Tuesday, May 01, 2007

Proposal: People who work need jobs

S.K.
-Amnistar

Adminned at 01 May 2007 18:23:06 UTC

Create a new Rule “Position” with the text:

Each Worker has a value “Position” tracked in the GDNT. This Position is tracked by a 3 letter abreviation and is chosen from the list below.  Each Position has the following attributes:
=Position Acronym=
Name: The full name of the Position
Job Type: Either Labor or Managment
Job Requirements: What activities the person with this Position may perform
Wage Increase: What, if any, increase to the Wage results during a “Raise”

The CEO may occasionally post a Story Post to the main page titled “Promotions/Demotions” which contains any changes in Positions for all Active Workers.  Occasionally the CEO or any Worker with a Managment Position make a Story Post to the main page title “Restructuring” which contains changes to the Current Available Positions (below) and is voted on by all Workers with a Managment position (per Proposal Rules), in the event of a Majority vote FOR those changes are made to the Current Available Position.  Any Worker that becomes inactive has eir Position reset to GWF.

Current Available Positions:
=GWF=
Name: General Workforce
Job Type: Laborer
Job Requirements: Any Worker that has this Position may occasionally add a single entry to either the Parts or Variables section of the machine.  Upon doing so E must post a Story Post explaining eir action within 48 hours or the Part or Variable added to the Machine will be removed.
Wage Increase: $5
=QCC=
Name: Quality Control Clerk
Job Type: Laborer
Job Requirements: Any Worker that has this Position may occasionally remove a single entry from either the Parts of Variables section of the Machine. Upon doing so E must post a Story Post explaining eir action with 48 hours or the Part or Variable removed from the Machine will be added again.
Wage Increase: $5
=MDM=
Name: Moral Department Management
Job Type: Management
Job Requirements: Any Worker that has this Position must make all posts and proposals using one of the following poetic forms: Haiku, Lymeric, or Sonnet.
Wage Increase: $50
=HRM=
Name: Human Resources Manager
Job Type: Management
Job Requirements: Any Worker that has this Position may Occasionally make a Story Post to the main page titled “Pay Day” or “Raise”.  If the Worker makes a Pay Day Post, every acvtive Worker may increase their Net Worth by their current Wage within 72 hours of the Story Post.  If the Worker makes a Raise Post, every active Worker may increase eir current Wage by the Wage Increase aspect of eir Position.
Wage Increase: $5

Set Every Worker’s Position to GWF and set the CEO’s Position to HSR.

Proposal: Making the Machine work

Quorum Reached: 6 v 2.
—Seebo

Adminned at 01 May 2007 18:20:26 UTC

If there is no rule called “The Machine”, then this proposal has no further effect.

Create a new sub-rule of “The Machine” called “The Machine in action” with text:

At any given time, the Machine is considered to be either “Running” or “Standing by”.  At the moment this paragraph is added to the Ruleset, the Machine is Standing by.

When the Machine is Standing by, it becomes Running if any of the following occur:

*The order or contents of the list of Parts on the “Machine Parts” page or of the list of Variables on the “Machine Variables” page change (including the addition or removal of a Part or Variable).
*A Worker is added to or removed from the list of Active Workers in the blog sidebar.
*A Proposal becomes Enacted.  In this case, the specified effects of said Proposal occur before the Machine becomes Running.
*A value which the Ruleset requires to be tracked in the GNDT changes.

When the Machine becomes Running, the following steps take place, in order:

*Step 1 - If any Rule other than this Rule requires changes to be made to the Gamestate, those changes are made as usual, until no such changes are required.  (If there is an infinite loop within the Ruleset itself, no out will be provided, of course.  Don’t let that happen.)
*Step 2 - If the order and contents of the list of Variables on the “Machine Variables” page are identical to what they were during any previous iteration of Step 2 that was made since the Machine was most recently Standing by, then the Machine becomes Standing by, and any remaining steps are not performed.  (This is the clause that allows us to break out of infinite loops.  Note that the break-out always occurs immediately after we’ve checked that the Ruleset itself will not throw us back into the loop)
*Step 3 - If no requirements for the Initiator of any Part are satisfied, then the Machine becomes Standing by, and any remaining steps are not performed.
*Step 4 - Changes to the “Machine Variables” page are made as described in the Effect of the first Part for which the Initiator requirements are satisfied (when the Parts are considered in the order in which they are listed on the “Machine Parts” page).  No aspect of the Gamestate other than the contents of the “Machine Variables” page may be changed in this way.
*Step 5 - Repeat Steps 1-5 in order, until a Step indicates that remaining steps are not to be performed.

Proposal: YESMAN Incentive Program (Third Attempt)

Quorumed 6-0
-Amnistar

Adminned at 01 May 2007 17:54:09 UTC

I am reproposing this rule to incorporate some suggestions made by Hix.

Create a new Dynastic Rule “Your Extra Salary Margin for Avoiding Nay-saying” with the following text:

When voting ends on a proposal qualifying Workers may, once and only once within the next 72 hours, increase eir own Net Worth by $1.

A Worker qualifies to benefit from the incentive program for a proposal if all of the following conditions are true:
# Eir only vote on the proposal was DEFERENTIAL.
# Eir vote was cast before the proposal qualified to be enacted or failed unless the vote of DEFERENTIAL would change that qualification.
# Eir vote was cast before a Quorum of Workers have voted DEFERENTIAL.
# The CEO also voted on the proposal.
# The proposal was not vetoed by the CEO.

Hopefully this version is more suitable.

Orientation meeting

I have met everyone in the Human Resources department, and I have filled out my W-4 form and acknowledged my receipt of the employment manual.  Please unidle me , and thanks again for hiring me.  I won’t let the company down.

People who work need jobs, Draft 2

Create a new Rule “Position” with the text:

Each Worker has a value “Position” tracked in the GDNT. This Position is tracked by a 3 letter abreviation and is chosen from the list below.  Each Position has the following attributes:
=Position Acronym=
Name: The full name of the Position
Job Type: Either Labor or Managment
Job Requirements: What activities the person with this Position may perform
Wage Increase: What, if any, increase to the Wage results during a “Raise”

The CEO may occasionally post a Story Post to the main page titled “Promotions/Demotions” which list any changes to the current list of Available Positions (below) and any changes in the Positions of the current Active Workers.  Any Worker that becomes inactive has eir Position reset to GWF.

Current Available Positions:
=GWF=
Name: General Workforce
Job Type: Laborer
Job Requirements: Any Worker that has this Position may occasionally add a single entry to either the Parts or Variables section of the machine.  Upon doing so E must post a Story Post explaining eir action within 48 hours or the Part or Variable added to the Machine will be removed.
Wage Increase: $5
=QCC=
Name: Quality Control Clerk
Job Type: Laborer
Job Requirements: Any Worker that has this Position may occasionally remove a single entry from either the Parts of Variables section of the Machine. Upon doing so E must post a Story Post explaining eir action with 48 hours or the Part or Variable removed from the Machine will be added again.
Wage Increase: $5
=MDM=
Name: Moral Department Management
Job Type: Management
Job Requirements: Any Worker that has this Position must make all posts and proposals using one of the following poetic forms: Haiku, Lymeric, or Sonnet.
Wage Increase: $50
=HRM=
Name: Human Resources Manager
Job Type: Management
Job Requirements: Any Worker that has this Position may Occasionally make a Story Post to the main page titled “Pay Day” or “Raise”.  If the Worker makes a Pay Day Post, every acvtive Worker may increase their Net Worth by their current Wage within 72 hours of the Story Post.  If the Worker makes a Raise Post, every active Worker may increase eir current Wage by the Wage Increase aspect of eir Position.

Mkay, so basic idea for the next step, help me work this out :)  How’s that look guys?

 

Draft for “Making the Machine work”

If there is no rule called “The Machine”, then this proposal has no further effect.

Create a new sub-rule of “The Machine” called “The Machine in action” with text:

At any given time, the Machine is considered to be either “Running” or “Standing by”.  At the moment this paragraph is added to the Ruleset, the Machine is Standing by.

When the Machine is Standing by, it becomes Running if any of the following occur:

*The order or contents of the list of Parts on the “Machine Parts” page or of the list of Variables on the “Machine Variables” page change (including the addition or removal of a Part or Variable).
*A Worker is added to or removed from the list of Active Workers in the blog sidebar.
*A Proposal becomes Enacted.  In this case, the specified effects of said Proposal occur before the Machine becomes Running.
*A value which the Ruleset requires to be tracked in the GNDT changes.

When the Machine becomes Running, the following steps take place, in order:

*Step 1 - If any Rule other than this Rule requires changes to be made to the Gamestate, those changes are made as usual, until no such changes are required.  (If there is an infinite loop within the Ruleset itself, no out will be provided, of course.  Don’t let that happen.)
*Step 2 - If the order and contents of the list of Variables on the “Machine Variables” page are identical to what they were during any previous iteration of Step 2 that was made since the Machine was most recently Standing by, then the Machine becomes Standing by, and any remaining steps are not performed.  (This is the clause that allows us to break out of infinite loops.  Note that the break-out always occurs immediately after we’ve checked that the Ruleset itself will not throw us back into the loop)
*Step 3 - If no requirements for the Initiator of any Part are satisfied, then the Machine becomes Standing by, and any remaining steps are not performed.
*Step 4 - Changes to the “Machine Variables” page are made as described in the Effect of the first Part for which the Initiator requirements are satisfied (when the Parts are considered in the order in which they are listed on the “Machine Parts” page).  No aspect of the Gamestate other than the contents of the “Machine Variables” page may be changed in this way.
*Step 5 - Repeat Steps 1-5 in order, until a Step indicates that remaining steps are not to be performed.

People who work need jobs

Create a new Rule “Position” with the text:

Each Worker has a value “Position” tracked in the GDNT. A worker may only have 1 position, and it is tracked using a 3 letter abrieviation listed in parenthesis.  Each Position has the following:
Name: Name of the position and it’s 3 letter abrieviation.
Job: What tasks the Worker with this Position must complete.
Wage Change: The amount that a Worker’s wages are change based on whether or not that Worker completed their job.
Limit: The maximum number of Workers with this position there may be at any given time.


The possible Positions are:
Name: General Workforce (GWF)
Job: A Member of the General Workforce may occasionally add 1 Device or Variable to the Machine.  Upon doing so that Worker must post a Story Post to the main page dictating eir action, and then may increase eir Net Worth by eir Wage.
Wage Change: $10
Limit: None

Name: Human Resources Manager (HRM)
Job: The HRM may Occasionally switch the Positions of any 3 Workers, as long as one of those Workers is imself, and e has been HRM for longer than 2 Days.
Wage Change: $15
Limit: 1

Name: Quality Control Clerk (QCC)
Job: The QCC may Occasionally remove 1 Part from the Machine, and then increase eir Net Worth by eir Wages.
Wage Change:$10
Limit: 1

Mkay, so basic idea for the next step, help me work this out :)

 

YESMAN Incentive Program (Second Attempt)

I am reproposing this rule to incorporate some suggestions made by Hix.

Create a new Dynastic Rule “Your Extra Salary Margin for Avoiding Nay-saying” with the following text:

When voting ends on a proposal qualifying Workers may, once and only once within the next 72 hours, increase eir own Net Worth by $1.

A Worker qualifies to benefit from the incentive program for a proposal if all of the following conditions are true:
# Eir only vote on the proposal was DEFERENTIAL.
# Eir vote was cast before the proposal qualified to be enacted or failed unless the vote of DEFERENTIAL would change that qualification.
# Eir vote was cast before a Quorum of Workers have voted DEFERENTIAL.
# The CEO also voted on the proposal.
# The proposal was not vetoed by the CEO.

Hopefully this version is more suitable.

Proposal: Goldberg Machine (just the basics)

Reaches quorum (6-0)—Axeling

Adminned at 01 May 2007 00:28:53 UTC

If there is a Rule called “The Machine”, then this proposal has no further effect.

Blank the contents of any wiki page named “Machine Parts” or “Machine Variables”.

Create a new Dynastic Rule called “The Machine” with text:

A Rube Goldberg machine or device is any exceedingly complex apparatus that performs a very simple task in a very indirect and convoluted way.  The Workers of Goldberg Technology are responsible for creating such a machine.  The Machine consists of Pieces that are classified as either Parts or Variables.

Create a new sub-rule of “The Machine” called “Parts” with text:

There exists a wiki page “Machine Parts” which contains a list of all current Parts of the Machine.  The order and contents of this list are considered part of the Gamestate (and thus may not be modified except as permitted by the Ruleset).  Each Part has the following information:

*Name: The name by which the Part is refered (and any abbreviations by which it may be refered).
*Creator: The name of the Worker(s) considered responsible for adding the Part to the Machine.
*Initiator: The requirements that must be met for this Part to take effect.
*Effect: A description of changes to the “Machine Variables” wiki page.

Create a new Sub-rule of “The Machine” called “Variables” with text:

There exists a wiki page “Machine Variables” which contains a list of all current Variables of the Machine.  The order and contents of this list are considered part of the Gamestate (and thus may not be modified except as permitted by the Ruleset).  Each Variable has the following information:

*Name: The name by which the Variable is refered (and any abbreviations by which it may be refered).
*Creator: The name of the Worker(s) considered responsible for adding the Variable to the Machine.
*Possible States: A description of the possible states the variable may be in.  If appropriate, a description of the order in which the variable advances may be included.
*State: The current State of the Variable (which must always be one of the possible states described in the previous bullet-point).

Proposal: Goldberg Machine, take 3

Self-Killed
—Seebo

Adminned at 30 Apr 2007 11:43:32 UTC

Create a new Dynastic Rule “The Machine” with the text:

Rube Goldberg machine or device is any exceedingly complex apparatus that performs a very simple task in a very indirect and convoluted way.  The Workers of Goldberg Technology are responsible for creating such a machine.  The Machine has many pieces that are divided into two sub-groups, Parts and Variables.

Create a new sub-rule of The Machine: “Parts”:

There exists a wiki page “Parts of the Machine” which is a list of all current parts of Goldberg Technology’s machine.  New Parts are added to the bottom of this page. Each piece has the following information:
*Name: The name by which the part is refered (and any abbreviations by which it may be refered)
*Crafter: The name of the worker(s) that are responsible for adding the device to the machine, and the wiki page.
*Initiator: The requirements that must be met for this Part to take effect.
*Effect: What changes are made to the Variables Page when this Part is initiated.
*Date Added: What date the part is added

The Effect the Part is limited to the wiki page “Machine Variables” and my effect no other aspect of the gamestate.  A Part may not affect a Variable that is not currently on the “Machine Variables” wiki page.

Whenever any Part is Activated it’s Effects take place in the order by which they are listed.  If any effect would Initiate another Part, then that Part is initiated, in the order (from Top to bottom) that the Parts appear on the wiki.  The machine is considered “running” while any Part is causing an Effect and continues running until no more Parts remain to take effect.

While the Machine is Running it is possible that it becomes trapped in a loop, which is described as the same pattern of actions happening more than 3 times.  In the event that the Machine is trapped in a loop, the machine is considered broken and all effects are stopped, and the most recently added Part is removed.

Create a new Sub-rule of Machine: “Variables”:

There exists a wiki page “Machine Variables” which is a list of all the changing parts of the machine.  Each variable is tracked as follows:
*Name: The name by which the Variable is refered (and any abbreviations by which it may be refered)
*Creator: Who add this variable to the Machine
*Possible States: What the possible states the variable may be in, and the order by which the variable advances
*Current State: what the current state of the vaiable is.
*Date Added: The Date when the Variable was added

Add the following to the “Machine Parts” wiki page:

*Name: Master Switch
*Creator: Amnistar
*Initiator: Proposal with the title “Flip that Switch” is passed
*Effect: increase the energy output of the Outlet by 10.
*Date Added: Today


*Name: Electric Fork
*Creator: Amnistar
*Initiator: Outlet is set to more that 7.
*Effect: Ball on Ramp is set to “Pushed Down”
*Date Added: Today

*Name: Sonic Spoon
*Creator: Amnistar
*Initiator: Outlet is set to less than 5 but more than 2.
*Effect: Ball on Ramp is set to “At the Top”
*Date Added: Today

Add the following to the “Machine Variables” wiki page:

*Name: Outlet
*Creator: Amnistar
*Possible States: Energy Output 0, 1, 2, 3, 4, 5, 6,7, 8, 9,10 (If increased beyond 10 resets back to 0).
*Current State: 0
*Date Added: Today

*Name:Ball on Ramp
*Creator: Amnistar
*Possible States: “At the Top”, “Pushed Down”
*Current State: “At the Top”
*Date Added: Today

Mkay, let’s give it a shot, feel free to edit ideas as you find it desirable :)

Monday, April 30, 2007

Goldberg Machine, take 2

Create a new Dynastic Rule “The Machine” with the text:

Rube Goldberg machine or device is any exceedingly complex apparatus that performs a very simple task in a very indirect and convoluted way.  The Workers of Goldberg Technology are responsible for creating such a machine.  The Machine has many pieces that are divided into two sub-groups, Parts and Variables.

Create a new sub-rule of The Machine: “Parts”:

There exists a wiki page “Parts of the Machine” which is a list of all current parts of Goldberg Technology’s machine.  New Parts are added to the bottom of this page. Each piece has the following information:
*Name: The name by which the part is refered (and any abbreviations by which it may be refered)
*Crafter: The name of the worker(s) that are responsible for adding the device to the machine, and the wiki page.
*Initiator: The requirements that must be met for this Part to take effect.
*Effect: What changes are made to the Variables Page when this Part is initiated.
*Date Added: What date the part is added

The Effect the Part is limited to the wiki page “Machine Variables” and my effect no other aspect of the gamestate.  A Part may not affect a Variable that is not currently on the “Machine Variables” wiki page.

Whenever any Part is Activated it’s Effects take place in the order by which they are listed.  If any effect would Initiate another Part, then that Part is initiated, in the order (from Top to bottom) that the Parts appear on the wiki.  The machine is considered “running” while any Part is causing an Effect and continues running until no more Parts remain to take effect.

While the Machine is Running it is possible that it becomes trapped in a loop, which is described as the same pattern of actions happening more than 3 times.  In the event that the Machine is trapped in a loop, the machine is considered broken and all effects are stopped, and the most recently added Part is removed.

Create a new Sub-rule of Machine: “Variables”:

There exists a wiki page “Machine Variables” which is a list of all the changing parts of the machine.  Each variable is tracked as follows:
*Name: The name by which the Variable is refered (and any abbreviations by which it may be refered)
*Creator: Who add this variable to the Machine
*Possible States: What the possible states the variable may be in, and the order by which the variable advances
*Current State: what the current state of the vaiable is.
*Date Added: The Date when the Variable was added

Add the following to the “Machine Parts” wiki page:

*Name: Master Switch
*Creator: Amnistar
*Initiator: Proposal with the title “Flip that Switch” is passed
*Effect: increase the energy output of the Outlet by 10.
*Date Added: Today


*Name: Electric Fork
*Creator: Amnistar
*Initiator: Outlet is set to more that 7.
*Effect: Ball on Ramp is set to “Pushed Down”
*Date Added: Today

*Name: Sonic Spoon
*Creator: Amnistar
*Initiator: Outlet is set to less than 5 but more than 2.
*Effect: Ball on Ramp is set to “At the Top”
*Date Added: Today

Add the following to the “Machine Variables” wiki page:

*Name: Outlet
*Creator: Amnistar
*Possible States: Energy Output 0, 1, 2, 3, 4, 5, 6,7, 8, 9,10 (If increased beyond 10 resets back to 0).
*Current State: 0
*Date Added: Today

*Name:Ball on Ramp
*Creator: Amnistar
*Possible States: “At the Top”, “Pushed Down”
*Current State: “At the Top”
*Date Added: Today

 

Proposal: YESMAN Incentive Program

Self-killed
Failed by Hix

Adminned at 30 Apr 2007 09:26:29 UTC

In the interest of encouraging greater cooperation and increased employee morale I believe that an incentive for supporting our wonderful CEO should be instituted. Deferment to management will increase our efficiency, and enable us to meet customer expectations. The simplest incentive would be a bonus of 1 dollar.

I propose a Dynastic Rule entitled “Your Extra Salary Margin for Avoiding Nay-saying” with the following text:

If a Worker had a final vote of DEFERENTIAL for a proposal, e may increase eir Net Worth by $1.00 after voting on the proposal has ended.

If the Proposal titled “Workers get Pay” failed, this Proposal does nothing.

From the glossary, repeated here for clarity:

#  It is noted that where a Proposal would amend the effects of Proposal Enactment, this does not apply to its own enactment unless explicitly stated (eg. a proposal proposing that enacted proposals earn their writer a banana when enacted would not earn a banana for its own writer, when enacted).

This is my first proposal, so please let me know if I missed anything important.
I’ve also never used Spivak pronouns before so I’m not sure if I did it right.

*updated to include that it is a Dynastic rule. And to fix the category, and title.*

Proposal: Goldberg Machine, take 1

Self-kill—Axeling

Adminned at 30 Apr 2007 09:15:37 UTC

Create a new Dynastic Rule “The Machine” with the following text:

There exists a wiki page “Goldberg Devices” and a page “Goldberg Variables”.  The page “Goldberg Devices” is a list of all components of the Current Goldberg Machine.  Each entry into the page must contain the following:
Name: The name of this section of the machine
Cause: What conditions must be met on the Goldberg Variable page to have this device take effect.
Effect: What this device changes on the Goldberg Variables page

The page Goldberg Variables page is a list of all the parts of the Goldberg Machine which change while the machine is running.

Niether the Goldberg Device page nor the Goldberg Variables page may be edited unless specifically refered to in the rules, and nothing on these pages may affect the gamestate, unless specifically refered to in the rules.

Wasn’t entirely sure how to word this, but here is my basic idea.  anyone may feel free to post a revised version that follows these guidelines.  Ideally you make a single device, or a single variable, and other people build off of those parts, creating a complex device.

Lost Worker

Welcome

Quorum is now 5

Adminned at 29 Apr 2007 15:55:17 UTC

Worker Enderbean wanders into the new CEO of Goldberg Tech’s meeting. Realizing that he is in the wrong office building entirely (They all look the same right?), he considers heading for the exit. Then he hears that workers may have a starting salary of 50.00 (only 1 dollar less than he made at his old job) and decides its really not worth the effort of crossing the street again. Besides widget counting had gotten rather boring recently.

Please add me to the worker list someone?

Proposal: Fixing Endgame

Quorumed (5-0)—Axeling

Adminned at 30 Apr 2007 09:02:07 UTC

Add the following to the rule “Calls for Judgment”

A worker may choose to make a Call for Judgment a “Time Freeze” as well by putting the words “Time Freeze” in the CfJ’s title. If e does so, e may not post the CfJ anonymously.

When a Time Freeze is posted, the game goes into Hiatus, if it hasn’t already. During this time, the only game actions that may be taken are those covered by Rules “Lifeforms”, “Calls for Judgment”, “Gamestate Tracking” and “Victory and Ascension”.

When a Time Freeze is resolved, provided there no other DoVs or Time Freezes pending, the Hiatus ends. Otherwise, the Hiatus continues until there are no pending DoVs or Time Freezes.

Replace the following in “Victory and Ascension”

and if no other DoVs are still pending,

with

and if no other DoVs or Time Freezes are still pending,

The Time Freeze would, of course, be used sparingly, only when someone sees a loophole that needs immediate plugging. Right now, people have been posting DoVs to prolong the Hiatus while CfJs pass. This would allow for the CfJs themselves to prolong the Hiatus.

Proposal: Workers get PAy

Quorumed (5-0)—Axeling

Adminned at 30 Apr 2007 09:13:25 UTC

Create a new Dynastic Rule “Wage” with the following text:

Each Worker has a currency value “Wages” tracked in the GDNT. The default value for Wages is $50.00. If Wages ever drops to, or bellow 0, the worker is considered fired, and has all GDNT values reset to their default values.

Create a new Dynastic Rule “Net Worth” with the following text

Each Worker has a currency value “Net Worth” tacked in the GDNT. The default value for Net Worth is $0.00. If Net Worth ever drops below 0, a worker may make a post to the main blog page with the title “Declaring Bankrupcy” and reset all GDNT values to their default values.

Ascension Adress

Thank you all for coming to this efficiency meeting. I know you all are a bit worried about the recent merge between our companies, but don’t worry, Goldberg Technologies has job openings for everyone, and we aren’t going to be having any cutbacks, or stuff like that. In fact, we at GT are big fans of giving equal oppurtunity for advancement, and are looking for a new Vice President in charge of the firm. Of course, it all depends on how good of work you do for each job, We’ll be periodically giving you new assignments to see how well you can handle the changes, and I expect to see each of you doing your part.

Now, for the assignment, we’ve got to get a fully functional Goldberg device up and running that satisfies the customer’s request.

Change all Lifeform to Worker

Change Apprentice to CEO

repeal all Dynastic Rules

Passing the Mantle

It looks like Amnistar has an idea that e’d like to try, so I’ll save mine for a future dynasty.  Expect an ascension address this evening.

Call for Judgment: Hasty Victory

Now this passes. The AA was actually hasty. But who cares.

—Clucky

Adminned at 29 Apr 2007 13:50:06 UTC

The last DoV was passed with 3 votes, less than quorum.  If this CfJ passes, treat it as if Axeling had voted FOR the DoV, giving it a legal number of votes to pass.

Sunday, April 29, 2007

Declaration of Victory: Another attempt

Well Played, Axeling.

You may either post your AA or pass the mantel on now.

Clucky

Adminned at 29 Apr 2007 09:05:33 UTC

Note that I’m offering Bob the spoils of this victory if this goes through, as e deserves it.

Per my request for victory and voted on as the only alive lifeform.  A brief explanation of what happened: Amnistar killed himself by spending on events down to 3, then metabolizing.  The resulting chain reaction kills me, then in sequence every other lifeform.  I then reset.

Request for Victory

Request for Victory for Axeling.

Saturday, April 28, 2007

Declaration of Victory: Problems with DoV

Fails 1-2 after more than 12 hours and a vote by Clucky—Axeling
Hiatus ends.

Adminned at 28 Apr 2007 19:06:22 UTC

I’m posting this DoV specifically to bring attention to how broken the DoV rule is at the moment. There is presently nothing preventing me from chain-posting DoVs until you all get tired enough of it to announce me the winner.

Now, please understand, I do not intend to exploit this, as that would be quite annoying. I’m simply bringing attention to it. However, its not much different then posting a fake DoV simply to hold the hiatus long enough to rewrite the rules to close my loophole.

DoVs should be used only for their intended purpose: declaring victory. I recommend that the rule be rewritten via RfJ. Please post your thoughts on this here.

Declaration of Victory: Maintaining hiatus

Fails after 24 hours (0-4) —Axeling

Adminned at 28 Apr 2007 19:04:44 UTC

To give Lifeforms an opportunity to close the loophole, if they wish.

Call for Judgment: Restoring Normalcy

Quorum of FOR votes (4-1), restored to State Number 2.—Axeling

Adminned at 28 Apr 2007 19:04:02 UTC

Please no comments on this until this sentence is removed.

All right.  Although it seems that Bob cannot complete the victory as e stated, there’s nothing preventing someone else from finishing the job now or shortly in the future; so if people want to continue this dynasty, it behooves us to make some slight changes.

Each counted vote FOR this CfJ may be accompanied by a single integer from 0 to 2 inclusive.  The number that has the most counted FOR votes accompanying it shall be termed the State Number for this CfJ.  If more than one number is tied for the most number of FOR votes accompanying it, the lower number shall be used as the State Number.

Reset the gamestate to its status after BobTHJ died (as described in eir DoV) a number of times equal to the State Number.  In each case reset the state to just before BobTHJ took actions for that life as described in eir DoV.  For instance, if 0 is the State Number, restore the state to just before Bob first Advanced Rapid Mutation.  If 1, restore to just after e killed emself with Rapid Mutation for the first time, etc.

Change the following text in Rule Death from

A Lifeform may change their status from Dead to Alive by paying 100 DNA Points and doing the following:

  * reseting all GDNT fields to the values of a new Lifeform

to

A Lifeform may often change their status from Dead to Alive by paying 100 DNA Points and doing the following:

  * resetting all eir GDNT fields to the values of a new Lifeform except as follows: eir DNA Points must be set to 99 and eir Energy to 0.

Change the following text in Rule Energy from

This value is also tracked in the GNDT and is, by default, 2.

to

This value is also tracked in the GNDT.  The default values for Energy and Max Energy are 2.

Change the Effects of Rapid Mutation to read “This Trait does nothing.”

These changes can be undone by proposal, but I just want to give us time to do that.

Haitus Reminder

Even if you do not think BobTHJ’s DoV is legit—its still a DoV and that means no doing nothing until its delt with.

Call for Judgment: Start with Energy

Quorum of AGAINST votes (0-4)—Axeling

Adminned at 28 Apr 2007 12:54:35 UTC

The rule “Energy” does not actually give a default starting energy value. It just says

Energy is represented by an integer number between 0 and X where X is lifeform’s maximum energy value. This value is also tracked in the GNDT and is, by default, 2. If a lifeform’s energy is ever greater than eir maximum energy value, it is set to the lifeform’s maximum energy value.

Bob assumed in eir victory that new lifeforms start with 2 energy, but there is nothing that states this in the ruleset. As the value is undefined, it seems prudent that we should set it to zero.

Thus, we need to fix the error and clarify

Change the above quoted passage from energy to say

Energy is represented by an integer number between 0 and X where X is lifeform’s maximum energy value. This value is also tracked in the GNDT and is, by default, 2. If a lifeform’s energy is ever greater than eir maximum energy value, it is set to the lifeform’s maximum energy value. Each lifeform starts with energy 0.

Set every lifeform as “alive” and reduce the nutrition of each lifeform by 12.

BobTHJ may, within 48 hours of the passing of this CfJ, reduce the nutrition of each lifeform by 3 more and reset eir entry on the creature page and values in the GNDT to that of 12:00:00 AM Friday April 27th, 2007.

Declaration of Victory: Declaration of Victory

Fails 1-3—Axeling

Adminned at 28 Apr 2007 12:53:11 UTC

Here’s what I’m doing:

Advance Rapid Mutation

Upgrade any other trait. Choose a number X equal to my current Nourishment.

I of course fail my roll and lose all my Nourishment, therefore I die.

Each other Lifeform gains 3 Nourishment.

I pay 100 DNA Points and reset, then I upgrade Rapid Mutation and repeat the process 4 more times.

All lifeforms die of bloat.

I reset and win the game as I am the only alive lifeform.

Request For Victory

Requesting Victory for BobTHJ

Proposal: Final Vengence

Timed out. Dynastys over.—Clucky

Adminned at 29 Apr 2007 13:47:07 UTC

Add the following text to “death”

If a lifeform preforms a gameplay action that causes every alive lifeform in the game to become dead, including eimself, e has achived victory.

If an non-gameplay action, such as an event, causes every alive lifeform to become dead; the lifeform with the highest DNA points total has achived victory.

A bunch of dead lifeforms, none of whom has the DNA to reset eimselves, would be very dangerous because anyone could just join and declare victory.

This fixes any chance of that happening.

Proposal: Starting off on the right foot

Timed out. Dynastys over.—Clucky

Adminned at 29 Apr 2007 13:47:07 UTC

In rule “Energy” add

If a lifeform has only joined the game within the last 48 hours or e has reset eimself after death within the last 48 hours, eir energy costs for “Evolute” and “Upgrade” are reduced to 0.(All other lifeforms, of course, must pay the normal cost)

Makes things slightly fairer. Only slightly though.

Idle Watch

Joe371 and Rodney both go idle.

quorum drops to 4

Friday, April 27, 2007

Proposal: Fitness of the Survivors

Timed out. Dynastys over.—Clucky

Adminned at 29 Apr 2007 13:46:53 UTC

Change the following text of the Rule Death from

Whenever a Lifeform’s status is changed to Dead, each other Lifeform with status Alive gains 3 Nourishment.

to

Whenever a Lifeform’s status is changed to Dead, each other Lifeform with status Alive gains 3 Nourishment, plus DNA and Complexity equal to the newly Dead Lifeform’s respective values of DNA and Complexity divided by N, rounded down, where N is the number of Lifeforms with status Alive.

Delete the 4th and 5th sentences in Rule Feeding and insert in their place “To do so, e rolls DICEX in the GNDT, where X is the number of Lifeforms with Status of Alive + 1.  The Feeding Lifeform then counts down Y rows starting from the first row in the GNDT, skipping Lifeforms with Status of Dead.  The Lifeform (or the Gene Pool) corresponding to this row becomes the target of the Feeding attempt.”

Delete the 3rd sentence in Rule Feeding.

Change the final two sentences in the first paragraph of Trait Carnivore to “That is, when the Lifeform makes a Feeding attempt, e rolls DICEX for target selection, where X is the number of active Lifeforms with status of Alive. E then counts down to the Yth row in the GNDT (skipping The Gene Pool and Lifeforms with Status of Dead), where Y is the result of the DICEX roll.”

Proposal: Reorganizing Traits

Timed out. Dynastys over.—Clucky

Adminned at 29 Apr 2007 13:46:45 UTC

Add the following text to the Rule Traits:

A Trait Group is denoted in the lists of Traits by having the text “[Group]” following its name.  Traits may be members of a Trait Group and are thus indicated by being subentries to the Trait Group’s listing.  A Trait Group’s entry may contain a Requirements field, in which case each member of that Trait Group is treated to having the Requirements of the Trait Group, in addition to their own.

Add a Trait Group called Diet, with Requirements: “Must have no more than 0 other Traits that are members of Diet.” Make the Traits Carnivore, Herbivore, and Omnivore members of Diet and replace their Requirements with “Body Mass 1”.

Add the following to the list of Inactive Traits:

===Mouths [Group]===
*’‘'Requirements’‘’: Must have no more than 0 other Traits that are members of Mouth.

====Mandibles====
*’‘'Cost’‘’: 20 DNA, 1 Complexity
*’‘'Requirements’‘’: Facial Features 1, Unique Ability 3
*’‘'Effect’‘’: The Lifeform gains +1 to Facial Features when e is the target of a Hunt.

====Maw====
*’‘'Cost’‘’: 50 DNA, 5 Complexity
*’‘'Requirements’‘’: Body Mass 4, Facial Features 2
*’‘'Effect’‘’: The Lifeform gains an extra Nourishment from a successful Feeding attempt.

====Simple Mouth====
*’‘'Cost’‘’: 40 DNA
*’‘'Requirements:’‘’: Facial Features 1
*’‘'Effect’‘’: For all purposes of the rule “Creature Complexity” treat the total Evolutionary Variables of creature with this trait as 2 points lower than it truly is, and treat the number of Traits as 3 less.

====Snout====
*’‘'Cost’‘’: 80 DNA, 4 Complexity
*’‘'Requirements’‘’: Facial Features 3
*’‘'Effect’‘’: The Lifeform gains +1 to eir Fight Phase rolls.

====Vocal Mouth====
*’‘'Cost’‘’: 60 DNA, 4 Complexity
*’‘'Requirements’‘’: Facial Features 2, Unique Ability 4
*’‘'Effect’‘’: The Lifeform gains +1 to Unique Ability when Reproducing.

In the List of Active Traits:
Create an Trait Group called Ears, and make the following Traits members of the Trait Group: Sensitive Ears, Flashy Ears, Directional Ears, Simple Ears.

Create a Trait Group called Eyes, and make the following Traits members of the Trait Group: Telescopic Eyes, Multi-Faceted Eyes, Protruding Eyes, Simple Eyes.

Create a Trait Group called Noses and make the following Traits members of the Trait Group: Scent Nose, Proboscus Nose, Trumpeting Nose, Simple Nose.

Proposal: Community Spirit

Passes 4-0

Clucky gets 20 points for proposing.
BobTHJ, Axeling and Aministar get 4 points and complexity for voting.
Everyone else gets 4 DNA points.
Clucky gets 5 for enacting.

Adminned at 27 Apr 2007 08:14:04 UTC

Remove the following line from “Death”

If any Lifeform is the only Lifeform with the status “Alive” that Lifeform has achieved victory.

Create a new rule called “Community Respect”

An alive lifeform may occasionally make a post to the blog called “Request for Victory”.

All lifeforms who are currently alive should respond to the request with either a FOR or AGAINST vote.

If all alive lifeforms vote FOR the request for victory, the lifeform who posted the Request for Victory post has achieved victory.

If one or more alive lifeforms votes AGAINST the request for victory, or if 48 hours passes and there is a lifeform that is alive and did not vote on the request for victory, the request for victory fails and nothing happens.

Teamwork has been a large element so far. A group of lifeforms may work together to kill everyone else, and this way would enable them to share in the victory without killing eachother off.

 

Image uploads

How do I upload an image to the site?

Proposal: Pack…Kill!

Self Killed—Clucky

Adminned at 27 Apr 2007 08:13:15 UTC

Add the following sub-rule “Pack Mentality” to 2.6.2:

Two or three Lifeforms may at any time by mutual consent form a Pack. The Pack is given a number that is one greater then the current number of Packs existing (not including itself). The Pack number is always one greater than the current number of Packs existing (not including itself). A Pack cannot contain more than three Lifeforms or less than two. If any action is taken that would make a Pack contain less than two Lifeforms, then that Pack is disbanded. If any action is taken that would make a Pack contain more than three Lifeforms, the last lifeform to join the Pack is ejected, or, the Lifeform that would be entered into the Pack by that action is not entered into the Pack. There is a GNDT column “Pack” that contains the Pack number of the Pack that each Lifeform belongs to, or “-” if the Lifeform belongs to no Pack. If a Lifeform is in a Pack, then Hunting is altered thus:

  • The Chase phase is carried out as usual, except that the result of the first DICE10 is added to the Appendages value of the Lifeform with the highest Appendages value in the Pack.
  • In the Fight Phase:
    • Y is the higher of the two values: either 2 * the Hunting Lifeform’s FF value +1, or the FF value of each Lifeform in the Pack +1 (i.e. if the Pack contains three Lifeforms with FF values 4, 3, and 5, Y is 13).
    • Z is altered the same way, if the Target Lifeform is in a Pack.
If a Hunt is successful while the Hunting Lifeform is in a Pack, all the members of the Pack recieve 2 Nourishment, and the Target Lifeform loses X nourishment, where X is the number of Lifeforms in the Pack.

Add column to the GNDT: Pack.

Proposal: More Traits & Death Fix v6

Passes 4-0 (yeah, its sad)

Bob gets 20 DNA Points
alethiophile, Amnistar and Clucky get 4 DNA points and 1 complexity.
Everyone else gets 4 DNA points
Clucky gets .25 * 20 = 5 DNA points for enacting proposal.

Adminned at 27 Apr 2007 08:11:49 UTC

Add the following to the list of Inactive Traits:

Savage Fangs
Cost: 30 DNA Points, 2 Complexity
Requirements: Facial Features 4
Effect: A Lifeform with this trait gains 1 on it’s Fight roll when Hunting. Also, if it’s Hunt is successful, the hunting creature gains an additional 5 DNA points.

Telepathy
Cost: 60 DNA Points, 3 Complexity
Requirements: Brain Size 4
Effect: Often, a Lifeform with this trait may reduce the energy of another Lifeform by 1. This may cause that Lifeform’s energy value to be set to a negative number.

Rapid Mutation
Cost: 40DNA Points, 1 Complexity
Requirements: None
Effect: When upgrading, prior to paying the DNA cost of the new Trait, this Lifeform may choose a number X. Then, they roll DICEY in the GNDT, where Y is their Unique Ability variable. The comments of that post to the GNDT should include the following text: “Chosen Number: X” (replacing X with your chosen number). If the result is greater than or equal to X then the cost to upgrade the Trait is reduced by X*5 DNA points (to a minimum of 0). If the result is less than X, then the Lifeform loses X Nourishment.

Extensible Tongue
Cost: 70 DNA Points, 2 Complexity
Requirements: Facial Features 2, Appendages 4
Effect: This creature gains an additional 1 Nourishment on a successful Forage attempt.

Steam Bladder
Cost: 60 DNA Points, 3 Complexity
Requirements: Unique Ability 4
Effect: Whenever a Lifeform sucessfully hunts this Lifeform, that Lifeform loses 2 Nourishment.

In the rule Death change:

A Lifeform may change their status from Dead to Alive by doing the following:

to

A Lifeform may change their status from Dead to Alive by paying 100 DNA Points and doing the following:

Also, append to the end of the rule Death:

A Lifeform whose Status is Dead may not take any Gameplay Actions

Thursday, April 26, 2007

Proposal: More Traits & Death Fix v5

Self-killed.—Axeling

Adminned at 26 Apr 2007 15:28:48 UTC

Add the following to the list of Inactive Traits:

Savage Fangs
Cost: 30 DNA Points, 2 Complexity
Requirements: Facial Features 4
Effect: A Lifeform with this trait gains 1 on it’s Fight roll when Hunting. Also, if it’s Hunt is successful, the hunting creature gains an additional 5 DNA points.

Telepathy
Cost: 60 DNA Points, 3 Complexity
Requirements: Brain Size 4
Effect: Often, a Lifeform with this trait may reduce the energy of another Lifeform by 1. This may cause that Lifeform’s energy value to be set to a negative number.

Rapid Mutation
Cost: 40DNA Points, 1 Complexity
Requirements: None
Effect: When upgrading, prior to paying the DNA cost of the new Trait, this Lifeform may choose a number X. Then, they roll DICEY in the GNDT, where Y is their Unique Ability variable. If the result is greater than or equal to X then the cost to upgrade the Trait is reduced by X*5 DNA points (to a minimum of 0). If the result is less than X, then the Lifeform loses X Nourishment.

Extensible Tongue
Cost: 70 DNA Points, 2 Complexity
Requirements: Facial Features 2, Appendages 4
Effect: This creature gains an additional 1 Nourishment on a successful Forage attempt.

Steam Bladder
Cost: 60 DNA Points, 3 Complexity
Requirements: Unique Ability 4
Effect: Whenever a Lifeform sucessfully hunts this Lifeform, that Lifeform loses 2 Nourishment.

In the rule Death change:

A Lifeform may change their status from Dead to Alive by doing the following:

to

A Lifeform may change their status from Dead to Alive by paying 100 DNA Points and doing the following:

Also, append to the end of the rule Death:

A Lifeform whose Status is Dead may not take any Gameplay Actions

Proposal: Metamorphosis

Self-killed—Axeling

Adminned at 26 Apr 2007 15:28:11 UTC

Under the rule Creature Triats add:

Whenever a Lifeform gains a Trait, that Lifeform loses 1 Nourishment

This is an attempt to slow the mad rush of trait purchasing that has been going on recently, while at the same time, give everyone more of a reason to keep their Nourishment up (at present there is really no fear of dying).

I’m back

All right, you’re back in.  Quorum remains at 5.—Axeling

Adminned at 25 Apr 2007 20:22:21 UTC

I am now officially unidle. I guess I do this myself. Or maybe not. Could some superadmin reactivate me?

Proposal: More Traits & Death Fix v4

Vetoed.—Axeling

Adminned at 26 Apr 2007 15:27:25 UTC

Add the following to the list of Inactive Traits:

Savage Fangs
Cost: 30 DNA Points, 2 Complexity
Requirements: Facial Features 4
Effect: A Lifeform with this trait gains 1 on it’s Fight roll when Hunting. Also, if it’s Hunt is successful, the hunting creature gains an additional 5 DNA points.

Telepathy
Cost: 60 DNA Points, 3 Complexity
Requirements: Brain Size 4
Effect: Often, a Lifeform with this trait may reduce the energy of another Lifeform by 1. This may cause that Lifeform’s energy value to be set to a negative number.

Symbiosis
Cost: 45 DNA Points, 3 Complexity
Requirements: Body Mass 4
Effect: A Lifeform with this trait may spend 1 energy to reduce their Nourishment by a certain amount to increase another Lifeform’s Nourishment by the same amount.

Extensible Tongue
Cost: 70 DNA Points, 2 Complexity
Requirements: Facial Features 2, Appendages 4
Effect: This creature gains an additional 1 Nourishment on a successful Forage attempt.

Steam Bladder
Cost: 60 DNA Points, 3 Complexity
Requirements: Unique Ability 4
Effect: Whenever a Lifeform sucessfully hunts this Lifeform, that Lifeform loses 2 Nourishment.

In the rule Death change:

A Lifeform may change their status from Dead to Alive by doing the following:

to

A Lifeform may change their status from Dead to Alive by paying 100 DNA Points and doing the following:

Also, append to the end of the rule Death:

A Lifeform whose Status is Dead may not take any Gameplay Actions

Proposal: Making Complexity Mean something

Quormed (5-0)
Amnistar gained 25 DNA, and is eligible for 1 Complexity
Clucky, Seebo, Axeling, and BobTHJ voted FOR and are eligible for 5 DNA and 1 Complexity.
alethiophile, Rodney, Gobleteer, and joe371 are eligible for 5 DNA
The Gene Pool gains 5 DNA
Axeling enacted and is entitled to 6 additional DNA.

Adminned at 26 Apr 2007 15:22:54 UTC

Change the text in “Lifeform Complexity” which reads:

Each Lifeform has a value called “Complexity”, which is tracked in the GNDT.  A new Lifeform begins with Complexity equal to:

*C - 1, where C is the Complexity of the active Lifeform with the lowest Complexity, or
*1

whichever is greater.  A Lifeform may not take any action that would raise any of eir Evolutionary Variables to a value greater than eir Complexity, nor reduce eir Complexity to a value less than any of the values of eir Evolutionary Variables.  For each Proposal that is not a Trivial Proposal that is Passed, if a Lifeform’s counted vote on that Proposal had the effect of a FOR vote, e may once, within 48 hours of the Proposal Passing, increase eir Complexity by 1.

to:

Each Lifeform has a value called “Complexity”, which is tracked in the GNDT.  A new Lifeform begins with Complexity equal to:

*C - 1, where C is the Complexity of the active Lifeform with the lowest Complexity, or
*1

whichever is greater.  A Lifeform may not take any action that would raise any of eir Evolutionary Variables to a value greater than eir Complexity, nor reduce eir Complexity to a value less than any of the values of eir Evolutionary Variables, nor may a Lifeform have a larger number of Traits listed on eir Creature Page than their complexity, nor reduce eir Complexity to a value less than the number of Traits on eith Creature Page. 

For each Proposal that is not a Trivial Proposal that is Passed, if a Lifeform’s counted vote on that Proposal had the effect of a FOR vote, e may once, within 48 hours of the Proposal Passing, increase eir Complexity by 1. 

A Lifeform may Often decrease eir Complexity by 1 and increase eir DNA by 4.

If “Eyes and Ears and Noses” is passed, change the text of Simple Eyes, Simple Ears, and Simple Noses to read:

For all purposes of the rule “Creature Complexity” treat the total Evolutionary Variables of creature with this trait as 2 points lower than it truly is, and treat the number of Traits as 3 less.

Wednesday, April 25, 2007

Proposal: Eyes and Ears and Noses

Passes 5-0

Proposer, Amnistar, gets 25 DNA
Seebo, Axeling, BobTHJ, and Clucky all get 5 DNA and complexity.
Everyone else gets 5 DNA.

Adminned at 26 Apr 2007 10:01:00 UTC

Add the following to the list of Active Traits:

===Sensitive Ears===
*’‘'Cost’‘’:  40 DNA, 2 Complexity
*’‘'Requirements’‘’: Facial Features 1, Appendages 1 Must not have any other trait with the word “ears” in it’s name.
*’‘'Effect’‘’:  When the Lifeform with this trait is the target of a Hunting Lifeform, E gains +1 to the roll made during the Chase phase.

===Flashy Ears===
*’‘'Cost’‘’:  30 DNA, 2 Complexity
*’‘'Requirements’‘’: Facial Features 1, Unique Ability 2 Must not have any other trait with the word “ears” in it’s name.
*’‘'Effect’‘’: When performing the Reproduce action, gain an extra 7 DNA

===Directional Ears===
*’‘'Cost’‘’: 45 DNA, 2 Complexity
*’‘'Requirements’‘’: Brain 2, Facial Features 2, Must not have any other trait with the word “ears” in it’s name, must have Stalking.
*’‘'Effect’‘’: When using the Stalking Ability the creature may increase or decrease the roll by 1 or 2. This alteration can wrap (e.g. if the Lifeform rolled X on a DICEX target selection roll, e may choose to target a Lifeform as if e had rolled a 1, 2, X, X-1, or X-2).

===Simple Ears===
*’‘'Cost’‘’: 15 DNA
*’‘'Requirements’‘’:  Facial Features 1, Must not have any other trait with the word “ears” in it’s name.
*’‘'Effect’‘’: For all purposes of the rule “Creature Complexity” treat the total Evolutionary Variables of creature with this trait as 2 points lower than it truly is.

===Telescopic Eyes===
*’‘'Cost’‘’: 60 DNA, 2 Complexity
*’‘'Requirements’‘’: Facial Features 1, Brain 2, Must not have any other trait with the word “eyes” in it’s name.
*’‘'Effect’‘’: Whenever the Lifeform is performing a Feeding Action, add +1 to the first roll made during the Chase phase.

===Multi-Faceted Eyes===
*’‘'Cost’‘’: 45 DNA, 2 Complexity
*’‘'Requirements’‘’: Facial Features 1, Must not have any other trait with the word “eyes” in it’s name.
*’‘'Effect’‘’: Whenever the Lifeform makes a successful Foraging attempt, increase the DNA earned by 3

===Protruding Eyes===
*’‘'Cost’‘’: 50 DNA, 2 Complexity
*’‘'Requirements’‘’:  Facial Features 1, Unique Ability 1, Must not have any other trait with the word “eyes” in it’s name.
*’‘'Effect’‘’: Whenever the Lifeform increases the Current Bid under the rules of “Event” increase the Current Bid .25 for every point the Lifeform increases the bid by, this may result in a decimal number.

===Simple Eyes===
*’‘'Cost’‘’: 15 DNA
*’‘'Requirements’‘’:  Facial Features 1, Must not have any other trait with the word “eyes” in it’s name.
*’‘'Effect’‘’:  For all purposes of the rule “Creature Complexity” treat the total Evolutionary Variables of creature with this trait as 2 points lower than it truly is.

===Trumpeting Nose===
*’‘'Cost’‘’: 50 DNA, 2 Complexity
*’‘'Requirements’‘’: Facial Features 1, Appendages 1 Must not have any other trait with the word “nose” in it’s name.
*’‘'Effect’‘’: Whenever the Lifeform performs the Community Service Action, that Lifeform gains 4 DNA, regardless of the target of the Community Service.

===Scent Nose===
*’‘'Cost’‘’:  35 DNA, 2 Complexity
*’‘'Requirements’‘’: Facial Features 2, Must not have any other trait with the word “nose” in it’s name.
*’‘'Effect’‘’: Whenever the Lifeform is performing a Feeding Action, add +1 to the first roll made during the Chase phase.

===Proboscus Nose===
*’‘'Cost’‘’: 40 DNA, 2 Complexity
*’‘'Requirements’‘’: Facial Features 1, Must not have any other trait with the word “nose” in it’s name
*’‘'Effect’‘’: Whenever the Lifeform makes a successful Foraging attempt, that lifeform gains 1 extra Nutrition

===Simple Nose===
*’‘'Cost’‘’: 15 DNA
*’‘'Requirements’‘’: Facial Features 1, Must not have any other trait with the word “nose” in it’s name.
*’‘'Effect’‘’: For all purposes of the rule “Creature Complexity” treat the total Evolutionary Variables of creature with this trait as 2 points lower than it truly is.

Proposal: Fixing Energy

Passes 5-0

Axeling gets 25 DNA and one complexity
Clucky, Seebo, Amministar and Athelophile get 5 DNA and one complexity.
Everyone else gets 5 DNA.

Clucky

Adminned at 26 Apr 2007 06:10:37 UTC

Change the following text in the traits Carnivore, Grazing, Herbivore, Omnivore, and Stalking from
“This can result in a negative cost, which means the Lifeform gains as much Energy when Feeding as it is the negative cost, capped to eir maximum energy value.”
to
“This cannot result in a negative cost.”

Lifeforms may, within 48 hours of this Proposal passing, redeem any of the above five Traits for their full cost, rather than half.

Change the line that begins with Reproduce in the list of Gameplay Actions in Rule Energy from its current text to read “Reproduce: 3 Energy”.

Proposal: More Traits & Death Fix v3

Invalid Proposal: Proposer already made 3 proposals today

Adminned at 24 Apr 2007 12:59:15 UTC

Add the following to the list of Inactive Traits:

Savage Fangs
Cost: 30 DNA Points, 2 Complexity
Requirements: Facial Features 4
Effect: A Lifeform with this trait gains 1 on it’s Fight roll when Hunting. Also, if it’s Hunt is successful, the hunting creature gains an additional 5 DNA points.

Telepathy
Cost: 60 DNA Points, 3 Complexity
Requirements: Brain Size 4
Effect: Often, a Lifeform with this trait may reduce the energy of another Lifeform by 1. This may cause that Lifeform’s energy value to be set to a negative number.

Symbiosis
Cost: 45 DNA Points, 3 Complexity
Requirements: Body Mass 4
Effect: A Lifeform with this trait may spend 1 energy to reduce their Nourishment by a certain amount to increase another Lifeform’s Nourishment by the same amount.

Extensible Tongue
Cost: 70 DNA Points, 2 Complexity
Requirements: Facial Features 2, Appendages 4
Effect: This creature gains an additional 1 Nourishment on a successful Forage attempt.

Steam Bladder
Cost: 60 DNA Points, 3 Complexity
Requirements: Unique Ability 4
Effect: Whenever a Lifeform sucessfully hunts this Lifeform, that Lifeform loses 2 Nourishment.

In the rule Death change:

A Lifeform may change their status from Dead to Alive by doing the following:

to

A Lifeform may change their status from Dead to Alive by paying 100 DNA Points and doing the following:

Also, append to the end of the rule Death:

A Lifeform whose Status is Dead may not take any Gameplay Actions

Proposal: Nourishment through Death v2

Quorumed (passes 6-0)—Axeling
BobTHJ - got 30 DNA, eligible for 1 Complexity
Voters (Amnistar, Axeling Clucky, Seebo, Alethiophile) - Eligible for 6 DNA, 1 Complexity
Nonvoters (Rodney, Gobleteer, joe371) - Eligible for 6 DNA
The Gene Pool gets 6 DNA.

Adminned at 26 Apr 2007 00:02:48 UTC

Add the following to the rule Death:

Whenever a Lifeform’s status is changed to Dead, each other Lifeform with status Alive gains 3 Nourishment

I’m going idle.

Quorum is still 5.

Proposal: Oops (trivial)

Failed due to sufficient votes AGAINST (1-5)—Axeling

Adminned at 25 Apr 2007 23:52:22 UTC

Remove the following sentences from the trait “Adrenaline”

If the creature during a Hunt targets another Lifeform that owns this trait and uses this trait’s ability by spending 2 Nutrition, the targeted Lifeform loses 2 Nutrition. The Hunting Lifeform does not gain the normal benefit of the trait in this case.

Through out this dynasty, I have been saying that hunting does not actually target the lifeforms, but instead creatures of the same type of the lifeform.(I mean, if you hunted the lifeform and killed eim, e would be dead). I must have missed this part in whatever rule added Adrenaline, and so am now trying to fix my error and remove the troublesome section.

Please note that thinks like veneomous spit are different, because in that case the creature is attacking back at the lifeform doing the targeting. Which makes sense.

Proposal: Nourishment through Death

S.K. -Amnistar

Adminned at 24 Apr 2007 13:48:35 UTC

Under the rule Death add:

Whenever an action taken by a Lifeform is directly responsible for the death of another Lifeform, that Lifeform gains X Nutrition, where X is half of the Dead Lifeform’s Nutrition (rounded down)

Nourishment through Death

Under the rule Death add:

Whenever an action taken by a Lifeform is directly responsible for the death of another Lifeform, that Lifeform gains X Nutrition, where X is half of the Dead Lifeform’s Nutrition (rounded down)

Monday, April 23, 2007

Proposal: Events of the World v.2

Quorumed after 12 hours
5-0
-Amnistar
Proposer: 25
All Active: 5
Enactor: 6

Adminned at 24 Apr 2007 13:33:51 UTC

Create a new rule “Events” with the text:

There exists a wiki page List of Events containing a list of all possible events.  These events are divided into Pending and Current Active.  Each Event has the following information:

*Name: The Name by which this event is refered.
*Current Bid: The current number of points that have been bid for this even to occur
*Effect: What happens when this event is the Current Active Event.


Often a Lifeform may increase the Current Bid of any Event on the List of Events Page by doing one or more of the following:
*Reducing eir DNA by X and increasing the Current Bid by X, where X is no more than half the Lifeform’s Current DNA.
*Reducing eir Complexity by X and increasing the Current Bid by X*5, where X is no more than half the Lifeform’s Current Complexity.
*Reducing eir Nutrition by X and increasing the Current Bid by X*7, where X is less than the current Nutrition of the Lifeform.
*Reducing eir Energy by 1 and increasing the Current Bid by 10.

Every Monday at 0:00 GDNT any Events in the Current Active list is moved to the Pending list, and then the Pending event with the highest Current Bid is moved from the Pending list to the Active List, and it’s Current Bid is set to 0.  If 2 or more Events share the highest Current Bid, then all events with the highest Current Bid are moved to the Current Active list, and have their Current Bid set to 0.

Add the following Events to the Pending section of the List of Events page:

Name: Volcano:
Current Bid: 0
Effect: All energy costs are doubled, whenever a Lifeform would lose Nourishment, that Lifeform loses that amount of Nourishment plus one instead and whenever a Lifeform would gain DNA Points, that Lifeform instead gains half that number of DNA points (rounded up)

Name: Ice Age
Current Bid: 0
Effect: Feeding Attempts yield 1/2 the normal Nutrition gained (rounded down).  Nutrition gained from the Hibernation feat is doubled.

Name: Global Warming
Current Bid: 0
Effect: All rolls made during any Feeding attempt, aside from the roll made to aquire a target during Hunting, are reduced by 3.

Name: Solar Flare
Current Bid: 0
Effect: All costs associated with Evoluting are reduced to 3/4 the normal price. 

Name: Mating Season
Current Bid: 0
Effect: The Energy cost to Reproduce is reduced by 2, to a minimum cost of 1 Energy.

Name: Drought
Current Bid: 0
Effect: All rolls associated with Foraging gain -4.

Name: Famine
Current Bid: 0
Effect: During the Fight phase of Hunting, the Hunting Lifeform gains -4 to eir Roll.

Remove the rule “Volcano”

Proposal: Keep things moving

Passes 5-2—Clucky

Adminned at 24 Apr 2007 05:24:10 UTC

Since it seems that proposals are kinda slowing down, I figure that the best way that we can keep this moving is to give everyone a boost…otherwise the game will take a long long time, as we’ve got most of what proposals are for setup…so…

If this proposal Passes Ignore the normal rules for gaining DNA and Complexity, and Increase every Active Lifeform’s DNA by 150, Complexity by 3, Energy by 1, and Maximum Energy by 1.

Proposal: Jumping on the bandwagon

Passed 6-0. Welcome to Adminship.

Axeling gets 25 DNA and becomes an Admin.
Amnistar, Clucky, BobTHJ, Chronos and Seebo get 5 DNA points and complexity.
Everyone else gets 5 DNA points.

Clucky

Adminned at 24 Apr 2007 05:23:03 UTC

Humbly requesting to become an Admin for very similar reasons as Seebo.

Axeling becomes an Admin.

Proposal: More Traits & Death Fix

quorum reached. Fails 1-5.—Clucky

Adminned at 24 Apr 2007 05:19:09 UTC

Add the following to the list of Inactive Traits:

Savage Fangs
Cost: 30 DNA Points, 2 Complexity
Requirements: Facial Features 4
Effect: A Lifeform with this trait gains 1 on it’s Fight roll when Hunting. Also, if it’s Hunt is successful, the hunted creature loses 1 Nutrition.

Telepathy
Cost: 60 DNA Points, 3 Complexity
Requirements: Brain Size 4
Effect: Often, a Lifeform with this trait may reduce the energy of another Lifeform by 1. This may cause that Lifeform’s energy value to be set to a negative number.

Symbiosis
Cost: 45 DNA Points, 3 Complexity
Requirements: Body Mass 4
Effect: Often, a Lifeform with this trait may reduce their Nutrition by a certain amount to increase another Lifeform’s Nutrition by the same amount.

Sticky Tongue
Cost: 70 DNA Points, 2 Complexity
Requirements: Facial Features 2, Appendages 4
Effect: When hunting, this Creature may skip the Chase Phase.

Steam Bladder
Cost: 60 DNA Points, 3 Complexity
Requirements: Unique Ability 4
Effect: Whenever a Lifeform sucessfully hunts this Lifeform, that Lifeform loses 2 Nutrition.

In the rule Death change:

A Lifeform may change their status from Dead to Alive by doing the following:

to

A Lifeform may change their status from Dead to Alive by paying 400 DNA Points and doing the following:

Also, append to the end of the rule Death:

A Lifeform whose Status is Dead may not take any Gameplay Actions

Proposal: Events of the World

S.K.
-Amnistar

Adminned at 23 Apr 2007 13:53:18 UTC

Create a new Dynastic Rule “Events"with the text:

There exists a wiki page List of Events containing a list of all possible events.  Every Event on this page contains the following information:

*Name: The Name of the Event
* Cost: This is the total DNA cost to activate this event.
* Current: This is the number of DNA spent towards activating this event. If this number is ever equal to or greater than the cost of the event, the Event is activated, and then Current is set to 0.
* Effect: This is a list of the gamestate changes that occur when the event is activated.

Often a Lifeform may increase the current of any event by spending any number of GDNT and increased the Current of any Event by the same amount, and in the event of an Event being activated, make a post to the main page with the title being the Name of the Event, and the text of the post being the Effect of the event.  No Lifeform may spend more than half of eir current DNA points in this fashion.

Add the following Events to the List of Events Page:

Flood
Cost: 150 DNA
Current: 0 DNA
Effect: For the next 48 hours the Energy price to Reproduce is set to 2 Energy.

Year of Plenty
Cost: 200 DNA
Current 0 DNA
Effect: For the next 48 hours all Lifeforms gain double nutrition from successful Feeding attempts

Famine
Cost: 120 DNA
Current: 0 DNA
Effect: All Lifeforms lose X Nutrition, where X is the Lifeform’s current Body Mass.

Solar Flare
Cost: 200 DNA
Current: 0 DNA
Effect:  For the next 48 hours all DNA cost associated with Evoluting are reduced to 3/4 to original price.

Global Warming:
Cost: 130 DNA
Current: 0 DNA
Effect: For the next 48 hours all Feeding Attempt rolls, except for the first roll made by a hunting Lifeform, are reduced by 1.

Ice Age:
Cost: 180 DNA
Current: 0 DNA
Effect: For the next 48 hours no Lifeform may gain any energy, or perform a feeding attempt.  Any nutrition gained from the Hibernation trait is doubled.

Proposal: Tuning Community Service

Proposal is Older than 12 hours and has reached Quorum
-Amnistar
6-0
Proposer: 30 DNA
All Active (and Gene Pool)6 DNA
Enactor: 7 DNA

Adminned at 23 Apr 2007 13:44:25 UTC

Change the second sentence of Rule Evolution to read “Each Each lifeform is given one entry on “The Creature Page” which contains the lifeform’s creature name, name score, evolutionary variables currently being tracked, and list of the Traits e possesses.”

Change the second paragraph of Rule Prayer to read as follows:

There exists a gameplay action called “community service”. To perform community service, a lifeform roles a DICEN where N is the sum total of the brain size of each lifeform with Status of Alive that shares the same name score as the lifeform performing the community service. (The lifeform performing the community service is included, if Alive). A list is made of each of these lifeforms, as they appear in the creature page. Each lifeform is listed as many times as eir brain size. (and thus there are N lifeforms in the list). On a roll of Y, the Yth lifeform on this list receives N DNA points.

Add the following traits to the List of Inactive Traits.  If a Trait would be added that shares a name with a Trait already on the Active or Inactive List of Traits, replace the old version’s entry with the version found in this proposal.

Culture
Cost: 100 DNA, 10 Complexity
Requirements: Brains 5, Unique Ability 6
Effect: The Lifeform may often transfer a quantity of any one of eir numerical variables tracked in the GNDT by spending up to 20 of that variable and adding an equal number to that variable of another Lifeform.  That Lifeform may choose to reciprocate within 48 hours by performing the same procedure, but with the original Lifeform as the target.  This reciprocation may not choose the same variable as the originating transfer.

Family Structure
Cost: 80 DNA, 5 Complexity
Requirements: Unique Ability 4
Effect: Whenever the Lifeform makes a Reproduction or Community Service attempt, the DNA gained from the attempt is increased by 3.

Herd Tactics
Cost: 70 DNA, 3 Complexity
Requirements: Brains 2, Body Mass 2, Unique Ability 2
Effect: If the Lifeform is a target of a Hunt and the Hunt is Reversed, the Hunting Lifeform loses twice the DNA e would normally lose from a reversed Hunt.

Hibernation
Cost: 40 DNA, 2 Complexity
Requirements: Unique Ability 2
Effect: If the Lifeform has not performed any Gameplay Actions listed in the Rule Energy today, e may gain 1 Nutrition.  After using this Trait, the Lifeform may not perform any Gameplay Action listed in the Rule Energy for the remainder of the day.

Sentience
Cost: Infinite DNA, Infinite Complexity; Sentience cannot be Upgraded, Advanced or moved to the Active List except by game actions/effects that specifically refer to it.
Requirements: Must have at least 5 of the following Traits: Culture, Language, Memory, Nervous System, Reasoning, Tool Use
Effect: If the Lifeform has owned Sentience for at least the past 96 hours, e has achieved victory.

Tribal Structure
Cost: 60 DNA, 6 Complexity
Requirements: Brains 4, Unique Ability 5, Must have at least 2 of the following Traits: Family, Herd Tactics, Pack Hunting
Effect: When the Lifeform performs Community Service, e may have the Lifeform gaining DNA from eir Community Service attempt instead gain either half (rounded down) or double the DNA that Lifeform would normally gain.

Add the following sentence to Rule Death.  ‘A Lifeform with the Status “Dead” may not achieve victory.’

Sunday, April 22, 2007

Proposal: I think therefore I am

Quorum 5-0
-Amnistar
Proposer: 25
All others: 5 DNA
Enactor 6 DNA

Adminned at 22 Apr 2007 12:53:37 UTC

Add the following traits to the List of Inactive Traits.  If a trait would be added that shares the same name as a trait already on either list of traits, replace the old trait’s text with the text of the trait found in the following.

Adrenaline
Cost: 75 DNA, 3 Complexity
Requirements: Body Size 3, Brains 2, Appendages 2, Unique Ability 1
Effect: The Lifeform may, each time e makes a Feeding attempt, spend 2 Nutrition.  If e does, e gains +2 Appendages, +2 Facial Features for the purposes of the Feeding attempt and gains +10 DNA if the Feeding attempt is successful.  If the creature during a Hunt targets another Lifeform that owns this trait and uses this trait’s ability by spending 2 Nutrition, the targeted Lifeform loses 2 Nutrition.  The Hunting Lifeform does not gain the normal benefit of the trait in this case.

Arms
Cost: 40 DNA, 2 Complexity
Requirements: Appendages 3, Facial Features 2
Effect: The Lifeform gets +1 to Facial Features for the purpose of all Fight phase rolls.

Digestion
Cost: 50 DNA, 1 Complexity
Requirements: Body Mass 2
Effect: All Nutrition gains/losses from Feeding attempts made by the Lifeform are increased by 1.

Legs
Cost: 40 DNA, 2 Complexity
Requirements: Appendages 4
Effect: The Lifeform gains +1 to Appendages for the purposes of all Chase phase rolls.

Metabolism
Cost: 30 DNA, 1 Complexity
Requirements: None
Effect: The Lifeform may often spend 3 Nutrition.  If e does so, e gains 1 Energy.

Prehensility
Cost: 60 DNA, 2 Complexity
Requirements: Appendages 4, must own Arms, Legs, or Tail.
Effect: The Lifeform gains +1 to Facial Features for the purposes of all Fight phase rolls.

Sentience
Cost: Infinite DNA, Infinite Complexity; Sentience cannot be Upgraded, Advanced or moved to the Active List except by game actions/effects that specifically refer to it.
Requirements: Must have at least 5 of the following Traits: Language, Memory, Nervous System, Reasoning, Tool Use, Tribal Structure
Effect: If the Lifeform has owned Sentience for at least the past 96 hours, e has achieved victory.

Tail
Cost: 40 DNA, 2 Complexity
Requirements: Appendages 3, 1 Unique Ability
Effect: The Lifeform gains +1 to Appendages for the purposes of all Chase Phase rolls.

Tool Use
Cost: 80 DNA, 8 Complexity
Requirements: Brains 4, Appendages 5, must have Prehensility
Effect: The Lifeform gains +1 to all Evolutionary Variables for the purpose of Feeding.  Gains +1 on all Foraging checks.

A peaceful way to win.

Saturday, April 21, 2007

Proposal: Adminship?

Quorum 6-0
-Amnistar
Proposer: 30 DNA
All others: 6 DNA
Enactor:  7 DNA

Adminned at 22 Apr 2007 12:49:22 UTC

I am interested in becoming an admin. Training shouldn’t be necessary either, since I’ve been watching Amni do this stuff for a while! :)

If this proposal passes, Seebo becomes an administrator.

Proposal: (trivial) Hibernation Issues

S.K.
-Amnistar

Adminned at 22 Apr 2007 12:47:51 UTC

As it stands now, it’s feasable to Hibernate and then hunt, which seems to defeat the purpose of the trait so…

Change the text of the trait hibernation from:

If the Lifeform has not spent any Energy today, e may gain 1 Nutrition. After using this effect, the Lifeform doing so can not spend any Energy for the rest of the day.

to:

If the Lifeform has not performed any action listed in the Energy Rule today, e may gain 1 Nutrition. After using this effect, the Lifeform doing so can not perform any action listed in the Energy Rule for the rest of the day.

Er, sorry, just noticing things, even as an idle admin. I think I’ll leave now.

I’m not sure who’s adminning proposals without signing his or her name, as per rule 1.5: “Whenever an Admin marks a proposal as enacted or failed, e must also mark eir name, and report the final tally of votes (or the fact that the proposal was self-killed or vetoed).”

It doesn’t matter who it is, just make sure to mark your name whenever adminning a proposal, cool, okay, thank you, bye.

Friday, April 20, 2007

Proposal: Traits for Evolving Lifeforms

Timed out: 3-2
-Amnistar
Proposer: 9
Voters( Amnistar, Axeling, Seebo, Chronos): 5
Active (and pool): 1
Enactor: 2

Adminned at 22 Apr 2007 11:42:39 UTC

Oops! Just realized I didn’t post this as a proposal the first time

Add the following to the list of Inactive Traits:

Blubber Layer
Cost: 40 DNA Points, 1 Complexity
Requirements: Body Mass 3
Effect: Occasionaly, this Lifeform may pay 10 DNA Points to gain 1 Nutrition

Adaptable
Cost: 80 DNA Points, 2 Complexity
Requirements: Brain Size 2, Unique Ability 2
Effect: This Lifeform may ignore Energy and Nutrition penalties of The Volcano

Trample
Cost: 60 DNA Points
Requirements: Body Mass 4
Effect: Whenever this Lifeform is the target of a Hunt, if the Hunting Lifeform fails the Chase Phase, that Lifeform loses 20 DNA Points and it’s Energy is set to -3.

Wings
Cost: 4 Complexity, 40 DNA Points
Requirements: Unique Ability 4
Effect: This Lifeform gains a +3 bonus to it’s rolls during the Chase Phase if it is being hunted, or if it is hunting.

Venemous Spit
Cost: 3 Complexity, 60 DNA Points
Requirements: Facial Features 3
Effect: When this Lifeform is being hunted, if the hunt is reversed against the hunting Lifeform, that Lifeform gains the Poisoned Trait.

Poisoned
Cost: This trait can no be bought or advanced
Requirements: None
Effect: This Lifeform may not gain Energy. At any time, the Lifeform may pay 40 DNA Points to remove this trait. When they do, for each full day this Lifeform has had the Poisoned trait, it loses 1 Nutrition.

Proposal: More momentum

Timed Out 3-1-1
-Amnistar
Proposer: 12
Voters (Axeling, Amnistar, Seebo, BobTHJ) 5 DNA
Actives (and Pool) 2 DNA
Enactor: 2 DNA

Adminned at 22 Apr 2007 11:37:26 UTC

Add to rule Creature Traits :

Often, if no other Lifeform has done so in that same day, any Lifeform may choose a Trait and move it from the Inactive Traits list to the Active Traits one. That Trait must be chosen between the Inactive ones with the least cost in DNA. This is not a gameplay action.

Proposal: Complex Complexity

Self-killed—- Clucky

Adminned at 22 Apr 2007 06:11:19 UTC

Rewrite rule Lifeform Complexity so it reads:

Each Lifeform has a value called Complexity, which is tracked in the GNDT.  A new Lifeform begins with Complexity equal to the Complexity of the active Lifeform currently with the lowest Complexity.

At no time the sum of all levels a Lifeform has in eir Evolutionary Variables may be greater than eir Complexity.

A Lifeform may not take any action that would raise the sum of all levels that Lifeform has in eir Evolutionary Variables to a value greater than eir Complexity, nor reduce eir Complexity to a value less than the sum of all levels that lifeform has in eir Evolutionary Variables. 

There is a gameplay action called “Escalate”. To Escalate, a Lifeform spends C * 5 * X DNA Points, where C is eir current Complexity, to increase eir Complexity by X.

For each Proposal that is not a Trivial Proposal that is Passed, if a Lifeform’s counted vote on that Proposal had the effect of a FOR vote, e may once, within 48 hours of the Proposal Passing, increase eir Complexity by 1.

Add to the end of the bulleted line in rule Energy:

* Escalate: 2 Energy

Proposal: Improve

Timed out. 2 for, 3 against, so fails—Clucky

Adminned at 22 Apr 2007 05:28:34 UTC

In rule Energy, change

If a lifeform’s energy is ever greater than eir maximum energy value, it is set to the lifeform’s maximum energy value.

to

If a lifeform’s energy is ever greater than eir maximum energy value, it is set to the lifeform’s maximum energy value. There is a gameplay action called “Improve” that raises a lifeform’s maximum enery value by 1.

Add to the bulleted list in the end of rule Energy:

* Improve: X Energy, where X is the current maximum energy value of this lifeform

 

Friday, April 20, 2007

Proposal: (trivial) Death fixed to keep up with changes in game

-Amnistar
Qourum reached: 7-0
All Active Lifeforms: 7

Adminned at 21 Apr 2007 09:48:43 UTC

Change the rules of Death from:

Each Lifeform has a field “Status” in the GDNT that is either Alive or Dead. All Lifeform’s Status begins as Alive. A Lifeform may change their status from Dead to Alive by reseting all GDNT fields to the values of a new Lifeform, and reseting Evolutionary Variables of their creature to the starting value. An Lifeform may not change any other Lifeform’s Status unless explicitly stated by the rules.

If any Lifeform is the only Lifeform with the status “Alive” that Lifeform has achieved victory.

to:

Each Lifeform has a field “Status” in the GDNT that is either Alive or Dead. All Lifeform’s Status begins as Alive. A Lifeform may change their status from Dead to Alive by doing the following:
*reseting all GDNT fields to the values of a new Lifeform
*reseting Evolutionary Variables of their creature to the starting value.
*removing all traits from that Lifeform’s Creature

An Lifeform may not change any other Lifeform’s Status unless explicitly stated by the rules.

If any Lifeform is the only Lifeform with the status “Alive” that Lifeform has achieved victory.

Traits for Evolving Lifeforms

Add the following to the list of Inactive Traits:

Blubber Layer
Cost: 40 DNA Points, 1 Complexity
Requirements: Body Mass 3
Effect: Occasionaly, this Lifeform may pay 10 DNA Points to gain 1 Nutrition

Adaptable
Cost: 80 DNA Points, 2 Complexity
Requirements: Brain Size 2, Unique Ability 2
Effect: This Lifeform may ignore Energy and Nutrition penalties of The Volcano

Trample
Cost: 60 DNA Points
Requirements: Body Mass 4
Effect: Whenever this Lifeform is the target of a Hunt, if the Hunting Lifeform fails the Chase Phase, that Lifeform loses 20 DNA Points and it’s Energy is set to -3.

Wings
Cost: 4 Complexity, 40 DNA Points
Requirements: Unique Ability 4
Effect: This Lifeform gains a +3 bonus to it’s rolls during the Chase Phase if it is being hunted, or if it is hunting.

Venemous Spit
Cost: 3 Complexity, 60 DNA Points
Requirements: Facial Features 3
Effect: When this Lifeform is being hunted, if the hunt is reversed against the hunting Lifeform, that Lifeform gains the Poisoned Trait.

Poisoned
Cost: This trait can no be bought or advanced
Requirements: None
Effect: This Lifeform may not gain Energy. At any time, the Lifeform may pay 40 DNA Points to remove this trait. When they do, for each full day this Lifeform has had the Poisoned trait, it loses 1 Nutrition.

Proposal: DNA into Energy (Take 2)

-Amnistar
Quorum reached: 5-1
Poster: 22
Voters (Axeling, Chronos, Clucky, Amnistar, Joe) 6 DNA
All Active (And DNA): 4 DNA
Enactor: 4 DNA

Adminned at 21 Apr 2007 09:46:35 UTC

Add the following to the end of the rule titled Energy:

Often a Lifeform may increase their energy by 1 by spending X DNA Points, where X = 15 - (2 * that Lifeform’s Body Mass), minimum 5. This may not cause the Lifeform to exceed its maximum energy value. The Lifeform may not perform this action if it has less than X DNA points.

Proposal: Names mean something

-Amnistar
Qourum reached: 5-0
Poster: 25
Voters (Axeling, Amnistar, Chronos, Seebo) 5
All Active: 5
DNA Pool: 5
Enactor: 6

Adminned at 21 Apr 2007 09:41:01 UTC

Add a new rule called “Prayer”

A lifeform’s name score is defined as follows: X MOD Z where X is the twice the number of vowels plus the number of consonants in the creature’s name and Z is the number of active lifeforms. (MOD Z is the remainder when X is divided by Z)

There exists a gameplay action called “community service”. To preform community service, a lifeform roles a DICEN where N is the sum total of the brain size of each lifeform with the same name score as the lifeform preforming the community service. (The lifeform performing the community service is included). A list is made of each of these lifeforms, as they appear in the creature page. Each lifeform is listed as many times as eir brain size. (and thus there are N lifeforms in the list). On a roll of Y, the Yth lifeform on this list receives N DNA points.

Add the following to “Energy”

Community Service: 1 Energy

Call for Judgment: In general…

Passed 7-0
—Seebo

Adminned at 22 Apr 2007 13:11:01 UTC

...we should make sure to define the terms we use before using them.

In rule 1.4, after “If a Lifeform votes against eir own proposal, that vote may not be changed.” add “This is referred to as a Self-Kill”

For those of you who haven’t noticed, the term “self-kill” isn’t defined anywhere in the ruleset. I have a feeling that this might just not be a good thing…

Proposal: A more elegant solution.

Quorumed (and then some)
8-0
All Active 8 DNA

Adminned at 20 Apr 2007 05:24:45 UTC

In rule 1.3, change “unless the Lifeform already has 2 Proposals pending, or has already made 3 Proposals that day” to “unless the Lifeform already has 2 Proposals pending that have not been self-killed, or has already made 3 Proposals that day”

DNA into Energy

Malformed. You have to re-post the entire amended text of the proposal.—Chronos

Adminned at 19 Apr 2007 11:46:22 UTC

Remove the following line from the Proposal DNA into Energy:

If at least three of the comments containing For votes for this proposal contain the word “Anytime” then replace the word “Often…” above with “At any time, ...”

Proposal: Clean-up

Quorumed: 6-2
Proposer:  24
Voters (Axeling, Clucky, Amnistar, Seebo, BobTHJ, Chronos, Joe): 8
All other Actives: 4
Enactor: 6

Adminned at 19 Apr 2007 21:29:16 UTC

Repeal the rule known as “Amendments”.

I can see that this might once have had a point, but if a player proposes something, then amends it, everyone was to vote on it three times: Once in the original, once for the amendment, and once for the new proposal. Merely self-killing a proposal and proposing it again only takes 2. The only conceivable use is if a player already has two active proposals out, and the amended is stuck in the queue, but that’s an extremely obscure use. Worse yet,  how a amendment is considered passed is undefined. That is an Extremely bad thing.

Proposal: Violence in the Hunt.

Quorumed: 5-2
Proposer 19
Voters(Clucky, Chronos, Axeling, Seebo, BobTHJ, Joe): 7
Enactor: 4
All others (including Gene Pool): 3

Adminned at 19 Apr 2007 21:15:22 UTC

In “Hunting” change:

A successful Hunt results in the Hunting Lifeform gaining X DNA, where X is the greater of 0.02*the Hunting Lifeform’s Body Mass value*the Target Lifeform’s DNA, rounded up, or 2*the Hunting Lifeform’s Body Mass. The Hunting Lifeform cannot gain more than twice the Target Lifeform’s DNA in this manner.

to:

A successful Hunt results in the Hunting Lifeform gaining X DNA, where X is the greater of 0.02*the Hunting Lifeform’s Body Mass value*the Target Lifeform’s DNA, rounded up, or 2*the Hunting Lifeform’s Body Mass. The Hunting Lifeform cannot gain more than twice the Target Lifeform’s DNA in this manner.  The Target of the Hunt looses 1 Nourishment.

 

Proposal: Another Adjustment (trivial)

Quorumed: 5-0
All Active Lifeforms 5DNA

Adminned at 19 Apr 2007 21:11:05 UTC

In the list of traits, change the expressions:

The Lifeform gains one additional Feeding attempt per week.

or

The Lifeform may make one additional Feeding attempt per week.

wherever they occur, to:

Feeding costs one less Energy to this Lifeform than listed in rule “Energy”. This can result in a negative cost, which means the Lifeform gains as much Energy when Feeding as it is the negative cost, capped to eir maximum energy value.

Add to rule Feeding:

A Lifeform may not atempt to Feed more than often.

Change the effect of the Trait Hibernation, so it reads:

If the Lifeform has not spent any Energy today, e may gain 1 Nutrition. After using this effect, the Lifeform doing so can not spend any Energy for the rest of the day.

Adjusting the texts to the new way of tracking actions (Energy).

Proposal: Adjusting (trivial)

Quorumed: 5-0
All Active Liferforms 5 DNA

Adminned at 19 Apr 2007 21:09:21 UTC

In rule Advancement, change

The Lifeform should update the Creature Page and the List of Traits accordingly.

Whenever a Lifeform would purchase an Active Trait, the Lifeform that Advanced that trait gains 5 DNA points.

to

The Lifeform shall update the Creature Page and the List of Traits accordingly, listing eir name under the newly Advanced Trait in the List of Traits.

Whenever a Lifeform purchases an Active Trait, the Lifeform that Advanced that trait gains X/N DNA points, rounded down, where X is the cost of that Trait in DNA Points, as per the List of Traits, and N is the number of Lifeform currently with the Alive Status.

404notfound, Token and Woofy are idle.

Quorum is 5.

New PLayer

PLease sign me up thanks.

Wednesday, April 18, 2007

Proposal: DNA into Energy

Vetoed—Clucky

Adminned at 19 Apr 2007 18:31:05 UTC

Add the following to the end of the rule titled Energy:

Often a Lifeform may increase their energy by 1 by spending 15 DNA Points. This may not cause the Lifeform to exceed its maximum energy value. The Lifeform may not perform this action if it has less than 15 DNA points.

If at least three of the comments containing For votes for this proposal contain the word “Anytime” then replace the word “Often…” above with “At any time, ...”

Correcting my DNA points

Due to not reading it closely, I had been calculating the cost to Evolute incorrectly and therefore was spending twice as many points as was required. I was calculating the formula to be A*10*(2)^(x+1) instead of A*10*(2)^X.

Just FYI in case anyone was wondering why I gave myself 50 points back.

Proposal: Clearing stuff up (Trivial)

Timed out 5-0

5 DNA for all currently active lifeforms.

Adminned at 19 Apr 2007 18:29:28 UTC

In the rule “Energy” replace

Forage: 2 Energy
Hunt: 2 Energy

with

Feed: 2 Energy

In the rule “Feeding” replace

There exists two gameplay actions called “Forage” and “Hunt”. Both of these actions are considered “Feeding attempts”.

with

There exists a gameplay action called “Feed”. A feeding lifeform is considered to be making a “feeding attempt”.

I forgot, upon writing that rule, that you couldn’t choose between hunting and foraging.

Wednesday, April 18, 2007

Proposal: The Volcano

Passed 5-0

BobTHJ get 25 DNA points
Amnistar, Chronos Phaenon, Clucky and Axeling get 5 DNA points
Everyone else gets 5 DNA points (But no complexity)

Clucky

Adminned at 19 Apr 2007 18:24:24 UTC

Create a rule “Volcano”

  There exists a game object known as “The Volcano”. The Volcano has a state which is by default set to Dormant. Whenever the DNA Points of the Gene Pool is evenly divisible by 3, The Volcano’s state becomes Active. While the Volcano is Active, ash blocks the sun causing the following effects:
  * all energy costs are doubled
  * whenever a Lifeform would lose Nourishment, that Lifeform loses that amount of Nourishment plus one instead
  * whenever a Lifeform would gain DNA Points, that Lifeform instead gains half that number of DNA points (rounded up)

  Whenever the DNA Points of the Gene Pool is not divisible by 3, The Volcano is returned to a Dormant state.


For all purposes this proposal is considered Proposed by BobTHJ

Proposal: Reproduction

Quorumed aftger 12 hours: 5-0
Proposer: 25 DNA 1 Complexity
Voters (Amnistar, Clucky, Chronos, BobTHJ): 5 DNA 1 Complexity
All others: 5 DNA
Enactor:6 DNA

Adminned at 19 Apr 2007 08:11:49 UTC

If the Proposal “Lets try this again, again!” failed, this proposal does nothing.

Replace the following text from the Rule Evolutionary Currency:

Occasionally, every lifeform may increase eir DNA Points by 0.05 * Z, rounded down, where Z is the number of DNA points currently possessed by said lifeform. No lifeform may receive more than 50 DNA points per week this way.

with

By using the Reproduce action.

Add the following text to the end of the Rule Energy.
“Reproduce: 4 Energy”

Add a new Rule titled “Reproduction” with the following text:

There exists a gameplay action called Reproduce.  When a Lifeform reproduces, e gains 0.01*eir current DNA total*eir Unique Ability in DNA, rounded down.

Add the following Traits to the list of Inactive Traits:

Brood
Cost: 50 DNA, 1 Complexity
Requirement: Unique Ability 4, Litter
Effect: Whenever the Lifeform Reproduces, e gains 1 Nutrition.

Fast Breeder
Cost: 100 DNA, 2 Complexity
Requirement: Unique Ability 2
Effect: Reproducing for the Lifeform costs 1 less Energy.

Litter
Cost: 80 DNA, 2 Complexity
Requirement: Unique Ability 3, Fast Breeder
Effect: The Lifeform may count eir Unique Ability as being 5 points higher for the purposes of reproduction.

Photosynthetic
Cost: 80 DNA, 2 Complexity
Requirement: Unique Ability 3
Effect: The Lifeform gains 7 additional DNA every time e Reproduces.

Proposal: Metaphor

Vetoed—Clucky

Adminned at 19 Apr 2007 07:32:02 UTC

In the rule “Lifeform Complexity” add the following:

If the sum of the Complexity of all Lifeforms equals or exceeds 100, and one Lifeform has more DNA points than any other, than that Lifeform has achieved victory.  At any point, any Lifeform may voluntarily reduce eir Complexity, to a minimum of zero.

Remember, the Gene Pool is not a lifeform.

The Volcano Amendment

Received Neccessary Votes

Adminned at 17 Apr 2007 21:14:47 UTC

“The Volcano” proposal is amended as follows:

  There exists a game object known as “The Volcano”. The Volcano has a state which is by default set to Dormant. Whenever the DNA Points of the Gene Pool is evenly divisible by 3, The Volcano’s state becomes Active. While the Volcano is Active, ash blocks the sun causing the following effects:
  * all energy costs are doubled
  * whenever a Lifeform would lose Nourishment, that Lifeform loses that amount of Nourishment plus one instead
  * whenever a Lifeform would gain DNA Points, that Lifeform instead gains half that number of DNA points (rounded up)

  Whenever the DNA Points of the Gene Pool is not divisible by 3, The Volcano is returned to a Dormant state.

Proposal: Death is the end!

7-0. Reached Quorum

Proposer (Amnistar): 35 DNA, 1 Complexity

Voters (Axeling, BobTHJ, Chronos Phaenon, Clucky, Gobleteer, Seebo): 7 DNA 1 Complexity

Enactor: 8 DNA

All Others: 7 DNA

Adminned at 19 Apr 2007 07:14:19 UTC

In the rule “Death” add the following:

If any Lifeform is the only Lifeform with the status “Alive” that Lifeform has achieved victory.

Proposal: Inflation

S-K.—Chronos

Adminned at 19 Apr 2007 05:48:30 UTC

Raise the DNA Points of every Lifeform by 100 each.

Add to Evolutionary Currency:

At any time, if a Lifeform has more DNA Points than 120% of The Gene Pool’s DNA Points, that lifeform shall be deeemed Unstable and its status set to “Dead”.

Proposal: The Volcano

Amended

Adminned at 17 Apr 2007 21:13:24 UTC

If there is a rule titled “Energy” then enact the following rule titled “Volcano”:

There exists a game object known as “The Volcano”. The Volcano has a state which is initially set to Dormant. Whenever a proposal fails with a unanimous vote and The Volcano’s state is Dormant, The Volcano’s state is set to Active. While the Volcano is Active, ash blocks the sun causing the following effects:
* all energy costs are doubled
* whenever a Lifeform would lose Nourishment, that Lifeform loses that amount of Nourishment plus one instead
* whenever a Lifeform would gain DNA Points, that Lifeform instead gains half that number of DNA points (rounded up)

Whenever a proposal passes with a unanimous vote and The Volcano’s state is Active, The Volcano’s state is set to Dormant.

Proposal: Lets try this again, again!

Quorumed: 7-0
-Amnistar
Proposer: 35 DNA, 1 Complexity
Voters (Amnistar, Axeling, Seebo, Chronos Phaenon, Rodney, BobTHJ): 7 DNA 1 Complexity
Enactor: 8 DNA
All Others: 7 DNA

Adminned at 17 Apr 2007 20:52:14 UTC

Add a new rule called “Energy”

Each lifeform has a stat called “Energy” which is tracked in the GNDT.

Energy is represented by an integer number between 0 and X where X is lifeform’s maximum energy value. This value is also tracked in the GNDT and is, by default, 2. If a lifeform’s energy is ever greater than eir maximum energy value, it is set to the lifeform’s maximum energy value.

A lifeform may often increase eir energy by one, provided eir energy is not set to a value higher than eir maximum energy value.

Energy may be expended by preforming a “gameplay action”. Gameplay actions may be defined throughout the ruleset. The description of each action is listed where it is defined in the ruleset. To perform a certain gameplay action, a lifeform must spend X energy were X is the cost of the gameplay action.

Evolute: 1 Energy
Upgrade: 1 Energy
Forage: 2 Energy
Hunt: 2 Energy

In the rule “Evolutionary Variables” replace

A lifeform may often Evolute.

with

There exists a gameplay action called “Evolute”.

In rule “Feeding”

replace

Often, a Lifeform who has not had success in a Feeding atempt this week may make a Feeding attempt.

with

There exists two gameplay actions called “Forage” and “Hunt”. Both of these actions are considered “Feeding attempts”.

In the rule “Creature Traits” replace

A Lifeform may, in the place of Evoluting,

with

There exists a gameplay action called “Upgrade”. An upgrading lifeform may

Add the following setence to the end of “Hunger”

If a Lifeform’s Nourishment is ever increased beyond 20 that Lifeform is considered bloated and eir status is changed to Dead.

Add the following inactive traits to the list of traits page:

Energetic
Cost: 100 DNA
Requirement: Appendeges 3
Effect: This Lifeform’s maximum energy value is increase by one. Upon loses this trait, the lifeform’s maximum energy value is reduced by one.

Light Sleeper:
Cost: 100 DNA
Requirement: Brain Size 3
Effect: This Lifeform’s maximum energy value is increase by one. Upon loses this trait, the lifeform’s maximum energy value is reduced by one.

If there exists a rule called “Unstable Balance” in it replace

There exists an action called “Check Diversity”.  A Lifeform may occasionally Check Diversity,

with

There exists an gameplay action called “Check Diversity”.  A Lifeform may Check Diversity

and add

Check Diversity: 3 Energy

to the end of the rule “Energy”

If the proposal “Evolving Traits” passes, rename the rule created by that proposal “Advancement” and in it replace

There exists a gameplay action called “Advance”. A

and add

Advance: 2 Energy

to the end of the rule “Energy”


It didn’t post the first time…

Proposal: Bribes

Qourumed 5-1
-Amnistar
Proposer: 22 DNA, 1 Complexity
Voters (Amnistar, Axeling, Clucky, Seebo, gobleteer, BobTHJ): 7 DNA, 1 Complexity
All others & Gene Pool: 4 DNA

Adminned at 17 Apr 2007 20:46:55 UTC

In rule Evolutionary Currency, add to the end of the bulleted list under “DNA Points may only be earned in the following ways:”:

* Any time a proposal is Enacted, the Admin doing the Enactment may raise once eir own DNA points by 25%, round down, of the amount the Author of the Proposal has received. This is cumulative to any other bonus that Admin should receive or be entitled due to that enactment.

 

Monday, April 16, 2007

Proposal: Evolving Traits

Qourumed
-Amnistar
Proposer: 35DNA & 1 Complexity
Voters (Rodney, Amnistar, Clucky, Chronos Phaenon, Seebo, Axeling): 7 DNA & 1 Complexity
All Others: 7 DNA

Adminned at 17 Apr 2007 20:41:46 UTC

Enact the following rule:

There exists a game action called “Advance”. Occasionaly a Lifeform may Advance by posting the text “Advance:(Trait)” to the GNDT, where Trait is the name of an Inactive Trait. In order to Advance, the Lifeform must pay double the Cost associated with the Trait, and meet all the Requirements for the Trait. When a Lifeform Advances a Trait, it becomes an Active Trait, and the Lifeform gains that Trait. The Lifeform should update the Creature Page and the List of Traits accordingly.

Whenever a Lifeform would purchase an Active Trait, the Lifeform that Advanced that trait gains 5 DNA points.

A way to get Traits onto the active list, at a cost, but also at an ongoing reward to the player to first advance the trait.

Monday, April 16, 2007

Proposal: The Perils of Complex Lifeforms

-Amnistar

Failed to achieve majority vote.

Adminned at 17 Apr 2007 20:25:02 UTC

Add a new Rule titled “Unstable Balance” with the following text:

There exists an action called “Check Diversity”.  A Lifeform may occasionally Check Diversity, by posting the text “Check Diversity: (VAR)” to the GNDT, where VAR is the name of an evolutionary variable which has a single number associated with it.
If there are exactly two or three lifeforms with a single value of VAR, each gains X points of Nutrition, where X is eir Complexity.
If there are one or more than four lifeforms with a single value of VAR, each loses X point Nutrition, where X is eir Complexity.

Am I doing it right now?

New and old players.

I’ve unidled and added Bobthj the the sidebar. Is it just me, or is this Dynasty incredibly sluggish for some reason?

Quorum rises to 6.

Saturday, April 14, 2007

Joining the Game

Respectfully requesting permission to become a lifeform :)

Proposal: Numbers are bad (trivial)

7-0. Timed out, and then some.  E’body’s got 7 DNA. The Gene Pool’s got 1.

Adminned at 17 Apr 2007 03:52:33 UTC

In rule Ruleset and Gamestate, change:

Rules may be referred to by their type and entire number or type and name. (e.g. This Rule may be referred to as Rule 1.1 or the Rule entitled “Ruleset and Gamestate”).

to

Rules may be referred to by their type and entire number or type and name. (e.g. This Rule may be referred to as Rule 1.1 or the Rule entitled “Ruleset and Gamestate”). If a Proposal refers to a Rule by number and that Rule has been renumbered since the Proposal posting, that Proposal does nothing if enacted.

 

Proposal: Some clean-up work (trivial)

6-0. Timed out (almost twice). Ev’body gets 6 DNA, the Gene Pool gets 1.

Adminned at 17 Apr 2007 03:38:25 UTC

If Proposal: Cleaning Timeframes has passed, revert all of its effects.

Rewrite the first sentence of Feeding, so it reads:

Often, a Lifeform who has not had success in a Feeding atempt this week may make a Feeding attempt.

In the same rule, add after “where Y is the result of the DICEX roll, becomes the target.”:

Note that the Target Lifeform may be the same as the Hunting one.

Delete the first paragraph of the Chase Phase in sub-rule Hunting.

Please, please, please, don’t refer to Dynastic Rules by number. It’s a ***VERY BAD THING***.

Thursday, April 12, 2007

Proposal: Proposal:  The Perils of Complex Lifeforms

Illegal. You can’t edit a non-oficial post into an oficial one.—Chronos

Adminned at 13 Apr 2007 04:27:41 UTC

Add a new Rule titled “Unstable Balance” with the following text:

There exists an action called “Check Diversity”.  A Lifeform may occasionally Check Diversity, by posting the text “Check Diversity: (VAR)” to the GNDT, where VAR is the name of an evolutionary variable which has a single number associated with it.
If there are exactly two or three lifeforms with a single value of VAR, each gains X points of Nutrition, where X is eir Complexity.
If there are one or more than four lifeforms with a single value of VAR, each loses X point Nutrition, where X is eir Complexity.

Cleaning Timeframes Amendment

Referred Proposal has failed.—Chronos

Adminned at 13 Apr 2007 11:02:29 UTC

In the proposal “Cleaning Timeframes” replace

  *Evolute, as described in rule 2.2.1
  *Forage, as described in rule 2.7
  *Hunt, as described in rule 2.8

  *Upgrade, as described in rule X

With

  *Evolute, as described in the subrule “Evolutionary Variables”
  *Forage, as described in the rule “Foraging”
  *Hunt, as described in the rule “Hunting”

  *Upgrade, as described in the rule “Creature Traits”

In the same proposal, remove the following line:

Replace the X in the above rule with whatever rule number “Creature Traits” has.

Request to join

Ok, You in, Hix out. Quorum still 5.

Adminned at 12 Apr 2007 06:37:55 UTC

It’s Gobleteer, back again.  I couldn’t connect to the site when the game started, could you add me in?

Thursday, April 12, 2007

Proposal: Cleaning Timeframes

S-K.—Chronos

Adminned at 13 Apr 2007 10:44:59 UTC

If the proposal “Traits, first go” passes, the text in blue does nothing.
If the proposal “Traits, first go” fails, the text in green does nothing.

In rule 2.2.1 replace

A lifeform may often Evolute.

With

There exists a gameplay action called “Evolute”.

In rule 2.7 replace

Often, instead of Evoluting, a

with

There exists a gameplay action called “Forage”. A

In rule 2.8 replace

Often, instead of Evoluting, a Lifeform may Hunt. The Hunt

with

There exists a gameplay action called “Hunt”. Hunting

Add the following to the start of rule 2.7

There exists a gameplay action called “Forage”.

Add the following to the start of rule 2.8

There exists a gameplay action called “Hunt”.

In the rule “Creature Traits” replace

A Lifeform may, in the place of Evoluting,

With

There exists an gameplay action called “Upgrade”. An upgrading lifeform may

Add a rule called “Gameplay Actions”

A lifeform may often make a gameplay action. A gameplay action is defined as one of the following:

*Evolute, as described in rule 2.2.1
*Forage, as described in rule 2.7
*Hunt, as described in rule 2.8

*Upgrade, as described in rule X

Replace the X in the above rule with whatever rule number “Creature Traits” has.

EE doesn’t autoclose tags? That sounds very dangerous…

Tuesday, April 10, 2007

Proposal: Traits, first go

5-0. Reached Quorum.

Axeling gets 25 DNA Points. The Gene Pool gets 5. Chronos, Clucky, 404notfound and Token are entitled to 5 points each. Everyone else is also entitled to 5 each.

—Chronos

Adminned at 12 Apr 2007 06:03:27 UTC

Add a new Rule titled “Feeding” with the following text:

Once per week, a Lifeform may make a Feeding attempt.  To do so, e rolls DICEX in the GNDT, where X is the number of Lifeforms + 1.  The Lifeform (or the Gene Pool) corresponding to the Yth Row in the GNDT, where Y is the result of the DICEX roll, becomes the target.  If a Lifeform is targeted, the Feeding attempt is known as a Hunt; if the Gene Pool is targeted, the Feeding attempt is known as a Forage.  The procedures for resolving a Feeding attempt are below.  On a successful Feeding attempt, the Feeding lifeform gains 2 Nutrition.  The Feeding Lifeform is responsible for making all changes to the GNDT that result from eir Feeding attempt.

If there is a Rule called “Foraging”, make the following changes to it:
Change the first sentence of Foraging to read “A Foraging Lifeform makes a Foraging check by rolling DICE6 in the GNDT.”  Delete the last sentence of Foraging.  If “Ahunt we go, take 2” passed, delete the last sentence of Foraging.

Then copy the text of Foraging into a new subrule of Feeding called “Foraging”.  Delete the old Rule Foraging.

If there is a Rule called “Hunting”, make the following changes to it:
Delete the first sentence of Hunting.  If “Forage or Perish, take 2” passed, delete the last sentence of Hunting.

Then copy the text of Hunting into a new subrule of Feeding called “Hunting”.  Delete the old Rule Hunting.

Add a new Rule titled “Creature Traits” with the following text:

There exists a wiki page titled “List of Traits” (which is part of the Gamestate) with a list of “Active Traits” and “Inactive Traits”.  The lists contain alphabetically sorted entries of Traits, with the following format:
Trait Name
Cost: Cost to purchase trait
Requirements: Requirements for the Trait.  Unless otherwise stated, if a Lifeform’s value equals or exceeds a listed value, e shall be construed as meeting the requirements for that value.
Effect: Effect of having the trait in eir entry of “The Creature Page”

A Lifeform may, in the place of Evoluting, purchase a Trait in the list of Active Traits by spending an amount equal to the Trait’s Cost and then adding it to eir entry in “The Creature Page”.  A Lifeform may at any time Redeem a Trait by removing it from eir entry in “The Creature Page” and gaining an amount equal to half the Trait’s Cost (all quantities rounded down).  If a Lifeform ever possesses a Trait in eir entry in “The Creature Page” for which e does not meet all the requirements, e must immediately Redeem that Trait.  If a Lifeform possesses multiple such Traits, e may choose in which order e Redeems them (and may stop Redeeming if all eir remaining Traits have their requirements met).

Change the second sentence of the Rule Evolution to read:
“Each lifeform is given one entry on “The Creature Page” which contains the lifeform’s creature name, evolutionary variables currently being tracked, and list of the Traits e possesses.”

Add the following Traits to the list of “Inactive Traits”:
Carnivore
Cost: 40 DNA, 1 Complexity
Requirements: Must not have Herbivore or Omnivore
Effect: The Lifeform may only make Hunting attempts.  That is, when the Lifeform makes a Feeding attempt, e rolls DICEX for target selection, where X is the number of active Lifeforms.  E then counts down to the Yth row in the GNDT (skipping The Gene Pool), where Y is the result of the DICEX roll.

The Lifeform may, when making a Feeding attempt, reroll eir target selection die once.  The Lifeform gains one additional Feeding attempt per week.

Digestion
Cost: 50 DNA, 1 Complexity
Requirements: Body Mass 2
Effect: The Lifeform gains 1 additional Nutrition per successful Hunt.

Efficient Metabolism
Cost: 20 DNA
Requirements: Body Mass 2
Effect: The Lifeform loses one less Nutrition each week due to Body Mass.

Grazer
Cost: 60 DNA, 2 Complexity
Requirements: Body Mass 3, Brain Size 2
Effect: The Lifeform gains +1 on all Foraging checks.  The Lifeform may make one additional Feeding attempt per week.

Herbivore
Cost: 40 DNA, 1 Complexity
Requirements: Must not have Carnivore or Omnivore
Effect: The Lifeform may only make Foraging attempts.  That is, the Lifeform’s Feeding target is always The Gene Pool.

The Lifeform gains +1 on all Foraging checks.  The Lifeform gains one additional Feeding attempt per week.

Hibernation
Cost: 40 DNA, 2 Complexity
Requirements: Unique Ability 2
Effect: If the Lifeform has not Evoluted (or performed an action in the place of an Evolute) today, e may gain 1 Nutrition if e does not Evolute (or perform an action in the place of an Evolute) .

Omnivore
Cost: 40 DNA, 1 Complexity
Requirements: Must not have Carnivore or Herbivore.
Effect: The Lifeform may choose whether to Hunt or Forage when making Feeding attempts.  That is, when making a Feeding attempt, e may choose whether to follow the procedure listed in the first paragraph of Carnivore or Herbivore.

The Lifeform gains one additional Feeding attempt per week.

Stalking
Cost: 60 DNA, 2 Complexity
Requirements: Body Mass 3, Brain Size 2
Effect: Whenever the Lifeform rolls a target selection DICE, e may choose to select a target as if e had obtained a result one higher or one lower than the result of eir roll.  This alteration can wrap (e.g. if the Lifeform rolled X on a DICEX target selection roll, e may choose to target a Lifeform as if e had rolled a 1, X, or X-1).  The Lifeform may make one additional Feeding attempt per week.

Sorry for the long post, but I think that this will provide some direction and allow us to balance the 5 variables.

Monday, April 09, 2007

Joining

Ok. Quorum is still 5. I’m PM’ing you your GNDT password.

Adminned at 09 Apr 2007 17:29:14 UTC

Haven’t participated in nomics in a long time. I’d like to join this one.

- 404

Proposal: Ahunt we go, take 2

Timed out. Passed. 7-0. Chronos Phaenon and Axeling receive each 2.5 * 7 = 17.5 DNA Points. Clucky, Seebo, Ammnistar Woofy and 404 receive 7 DNA points. Everyone else gets 3 DNA points.
—Clucky

Now actually sent as enacted. Ooops!

Adminned at 11 Apr 2007 13:56:09 UTC

If Proposal: Forage or Perish, take 2 has not passed, in rule Evolutionary Variables, change

A lifeform may often increase one of eir evolutionary variables

to

A lifeform may often Evolute. Evolute means increase one of eir evolutionary variables

Add a Hunting rule:

Often, instead of Evoluting, a Lifeform may Hunt. The Hunt is divided into two phases, as described below.

*Chase Phase: The Hunting Lifeform rolls DICEN, where N is the number of Lifeforms in the GNDT, not counting The Gene Pool. The Nth Lifeform, as listed in the GNDT - excepting The Gene Pool, is the Target Lifeform. Note that the Target Lifeform may be the same as the Hunting one.

The Hunting Lifeform rolls DICE10 twice.  If the result of the first DICE10 roll + the Hunting Lifeform’s Appendages value is greater than the result of the second DICE10 roll +  the Target Lifeform’s Appendages value, then the Chase is a success, and the Hunt proceeds to the Fight Phase.  Otherwise, the Hunt is failed. Failed hunts have no further effect.

*Fight Phase: The Hunting Lifeforms rolls DICEY DICEZ once, where Y is 2*the Hunting Lifeform’s Facial Features value + 1, and Z is 2*the Target Lifeform’s Facial Features value +1.  If the result of DICEY is greater than DICEZ, the Hunt is successful.  If the result of DICEZ is greater than twice the result of DICEY, the Hunt is reversed.  Otherwise, the Hunt fails.

A successful Hunt results in the Hunting Lifeform gaining X DNA, where X is the greater of 0.02*the Hunting Lifeform’s Body Mass value*the Target Lifeform’s DNA, rounded up, or 2*the Hunting Lifeform’s Body Mass.  The Hunting Lifeform cannot gain more than twice the Target Lifeform’s DNA in this manner.

A reversed Hunt results in the Hunting Lifeform losing DNA as many DNA as e would gain, had they succeeded in the Hunting. If this would bring eir DNA to a negative value, bring it to Zero, instead.

If Proposal: Forage or Perish, take 2 passed, add to the Hunting rule:

A Lifeform who has Foraged in the last 3 days can’t Hunt.

and add to the Foraging rule:

A Lifeform who has Hunted in the last 3 days can’t Forage.

When this Proposal is enacted, Chronos Phaenon and Axeling receive each 2.5 * A - 1.5 * B DNA points where A is the number of counted legal FOR votes cast on this proposal and B is the number of counted legal AGAINST votes, instead of what they would receive or be entitled to as per rule Evolutionary Currency.

Proposal: Forage or Perish, take 2.

Timed out. Passed. 7-0. Chronos Phaenon and Axeling receive each 2.5 * 7 = 17.5 DNA Points. Clucky, Seebo, Ammnistar Token and 404 receive 7 DNA points. Everyone else gets 3 DNA points.
—Clucky

Adminned at 11 Apr 2007 08:15:19 UTC

In rule Evolutionary Variables, change

A lifeform may often increase one of eir evolutionary variables

to

A lifeform may often Evolute. Evolute means increase one of eir evolutionary variables

Add a Foraging rule:

Often, instead of Evoluting, a Lifeform may Forage, by make a Foraging check by rolling DICE6 once in the GNDT.  On a result of 4 or higher, the Forage is a success; otherwise, it fails.  A Successful Foraging check allows the Foraging Lifeform to increase once eir DNA Points by 0.01*the Foraging Lifeform’s Body Mass*the Gene Pool’s DNA, rounded up. Furthermore, a Successful Foraging check allows the Foraging Lifeform to increase once eir Nourishment by the result of that check, minus 3.

When this Proposal is enacted, Chronos Phaenon and Axeling receive each 2.5 * A - 1.5 * B DNA points where A is the number of counted legal FOR votes cast on this proposal and B is the number of counted legal AGAINST votes, instead of what they would receive or be entitled to as per rule Evolutionary Currency.

Sunday, April 08, 2007

Joining

Your’in - your GNDT password has been PM’ed to you.
Spikebrennam and Tierias are out. Quorum remains a 5.

Adminned at 09 Apr 2007 04:43:56 UTC

Hello everyone. Might I humbly request to be added to the game? It looks like fun.

Thanks,
Token

Friday, April 06, 2007

Proposal: Furry Little Creatures

S-K.—Chronos

Adminned at 09 Apr 2007 05:04:32 UTC

Rewrite the first two paragraphs of Rule 2.2 to say

There exists a wiki page entitled “The Creature Page” which contains information about creatures in the game world. A creature is defined to be any character which appears on “The Creature Page”. Each lifeform is given one entry on “The Creature Page” which tracks the creature assigned to the lifeform. The lifeform is considered to “track” a creature if the creature in question appears in this section of the wiki page. Each lifeform, at any time, may have one at only one creature tracked here.

Additionally, there exists a section on the creature page which contains information on creatures not assigned to lifeforms. This section is called “The Wild”. The Apprentice of Will Wright may update this section by adding or changing creatures as e sees fit. Also, if any lifeform goes idle, eir creature is moved to this section. A lifeform may often move eir creature to this section.

Each creature has a name unique to that creature. A lifeform may often change the name of the creature currently tracked in eir section, provided no other creature currently has the creature name e wishes to change to.

If a lifeform does not have a creature tracked in eir section, e may either claim a copy of the creature “Starter Creature” or make a request for adoption. If e chooses to create a copy of the “Starter Creature” e must rename it to a unique name. Requests for adoption as described below.

To make a request for adoption, the lifeform must make a post the blog titled “Request for adoption of XXXXX” where XXXXX is the name of a creature currently in the wild. The starter creature may not be the target of a request for adoption. The subject of the post should contain all information about the creature.

All lifeforms should then vote on the request for adoption (also called an RfA) as if it were a proposal. If, after 24 hours, more than half of the votes on the RfA are FOR votes the RfA passes. If the lifeform who posted the RfA currently has no creatures tracked in eir section, the creature named in the RfA is moved from the wild to the lifeform’s section. If more than half of the votes on the RfA are not FOR votes, or the lifeform who posted the RfA currently has a creature tracked in eir section, the RfA fails and nothing happens.

Each lifeform may only ocassionally make an RfA.

Rewrite Rule 2.3 to say

Each Lifeform has a field “Status” in the GDNT that is either Alive or Dead. All Lifeform’s Status begins as Alive. A Lifeform may change their status from Dead to Alive by moving eir current creature to “The Wild”. An Lifeform may not change any other Lifeform’s Status unless explicitly stated by the rules.

My views on hunting

It is clear that hunting is an idea that will eventually be added to the game once a good proposal is proposed. I plan to write up some of my ideas in a draft, but here is what I am thinking now:

To stay true to spore, you would not hunt other players but instead would hunt other creatures. The creature page would be expanded to contain a list of NPC creatures. Hunting would be a matter of randomly choosing a lifeform with given complexity. So while you could hunt the same creature as another player, you wouldn’t actually hunt the player and take their DNA—just a copy of the character. I am not against the PvP ideas that have been pitched, but I personally would prefer non PvP hunts.

Additionally, is still think evolutionary attributes should play a role in hunting. Evolutionary variables were not originally designed to be specific enough to use as is. I would rather see the opportunity to subdivide variables into attributes that increase attack, speed and other such factors rather than simply have one variable control each factor.

Proposal: Ahunt we go

1-2. Timed Out.—Chronos

Adminned at 09 Apr 2007 04:53:31 UTC

If Proposal: Forage or Perish has not passed, in rule Evolutionary Variables, change

A lifeform may often increase one of eir evolutionary variables

to

A lifeform may often Evolute. Evolute means increase one of eir evolutionary variables

Add a Hunting rule:

Often, instead of Evoluting, a Lifeform may choose another Lifeform as Target and Hunt. The Hunt is divided into two phases, as described below.

*Chase Phase: The Hunting Lifeform rolls DICE10 twice.  If the result of the first DICE10 roll + the Hunting Lifeform’s Appendages value is greater than the result of the second DICE10 roll +  the Target Lifeform’s Appendages value, then the Chase is a success, and the Hunt proceeds to the Fight Phase.  Otherwise, the Hunt is failed.

*Fight Phase: The Hunting Lifeforms rolls DICEY DICEZ once, where Y is 2*the Hunting Lifeform’s Facial Features value + 1, and Z is 2*the Target Lifeform’s Facial Features value +1.  If the result of DICEY is greater than DICEZ, the Hunt is successful.  If the result of DICEZ is greater than twice the result of DICEY, the Hunt is reversed.  Otherwise, the Hunt fails.

A successful Hunt results in the Hunting Lifeform gaining X DNA, where X is the greater of 0.02*the Hunting Lifeform’s Body Mass value*the Target Lifeform’s DNA, rounded up, or 2*the Hunting Lifeform’s Body Mass.  The Hunting Lifeform cannot gain more than twice the Target Lifeform’s DNA in this manner.  The Target of a successful Hunt loses DNA equal to half the DNA the Hunting Lifeform gained, rounded down. 

A reversed Hunt results in the Target Lifeform gaining and the Hunting Lifeform losing DNA as if the Target Lifeform had conducted a successful Hunt on the Hunting Lifeform.

If Proposal: Forage or Perish passed, add to the Hunting rule:

A Lifeform who has Foraged in the last 3 days can’t Hunt.

and add to the Foraging rule:

A Lifeform who has Hunted in the last 3 days can’t Forage.

When this Proposal is enacted, Chronos Phaenon and Axeling receive each 2.5 * A - 1.5 * B DNA points where A is the number of counted legal FOR votes cast on this proposal and B is the number of counted legal AGAINST votes, instead of what they would receive or be entitled to as per rule Evolutionary Currency.

Proposal: Forage or Perish

1-2. Timed out.—Chronos

Adminned at 09 Apr 2007 04:47:01 UTC

In rule Evolutionary Variables, change

A lifeform may often increase one of eir evolutionary variables

to

A lifeform may often Evolute. Evolute means increase one of eir evolutionary variables

Add a Foraging rule:

Often, instead of Evoluting, a Lifeform may Forage, by make a Foraging check by rolling DICE6 once in the GNDT.  On a result of 4 or higher, the Forage is a success; otherwise, it fails.  A Successful Foragin chek provides 0.01*the Foraging Lifeform’s Body Mass*the Gene Pool’s DNA, rounded up.  The Gene Pool loses DNA equal to half the DNA that the Foraging Lifeform gained, rounded down.

When this Proposal is enacted, Chronos Phaenon and Axeling receive each 2.5 * A - 1.5 * B DNA points where A is the number of counted legal FOR votes cast on this proposal and B is the number of counted legal AGAINST votes, instead of what they would receive or be entitled to as per rule Evolutionary Currency.

Wednesday, April 04, 2007

Request for idletry.

Please idle me for now. Thank you! I don’t think I have any votes in pending proposals. Sorry for the trouble!

Wednesday, April 04, 2007

Proposal: Unique Ability, a start

Timed out
1-2
-Amni

Adminned at 05 Apr 2007 19:33:11 UTC

This is kind of a sister proposal to Hunting, but I suppose it is conceptually distinct enough to warrant its own proposal.  I know that neither this nor Hunting seems particularly powerful on its own, and that Brain Size is still missing, but I intend to propose the final piece of the puzzle if these go through.

Replace the following text in Evolutionary Currency:

Occasionally, every lifeform may increase eir DNA Points by 0.05 * Z, rounded down, where Z is the number of DNA points currently possessed by said lifeform. No lifeform may receive more than 50 DNA points per week this way.

with

Occasionally, every Lifeform may Reproduce.  This results in the Lifeform gaining 0.01*the Lifeform’s Unique Ability*Z, rounded down, where Z is the number of DNA points currently possessed by the Lifeform.  No Lifeform may receive more than 10*the Lifeform’s Unique Ability DNA points per week this way.

Proposal: Hunting, first try

Timed out. Fails 1-3. No DNA points for anyone—Clucky

Adminned at 05 Apr 2007 18:29:15 UTC

I guess there probably isn’t much support for this proposal, but it seems like the only way to get scathing criticism is to actually post a proposal as such.  Thus, here goes.

Add a new Rule titled “Feeding” with the following text:

Once per week, a Lifeform may make a Feeding attempt.  To do so, e rolls DICEX in the GNDT, where X is the number of Lifeforms + 1.  The Lifeform (or the Gene Pool) corresponding to the Yth Row in the GNDT, where Y is the result of the DICEX roll, becomes the target.  If a Lifeform is targeted, the Feeding attempt is known as a Hunt; if the Gene Pool is targeted, the Feeding attempt is known as a Forage.  The procedures for resolving a Feeding attempt are below.  On a successful Feeding attempt, the Feeding lifeform gains 3 Nutrition.  The Feeding Lifeform is responsible for making all changes to the GNDT that result from eir Feeding attempt.

Add a new Subrule to Feeding titled “Hunting” with the following text:

The Hunt is divided into two phases, as described below.
*Chase Phase: The Hunting Lifeform rolls DICE100 twice.  If the result of the first DICE100 roll + 10*the Hunting Lifeform’s Appendages value is greater than the result of the second DICE100 roll + 10* the Target Lifeform’s Appendages value, then the Chase is a success, and the Hunt proceeds to the Fight Phase.  Otherwise, the Hunt is failed.
*Fight Phase: The Hunting Lifeforms rolls DICEY DICEZ once, where Y is 2*the Hunting Lifeform’s Facial Features value + 1, and Z is 2*the Target Lifeform’s Facial Features value +1.  If the result of DICEY is greater than DICEZ, the Hunt is successful.  If the result of DICEZ is greater than twice the result of DICEY, the Hunt is reversed.  Otherwise, the Hunt fails.

A successful Hunt results in the Hunting Lifeform gaining X DNA, where X is the greater of 0.02*the Hunting Lifeform’s Body Mass value*the Target Lifeform’s DNA, rounded up, or 2*the Hunting Lifeform’s Body Mass.  The Hunting Lifeform cannot gain more than twice the Target Lifeform’s DNA in this manner.  The Target of a successful Hunt loses DNA equal to half the DNA the Hunting Lifeform gained, rounded down.  A reversed Hunt results in the Target Lifeform gaining and the Hunting Lifeform losing DNA as if the Target Lifeform had conducted a successful Hunt on the Hunting Lifeform.

Add a new Subrule to Feeding titled “Foraging” with the following text:

A Foraging Lifeform makes a Foraging check by rolling DICE6 once in the GNDT.  On a result of 4 or higher, the Forage is a success; otherwise, it fails.  A Successful Forage provides 0.01*the Foraging Lifeform’s Body Mass*the Gene Pool’s DNA, rounded up.  The Gene Pool loses DNA equal to half the DNA that the Foraging Lifeform gained, rounded down.

If the Proposal “A use for upgrades, Take #1” passed, replace all instances of “Appendages” in the rule Feeding with “Speed”.  Replace “Hunting Lifeform’s Facial Features” with “Hunting Lifeform’s Attack” and “Target Lifeform’s Facial Features” with “Target Lifeform’s Defense”.

Biology is hard, let’s go shopping!

Sorry, protists and prokaryotes, but I think I’ll idle myself now.

Quorum is unchanged.

Proposal: Less Complex (trivial)

Timed Out, not enough votes to enact (3-3)
-Amni

Adminned at 05 Apr 2007 09:34:05 UTC

Add to the end of rule Lifeform Complexity:

A lifeform may often, instead of increasing one of eir evolutionary variables as per sub-rule Evolutionary Variables, spend C * 10 * (2)^X DNA Points, where C is eir current Complexity, to increase eir Complexity by X.

If more than half of all comments containing counted votes to this Proposal also contain the text “Trivials should count”, remove the text “that is not a Trivial” from rule Lifeform Complexity.

This should allow to some interesting trade-offs

Proposal: Text clearing (trivial)

Timed out 6-0
all users get 6 DNA

Adminned at 05 Apr 2007 09:31:17 UTC

In Evolutionary Variables, change:

Any time a lifeform increases one of eir evolutionary variables e as outlined in Rule 2.2.1 the following must take place(and should be done by the lifeform that is increasing eir evolutionary variable):

The amount of DNA points spent by the lifeform on the level is divided by ten and rounded down. This value is then divided by X and rounded down where X is the number of lifeforms that currently have the highest level in the evolutionary variable being increased by the original lifeform. This new value, in DNA points, is given to each of these lifeforms(the ones that currently have the highest level in the evolutionary variable being increased). While the original lifeform may earn a partical refund via this rule, eir old level is used when determining all these values.

A lifeform may often increase one of eir evolutionary variables from Level X to level X + 1 by spending A * 10 * (2)^X DNA Points where A is one more than the number of evolutionary variables where the lifeform is at or above level X + 1. When e does so, the lifeform must also follow the prodecure outlined for such a case in in Rule 2.1.

to

A lifeform may often increase one of eir evolutionary variables from Level X to level X + 1 by spending A * 10 * (2)^X DNA Points where A is one more than the number of evolutionary variables where the lifeform is at or above level X + 1.

Before doing so, that lifeform must increase by Z the DNA Points of all lifeforms that currently have the highest level in the evolutionary variable being increased, where Z = (D/10) / N, rounded down, D is the number of DNA Points to be spent in increasing the Evolutionary Variable and N the number of lifeforms whose DNA Points is being increased in this manner. Note that the original lifeform may earn a partial refund via this rule, though the old level should be used when determining all these values

If more than half of all comments containing counted votes to this Proposal also contain the text “Complex”, raise all Lifeforms’ Complexity by 3 each.

Proposal: A use for upgrades, Take #1

Timed Out 2-3 -Amni

Adminned at 05 Apr 2007 09:27:26 UTC

If the proposal “What the GNDT is for” passes, this proposal does nothing.

Rewrite the first two paragraphs of “Evolution” to say as follows:

There exists a wiki page entitled The Creature Page which contains information about lifeforms. Each lifeform is given one section on “The Creature Page” titled by the name of the lifeform.

This section should contain the following information:

The Lifeform’s Creature Name, Health, Attack, Defense, Speed, and Brains.

For each evolutionary variable, the name of said variable, the creatures level in said variable, and the creatures evolutionary upgrades in said variable.

Add a subrule to “Evolution” called “Evolutionary Statistics”

Each lifeform has a number of associated evolutionary statistics.

Statistics are as follows:

Creature Name: This represents the lifeform and sets it apart from the rest of the creatures. A lifeform may often change eir creature name provided no other lifeform current has the creature name e wishes to change eir name to.

Attack: This represents the attack power of the lifeform.
Defense: This represents the defense of the lifeform.
Speed: This represents the speed of the lifeform.
Brains: This represents how smart the lifeform is.

Attack, defense, speed and brains are integer values (potentially negative) and cannot be increased except when stated by the rules.

Add the following subrule to “Evolution” called “Evolutionary Upgrades”

Each evolutionary variable has a number of possible evolutionary upgrades associated with it.

Each lifeform may have up to N evolutionary upgrades for each evolutionary variable, where N is the level of the respective evolutionary variable. (Thus if he has Appendages 3, e can have up to three appendages).

A lifeform may, at any time, add an evolutionary upgrade to eir section of the creature page provided the above statement holds true. A lifeform may, however, never remove an evolutionary upgrade from eir section of the creature page. A lifeform may have the same evolutionary upgrade more than once, except for the case of unique abilities where e may only have one of each upgrade.

The possible evolutionary upgrades are as follows:

Brain Size:
Hunter Mentality: Adds +1 to the Lifeform’s Attack and +1 to the Lifeform’s Brains
Defence Mentality: Adds +1 to the Lifeform’s Defense and +1 to the Lifeform’s Brains
Genius Upgrade: Adds +2 to the Lifeform’s Brains

Facial Features:
Sharp Teeth: Adds +2 to the Lifeform’s Attack
Large Ears: Adds +1 to the Lifeform’s Brains and +1 to the Lifeform’s Defense
Big Forehead: Adds +1 to the Lifeform’s Attack and +1 to the Lifeform’s Brains

Body Mass:
Tough Skin: Adds +2 to the Lifeform’s Defense
Sleek Skin: Adds +2 to the Lifeform’s Speed
Standard Skin: Adds +1 to the Lifeform’s Defense and +1 to the Lifeform’s Speed

Appendages:
Quick Feet: Adds +2 to the Lifeform’s Speed
Sharp Claws: Adds +1 to the Lifeform’s Attack and +1 to the Lifeform’s Defense.
Large Hoofs: Adds +1 to the Lifeform’s Attack and +1 to the Lifeform’s Speed.

Unique Abilities:
Economic Sense: Increases the weekly interest earned by the lifeform by .05%.
Fast Fingers: Allows the the lifeform to have one extra pending proposal.
Rapid Change: Allows the lifeform to evolve twice per day instead of once.

I would except more of these to be added later. Unique Abilities clearly needs more. But I didn’t want to strain my brain too much.

Proposal: What the GNDT is for

Self Killed

-Amnistar

Adminned at 04 Apr 2007 19:48:20 UTC

This proposal does away with the Creature Page and moves everything to the GNDT. It also does away with Creature Names.

Create five GNDT columns, called “Br”, “Bo”, “Ap”, “Fa”, and “Un”. Assign to them the values that are appropriate (according to the new text of Rule 2.2 below) to reflect Lifeforms’ current Evolutionary Variable levels, according to The Creature Page.

Remove everything in Rule 2.2 that comes before Rule 2.2.1. Renumber Rule 2.2.1 Evolutionary Variables to Rule 2.2 Evolutionary Variables. Then replace everything up to and including the colon in Rule 2.2 with:

Evolutionary Variables are tracked in “Levels”. Each Evolutoinary Variable is tracked in a GNDT column whose name is the first two letters of that Evolutionary Variable. Each Lifeform, by default, is “Level 0” in every Evolutionary Variable. The only exception to this rule is “Brain Size”, in which each lifeform, by default, is “Level 1”.

  * Brain Size
  * Body Mass
  * Appendages
  * Facial Features
  * Unique Ability

Any time a lifeform increases one of eir evolutionary variables as outlined in this rule, the following must first be done by em:

Tuesday, April 03, 2007

Proposal: Amendments take 3QW

Quorumed: 5-1
-Amnistar

Proposer: 22 DNA
Voters ( Axeling, Seebo, Hix, Chronos, Clucky,) 6
Everyone else: 4

Axeling Seebo Hix Chronos and Amnistar may add 1 complexity

Adminned at 04 Apr 2007 19:46:16 UTC

Create a new Dynastic Rule “Amendments” with the following text:

A Lifeform may propose an Amendment by posting an entry in the “Amendment” category with the title “(Proposal to be Amended) Amendment” provided all of the following are true:

*The Proposal to be Amended is a currently pending proposal.
*The Lifeform that is posting the Amendment is the same Lifeform that posted the Proposal to be Amended.

An Amendment counts against a Lifeform’s daily limit of 3 proposals, but does not count against a Lifeform’s limit of 2 Pending proposals.

All Lifeforms may add votes of agreement or disagreement in comments to this entry, using appropriate voting icons (a Lifeform’s later votes overriding eir earlier ones).  Amendments continue until one of the following conditions is true:

*The Pending Proposal in the Amendment’s title ceases to be pending, in which case the Amendment is considered failed OR
*The pending proposal receives at least Quorum/2 votes FOR and the Amendment is considered passed.

If the Amendment is failed, then the Amendment has no effect.  If an Amendment is passed, the proposal it amends is failed, regardless of its location in the proposal queue, and then a new proposal, with the same name is posted, with the text of the amendment.

Amendments may make no changes to any Proposals other than the one in the title and may make no changes to the gamestate except where explicitly listed above.

Hunting (very rough)

Trying to get some use out of the variables.  Comments welcome.  If it looks like we can get something workable, I’ll make it a proposal.

Add a new Rule titled “Feeding” with the following text:

Once per week, a Lifeform may make a Feeding attempt.  To do so, e rolls DICEX in the GNDT, where X is the number of Lifeforms + 1.  The Lifeform (or the Gene Pool) corresponding to the Yth Row in the GNDT, where Y is the result of the DICEX roll, becomes the target.  If a Lifeform is targeted, the Feeding attempt is known as a Hunt; if the Gene Pool is targeted, the Feeding attempt is known as a Forage.  The procedures for resolving a Feeding attempt are below.  On a successful Feeding attempt, the Feeding lifeform gains 3 Nutrition.  The Feeding Lifeform is responsible for making all changes to the GNDT that result from eir Feeding attempt.

Add a new Subrule to Feeding titled “Hunting” with the following text:

The Hunt is divided into two phases, as described below.
*Chase Phase: The Hunting Lifeform rolls DICE100 twice.  If the result of the first DICE100 roll + 10*the Hunting Lifeform’s Appendages value is greater than the result of the second DICE100 roll + 10* the Target Lifeform’s Appendages value, then the Chase is a success, and the Hunt proceeds to the Fight Phase.  Otherwise, the Hunt is failed.
*Fight Phase: The Hunting Lifeforms rolls DICEY DICEZ once, where Y is 2*the Hunting Lifeform’s Facial Features value + 1, and Z is 2*the Target Lifeform’s Facial Features value +1.  If the result of DICEY is greater than DICEZ, the Hunt is successful.  If the result of DICEZ is greater than twice the result of DICEY, the Hunt is reversed.  Otherwise, the Hunt fails.

A successful Hunt results in the Hunting Lifeform gaining X DNA, where X is the greater of 0.02*the Hunting Lifeform’s Body Mass value*the Target Lifeform’s DNA, rounded up, or 2*the Hunting Lifeform’s Body Mass.  The Hunting Lifeform cannot gain more than twice the Target Lifeform’s DNA in this manner.  The Target of a successful Hunt loses DNA equal to half the DNA the Hunting Lifeform gained, rounded down.  A reversed Hunt results in the Target Lifeform gaining and the Hunting Lifeform losing DNA as if the Target Lifeform had conducted a successful Hunt on the Hunting Lifeform.

Add a new Subrule to Feeding titled “Foraging” with the following text:

A Foraging Lifeform makes a Foraging check by rolling DICE6 once in the GNDT.  On a result of 4 or higher, the Forage is a success; otherwise, it fails.  A Successful Forage provides 0.01*the Foraging Lifeform’s Body Mass*the Gene Pool’s DNA, rounded up.  The Gene Pool loses DNA equal to half the DNA that the Foraging Lifeform gained, rounded down.

Proposal: Amendments take 2

self-killed
-Amnistar

Adminned at 03 Apr 2007 03:25:13 UTC

Create a new Dynastic Rule “Amendments” with the following text:

A Lifeform may propose an Amendment by posting an entry in the “Amendment” category with the title “(Proposal to be Amended) Amendment” provided all of the following are true:

*The Proposal to be Amended is a currently pending proposal.
*The Lifeform that is posting the Amendment is the same Lifeform that posted the Proposal to be Amended.

An Amendment counts against a Lifeform’s daily limit of 3 proposals, but does not count against a Lifeform’s limit of 2 Pending proposals.

All Lifeforms may add votes of agreement or disagreement in comments to this entry, using appropriate voting icons (a Lifeform’s later votes overriding eir earlier ones).  Amendments continue until one of the following conditions is true: The Pending Proposal in the Amendment’s title ceases to be pending, in which case the Amendment is considered failed or the pending proposal receives Quorum/2 votes FOR and the Amendment is considered passed.

If the Amendment is failed, then the Amendment has no effect.  If an Amendment is passed, the proposal it amends is failed, regardless of its location in the proposal queue, and then a new proposal, with the same name is posted, with the text of the amendment.

Amendments may make no changes to any Proposals other than the one in the title and may make no changes to the gamestate except where explicitly listed above.

Alright, took alot of your ideas and put them into this new version.  Again, proposing as a dynastic rule so that we can try it out first and see how it works.

Proposal: Free Complexity

It has enough AGAINST votes that it could not be Enacted without one of those votes being changed.
1-6
-Amnistar

Adminned at 03 Apr 2007 03:24:08 UTC

This proposal makes no change to the ruleset.

No DNA points may be earned from this rule, however, anyone who votes FOR may increase eir complexity by one.

Hopefully someone else will join me in getting 6 of these passes so that we can make complexity a thing of the pasty.

Call for Judgment: Revising Complexity

Quorumed 6-1 -Amnistar

Adminned at 03 Apr 2007 12:57:58 UTC

Hix brought up the possibility of interpreting the Complexity rule as allowing infinite Complexity gain with each proposal.  I think the wording is probably sufficient, but I want to make sure it’s airtight.  This also gives us a chance to revise the rule if we want to take into account alternative methods of obtaining Complexity, to which I’m pretty open.

Replace the text in Lifeform Complexity

For each Proposal that is not a Trivial Proposal that is Passed, if a Lifeform’s counted vote on that Proposal had the effect of a FOR vote, e may, within 48 hours of the Proposal Passing, increase eir Complexity by 1.

With the text XYZ, where XYZ is the text accompanying Axeling’s counted FOR Vote for this CfJ.  Do this replacement only if this text XYZ is found in 3 other counted Votes for this CfJ (minor typographical differences, as determined by the Admin resolving the CfJ, can be ignored for this requirement).  If there is no suitable XYZ, or if it is not found in 3 other counted Votes for this CfJ, do not make any changes to the Rule.

If a Lifeform has gained more than 1 Complexity per Proposal that e is eligible for Complexity gain under Lifeform Complexity, reduce eir Complexity to X, where X is the number of Passed non-Trivial Proposals that e has voted FOR since the introduction of the Rule Lifeform Complexity.

Proposal: Fixing Trivial Proposals (Trivial)

S.K. -Amnistar

Adminned at 02 Apr 2007 14:28:52 UTC

Replace the following line in “Trivial Proposals”

Whenever a Trivial Proposal passes, DNA Points are not earned as described in the main body of the “Evolutionary Currency” rule. Instead, The Gene Pool and each Lifeform gain Y DNA Points, where Y is the number (described in the main body of “Evolutionary Currency”) of DNA Points that would have been received by each non-author Lifeform who voted on the Proposal.

with

Whenever a Trivial Proposal passes, the procedure described in the main body of the “Evolutionary Currency” rule does not apply and no DNA points are given out.

This way, Trivial proposals will only be used for Trivial rule updates. The way things are right now, people are abusing this part of the trivial rule and not passing good proposals simply because they are not trivial. Which is bad.

Proposal: Amendments take 1

S.K. -Amnistar

Adminned at 02 Apr 2007 14:27:52 UTC

First of, this is a pretty rough draft…I mainly want to get a feel of what people think of the idea, and get some help drafting this to work out right.  The intention of the rule is to allow people to ammend their own (and no one elses) proposals, and then re-insert them at the end of the queue, regardless of where in the queue the proposal currently is.  If people like the idea conceptually, I’d like to put it in as a dynstic rule and give it a test run (after working out the wording kinks) and if it works really well get it put into the core rules.  This is to encourage people to make proposals on a more “rough” scale, and then make adjustments to the proposal to fit the needs of the community, rather than having to wait 48 hours for the 5 proposals later in the queue to get passed and failed before their own proposal (that they’ve already self-killed) gets cleared and they can repropose.

Create a new Dynsatic Rule “Amendments” with the text:

A Lifeform may propose an Amendment (if and only if e currently has one or more pending proposals) by posting an entry in the “Amendment” category with the title “(Proposal to be Amended) Amendment” and the body describing the changes to the proposal.

Amendments continue until one of the following conditions is true: The Pending Proposal in the Amendment’s title ceases to be pending, in which case the Amendment is considered failed or the pending proposal receives Quorum/2 votes FOR and the Amendment is considered passed.

If an Amendment is passed, the proposal it amends is failed, regardless of it’s location in the proposal queue, and then reproposed with the changes proposed in the amendment.

 

Sunday, April 01, 2007

Proposal: Herd Mentality Gone Wrong v2 (trivial)

Qourumed: 8-0

All Members 8 DNA

Adminned at 02 Apr 2007 14:24:46 UTC

In the rule entitled Evolution, change the text

A lifeform’s creature name is, by default, the name of the lifeform. A lifeform may often change eir creature name provided no other lifeform current has that creature name.

to read

A lifeform’s creature name is, by default, the name of the lifeform. A lifeform may often change eir creature name provided no other lifeform currently has the creature name e wishes to change to.

Reposting this again as trivial, since I don’t think this restriction should be removed entirely as per Chronos’ proposal…

Proposal: Complexity, second take

Quorumed: 6-3
Proposer: 21
Voters (Seebo, Amnistar, Clucky, Woofy, Cosmologican, Tiberias, Chronos, Hix) - 9
DNA Pool & Non-Voters: 4

Adminned at 02 Apr 2007 14:19:30 UTC

Add a new Rule titled “Lifeform Complexity” with the following text:

Each Lifeform has a value called “Complexity”, which is tracked in the GNDT.  A new Lifeform begins with Complexity equal to:
*C - 1, where C is the Complexity of the active Lifeform with the lowest Complexity, or
*1
whichever is greater.  A Lifeform may not take any action that would raise any of eir Evolutionary Variables to a value greater than eir Complexity, nor reduce eir Complexity to a value less than any of the values of eir Evolutionary Variables.  For each Proposal that is not a Trivial Proposal that is Passed, if a Lifeform’s counted vote on that Proposal had the effect of a FOR vote, e may, within 48 hours of the Proposal Passing, increase eir Complexity by 1.

Unless at least half of all counted votes are accompanied by the text “No Dice”, add the following text at the end of the rule Lifeform Complexity.

Lifeforms not having a counted vote of FOR for the Proposal may instead, within 48 hours of the Proposal passing, roll DICEX once in the GNDT.  On a result of a 1 from this roll, the Lifeform making the roll may increase eir Complexity by 1 once.

The first instance of the text “DICEY”, where Y is a number, in each comment with a counted Vote will be construed as one count for DICEY.  Replace DICEX above with the DICEY that receives the most counts, as long as that DICEY has received at least 3 counts.  If there are multiple DICEY’s that are tied for the most counts, the Admin resolving the proposal may choose one of the DICEY receiving the most counts to replace the DICEX.  If there is no suitable DICEY, replace DICEX with DICE3.

Initialize all Lifeforms’ Complexity to 1.


A bit of a fire drill, but compatible with Less Burden.  Clucky, if this still doesn’t meet your criteria, I’d be interested in knowing what could be changed.  I still think that this would allow a desirable trade-off to occur.

Proposal: Herd Mentality, my take (trivial)

Failed 3-6 -Amnistar

Adminned at 02 Apr 2007 14:12:41 UTC

Rewrite the main part of rule Evolution, so it reads:

There exists a wiki page entitled [[The Creature Page]] which contains information about lifeforms. Each lifeform is given one entry on “The Creature Page” which contains the lifeform’s name and any evolutionary variables currently being tracked.

Proposal: Paying Respect

Quorum: 7-1
Proposer: 32
DNA pool: 6
Amnistar, Axeling, Hix, Tiberias, Cosmologist, Woofy, Chronos Phaenon: 8
All others: 6

Adminned at 02 Apr 2007 13:53:55 UTC

Add the following to Rule 2.1 Evolutionary Variables

Any time a lifeform increases one of eir evolutionary variables e as outlined in Rule 2.2.1 the following must take place(and should be done by the lifeform that is increasing eir evolutionary variable):

The amount of DNA points spent by the lifeform on the level is divided by ten and rounded down. This value is then divided by X and rounded down where X is the number of lifeforms that currently have the highest level in the evolutionary variable being increased by the original lifeform. This new value, in DNA points, is given to each of these lifeforms(the ones that currently have the highest level in the evolutionary variable being increased). While the original lifeform may earn a partical refund via this rule, eir old level is used when determining all these values.

In Rule 2.2.1, if the paragraph marked A exists, replace it with the pargraph marked B. If it does not exist, simply add the paragraph marked B to the end of rule 2.2.1

A:

A lifeform may often increase one of eir evolutionary variables from Level X to level X + 1 by spending A * 10 * (2)^X DNA Points where A is one more than the number of evolutionary variables where the lifeform is at or above level X + 1.


B:

A lifeform may often increase one of eir evolutionary variables from Level X to level X + 1 by spending A * 10 * (2)^X DNA Points where A is one more than the number of evolutionary variables where the lifeform is at or above level X + 1. When e does so, the lifeform must also follow the prodecure outlined for such a case in in Rule 2.1.

Zebra is down…

... and Woofy is up (though eir earlier non-votes still don’t count - go there and vote again, if you wish so). Quorum remains at 6.

On a side note, Woofy’s GNDT password has been PM’ed to em.

Proposal: Less burden, take 2 (trivial)

Quorum: 9-0 -Amnistar

All Members gain: 9 DNA

Adminned at 02 Apr 2007 13:50:47 UTC

Rewrite Evolutionary Currency so it reads:

There exists an in game currency called “DNA Points”. DNA Points are tracked in the GNDT in a column called “DNA Points”.

DNA Points may only be earned in the following ways:

* Any time a proposal is Enacted, the lifeform who authored the proposal receives 5 * A - 3 * B DNA points where A is the number of counted legal FOR votes cast on the proposal and B is the number of counted legal AGAINST votes.

* Any time a proposal is enacted, each lifeform who voted on the proposal, except its author, is entitled once to, within 24 hours of its enactment, increase eir DNA Points by Y, where Y is the total number of counted legal votes received by the proposal at the time it was enacted.

* Any time a proposal is enacted, all non-idle lifeforms who did not vote on the proposal is entitled once to, within 24 hours of its enactment, increase eir DNA Points by the lower of the two values:
** 20% of whatever the lifeform who proposed the proposal earned.(Rounded down)
** Whatever any Lifeform who voted on the proposal is entitled to earn.

* Occasionally, every lifeform may increase eir DNA Points by 0.05 * Z, rounded down, where Z is the number of DNA points currently possessed by said lifeform. No lifeform may receive more than 50 DNA points per week this way.

When marking a proposal as enacted, the Admin doing so must, besides eir name and the final tally of votes, state:

* how much DNA Points the Author and the Gene Pool did get;
* which lifeforms voted, and which didn’t, on that Proposal, and how much DNA Poins each of em is entitled to earn.

Rewrite The Gene Pool so it reads:

There exists a row in the GNDT called “The Gene Pool” which begins the game with 100 DNA points.

Any time a proposal is enacted, the Gene Pool receives 20% of whatever the lifeform which proposed the proposal earned or whatever a lifeform who voted on the proposal is entitled to earn, whichever is smaller, rounded down.

Once each week, after 0:00 Monday Morning, the DNA Points Gene Pool shall be increased by 0.05 * Z, rounded down, where Z is the number of DNA points possessed by the Gene Pool at that 0:00 Monday Morning. The lifeform who enforces this provision may, at that the same time, increase eir DNA Points by 5. The Gene Pool may not receive more than 25 DNA points per week this way.

New lifeforms DNA points are initialized at the value of however many DNA points are currently owned by the “The Gene Pool”.

Rewrite the non-italicized text of Trivial Proposals so it reads:

A Trivial Proposal is defined to be any Proposal that contains the text “(trivial)” in its Subject. If, at the time of its Enactment, more than half of all comments to a Proposal containing counted votes also contain the text “(Trivial)”, then that Proposal is also defined as Trivial.

Whenever a Trivial Proposal passes, DNA Points are not earned as described in the main body of the “Evolutionary Currency” rule.  Instead, each lifeform who who was active at the time of its enactment, is entitled once to, within 24 hours of that enactment, increase eir DNA Points by Y, where Y is the total number of counted legal votes received by the proposal at the time it was enacted.

When applicable, the provisions in this sub-rule override any restrictions in the main body of “Evolutionary Currency” regarding how DNA Points may or may not be earned.

If more than half of all comments to this Proposal containing counted votes also contain the text “Make it 48”, change all instances of “24 hours” in the text above to “48 hours”, before enacting this Proposal.

The amended effects of Proposal Enactment described by this Proposal do apply to this Proposal’s Enactment.

Call for Judgment: Intentionally left over

Failed (0-6) by Hix.

Adminned at 02 Apr 2007 09:52:45 UTC

Proposal: I wouldn’t exactly call these things “legs”… mandated the entire text of sub-rule Evolutionary Variables to read:

The following variables are considered “Evolutionary Variables” and are considered to be the important values in any lifeform’s evolution. Evolutionary Variables are tracked in “Levels”. Each lifeform, by default, is “Level 0” in every evolutionary variable. The only except to this rule is “Brain Size”. Each lifeform, by default, is “Level 1” in brain size.

*Brain Size
*Body Mass
*Appendages
*Facial Features
*Unique Ability

When enacting that Proposal, Chronos Phaenon left the following text in sub-rule Evolutionary Variables:

A lifeform may often increase one of eir evolutionary variables from Level X to level X + 1 by spending A * 10 * (2)^X DNA Points where A is one more than the number of evolutionary variables where the lifeform is at or above level X + 1.

If this CfJ passes, delete from sub-rule Evolutionary Variables the text quoted in the last blockquote above and revert all changes did to the GNDT or wiki due to that text since the enactment of that Proposal.

Joining

Hello people could you add me please. I haven’t seen a nomic before let alone take part in one so I may make a few mistakes so sorry about that.

Thanks Woofy