ending a move there or not) the amount of B$ held by that Player must be increased by B$ 20 and a scooter must be added to that Player’s items list.


Give each player currently on the Go Square a scooter.

Jumping for the hands

Let’s go Once more

Proposal: Dices (another try)

SK.—Chronos

Adminned at 01 Sep 2005 13:32:43 UTC

Add to the list of available items:

* Pair of Dice. Cost: B$10. Often, a Pair of Dice may be used to allow a player to Advance. To do so, that player must make a GNDT comment stating: “Using Dice: DICE6: DICE6:”. E may then advance a number of Squares equal to the sum of the results of those rolls. If both rolls show the same number, that is called a Double and this usage of a Pair of Dice is not counted against daily limits of Items usage. A Player rolling a Double doesn’t lose the Pair of Dice e just used.