Friday, April 30, 2010

Proposal: No more anonymous rules

Times out 8-5. -Ornithopter

Adminned at 02 May 2010 11:02:46 UTC

Add the following sentence to the end of rule 1.5 “Enactment”:

Immediately after enacting a proposal that causes a rule with no name to be added to the ruleset, unless the proposal specifically states that the rule should have no name, the enacting admin can change the rule’s title to give it a name, so long as doing so does not change the meaning of any part of the ruleset, nor change any properties of the rule (such as specific words in the title) that the ruleset specifically cares about.

Anonymous rules are all-to-easy to create by mistake. Wording this is actually quite hard, due to often putting special markers in rule titles (anyone remember groundhog rules?) The idea of the rule was taken from Agora, where the Rulekeepor (equivalent of the enacting admin) can retitle rules with no title as they’re created; “immediately after” makes it easier to ensure that rules cannot be retitled in scammy ways, by insisting that they mean the same thing before and after.

Proposal: Manifesto Pledge

Times out 1-9. -Ornithopter

Adminned at 02 May 2010 10:56:02 UTC

If the Proposal titled “Principled Self-Interest” failed, this Proposal does nothing.

Remove the following from rule 2.6:

Each Party may also create a manifesto, detailing their internal procedure for determining a leader and what themes they would run if successful.

Add a new sub-rule to rule 2.6, entitled Party Manifestos:

Each Party may create a Manifesto.

Any Voter may post a Manifesto Proposal for the Party to which they are affiliated. Any Voter affiliated to that Party may vote on the Manifesto Proposal. As soon as a Manifesto Proposal has gained the support of at least quorum of its Party’s affiliated Voters, it is considered to be adopted. An adopted Party Manifesto must be transfered to the [[My Dynasty]] page of the wiki by any member of the Party in question, and may only be modified, changed or removed by the passage of a new Manifesto Proposal. A Party may have only one adopted Manifesto at a time.

The Manifesto should describe what internal process the Party intends to use to select a victor if they win the election, as well as what kind of dynasty they would consider adopting.

Thanks Kevan.

Proposal: Principled Self-Interest

Times out 11-5. -Ornithopter

Adminned at 02 May 2010 10:55:13 UTC

Add a new rule to the ruleset, entitled Parties:

A group of Voters may collaborate to form a political party.

In order to form a Party, a Voter must make a post detailing the name of the party and the names of the specific Voters they would like to invite to it. Those Voters named in the post may indicate their agreement to form the Party in the comments to that post. Once all named Voters have indicated their agreement in this manner, the Party is formed and all of the named Voters, plus the Voter who initiated the original post, are affliated with it.

Each Voter’s party affiliation is tracked in the GNDT under “Affiliation”. Each voter may be affliated with no more than 1 Party. A Voter may voluntarily cease to be affiliated to a party, by blanking their GNDT value for “Affiliation”, at any time.

If a Voter wishes to join an existing Party then they may make a post to that effect. Such a post must have the phrase “Petitioning for Membership:” and the name of the Party they wish to join in the title. If a quorum of the Voters affliated with that Party indicate assent in the comments to that post then the petitioning Voter becomes affliated with that Party.

Add the following to rule 2.1, between the first and second paragraphs:

If a Voter if affiliated with a Party, then all ballots for that Voter are considered to be ballots for the Party to which they are affiliated.

In rule 2.1, change the third bullet point so that it reads as follows:

* if the option selected by the most non-blank Ballots is the name of a Voter (rather than “Spoil” or “Meta”) who is not affiliated with a Party, and no Party has more ballots than that Voter, then that Voter may (at any subsequent time this dynasty) achieve victory;

Add the following bullet point to the between the third and fourth bullet points of rule 2.1:

* if the option selected by the most non-blank ballots is the name of a Voter, or Voters, who are affiliated with the same Party, then that Party may allocate one Voter from their number to have achieved victory according to their own internal procedures;

Add the following to the end of rule 2.6:

Each Party may also create a manifesto, detailing their internal procedure for determining a leader and what themes they would run if successful.

Create a new column in the GNDT entitled “Affiliation”.

Proposal: Haiku Rules Fix

Self-killed. Failed by Kevan.

Adminned at 01 May 2010 15:55:24 UTC

Seasons come and go;
Time notations are needed.
New Dynastic rule:

Should “Murphy’s Law” pass,
Integers may be seen to
Fall into place thus:

Hundreds of hours,
Military time.  Votes come?
Hope springs eternal.

Proposal: Murphy’s Law

Self-killed. Failed by Kevan.

Adminned at 01 May 2010 15:51:53 UTC

Since predictable voting may bore
Random deadlines excite, perhaps, more
Amend two point one
When Christmas begun
Let the time be instead DICE “two four”

Now, a clarification ensues:
Lest amendment, ambiguous, lose.
Change rules post-“6 May”
(That’s midnight, Friday)
Four and twenty, in quotes above, choose.

Friday, April 30, 2010

Can I Be Unidled Yet?

Please?

Proposal: If others can “steal” proposals, so can I

S/Ked. Ien.

Adminned at 01 May 2010 07:26:51 UTC

To the list of NPCs in rule 2.4 “Floating Voters”, add the following NPCs:

Haiku Sensei
The Haiku Sensei’s Voting Intention is equal to the author of the most recent passed proposal this dynasty which was written entirely as a sequence of one or more haikus (for the purpose of this rule, a haiku is a three-line poem whose lines have 5, 7, and 5 syllables respectively, and which references, possibly obliquely, spring, summer, autumn, or winter), or “Undecided” if there is no such Voter.
Murphy O’Limerick
Murphy O’Limerick’s Voting Intention is equal to the author of the most recent passed proposal this dynasty which was written entirely as a sequence of one or more limericks (for the purpose of this rule, a limerick is a five-line poem in which the first, second, and fifth lines have 8 or 9 syllables each (with all having 8, or all having 9) and rhyme, and the third and fourth lines have 5 syllables each and rhyme), or “Undecided” if there is no such Voter.

This was originally spikebrennan’s idea, but I like it.

Proposal: I Met A Man

Unanimously passes with 15 for votes. Ien.

Adminned at 01 May 2010 07:26:05 UTC

Enact a new Rule, “Leaders’ Debates”:-

A Voter’s Popularity is the number of Ballots that carry their name. If there exists a number N where exactly three Voters have a Popularity higher or equal than N, then these three Voters are known as the Leaders.

If any Leaders exist, the Returning Officer may call a Leaders’ Debate by posting a blog entry with a title “Leaders’ Debate: <Subject>” (where “<Subject>” is the a subject of the Returning Officer’s choosing) and naming the current Leaders (known as the Debaters of that Debate). The Debaters of a Debate should use the comments on its post to discuss the subject raised; other Voters should post no more than one comment each, each of those comments consisting of no more than two sentences.

Giving a structured platform to allow the strongest candidates to publicly debate the issues that matter in a Nomic.

Unidle

Unidle please. Interesting dynasty..

Hello world

hi, another new player here :)

I go by the name keecz. Nice to meet you all.

Proposal: Getting the mix right

S/Ked. Ien.

Adminned at 01 May 2010 07:25:20 UTC

To the Rule “Floating Voters”, add the following NPC voter:-

•Chinese Spammers: The Chinese Spammers’ Voting Intention is initially Undecided. If a Voter has the word “crush” or “stone” in their Manifesto on the “My Dynasty” page, that Voter is Targetable. If no other Voter has done so earlier in the day, a Voter may roll DICEX, where X is the number of Targetable Voters, and select the Xth Targetable Voter in the order they appear in the “My Dynasty” page - that Voter becomes the Voting Intention of the Chinese Spammers.

Reproposing for Kevan

Proposal: Rules without names?

Passes 14-0. Ien.

Adminned at 01 May 2010 07:24:50 UTC

Rename Rule 2.2 to “No egoism”.

Just a real small fix, which does not even affect the gameplay, but rules without names are really uncommon.

Proposal: Tough on Stone, Tough on the Crushing of Stone

S/Ked. Ien.

Adminned at 01 May 2010 07:23:59 UTC

To the Rule “More Equal Rights”, add the following NPC voter:-

  • Chinese Spammers: The Chinese Spammers’ Voting Intention is initially Undecided. If a Voter has the word “crush” or “stone” in their Manifesto on the “My Dynasty” page, that Voter is Targetable. If no other Voter has done so earlier in the day, a Voter may roll DICEX, where X is the number of Targetable Voters, and select the Xth Targetable Voter in the order they appear in the “My Dynasty” page - that Voter becomes the Voting Intention of the Chinese Spammers.

Proposal: Tucker’s Law

Passes 9-4 with 3 unresolved DEFs. Ienpw

Adminned at 01 May 2010 07:23:00 UTC

In Rule 2.1, replace “Voters can change their own Ballot to any valid value at will.” with:-

As a daily Action, a Voter may change their own Ballot to any valid value, so long as no other Voter has changed their own Ballot to that same value in the previous hour.

Forming an orderly queue for the voting booth, to mitigate the swing of a last-minute IRC conspiracy, and to encourage people to vote early.

Proposal: Returning the Returner

Reaches quorum, 14-0. Josh

Adminned at 29 Apr 2010 13:09:50 UTC

In Rule 1.9, replace “Emperor” with “Returning Officer”.

The proposal “Repologies” incorrectly introduces the term “Emperor”.

Thursday, April 29, 2010

Proposal: Fix

Reached quorum 16 votes to 0. Josh.

Adminned at 29 Apr 2010 13:08:46 UTC

Replace all instances of “Colonists” in the ruleset with “Voters”.

A vote for Ienpw is a vote for *true* nomic

The most fun dynasty I have played since I joined Blognomic (a year ago on Saturday) was definitely the Fifth Metadynasty. At first, I just assumed that its being a dynasty without an Emperor made it more fun, but I later realized that the difference was not the lack of the Emperor, but the style of gameplay. The Fifth Meta had true meta-ness - rules about rules, which is what nomic’s really all about. The rules about rules made for truely interesting and original gameplay, one which did not need a specific theme to sustain it and there was none of this complicated gameplay which seems to be common of late, which meant that we had a dynasty that did not end by collapsing - the dynasty had a good, solid win.

I know I speak for many of you when I say that I simply don’t have time to play a complex, intricate dynasty - it’s why I play Blognomic, not Agora. Some nomickers say there are two types of nomic – one concerned mostly with changing its own rules, and another which is about making a game and playing it, but really, is there anything wrong with combining the two?

Returning

Unidle please?

Manifesto: Rules of Order

If I end up running a Dynasty, it would have some kind of a parliamentary procedural theme to it.  The actual gameplay would revolve mostly around making proposals that restrict what other proposals may be made.

Proposal: Repologies

Reached quorum 12 votes to 1. Enacted by Kevan.

Adminned at 29 Apr 2010 09:17:27 UTC

Remove the paragraph beginning “The Declaration of Victory may be resolved” from Rule 1.9.

Add the following before the paragraph in Rule 1.9 beginning “When a DoV passes”:

A DoV may be passed if any of the following is true:

* It has been open for voting for 12 hours, has a number of FOR votes that exceed or equal Quorum, and either the Emperor has voted FOR it or it has no AGAINST votes.
* It has been open for voting for at least 24 hours, has a number of FOR votes that exceed or equal Quorum.
* It has been open for voting for at least 48 hours, at least Quorum Colonists have voted on it, and more than half of its votes are FOR.

A DoV may be failed if any of the following are true:

* It has been open for voting for 12 hours, has enough AGAINST votes that it could not be Enacted without one of those votes being changed.
* It has been open for voting for at least 24 hours, at least Quorum Colonists have voted on it, and more than half of its votes are AGAINST.
* It has been open for voting for at least 48 hours and cannot be legally passed.

When a DoV fails and there are no pending DoVs, Hiatus ends.

Manifesto: Mornington Crescent

May as well stick a poster up. Mornington Crescent is a fictional boardgame played on London’s iconic tube map; the Dynasty would, in some way or other, involve players moving around on that map, interacting with one another and spouting a lot of made-up jargon, until somebody finally managed to reach Mornington Crescent station. (I ran a full-blown Nomic with this theme back in 1997, which ran for years - it’d be interesting to revisit it with fresh players and an original perspective.)

Proposal: Do they know it’s Christmas time at all?

Reached quorum 12 votes to 2. Enacted by Kevan.

Adminned at 29 Apr 2010 02:54:10 UTC

If there is a rule entitled “Next Emperor Showdown” containing the text “Friday 30 April” then replace every instance of that text in that rule with the text “X”, where “X” is the calendar date specified by the Returning Officer in his EVC to this proposal, if any, and “Friday 7 May” otherwise.

Because new players are still joining, and the wiki page isn’t even up yet.

New Player - Galdyn

New Player here.

Sounds like fun, new to the whole nomic idea except for the card game fluxx which has limited rule changes.

Look forward to playing some games with you guys.
~Galdyn

Proposal: Apologies to Ornithopter

Self-killed. Josh

Adminned at 29 Apr 2010 02:19:42 UTC

Remove the paragraph beginning “The Declaration of Victory may be resolved” from Rule 1.9.

Add the following before the paragraph in Rule 1.9 beginning “When a DoV passes”:

A DoV passes if any of the following is true:

* It has been open for voting for 12 hours, has a number of FOR votes that exceed or equal Quorum, and either the Emperor has voted FOR it or it has no AGAINST votes.
* It has been open for voting for at least 24 hours, has a number of FOR votes that exceed or equal Quorum.
* It has been open for voting for at least 48 hours, at least Quorum Colonists have voted on it, and more than half of its votes are FOR.

A DoV fails if any of the following are true:

* It has been open for voting for 12 hours, has enough AGAINST votes that it could not be Enacted without one of those votes being changed.
* It has been open for voting for at least 24 hours, at least Quorum Colonists have voted on it, and more than half of its votes are AGAINST.
* It has been open for voting for at least 48 hours and cannot be legally passed.

When a DoV fails and there are no pending DoVs, Hiatus ends.

Stealing someone else’s proposal seems like bad form but if we’re going to get it passed before the end of the dynasty it should really go up now.

A few changes to Ornithopter’s original post: accelerated passage can now be dependent on the Emperor’s assent, rather than just the fact of him having voted; accellerated failure is reliant on antiquorum; DoVs automatically fail after 48 hours if met with resounding apathy.

Constituency expanded

Anonyman and flurie unidle. Quorum is now 11.

Tuesday, April 27, 2010

Warning: Self Destruct Will Commence in X Seconds…

This post is a warning to all pending members and members with 0 posts to activate your account and make a post or comment, as I intend on deleting all pending accounts (as I have managed to keep most spam accounts from activating their accounts) and accounts with no posts that are more than 3 days old in order to rid the blog of the spam accounts which fill our member lists.

If your account is deleted in this way, feel free to re-register, but be sure to activate your account.

                                                                                                                                                                                                            —Wakukee

Proposal: Liquid Democracy

Failed, 13-1. Josh

Adminned at 29 Apr 2010 02:19:15 UTC

In Rule 2.1 entitled “Next Emperor Showdown ” replace “Each Voter has a Ballot, tracked in the GNDT; it defaults to blank (meaning no vote), and other legal values are “Spoil”, “Meta”, and the name of each Voter (other than the Returning Officer).” with:

Each Voter has a Ballot, tracked in the GNDT; it defaults to blank (meaning no vote), and other legal values are “Spoil”, “Meta”, the name of each Voter (other than the Returning Officer) and the name of a Voter known as the Delegate (including the Returning Officer) enclosed by parenthesis. In the last case the vote counts as the vote of the Delegate. This is resolved recursively (eg. A votes (B) and B votes (C), A and B vote the same as C). If this cannot be resolved because of circular references, all unresolved votes become invalid which means the same as if they were blank.

I am a fan of Liqud Democracy, so I need to propose something like this. I would even like general Liquid Democracy mechanisms (they would be really good for a holiday replacement), but that‘s not the topic here. :)

I assume this will not used that much, but that is no reason against this mechanism. ;). It might be helpful, if you can’t decide or if you are not sure whether you have enough nomic knowledge to consider all aspects to know which idea is the best one. You could easily trust an “older” Player who has more experience then.

Core rules protosal: Emperor not subject to the limitation on proposal slots

I wanted to float this as a trial balloon before making a proposal: I suggest that a given dynasty’s emperor should not be limited to two proposal slots.  If the emperor has more slots, then at the start of the dynasty an emperor can post several proposals suggesting his initial thoughts as to game mechanics, rather than posting one or two mega-proposals that try to introduce a large number of unrelated things (some of which may work better than others).

I think that a total exemption from the proposal slot limit would work fine, but is there a preference for a higher but not infinite cap (say, four or five proposal slots)?

muiro has arrived

I have arrived and wish to commence voting as soon as possible.

I ask that my name be used always in the lower case, as this is the correct spelling.

Thank you.

Proposal: Wiki Manifestos

Reaches quorum, 14-0. Josh

Adminned at 29 Apr 2010 02:15:48 UTC

Create a new Rule entitled “Manifestos”:

The wiki page My Dynasty should (but does not need to) consist of all dynastic theme or themes that the Voters would consider running if they achieved victory. Each Voter may create and amend a section (entitled as their name) to that wikipage. There they should describe their favourite themes which are wanted to run.

Revert all changes of this wikipage after this Proposal has been proposed.

proposing a fix (or new idea?) of this Proposal. I copied some phrases and the initial idea comes from ais523. I assume in a Dynasty like this one, that should be ok.

Besides, we could use this wikipage for later use, eg. “Oh, I could win…Hm, nice, but what would I do? Ahh, at this wikipage are lots of ideas mentioned.”

Let’s get back to it!

I unidle. Let’s start electioneering!

Another dirigible touches down

I unidle.

Oops, wrong dynasty?

Proposal: Manifest Destiny

Can’t pass with 13 votes against. Failed by Kevan.

Adminned at 29 Apr 2010 02:14:54 UTC

Enact a new rule, “Manifestos”:-

Each Voter has a Manifesto, tracked in the GNDT. A Manifesto should describe the dynastic theme or themes that the Voter would consider running if they achieved victory.

A Manifesto may either be blank, or a piece of text no more than 50 characters in length. A Voter’s Manifesto defaults to blank, and a Voter may change their own Manifesto at any time.

May as well put these in the GNDT, for ease of reference.

Manifesto: Eternity Lies Ahead Of Us, And Behind

Have you drunk your fill?

A vote for dbdougla is a vote for a dynasty themed on Sid Meier’s Alpha Centauri.  As Planetary Governor, I promise that the mind worms shall be kept at bay, there will be a hologram theater in every home, and quality goods from Morgan Industries shall be available to all Faction Leaders at reasonable prices.

Monday, April 26, 2010

Proposal: Short dynasty, less time for proposing

Timed out and passed, 14-2. Josh

Adminned at 29 Apr 2010 02:14:23 UTC

Create a new dynastic rule, “Higher Speed Limit”:

For the purposes of this dynasty, the text “(unless the Voter already has 2 Proposals pending, or has already made 3 Proposals that day).” in rule 1.3 “Proposals” should be considered to read “(unless the Voter already has 3 Proposals pending, or has already made 4 Proposals that day).”

With less than a week to go, there may not be time to pass all the proposals necessary otherwise, especially if NPCs start caring about them, without a lot of messy “will you propose this for me” kind of thing. Of course, spamming will continue to be unacceptable. This isn’t a core rules patch; rather, a dynastic rule overriding the core rules (the normal speed works fine for most dynasties).

Proposal: More Equal Rights

Timed out 12 votes to 4. Enacted by Kevan.

Adminned at 29 Apr 2010 02:03:54 UTC

Enact a new Rule, “Floating Voters”:-

Several NPCs from past Dynasties are eligible to vote in the election, as listed in this rule. An NPC is tracked in the GNDT as if it were a Voter, and each NPC has a Ballot and a Voting Intention (which is not tracked in the GNDT, and which may be “Spoil”, “Meta”, “Undecided” or the name of any Voter). The Ballot of an NPC defaults to blank. Any Voter may change an NPC’s Ballot to its defined Voting Intention, at any time, unless that Intention is “Undecided”.

  • The Demented Baron: If a single Voter is not selected by any Ballot, The Demented Baron’s Voting Intention is that Voter. Otherwise, his Voting Intention is Undecided.

Straight reproposal without the Moose or Mortis Maximus, since at least seven players seemed in favour of the base mechanic.

Proposal: partial patch

Reached quorum and enacted, 12-0. Josh

Adminned at 28 Apr 2010 02:40:57 UTC

Add a new dynastic rule entitled “Vote Processing”, as follows:

If on Christmas Day any Voter’s Ballot has a value that is not then a legal value, that Ballot shall be regarded as blank for all purposes.

I won‘t miss a meta :)

Hi there,

I de-idle :)

Vote Wakukee; Fredrico 2010!

If you are not familiar with Working on the Space Station, check it out Here.

Vote Wakukee for the Space Station Dynasty! Explore space with your friendly Space Octopus Pal! Fight dangerous aliens (maybe)! Become the Ultamate Adventurer(tm)!

Though, if more people want it, I can run the Triumvirate Dynasty instead. I and the 2 runner-up candidates would serve as co-emperors.

Vote for Ienpw for a Simple yet Deep Dynasty

He is open to suggestions for a theme.

He will not go on vacation this time.

Proposal: IRC Channel

Reached quorum, 11-0. Josh
It was actually only 10-0, as Keba made two votes that both didn’t count, but whatever, this is hardly worth CfJ-ing. -Purplebeard

Adminned at 28 Apr 2010 05:08:16 UTC

Add a new entry to the Glossary Keywords: “IRC Channel: The Blognomic IRC channel is located at #nomic on the slashnet network (irc.slashnet.org).
If proposal For Fun passed, remove the text “#nomic on the network irc.slashnet.org” from the ruleset.

Proposal: For fun.

Self-killed. Josh

Adminned at 28 Apr 2010 02:40:05 UTC

Add a new rule, “No lies”:

No Voter may make any false statements either on the blog or on the IRC channel #nomic on the network irc.slashnet.org.

Proposal: Who shaves the barber?

Passes at 13-0 or thereabouts (Keba was idle when he voted). -Purplebeard

Adminned at 28 Apr 2010 00:34:31 UTC

Add a rule reading as follows: “Notwithstanding anything to the contrary in the ruleset, no Voter’s Ballot may have a value equal to that Voter’s own name.”

Because it would be boring for everyone to simply vote for themselves.

Proposal: Removing Empty Threats

Self-killed. Josh

Adminned at 27 Apr 2010 03:34:58 UTC

Rename rule 1.10 to “House Rules”. Remove the following sentences from it:

If any of the rules are found to have been broken, a proposal or CfJ may be made to remove the perpetrator from the game, and bar them from rejoining.

* A Voter should not “spam” the BlogNomic blog. What counts as spamming is subjective, but would typically include posting more than ten blog entries in a day, more than ten blog comments in a row, or posting a blog entry of more than 1000 words.

* A Voter should not make a DoV primarily to delay the game by putting it into Hiatus.

In the following sentence of Rule 1.9:

The Declaration of Victory may be resolved after 24 hours, or after 12 hours if the Returning Officer has voted on it.

change the numbers to 48 and 24, respectively.

Two things here. The first being that I’ve spotted a few occasions in which one player has pointed out something called a “bannable offence;” this seems odd to me, as the idea of BlogNomic actually banning a broadly legitimate player isn’t plausible. Even if it was a situation that we found ourselves in, however, it doesn’t need to be hardcoded into the rules; we can ban by CfJ whether the rules explicitly say so or not. Some of those provisions are dubious as well; the prohibition against spam has subjectivity written into itself, and the rule against junk DoVs is unenforcible, as dressing a DoV to make it look earnest but misguided is fairly trivial. For those reasons it seems better not to be encumbered by a hard list of rules. The CfJ mechanism is pretty good for dealing with antisocial behaviour.

The second is lengthening the timescales on DoVs. I know that Ornithopter has a better fix in the pipeline, but given that this is a short dynasty I’d feel more comfortable if it was safely on the books. It can always be edited later.

Proposal: Metastasis

Reached quorum 12 votes to 0. Enacted by Kevan.

Adminned at 27 Apr 2010 02:17:54 UTC

In the rule “Next Emperor Showdown”, replace “if there is a tie in which option is selected by the most non-blank Ballots, or the option selected by the most Ballots is “Meta”” with:-

if the option selected by the most Ballots is “Meta”

And add another bullet point before the first:-

  • if there is a tie in which option is selected by the most non-blank Ballots, the date “Friday 30 April” shall be replaced with a date two days after it, throughout this rule

Not sure that a tied vote should trigger a Metadynasty - if pro-Meta players are in a minority, they’d just have to engineer a tie to get the result they want (and even a single pro-Meta player could force a tie in a close race). This proposes extending the election by two days, each time we end up with a tie-break.

Proposal: ‘tis the season for core rules patches

Reached quorum 14 votes to 0. Enacted by Kevan.

Adminned at 27 Apr 2010 02:16:52 UTC

In rule 1.2 “Voters”, replace

Admins may de-Idle an Voter at his request (unless that Voter asked to become Idle within the previous 4 days)

with

Admins may de-Idle an Voter at his request (unless that Voter asked to become Idle within the previous 4 days, and within the current dynasty)

Based on what just happened to Qwaz. Also, I think that showing that you can make meaningful improvements to the core rules is an excellent way to show that you’re fit to be an Emperor. (One of Agora’s win conditions requires you to have written a proposal that amends its equivalent of the core rules, for instance.)

Not to be outdone by spikebrennan’s lovely haiku

For a while I sat on the fences,
But my Nomic run now recommences
dbdougla unidles
If only a guide’ll
Make sure our quorum incrementses.

Assuming the number of players is odd.

Unidle

Man, I was hoping to run a straight election-based Dynasty someday. ; )

Unidle me.

Manifesto: A vote for Darth Cliche is a vote for nomic. Or katamaris.

If elected, I have two main theme ideas:

1) Calvin & Hobbes Dynasty. I have some ideas for Calvinball rules.

2) Katamari Dynasty. We’d be able to roll stuff - and other people - up. Would rely heavily on randomness.

Manifesto: Greed is good

A vote for spikebrennan is a vote for capitalism. 

Should you place your trust in me, I (in my role as Government) intend to award each Investor $1000, and to provide the opportunity to invest in one or more promising new ventures!

Unidle me

I am Spikebrennan.
Snow falls on cherry blossoms.
Please unidle me.

Proposal: Equal Rights for NPCs

Can’t pass with 10 votes against. Failed by Kevan.

Adminned at 26 Apr 2010 14:33:08 UTC

Enact a new Rule, “Floating Voters”:-

Several NPCs from past Dynasties are eligible to vote in the election, as listed in this rule. An NPC is tracked in the GNDT as if it were a Voter, and each NPC has a Ballot and a Voting Intention (which is not tracked in the GNDT, and which may be “Spoil”, “Meta”, “Undecided” or the name of any Voter). The Ballot of an NPC defaults to blank. Any Voter may change an NPC’s Ballot to its defined Voting Intention, at any time, unless that Intention is “Undecided”.

  • Mortis Maximis: Mortis Maximis’s Voting Intention is the Proposer of the most recent failed Proposal, if that Proposer is a Voter; otherwise their Voting Intention is Undecided.
  • The Demented Baron: If a single Voter is not selected by any Ballot, The Demented Baron’s Voting Intention is that Voter. Otherwise, his Voting Intention is Undecided.
  • Moose: The Moose’s Voting Intention is always “Spoil”.

Two from Ais’s earlier dynasties, and the Moose, to start off with. I’m sure we can think of some others.

Manifesto: A vote for Josh is a vote for one of the following:

A jackalope is a fictional creature that resembles a rabbit with the horns of an antelope.

Not a jackalope. A vote for Josh is not a vote for a jackalope. Don’t be silly.

No, no: if elected, you’ll get one of two things:

1) BlogNomic Idol. Players will be encouraged to form groups or stand alone, in order to perform for Simon Cowell in every Friday’s Judging Round. The way in which the performing will be constructed is an open question - the dance mechanic from the last dynasty was possibly a bit dry in practice, but I like the idea of multiple actions peformed by multiple players combining to massive effect.

2) Puppetmaster dynasty. Reversing the Royal Blood mechanic and having a dynasty where the rules only affect the emperor, and the players are thus proposing cause-and-effect actions that oblige the emperor to act in specific ways. Arose in IRC the other day when we were talking about making proposing and voting more front-and-centre as a gameplay mechanic. This would probably need a more explicit theme; possibly Norse pantheon inspired, in which the players are deities and the emperor is some manner of mystical hero.

Proposal: Dynastic ending vote

Reached quorum 9 votes to 0. Enacted by Kevan.

Adminned at 26 Apr 2010 10:40:57 UTC

Create a new dynastic rule, “Next Emperor Showdown”:

Each Voter has a Ballot, tracked in the GNDT; it defaults to blank (meaning no vote), and other legal values are “Spoil”, “Meta”, and the name of each Voter (other than the Returning Officer). Voters can change their own Ballot to any valid value at will.

At 13:37 UTC on Friday 30 April (which, for the purposes of BlogNomic, is known as “Christmas Day”), then the number of non-blank Ballots selecting each option are counted, and depending on which option is selected by the most non-blank Ballots, one of the following happens:
- if there is a tie in which option is selected by the most non-blank Ballots, or the option selected by the most Ballots is “Meta”, then all dynastic rules are repealed, “Voter” is changed to “Player” and “Returning Officer” is changed to “Emperor” throughout the ruleset, the paragraph “Alternatively, a dynasty may have no Emperor, in which case it is known as a Metadynasty,” is added after the first paragraph of rule 1.8 “Dynasties”, and a new Dynasty starts with no Returning Officer/Emperor;
- if the option selected by the most non-blank Ballots is the name of a Voter (rather than “Spoil” or “Meta”), then that Voter may (at any subsequent time this dynasty) achieve victory;
- if the option selected by the most non-blank Ballots is “Spoil”, this rule is repealed.

Perhaps the shortest deadline for a win-at-deadline rule ever. (Not counting Josh’s latest dynasty…) Yes, I have a vote too; I’m not sure whether I’ll use it yet. And I like the idea of spoilt ballots actually doing something (i.e. invalidating the vote), rather than just being ignored; barring some amazing dynastic gameplay coming out of nowhere, though, that option will likely be ignored.

Ascension Address: Let’s settle this the good old-fashioned nomic way

It seems to me that what’s happening at the moment is a big discussion over who should take the next dynasty, what the theme should be, etc. BlogNomic has a perfectly good way to settle who the leader of a dynasty should be; it’s known as a dynasty. Also, apparently quite a few fix proposals are wanted or necessary, and it would be nice to be able to actually post them; BlogNomic doesn’t work too well in Hiatus.

Thus, this is an official Ascension Address. Change “Colonist” to “Voter” and “Expedition Leader” to “Returning Officer”. Time for you all to campaign as to why your dynasty idea is the best, and why you should get the next one!

Repeal all dynastic rules (even Royal Blood). (They can be added back by proposal if the consensus is to return to the gamestate of the last dynasty.)

Although the path that this dynasty is supposed to take is pretty obvious, hey, it’s a nomic, and feel free to screw with it with dynastic proposals if you want to; I doubt I’ll veto anything unless it’s devastatingly harmful to the nomic. (No, not even daily actions, or even attempts to make me an admin, although you can expect votes against the second.) Turns out “Voter” isn’t actually used in the ruleset at present, so we shouldn’t have keyword problems.

New Player - Kalhaan

I, Kalhaan, hereby join the game. Nice to meet you all : )

I’m a new Nomic player, I’m still trying to figure out the hows and whys. But looking forward to have some fun!

Sunday, April 25, 2010

That DoV kicked me in the face with its ENERGY LEGS

Remove the paragraph beginning “The Declaration of Victory may be resolved” from Rule 1.9.

Add the following before the paragraph in Rule 1.9 beginning “When a DoV passes”:

A DoV passes if any of the following is true:

* It has been open for voting for 12 hours, has a number of FOR votes that exceed or equal Quorum, and has no AGAINST votes.
* It has been open for voting for at least 24 hours, has a number of FOR votes that exceed or equal Quorum, and has a number of against votes fewer than half of Quorum, rounded down.
* It has been open for voting for at least 48 hours, at least Quorum Colonists have voted on it, and more than half of its votes are FOR.

A DoV fails if any of the following are true:

* It has been open for voting for 12 hours, has enough AGAINST votes that it could not be Enacted without one of those votes being changed, and has no FOR votes other than that of the Colonist who made the DoV.
* It has been open for voting for at least 24 hours, has enough AGAINST votes that it could not be Enacted without one of those votes being changed, and has a number of FOR votes less than half of Quorum, rounded down.
* It has been open for voting for at least 48 hours and half or fewer of its votes are FOR.
* It has been open for voting for at least 48 hours and fewer than Quorum Colonists have voted on it.

When a DoV fails and there are no pending DoVs, Hiatus ends.

Thoughts?

Call for Judgment: A Third Option

Failed 9-1. Josh

Adminned at 27 Apr 2010 02:25:34 UTC

Erase all dynastic rules, end the current dynasty, and begin the Sixth Metadynasty. If the game is in Hiatus, end the Hiatus.

Saturday, April 24, 2010

Fail

Guys, even all other things being equal, the “Dance” was illegal because there was already a dance taking place. The fact that ais’s DoV passed is kind of disgraceful. I go idle.

Unidle

I, Wakukee, hereby unidle.

Call for Judgment: Illegal DoV readminning

Passes with 9 for and 1 against—Wakukee

Adminned at 25 Apr 2010 11:49:35 UTC

If the gamestate is not already such that my recent DoV passed, change the gamestate such that its resolution caused it to pass.

Change the admin field of my recent DoV to show it as passed.

Wakukee unilaterally changed the header of my DoV to mark it as failed. This is slightly strange; DoVs are “resolved”, which causes them to be passed or failed; in other words, Ienpw III’s resolution caused the DoV to pass or fail platonically, regardless of how the admin field is changed after that. The resolution caused it to pass 6-5 (DEFERENTIAL has no meaning on a DoV, because the rules for DoV commenting are different from the rules on proposal voting; this is a historical accident - voting used to be illegal in a hiatus, so DoVs needed different rules to make voting on the impossible), so it has in fact passed, and despite the header being changed I could legally start a new dynasty Right Now. However, it’s probably better to fix the (arguably illegal) change to the header immediately, to avoid misleading people.

Dynasty not over

Despite the BS DoV rallying 5 for votes, it fails as Roujo’s Def serves to cancel out his for vote, though it is not counted as a Def. The DEF symbol is a voting icon, and thus counts as Roujo’s latest vote, meaning that he cast no vote, making it 5-5 and failing. Good game.

Next dynasty discussion

Although I have a few ideas for a dynasty, I may not have time to run an upcoming dynasty unless it requires an unusually low amount of Emperor attention. I can probably create a dynasty like that, but I’ve been thinking of passing the mantle. Darth Cliche and Ienpw both want it, which has lead to some tension on IRC; it’s also been suggested that I should pass the mantle to Josh (given what happened to his last dynasty). What theme ideas do people have? Who do people think should run the next dynasty? Anyone else think they’d make a good Emperor?

Call for Judgment: If that follows, then this must also:

Fails with 11 against and no for.—Wakukee

Adminned at 25 Apr 2010 11:50:40 UTC

This proposal is now a proposal. Every proposal made since then has been enacted illegally. Revert them and any actions based on them.

Call for Judgment: Blocking all similar scams

Passes, 11-0. This CfJ “causes all open blog posts older than this… to cease to be open” - there isn’t really a way of marking that, so consider all posts older than this one to be explicitly closed.

Aside: “fail all proposals”. If I could be bothered I would assert that this means that I should fail every proposal ever posted, even the ones that have already passed. Josh

Adminned at 26 Apr 2010 01:46:06 UTC

Fail all proposals, and cause all open blog posts older than this CFJ to cease to be open.

In rule 1.5 “Enactment”, replace

It has been open for voting for at least 48 hours, it has more than 1 valid vote, more than half of its votes are FOR, and it has not been vetoed or self-killed.

with

It has been open for voting for at least 48 hours, it has continuously been a proposal for that time, it has more than 1 valid vote, more than half of its votes are FOR, and it has not been vetoed or self-killed.

In rule 1.7 “Gamestate Tracking”, after

If no Colonist has commented on it, an official post may be altered or removed by its author; otherwise this can only be done as allowed by the Ruleset.

add

However, despite this, official posts can never be changed from one category to another, or changed to be a different sort of official post, if they have been posted for more than fifteen minutes.

The first paragraph closes down anyone trying a repeat of the same scam right now (if they can find a really old post, say from another dynasty, which is technically still open for voting); the second and third each independently prevent a similar scam happening due to a future dynastic rule slipup, although both are probably positive fixes.

Friday, April 23, 2010

Declaration of Victory: Blatant dynastic/core rule interaction scamming

passes 6-5 (note that bucky’s vote is invalid and Roujo’s DEF is as well)

Adminned at 25 Apr 2010 11:49:58 UTC

Per the rule “Victory”, I have achieved victory.

Multiple technicalities here: a story post with “dance” in its title is a Dance, even if disguised as something else; Dances are official posts; the only restriction on altering official posts are that they have no comments (“If no Colonist has commented on it, an official post may be altered or removed by its author; otherwise this can only be done as allowed by the Ruleset.”); Dances are created open, and that one requested (and provided a mechanism for) voting, so it was open for voting (“After a dance has been called, the dance is considered to be open”); and a proposal that was open for voting for 48 hours times out, even if it wasn’t a proposal for all that time (just as long as it was open for voting for all that time). Thanks Ienpw for providing the second FOR vote that it required, and for adminning it.

Back.

Quorum’s 8.

Thursday, April 22, 2010

Proposal: The Clogs of Despondency

Failed per CfJ - Blocking all similar scams. Josh

Adminned at 26 Apr 2010 01:47:33 UTC

To the list of dances in Rule 2.8, add:-

Dance of Despair. A successful Dance of Despair requires all Traitors to be in the same Location. If this Location is Indoors, the awful clacking of the Dance of Despair can be heard by any Colonist who is in the same Room as a Traitor. If the Location is Outside, all Colonists who are Outside can hear it. As an additional effect, any non-Traitor Colonist who can hear the Dance of Despair gains 15 Stress.

Thursday, April 22, 2010

Proposal: Balance of Power

Failed per CfJ - Blocking all similar scams. Josh

Adminned at 26 Apr 2010 01:47:08 UTC

In rule 1.4, after the text “The vote will count as the same as the Expedition Leader’s vote”, insert “unless enacting the proposal would modify Section One or Section Three of the Ruleset”.

While I’m perfectly happy letting the Expedition Leader get extra votes for dealing with Dynastic Rules, I think that deferential votes should be abstentions when it comes to changing the core rules.

Proposal: Yet another proposal to change veto speed

Times out / fails :( - Ien

Adminned at 23 Apr 2010 16:07:16 UTC

After the second bulleted list in rule 1.5 “Enactment”, add the following paragraph:

Proposals that the Expedition Leader has voted to VETO can also be failed immediately by any admin, even if they are not the oldest pending proposal.

Now, I know we’ve gone over this one loads of times already (so much that this particular proposal even has an FAQ entry about it). The usual reason stated not to do this is “why would we want to punish bad proposals by taking away slots, but rewarding terrible proposals by freeing up the slot immediately”? Well, I was around last time this rule was in place, and things didn’t happen that way; if a proposal is terrible, it’ll just get a load of AGAINST votes. The only times that vetos are needed are when proposals are reasonable enough to get a preponderance of FOR votes, but either a fatal flaw’s discovered last-minute (in which case the queue timing change is basically irrelevant), or the proposal doesn’t fit into the Expedition Leader’s idea of the dynasty (this only comes up in dynasties like arth’s most recent, where the theme is secret; in such a case, punishing people for bad theme-guessing seems wrong). However, with such a rule in place, the veto gains another use: the Expedition Leader (who can be assumed to be relatively fair, due to having no way to win) can return slots to players for the good of the dynasty (e.g. when a player is having lots of ideas towards the start, and needs feedback on them, but other players don’t like them protosing). This was used quite a bit in several of the dynasties where the “fast veto” was available, including my first.

Proposal: Story Post: Which dance should we do next?

Times out 2-0. Ien.

Adminned at 23 Apr 2010 16:03:03 UTC

Create a new dynastic rule “ais523’s scam” with the following text:

ais523 may achieve victory.

Text before editing was “The Hokey-Kokey is getting rather boring at this point; do people have any other ideas for dances they’d like to do? We probably need to plan such dances in advance; come onto IRC and vote for which sort of dance you’d like, and I’ll try to come up with a plan in comments to this post.” The edit was legal due to a weird interaction of the dynastic and core rules, in which an official post (such as a dance post, like this was before editing, and still is) can be edited into another sort of official vote; and due to another part of the dynastic rule, it was “Open” - for voting (see the text!) - all this time! So it’s timed out now; you could have voted for it over the past 48 hours, but nobody bothered even to comment, making editing legally possible (strangely, the rules for editing official posts like dances and proposals are looser than the rules for editing unofficial posts…)

Proposal: Out of my way!

passes 6-0 and adminned by ienpw

Adminned at 23 Apr 2010 15:59:03 UTC

Add to the list of Tasks:

* Shove. A Colonist with at least 10 Energy may spend all of his Energy to move a Colonist adjacent to his location one square away from him if that location is Empty.

Proposal: Endgame?

passes 6-0 and enacted by ienpw

Adminned at 23 Apr 2010 15:58:38 UTC

Add to the list of available Jobs:

* Traitor. If at any time there are less than 2 Traitors, the Expedition Leader may make any Colonist a Traitor. Traitors may rest twice in one week, but never within 24 hours after resting. Traitors are encouraged to kill non-Traitor Colonists, deplete the Stockpile of Food and useful goods and otherwise sabotage the Settlement in any way. Traitors do not gain Stress when a Colonist dies, and may not change their Job.

Add to rule Death, between the fourth and fifth bullet point:

* If the Colonist has 20 or more Stress, he becomes a Traitor. Otherwise, his Job is set to Peasant.

Add a new rule, “Victory”:

Outsiders do not count as Colonists for the purposes of this rule.

If, at any time, no non-traitor Colonist has 0 Deaths, all Traitors with the lowest number of Deaths among Traitors have achieved victory.

If, on May 5 2010 at 00:00:00, exactly one non-traitor Colonist has 0 Deaths, that Colonist has achieved Victory. Otherwise, the Expedition Leader may make a Story post entitled “Election for Mayor” after that time. All Colonists may support another Colonist with 0 Deaths by including the name of that Colonist in a comment to that post. They are encouraged to support the Colonist who they feel has contributed the most to the success of the settlement. If a Colonist includes multiple names, or multiple instances of one name in their comments to that post, only the last is counted. After 48 hours have passed since the creation of that post, the Colonist who was supported by the most other Colonists has achieved victory.

Applications for the post of Traitor may be posted in the comments.

Story Post: Moose 1’s Belly Dance

Every Colonist’s Hunger has been increased by 2. Darth Cliche, Roujo, Tiberias and Igthorn are Starving.

Meanwhile, Moose 1 is eyeing the crops hungrily. It’s still ruminating its last meal at the moment, but your crops won’t be safe for much longer.

Moose 1 would also like to initiate a Dance. Moose are truly the most graceful of creatures.

Tuesday, April 20, 2010

Proposal: Kill Ten Rats

Timed out 6 votes to 0. Enacted by Kevan.

Adminned at 22 Apr 2010 09:58:12 UTC

In Rule 2.9 (Outsiders), replace “As a weekly action, the Expedition Leader may add an NPC character to the GNDT. These characters may also be referred to as Outsiders.” with:-

As a weekly action, the Expedition Leader may - for each Outsider type listed in this rule - create one Outsider of that type and add it to the GNDT.

To the bullet list in Rule 2.9 (Outsiders), add:-

  • Rat. Instead of creating one Rat on Row 0, the Expedition Leader may create X Rats in any Indoor Dirt Location (where X is a number of the Expedition Leader’s choice, no greater than the number of Meals in the Stockpile).

Proposal: The Hunt is On

Timed out 6 votes to 0. Enacted by Kevan.

Adminned at 22 Apr 2010 09:57:08 UTC

In Rule 2.3.2 (Tasks), reword the “Hunt” Task to:-

Hunt. Any Colonist can perform this task. The Colonist may spend 4 Energy to kill an Outsider who is adjacent to them, provided that the Outsider has less Energy than the Colonist (immediately prior to the Task being performed).

In Rule 2.4 (Jobs), replace “A Hunter may Hunt even if another Colonist has hunted within the preceding 24 hours.” with:-

A Hunter may spend 4 Energy to kill any Outsider who is adjacent to them.

Monday, April 19, 2010

Decolonisation

Neither Clucky nor Oracular Rufio have commented in the past week. They both fall idle, and quorum drops to seven.

Proposal: The Wild

Reached quorum 9 votes to 0. Enacted by Kevan.

Adminned at 20 Apr 2010 06:18:02 UTC

Add a new rule to the ruleset, and name it “Outsiders”:

As a weekly action, the Expedition Leader may add an NPC character to the GNDT. These characters may also be referred to as Outsiders. Outsiders are named by their type followed by a unique number. They are treated as Colonists for the purposes of dynastic rules, but may not perform any tasks, build or pull down any constructions or change their job unless they are specifically allowed to as Outsiders. Outsiders may not move into Doors. Any action that could be legally performed by an Outsider may be made for them by the Expedition Leader.

Outsiders do not start at 13a, and may instead be placed anywhere on row 0 when they are created. If an Outsider dies, they cease to exist and may be removed from the GNDT by any admin. The Expedition Leader may not create an Outsider if there are three or more Outsiders on the map.

The types of Outsiders are:

* Moose. Moose start with 2 Hunger. Whenever a Moose dies, 15 Food is added to the Stockpile.

Add a subrule to this rule, and name it “Outsider Tasks”:

An Outsider can perform the following tasks:

* Graze. A Moose with positive Hunger may spend 5 Energy and decrease its Hunger by 1 to turn a Bush or Small Tree or a Small Crop at his location into Dirt. A Moose with at least 2 Hunger may spend 5 Energy and decrease its Hunger by 2 to turn a Mature Crop at his location into Dirt.

We could use this system to add more wildlife, or hostile invaders, to the game. I considered precluding Outsiders from dancing, but the mental image of a square dancing moose was too powerful to ignore.

Hix is taken by a strange mood

Quorum drops to 8.

Monday, April 19, 2010

Heads up

For monetary reasons, I may not have internet access starting on Tuesday.

Proposal: Ashes to Ashes

Reached quorum 8 votes to 0. Enacted by Kevan.

Adminned at 19 Apr 2010 06:42:04 UTC

To Rule 2.2.1 (Locations), add:-

  • Smoke. If a Colonist is located in Smoke, they may not perform Tasks or build Constructions. If a square of Dirt is adjacent to Smoke, any Colonist may turn that Dirt to Smoke. If a group of connected Smoke Locations is adjacent to an Outside location, or adjacent to a Chimney, any Colonist may turn all of that Smoke into Dirt.

To the Settlement Legend, add the Empty Locations “H Chimney” and “% Smoke”.

In Rule 2.3.2 (Tasks), add to the end of the “Cook Meal” Task:-

Upon Cooking a Meal, the Colonist must convert one Dirt Location in the same Room as them (if any exist) into Smoke.

To Rule 2.3.3 (Constructions), add:-

  • Build Chimney. A Colonist may spend 10 Energy and remove 4 Rock from the Stockpile to place a Chimney on a square of Dirt on or adjacent to his location.

In Rule 2.2.1 (Locations), replace “Noisy or Smoky Contraptions” with “Noisy Contraptions or Smoke”. Remove “A Stove is a Smoky Contraption.” from Rule 2.3.3 (Contraptions).

Friday, April 16, 2010

Proposal: Rebalancing

Times out 3-5. -Ornithopter

Adminned at 18 Apr 2010 14:59:21 UTC

In the Task Mine, remove “and move into it”.

In the Job Mine, change “A Miner can Mine by spending 6 Energy instead of the usual 8” to “A Miner may move into the mined location after Mining at no Energy cost”.

In the Task Hunt, change “Any Colonist can perform this task” to “Any Colonist who is Outside can perform this task”.

Add a rule to the ruleset as a subrule to The Settlement, and name it “Regrowth”:

As a weekly action, the Expedition Leader may pick 6 random locations from the Settlement Map by means of DICE rolls. If any of these Locations are Outside, either Dirt or a Bush or Small Tree, and not occupied by any Colonist, they turn into Large Trees.

Mining is a bit too cheap on Energy at the moment.

Proposal: Ready, aim…

Timed out 6-0. -Ornithopter

Adminned at 18 Apr 2010 14:58:10 UTC

Add to the list of Constructions:

* Catapult. A Colonist may spend 10 Energy and remove 4 Wood, 1 Rock and 2 Iron from the Stockpile to place a Catapult on a square of Dirt adjacent to his location.

Add to the list of Tasks:

* Fire Catapult. A Colonist who has not Pulled Down any Constructions in the last 48 hours, has 10 or more Energy and is adjacent a Catapult may spend all of his Energy and remove 10 Rock, 1 Anvil or 1 Grand Piano from the Stockpile to perform this action. He must then choose a target Location that is between 4 and 8 squares away from the Catapult in one of the four orthogonal directions. This action may only be performed if both the Catapult and the target are Outside. He must then roll a DICEX for each Colonist in the targeted Location, where X is 3 if Rock was used for this action, 2 if an Anvil was used and 1 for a Grand Piano. On a 1, that Colonist dies.

Add ‘y Catapult’ to the legend of the Settlement Map as an Empty Location.

Anyone who is Indoors should be relatively safe from catapult fire. You might want to start thinking about building a house around 13a if this passes.

Proposal: When It’s Ajar

Timed out 5 votes to 1. Enacted by Kevan.

Adminned at 18 Apr 2010 08:53:06 UTC

In Rule 2.2 (Settlement), replace “If any single Location would be in more than one Room, only the largest counts as a Room.” with:-

If any single Location (which is not a Door) would be in more than one Room, only the largest of those Rooms counts as a Room. Door Locations are considered to be part of any Rooms which they are adjacent to.

Making Doors a part of each Room they open onto, rather than not part of any Rooms at all.

Proposal: Dance fix fix

Passes at 10-0. -Purplebeard

Adminned at 18 Apr 2010 01:52:16 UTC

If the following sentence exists in the ruleset:

A specific dance configuration may not be used to successfully complete a dance if it has been used to complete another dance in the previous seven days.

then move it to the end of the second paragraph of the rule entitled “Lord of the Dance”.

Sorry guys, one day I’ll start writing proposals that aren’t riddled with holes.

Thursday, April 15, 2010

Proposal: The Wandering Trader

Vetoed. -Purplebeard

Adminned at 18 Apr 2010 01:51:36 UTC

Add this to the bulleted list in Rule 2.2.1 “Locations”:

* Trader: If a Colonist is adjacent to the Trader, they may spend 1 energy to exchange 3 of any resource in the Stockpile for 1 of another.  As a weekly action, the Expedition Leader can change the position of the Trader.

Add “W Trader” to the Settlement Legend under Occupied, and place the Trader at 5S.

Per the fact that there are 60 rocks, 39 food, and 13 meals in the stockpile, yet no wood. (I recognize that we simply need more people cutting wood, but this is obviously not a viable option of a sustainable source of wood, just a backup.)

The No-Pants Dance

Despite what its name implies, everyone involved is fully clothed. They’re just wearing dresses.

Proposal: Dance fix

Times out and passes at 7-4. -Purplebeard

Adminned at 18 Apr 2010 01:51:03 UTC

If the Proposal titled “Those move easiest who have learn’d to dance.” failed, this Proposal does nothing.

Add to the end of the second paragraph:

A specific dance configuration may not be used to successfully complete a dance if it has been used to complete another dance in the previous seven days.

Add the following sentence to the description of the Hokey-Kokey, between the extisting second sentence and third:

Each Colonist participating in the Hokey-Kokey must be in a separate location from all other participants.

Proposal: The Things I’ve Seen

Reached quorum 9 votes to 1. Enacted by Kevan.

Adminned at 16 Apr 2010 07:44:33 UTC

Rename “Sobriety” to “Stress” throughout the Ruleset and Gamestate.

In Rule 2.6 (Death), add before the final bullet point:-

  • If the Colonist is Indoors, every other Colonist in the same Room as them gains 10 Stress.
  • If the Colonist is Outdoors, every other Colonist who is Outdoors gains 10 Stress.

Wednesday, April 14, 2010

Proposal: It Makes The Room Look Bigger

Passes 9-0. -Ornithopter

Adminned at 15 Apr 2010 12:16:13 UTC

In Rule 2.2, replace “A group of connected Locations enclosed by Walls, Doors and/or Rock is known as a Room. If any single Location would be in more than one Room, only the largest counts as a Room. The Location of the door of the room is not considered as in the Room. If a Location is in a Room, that Location is Indoors. Otherwise, it is Outside. ” with:-

Walls, Doors and Rock are all Barrier Locations; other Locations are Free Locations. If a group of connected Free Locations is entirely enclosed by Barrier Locations, the Free Locations are known as a Room. If any single Location would be in more than one Room, only the largest counts as a Room. If a Location is part of a Room, that Location is Indoors. Otherwise, it is Outside.

Reproposal of A Room of One’s Own with fixes.

Proposal: Those move easiest who have learn’d to dance.

Passes 9-1 with only 1 “break” vote. -Ornithopter

Adminned at 15 Apr 2010 12:01:16 UTC

Add a new rule to the ruleset, entitled “Lord of the Dance”:

As a weekly action, a Colonist may initiate a dance. They can do so by making a story post with the word “Dance” in its title. A dance may be open or over. Only one dance may be open at a time and no more than two dances may be initated each week.

After a dance has been called, the dance is considered to be open and Colonists have 48 hours to move themselves into a configuration that matches one of the recognised dances below. If, at any point during those 48 hours, one of the recognised dance configurations exists, then any Colonist participating in that configuration may post a comment to the original initiation of the dance declaring the dance to be successful and specifying which dance has been achieved. All Colonists participating in that configuration then gain a surge of vitality and may increase their Energy by 15, as well as any other effect listed below. Once a dance has been legally declared to have been successful, the dance is considered to be over.

The recognised dances are as follows:

Waltz
A successful Waltz requires at least three pairs of Colonists to be adjacent to each other, with each pair being no more than 5 locations away from another.

Square
A square dance (or “hoe-down”) requires an even number of at least four Colonists. The Colonists must be arranged in two parallel lines, with exactly one location between the lines and exactly one location between each Colonist (horizontally and vertically). As an additional effect, each Colonist who participated in a successful square dance may reduce by half all of their energy expenditure for the next 72 hours.

Conga
If four or more Colonists form an unbroken line of orthogonal adjacency with the Colonist who initated the dance at one end (“the front”), then they have successfully formed a conga line. As an aditional effect, the Colonist at the front of a successful conga line may make up to 10 moves (as defined in rule 2.3.1) and must move the rest of the conga line behind them.

The Hokey-Kokey
At least four Colonists are needed to perform the Hokey-Kokey. If a perfect circle can be drawn on the map so that it passes through the location of each participating Colonists then they have successfully achieved the Hokey-Kokey. As an additional effect, the participants in the Hokey-Kokey may each reduce their hunger by 1.

Add the following to the list of jobs in rule 2.4:

* Dancer. Any Colonist who has participated in three successful dance configurations may become a dancer. A dancer spends 2 Energy to move instead of the usual 4.

If a majority of EVCs on this proposal contain the word “break” then add the following to the list of dances:

Break
If no Colonist has moved in the 48 hours following the initiation of the dance, then the initiator has successfully Breakdanced. A Colonist who has Breakdanced has achieved victory.

Dinner Time

Everyone’s Hunger has been increased by 2. The growling of stomachs echoes in the hewn out cave. It might be time to cook and eat some of the fish you’ve caught…

I will try to perform this action on or around Wednesday each week, to give hungry Colonists the chance to use their weekly rest and eat before they starve to death.

Tuesday, April 13, 2010

Idling out

Hi there,

I request to be idled. I don‘t have much time at the moment and as this Dynasty is not the type of Dynasties I like, I chose to use my free time for other things. I might come back next dynasty.

I assume I will be available on IRC and I am working on some diagrams showing voting behavior in blognomic. So some of you will still have contact with me :)

Kind regards, Keba.

Hm, for some reason the “URL title” field (the slug) has not been added automatically.

Proposal: Standing the Heat

Reached quorum 9 votes to 0. Enacted by Kevan.

Adminned at 15 Apr 2010 02:06:22 UTC

Replace the “Build Kitchen” task with:-

Build Stove. A Colonist may spend 5 Energy and remove 1 Copper or 2 Iron from the Stockpile to place a Stove on a square of Dirt on or adjacent to his location. A Stove is a Smoky Contraption.

In Rule 2.3.2 (Tasks), replace “This can only be performed by a Colonist who is Indoors and in a Kitchen” with:-

This can only be performed by a Colonist who is Indoors and adjacent to a Stove

In Rule 2.2.1 (Locations), replace “A Colonist who is Indoors and in a Bed” with:-

A Colonist who is in a Bed, and in a Room containing no Noisy or Smoky Contraptions,

If any 3x3 squares of Kitchen exist in the Settlement, they shall each be replaced with a 3x3 square of Dirt, with a Kitchen Location in the top middle of that square.

Replace “k Kitchen” with “k Stove” in the Settlement Legend, and make it Occupied rather than Empty.

Proposal: A Room of One’s Own

Self-killed, failed by Kevan.

Adminned at 14 Apr 2010 03:52:23 UTC

In Rule 2.2, replace “A group of connected Locations enclosed by Walls, Doors and/or Rock is known as a Room. If any single Location would be in more than one Room, only the largest counts as a Room. The Location of the door of the room is not considered as in the Room. If a Location is in a Room, that Location is Indoors. Otherwise, it is Outside. ” with:-

Walls, Doors and Rock are all Barrier Locations; other Locations are Free Locations. If a group of connected Free Locations is entirely enclosed by Boundary Locations, the Free Locations are known as a Room. If a Location is part of a Room, that Location is Indoors. Otherwise, it is Outside.

Fixing the definition of a “Room”. The current definition of a “Room” is broken - because a Room is just made up of “Locations enclosed by Rock”, then for any Room that exists, there exists a slightly larger Room that also includes its walls (which are also surrounded by Rock), and the walls of those walls, and so on until the entire mountain is a single Room.

I think this removes the need to check whether “any single Location would be in more than one Room”.

Tuesday, April 13, 2010

Hyronius idles

Hyronius - gone
Now he has been made idle
Quorum drops to nine

Sunday, April 11, 2010

Help!

The wiki looks like it’s down… when I go to it, it says:

Warning: dir(/home/.magnum/blognomic/www/wiki/skins) [function.dir]: failed to open dir: No such file or directory in /home/blognomic/www/wiki/includes/Skin.php on line 22

Fatal error: Call to a member function read() on a non-object in /home/blognomic/www/wiki/includes/Skin.php on line 27

Also, the post page has no formatting. This makes it hard to navigate.

Proposal: We dig dig dig dig dig dig dig in our mine the whole day through

Reached quorum 12 votes to 0. Enacted by Kevan.

Adminned at 13 Apr 2010 03:06:57 UTC

Add to the Miner job:

Whenever a Miner performs the Mine action in or below row 50, he may roll a DICE3 instead of adding 1 Rock to the Stockpile, and add 1 Copper Ore to the Stockpile on a 1, or 1 Iron ore on a 2.

Proposal: Will Mine For Food

Reached quorum 10 votes to 0. Enacted by Kevan.

Adminned at 13 Apr 2010 03:00:35 UTC

Add a new rule, “Hunger”:

Each Colonist has a statistic called Hunger, which is tracked on the GNDT. New Colonists start with 0 Hunger. As a weekly action, the Expedition Leader may increase each Colonist’s Hunger by 2. If a Colonist’s Hunger is 4 or more, he is Starving. When a Colonist’s Hunger reaches 7 or more, he dies.

Add the following items to rule Constructions:

* Build Table. A Colonist may spend 5 Energy and remove 2 Wood from the Stockpile to place a Table on a square of Dirt on or adjacent to his location.
* Build Kitchen. A Colonist may spend 15 Energy and remove 10 Wood and 5 Rock from the Stockpile to turn a 3x3 square of Dirt, centered on his location, into a Kitchen. When a Kitchen is pulled down, the entire 3x3 square is turned into Dirt.

Add the following items to rule Tasks:

* Cook Meal. This can only be performed by a Colonist who is Indoors and in a Kitchen. The Colonist may spend 10 Energy to remove 2 Food from the Stockpile and add 1 Meal to it.
* Eat. The Colonist may spend 5 Energy and remove 3 Food or 1 Meal from the Stockpile to decrease his Hunger by 1. If a Colonist adjacent to a Table consumes a Meal, he may decrease his Hunger by 2 instead.

Add the following items to rule Jobs:

* Cook. A Colonist who has peformed the Cook Meal task three times in one week may become a Cook. A Cook may add an additional Meal to the Stockpile whenever he performs the Cook Meal task.

Create a Hunger column in the GDNT and set each Colonist’s Hunger to 0. Add ‘k Kitchen’ and ‘a Table’ to the legend of the Settlement Map as Empty Locations.

Saturday, April 10, 2010

Proposal: This dynasy is missing something…

Passes with 10 for and one against —Wakukee

Adminned at 12 Apr 2010 21:45:18 UTC

Change the first paragraph of rule 2.3 (“Energy”) to read:

Each Colonist has an amount of Energy, and a level of Sobriety, which are tracked in GNDT.  New Colonists start with 50 Energy and 0 Sobriety.  As a weekly action, a Colonist may rest, and set his Energy to either (100 - his Sobriety), or 35, whichever is larger.

Create a field in the GNDT called “Sobriety” and set all Colonists’ Sobriety to 0.

Change the first bullet point in rule 2.2.1 (“Locations”) to read:

* Bed: A Colonist who is Indoors and in a Bed may set his Energy to 50 more than the amount specified in rule 2.3 when resting.

Add the following bullet points to rule 2.3.2 (“Tasks”):

* Brew.  The Colonist may spend 5 Energy and turn a Small Crop at his location into Dirt to add 8 Drinks to the Stockpile, or spend 5 Energy and turn a Mature Crop at his location into Dirt to add 12 Drinks to the Stockpile.
* Drink.  The Colonist may spend 1 Energy and remove one Drink from the Stockpile to decrease his Sobriety by 5.  This task may only be performed by Colonists whose Sobriety is a positive number.  If this would cause his Sobriety to become negative, it will be set to 0 instead.

Add the following bullet point to rule 2.4 (“Jobs”):

* Brewer: Any Colonist who has performed the Brew task three times in one week may become a Brewer.  A Brewer will produce 15 Drinks when Brewing from a Small Crop, and 20 Drinks when Brewing from a Mature Crop.

I’ve specifically not made any mechanism for increasing Sobriety, for two reasons:
1.  We don’t have any booze yet.
2.  I can’t think of a way to do it that doesn’t involve a lot of overhead for someone.  (Ideas?)

Since all the numbers will also need to scale to the rate that Sobriety increases at, I figure we can approve this now, make some booze, and then make another proposal with Sobriety fully implemented, maybe with slightly different numbers and possibly some modifications if I’ve missed something or worded it stupidly.

Saturday, April 10, 2010

Rodlen, Admin cancels Play Blognomic: Interrupted by Lack of Free Time

Idling.  Quorum goes down to 10.

I idle again

and quorum remains unchanged.

Proposal: Someone has been a bad boy

1-10, cannot be enacted without CoV -Darth

Adminned at 10 Apr 2010 12:32:55 UTC

Add the following to the list of task

Murder. The Colonist may spend 20 Energy, roll a DICE10 and pick another Colonist who is in the same location as him. If the result is five or less, the colonist whom he chose dies. Either way, if targeted Colonist does not have a job of “Outlaw”, any other Colonist could have reach the Colonist in five or fewer legal movement actions (regardless of energy costs) when the murder took place, and have not been killed themselves since the murder took place that Colonist may set the Occupation of the Colonist who performed the Murder task to “Outlaw”.

Add the following to the list of jobs

Outlaw: A colonist who is an outlaw may not change their job, even back to peasant. An outlaw may not perform any task which reduces the stockpile. As a weekly action, provided they do not already have a pending request for forgiveness, an outlaw may request forgiveness by making a story post with the title “Requesting Forgiveness” and, if desired, text containing why they should be forgiven. Every colonist who is not an outlaw may vote on the story post in the same manner as proposals. If after 48 hours, a majority of colonists who have voted on the proposal have voted in favor of it, the colonist who made the proposal shall have their job set to peasant. Otherwise, the request is denied and the colonist remains an outlaw. Either way, the request is no longer pending.

Probably has some holes in it. Feel free to point them out. Also not sure if the distance of five is too close or too far, but it seems about right. (As does the punishment for being an outlaw. Could be harsher I guess, as nothing really stops you from running around killing people. But also nothing stops other people from running around killing you)

Can’t Keep Up

As the post title suggests, I can’t keep up with this Dynasty. Therefore, I am temporarily idling. See you all in a while!

Thursday, April 08, 2010

Proposal: The Great Indoors

Reaches quorum and passes, 10-0. Josh

Adminned at 10 Apr 2010 00:18:50 UTC

Add to the rule Locations:

* Indoors: If a Colonist is located anywhere that is considered Indoors per Rule 2.2 The Settlement, reduce all energy costs for that Colonist by 25% , rounding to the nearest integer with .5 rounding up, whilst that Colonist is Indoors.

Reword the last paragraph of the rule The Settlement to:

A group of connected Locations enclosed by Walls, Doors and/or Rock is known as a Room. If any single Location would be in more than one Room, only the largest counts as a Room. The Location of the door of the room is not considered as in the Room.  If a Location is in a Room, that Location is Indoors. Otherwise, it is Outside.

Proposal: Structured Observation

Self-killed. Josh

Adminned at 10 Apr 2010 00:16:40 UTC

Add a new job to the list of jobs in rule 2.4, as follows:

* Architect. A Colonist who builds 3 Constructions during a week may become an Architect. An Architect may spend 1 less of any one resource (to a minumum of 1), of their own chosing, when building Constructions.

Add a new rule to the ruleset, entitled Permanent Structures.

Structure Proposals are a type of Proposal. Any Colonist may submit a Structure Proposal by posting an entry in the “Proposal” category that contains the word “Structure” in its title. Each Colonist may only have one pending Structure Proposal at any time, but a Structure Proposal does not count towards a Colonist’s proposal limit (as described in rule 1.3).

A Structure Proposal must propose to add a new structure to the Settlement and cannot propose to directly alter the ruleset or gamestate in any other way. The Structure Proposal must contain the following information:

* The name of the proposed Structure
* What effect it will have
* What character is to be used to represent it on the Settlement Map - this may not be any character that is already in use
* What space it will occupy on the Settlement Map - this may be any empty space on the map

The Proposal may then be enacted or failed as per the criteria as set out in rule 1.5, with the additional requirements that it must have a valid FOR vote from either the Expedition Leader or at least one Architect in order to pass. The Expedition Leader’s vote and any Architect’s vote must include a Resource Cost for the Structure Proposal, which must be any quantity of any mixture of the resources available in the Stockpile; if the Expedition Leader has voted, their Resource Cost is taken as definitive; otherwise, the first Architect to vote’s Resource Cost is taken as definitive.

When a Structure Proposal is enacted, it must be added to this rule as a sub-rule along with its definitive Resource Cost. If there are sufficient Resources in the Stockpile to meet the Resource Cost, the Stockpile must then be reduced by the Resource Cost and the new structure may be placed on the Settlement Map. A structure cannot be built until its Resource Cost has been met. Each Structure may be built only once.

A mechanism for larger or unique structures to be proposed.

Wednesday, April 07, 2010

Proposal: I’m still hungry

Fails, 14-1. Josh

Adminned at 10 Apr 2010 00:16:12 UTC

In Rule 2.3 entitled “Energy” replace “As a weekly action, a Colonist may rest, and set his Energy to 100.” with:

As a weekly action, a Colonist may rest while either removing 3 Food from the Colony Stockpile and setting their Energy to 100 or (at the Colonist‘s choice) adding 10 Food to the Colony Stockpile

This introduces eating, but without the possibility to get stuck for a whole week.

If everyone has an Energy near zero and there is no Food in the Stockpile, someone could add 10 Food to the Stockpile instead of resting. So we can’t get stuck that way, as at least two other Colonists could rest normally then and add lots of Food to the Stockpile. Of course we should avoid to need to do so.

Help? (Forgot wiki login)

I no longer seem to be able to remember my wiki password, didn’t give my email address, and can’t make another account.  Can an admin message me the password or let me make another account?  (My original account was “rufio”).

Thanks.

Proposal: Rigor Mortis

Enacted 12-2. Josh

Adminned at 10 Apr 2010 00:13:33 UTC

If the Proposal titled “It’s a dangerous world out there” passed, add to rule Death, after the first bullet point:

* Their Energy is set to 0.

Turn every Bridge on 8z, 8A, 8B, 12z, 12A, and 12B into Empty Space or Dirt.

For the purposes of deconstruction, all Bridges currently on the Map were Water before they were built.

Dying isn’t the most invigorating experience, and shouldn’t increase a Colonist’s Energy.

Also removes some unnecessary Bridges, and makes sure that the bridge over the river does not turn into dirt when deconstructed.

Proposal: Dirt Track

Passes 12-0. -Ornithopter

Adminned at 08 Apr 2010 11:57:57 UTC

Replace “a Large Tree adjacent to their Location into an Empty Space” with “a Large Tree adjacent to their Location into Dirt” in Rule 2.3.2.

Replace “turn an Empty Space at his location into a Seedling” (if it exists) with “turn Dirt at his location into a Seedling”.

Replace “an Empty Space” with “a Dirt Location” throughout the ruleset.

Replace “Empty Space” with “Dirt” throughout the ruleset and gamestate.

Seems unnecessarily confusing to have both “Empty Spaces” and “Empty Locations” as game terms, both meaning different things.

Proposal: It’s the Ground that Kills You

Passes 11-1. -Ornithopter

Adminned at 08 Apr 2010 11:53:55 UTC

Remove the sentence “If a bridge square is deconstructed while a Colonist is currently occupying that square, then the Colonist dies.” from the Ruleset, if it exists.

In the Rule “Death”, if it exists, add:-

If a Colonist is ever in a Location which is Occupied, that Colonist is killed.

Move “Channel” from the “Occupied” to the “Empty” section of the Settlement key. Add to Rule 2.3.1 (Movement):-

If a Colonist is in a Channel, they may not move to a Location which isn’t also a Channel.

Replace “A Colonist who is adjacent to a Channel that does not contain water” with:-

A Colonist who is located in or adjacent to a Channel that does not contain water

Making it so that being stuck in any solidly occupied Location kills you, however you (or it) got there. And making Channels a bit safer, just impossible to climb out of - if you’re stuck in one, you can fill it in to climb out.

Incidentally, which Colonist thought it was a good idea to dig a channel that blocked in new and yet-to-move players?

Proposal: Destructive criticism

Reached quorum 11 votes to 0. Enacted by Kevan.

Adminned at 08 Apr 2010 09:18:28 UTC

If the Proposal titled “Constructive criticism” failed, this Proposal does nothing.

Add the following at the beginning of the subrule entitled “Constructions”:

All items listed in this subrule are Constructions. Constructions can be built by paying their cost, as specified below. A Colonist can Pull Down any construction, changing the square it occupies to empty space (or water if the square was water before the Construction was built).

Add the following to the end of the bullet point makred “Fill in channel”:

A Channel thus filled in becomes empty space.

If “Proposal: It’s a dangerous world out there” passed, add the following to the bullet point marked “Build Bridge”:

If a bridge square is deconstructed while a Colonist is currently occupying that square, then the Colonist dies.

Wednesday, April 07, 2010

Unidle me please!

This dynasty looks awesome.  Needs more magma and/or carp though, Y/Y?

Proposal: Once an X, always an X

Self-killed. Failed by Kevan.

Adminned at 08 Apr 2010 09:17:53 UTC

Replace text of the rule “Jobs” before the bulleted list with:

Each Colonist has a job, and several job titles, both of which are tracked in the GNDT. The default for both is “Peasant”.

A Colonist can earn a job title by performing the same task repeatedly, as specified below.  As a daily action, each Colonist may change their job to any of the titles they have earned.

In the list below, “can become a(n) X” and “may become a(n) X” mean “may add X to their job titles”.  Similarly, “A(n) X” means “Any Colonist whose job is X”.

In the bulleted list, change all instances of the phrase “in one week” to “in any single week”

Add “Job Titles” to the GNDT

I take up Keba’s challenge with this proposal.  It basically implements what I believe the current semantics are, which I understand were probably an accident.  The only difference is that I limit changing jobs to be daily.

Protosal: Job issues

In Rule 2.4 entitled “Jobs” replace “A Colonist who is a Peasant may change their Job to any Job whose criteria they have met within the last week.” with

A Colonist who is a Peasant may change their Job to any Job whose criteria they have met.

Replace every “in one week” phrases in that Rule with:

in the preceding 604800 seconds

For clarification, all previous Job changes are legal, if they would be legal with the new wording of Rule 2.4

I encourage any Colonist to propose something like this.

This would clarify whether “criteria they have met within the last week.” and “in one week” mean the last period of seven days that ended recent Monday or the preceding seven days. Lots of Colonists assume the current wording means “preceding seven days”. I do not agree to them.

Mabye “criteria they have met within the last week.” and “in one week” would mean that fishing three times a month ago is enough to become a fisher. I don‘t know, but this would fix that problem.

Proposal: It’s a dangerous world out there

Enacted 12-0. Josh

Adminned at 08 Apr 2010 01:11:15 UTC

Add a new rule, entitled “Death”:

Each Colonist has a statistic called “Deaths”, which is tracked on the GNDT.  New Colonists start with 0 Deaths.  Whenever a Colonist “dies” or “is killed”, the following things occur:

* Their “Deaths” statistic is incremented by 1
* All of their other GNDT values are set in the same manner as for New Colonists

Add “Deaths” as a column to the GNDT, and set it to 0 for all Colonists.

There are many hazards out there, and we should have a way to handle them.  Some examples include: starvation, drowning, rockslides, invaders, murderous colonists, and lynchmobs.

Proposal: Constructive criticism

Enacted 12-2. Josh

Adminned at 08 Apr 2010 01:09:18 UTC

Move Build Wall and Build Door from rule 2.3.2 to a separate sub-rule, entitled Constructions.

At the beginning of that subrule, add the following paragraph:

A Construction can be pulled down by any Colonist adjacent to it. The Construction’s energy cost must be paid again by that Colonust in order to do so, and all materials used in the building of the construction are lost.

Add the following to that subrule:

* Build bed. A Colonist may spend 4 Energy and 3 Wood to build a Bed and place it in a square adjacent to their own current position.
* Fill in channel. A Colonist who is adjacent to a Channel that does not contain water may fill it in by spending 4 Energy.
* Build Bridge. A Colonist may spend 8 Energy and any 2 Rock or Wood to change one square of water adjacent to their current position into a bridge.

Monday, April 05, 2010

Proposal: North and South tribes?

1-12, cannot be enacted w/o CoV -Darth

Adminned at 07 Apr 2010 16:14:46 UTC

Remove anything from the Colony Stockpile. The removed “objects” are known as the “old objects”.

Reword Rule 2.5 entitled “Stockpile” to:

The wiki page Stockpile contains all Stockpiles which should have unique names. Each Colonist belongs to a “Stockpile”, which is tracked in the GNDT. Multiple Colonists may belong to the same Stockpiles. If a Colonist does not belong to a Stockpile, they may change their “Stockpile” to any Stockpile they could reach, where reaching a Stockpile means occupying this Stockpile, if the Colonist had infinitive Energy and moved only per Rule 2.3.1 entitled “Moving”. If a Colonist could no longer reach the Stockpile they belong to, they do not longer belong to that Stockpile.

Adding or removing anything to the “Colony Stockpile” or to the “stockpile” by a Colonist means adding or removing that to this Colonist‘s Stockpile. If a Colonist does not belong to a Stockpile, they may not perform any action which would add or remove anything from a Stockpile.

Add to the list of Rule 2.3.2 entitled “Tasks”:

* Belong to another Stockpile: The Colonist may spend 15 Energy to belong to a Stockpile adjacent to his location.
* Build a Stockpile. As a Weekly Action the Colonist may spend 50 Energy and remove 10 Wood or 10 Rock from the Colony Stockpile to turn an empty space adjacent to his location to a new and empty Stockpile. They belong to the new Stockpile then.

Add ‘S Stockpile’ to the legend on the Settlement Map, as an Empty Location. Add a Stockpile entitled “Northern” to Location “3a” and one entitled “Southern” to Location “20a”. Add 1 Anvil and the half (rounding down) of the “old objects” to both the “Northern” and “Southern” Stockpile. Add a new GNDT column entitled “Stockpile” and set each Commoner‘s Stockpile to “-”.

As Clucky divided the world into South and North… (Note: There may be a way to walk from South to North and vice versa later.) For the moment there would be a South and a North team…

I know a Colonist could cut lots of Colonists from the Stockpile by adding some walls and on the other hand you can “lose” your Stockpile easily when you are in a Mountain. But why should any Colonist do so? If other Colonists are good for the Community, everyone want them to belong to the same Stockpile.

So I assume this could be an efficient way of “Honour”: If you do nothing for the Community, but removing objects from the Stockpile for some useless things and “costing” food, you may lose your access to the Stockpile…

I know this does not play together with the “Food” mechanism, but that Proposal seems to fail. I posted this Proposal at about 0:30, but the “publish” tab was opened longer, so I assume the time will be a little bit wrong.

Can you have jobs right now?

Dear Colonists,

Put has changed his “Job” to fisher and Darth Cliche to “Miner”. I have reverted Put‘s change and before reverting Darth Cliche‘s change, I would like to discuss this.

Note Rule 2.4: “A Colonist who is a Peasant may change their Job to any Job whose criteria they have met within the last week.” and Rule 3.1 : “References to a “week” refer to the period of time between the start of a Monday and the end of the following Sunday.”

So you can change your Job, if you have met the criteria in the last Monday to Sunday period. There were no tasks there “last week” and therefore you can‘t change your job this week (except with a Proposal).

Missed I something? If not, Darth Cliche‘s actions should be reverted.

Kind regards, Keba.

Proposal: I’m hungry

Times out 1-10 -Darth

Adminned at 07 Apr 2010 16:14:27 UTC

Add a subrule entitled “Eating” to Rule 2.3 entitled “Energy”:

At 0:00 on each Monday, n Food is removed from the Colony Stockpile where n is equal to the number of Colonists, if there is at least n Food in the Stockpile then. If not, the Energy of all Colonists is set to 10 and no Colonists may rest that week.

You have food to eat it, haven‘t you?

Proposal: It’s been 1 week since yesterday?

Timed out and passed, 9-6. Josh

Adminned at 07 Apr 2010 13:32:06 UTC

Delete the “Any duration reference to a given day (i.e. “Sunday” or “August 2nd”), unless otherwise stated, inclusively begins at 0:00:00 GMT on the mentioned day and inclusively ends at 23:59:59 GMT on the same day.” Bullet point from the “Time” rule.
Change the “Day” section of the “Keywords” rule to

References to a “day” as an entity rather than as a duration (e.g. “Sunday”, “The day after performing this action”, or “August 2nd”), unless otherwise stated, refer to a day beginning at and including 00:00:00 GMT, ending when the next day begins.  It can never be 2 different days at the same instant.

In the “Daily Actions” section of the “Keywords” rule, change “once per day” to “once each day”
Change the “Week” section of the “Keywords” rule to

References to a week as an entity rather than as a duration (e.g. “At the beginning of each week”, or “already happened this week”), unless otherwise stated, refer to a period of time between the beginning of a Monday and the end of the following Sunday.

In the “Weekly Actions” section of the “Keywords” rule, change “once per week” to “once each week”.

Story Post: Have fun on the other side guys

With a nice array of channels and walls, (should’ve gone with walls. didn’t realize they were cheaper) I have split the game board in half. Now someone go to the other side of the bridge and trap everyone else in!

Proposal: Because its going to come up

Timed out 1 vote to 11. Failed by Kevan.

Adminned at 07 Apr 2010 10:00:22 UTC

In the rule “The Settlement” after

Each Colonist has a Location that is tracked in the GNDT and corresponds to a location on the Settlement Map. New Colonists start at 13a if it is empty, otherwise they start in the empty location closest to 13a.

add

A Colonist is said to be Adjacent to any location whose position differs by one or less in both letter and number. (Thus 7Z is adjacent to 7Z, 8Z, 6Z, 7Y, 8Y, 6Y, 7a, 8a and 6a). Positions on the edge of the Settlement Map are not considered to be adjacent to positions on the opposite side of the map.

 

“differs by one in letter” is kinda unclear, but I feel like this does confirm we what we mean by adjacent, as I feel like it is currently undefined and could be this or orthogonally adjacent.

Proposal: Agriculture

Reaches quorum and passes, 11-0. Josh

Adminned at 07 Apr 2010 06:14:12 UTC

If there is a Gather Task, delete it from the ruleset. If there is a Gatherer Job, delete it from the ruleset.

Add to rule Tasks:

* Gather. This can only be performed by a Colonist adjacent to a Bush or small Tree. The Colonist may spend 4 Energy and roll DICE3 to add 1 Food, 1 Wood or 2 Seeds to the Colony Stockpile as indicated by the result of the roll, where 1 is Food, 2 is Wood and 3 is Seeds.
* Plant Seed. This can only be performed by a Colonist who is less than three steps away from Water. The Colonist may spend 8 Energy and remove 1 Seed from the Stockpile to turn an Empty Space at his location into a Seedling.
* Harvest Crop. The Colonist may spend 5 Energy and turn a Small Crop at his location into Empty Space to add 8 Food to the Stockpile, or spend 5 Energy and turn a Mature Crop at his location into Empty Space to add 12 Food to the Stockpile.

Add to rule Jobs:

* Gatherer. A Colonist who has performed the Gather task three times in one week may become a Gatherer. A Gatherer can gain 2 Food or 2 Wood each time they Gather instead of the usual 1 or forfeit this bonus in order to choose whether to receive Food, Wood or Seeds from the Gather task rather than roll a DICE3.
* Farmer. A Colonist who has performed the Plant Seed and Harvest Crop tasks a combined amount of three times in one week may become a Farmer. A Farmer may add 1 Seed to the Stockpile whenever he performs the Harvest Crop task.

Add to rule Locations:

* Seedling: each Monday at 00:00:01 UTC, every Seedling on the Map becomes a Small Crop. Any Colonist may edit the Map to reflect this change.
* Small Crop: each Monday at 00:00:00 UTC, every Small Crop on the Map becomes a Mature Crop. Any Colonist may edit the Map to reflect this change.

Add ‘; Seedling’, ‘c Small Crop’ and ‘C Mature Crop’ to the legend on the Settlement Map, as Empty Locations.

Proposal: Ain’t No Mountain Large Enough

Reached quorum 13 votes to 0. Enacted by Kevan.

Adminned at 07 Apr 2010 02:17:08 UTC

Add a new rule as a subrule to The Settlement, named “Tunneling”:

Any Colonist whose Location is at the very bottom of the Settlement Map may add five full rows of Rock to the bottom of the Map as a weekly action.

Proposal: Oh wait I missed one

Adminned at 07 Apr 2010 02:16:16 UTC

Add the following to the list of jobs in rule 2.4:

* Hunter. A Colonist who has performed the Hunt task three times in one week may become a Hunter. A Hunter may Hunt even if another Colonist has hunted within the preceding 24 hours.

Timed out 9 votes to 5. Enacted by Kevan.

I want my scone too

Take me out me my idle existence

Proposal: Send More Rock

Self-killed. Failed by Kevan.

Adminned at 06 Apr 2010 03:28:57 UTC

Enact a new rule, “Rockfall”:-

At any time within 48 hours of this rule appearing in the ruleset, and only once, the Expedition Leader may change between 200 and 400 Empty Locations of his choice to Rock. If this has been done, or if this rule has been in the ruleset for more than 48 hours, any Colonist or the Expedition Leader may repeal this rule.

There’s not a lot of room in that mountain.

Monday, April 05, 2010

An Archaeologist arrives! No, wait… it’s just another Dwarf.

I unidle. There are now 19 Asperands. Quorum rises to 11.

If either I or Nausved had won Kevan’s last dynasty, the new theme would have had y’all as electricians hired to fix the faulty wiring in the newly-inherited Cartlesham Manor.

Proposal: This happens every three dynasties, usually without complaint

Self-killed. Failed by Kevan.

Adminned at 06 Apr 2010 03:28:31 UTC

Add the following bullet point to rule 3.2.1, “Numbers and Variables”:

* If a rule states that new Colonists start with a certain value for a variable, then when that rule is first put into the Ruleset, all Colonists shall have that variable set to that value.

Inelegant wording, but it’s the best I could do.

Proposal: Don’t mess with the voting system

Self-killed. Failed by Kevan.

Adminned at 06 Apr 2010 03:28:21 UTC

If there is a rule called “Legislation”, repeal it.

Take away any Honor given by the authority of said rule.

It seems the most contentious issue of my previous proposal was Honor for proposals.  There have been many valid issues raised against it, so it makes sense to withdraw that part.

Making my move

I move to 13m, using 48 energy in the process. My energy is now 2.
I then rest, bringing my energy to 100.
Finally, I move to 16m, bringing my energy to 84.

Edited to use numbers which make sense.

Rest and move

First I rest, setting my energy to 100. Then i spend 28 in movement to move to 18T. I so have dibs on that tree in 18S lol. My energy is now 72.

Happy Easter!

Happy Easter.

Proposal: Oh, I’m a Lumbarjack, and I’m okay

Self-killed. Failed by Kevan.

Adminned at 06 Apr 2010 03:27:40 UTC

Add to the rule Tasks if it exists:

* Gather. This can only be performed by a Colonist adjacent to a Bush or small Tree. The Colonist may spend 4 Energy to add either 1 Food or 1 wood to the Colony Stockpile as indicated by a DICE2, where 1 is food and 2 is wood.

Add to the rule Locations if the Proposal Terraforming passes:

* Indoors: If a Colonist is located anywhere that is considered Indoors per the Rule 2.2 The Settlement, reduce all energy costs by 25%, rounding to the nearest integer with .5 rounding up..

If the Proposal Terraforming passes, reword the addition to the rule The Settlement from that proposal to:

A group of connected Locations enclosed by Walls, Doors and/or Rock is known as a Room. If any single Location would be in more than one Room, only the largest counts as a Room. The Location of the door of the room is not considered as in the Room.  If a Location is in a Room, that Location is Indoors. Otherwise, it is Outside.

Add to the rule Jobs if it exists:

* Gatherer. A Colonist who has performed the Gather task three times in one week may become a Gatherer. A Gatherer can gain 2 Food or 2 Wood each time they Gather instead of the usual 1 or forfeit this bonus in order to choose whether to receive Food or Wood from the Gather task rather than roll a DICE2.

Add to the rule Tasks if it exists and the Proposal Terraforming passes:

* Build Bridge Section. The Colonist may spend 8 Energy and remove 2 Rock from the stockpile to turn a Location occupied by water adjacent to his location into a Bridge.

Add to the rule Jobs if it exists and the Proposal Terraforming passes:

* Builder.  A Colonist who has built at least one Room in one week may become a Builder.  A Builder can build any Wall, Door, Channel, or Bridge Section for 20% less energy, rounding to the nearest integer with .5 rounding up..

Add a subrule to the rule The Mountain called Tree Regrowth if the proposal Terraforming passes:

Each Sunday at 00:00:00 UTC (Or the first time thereafter that the Expedition Leader is on), the Expedition Leader rolls 5DICE40 and 5DICE52 with the DICE40 indicating the row on the Map and the DICE52 indicating the Column (A = 1, B = 2, C = 3, ... , Z = 26, a = 27 ... , z = 52) and if any these coordinate pairs indicate a Location that is not occupied by any Colonist and is either a Bush or small Tree or Empty Space that Location changes to a Large Tree.

Proposal: Proposal Honor

Self-killed. -Purplebeard

Adminned at 05 Apr 2010 08:16:06 UTC

If the Proposal titled “Dwarven Honor” failed, this Proposal does nothing.

Otherwise, reword the subrule “Legislation” of the Rule “Honor” to:

When a Proposal is Enacted, the submitter gains 15 Honor.

Keba gains 15 Honor instead of “2 Honor for each vote cast in favor of the proposal in addition to the submitter’s vote.” for this Proposal.

I thought about the Proposal Honor thing again. There are some more problems. For example: A really good Proposal could reach Quorum. If an Admin enact this one then, the submitter maybe gains less Honor than he would gain, if the Admins wait a few hours. Additionally, what’s about deferential votes? etc…

Proposal: Dwarven Honor

Self-killed. -Purplebeard

Adminned at 05 Apr 2010 08:15:33 UTC

Add a new rule, named “Honor”:

Each Colonist has an amount of Honor, which is tracked in the GNDT.  New Colonists start with an Honor of 0.

 
Add a subrule to this rule, named “Legislation”:

When a Proposal is Enacted or Failed, the submitter gains 2 Honor for each vote cast in favor of the proposal in addition to the submitter’s vote.

If there is a rule entitled “Stockpile”, add a subrule to it, named “Honor”:

Whenever a Colonist adds items to the stockpile, he gains honor depending on how many of those
items were already in the stockpile, according to the table below.

         |  0  |  1  | 2-3 | 4-5 | 6-10 | 11-20 | 21-30 | 31-50 | 50+
  Food   |  30 |  20 |  10 |  5  |  3   |   2   |   2   |   1   |  1
  Wood   |  10 |  7  |  7  |  5  |  5   |   3   |   1   |   1   |  0
  Rock   |  20 |  15 |  10 |  10 |  7   |   7   |   2   |   1   |  0

Add Honor to the GNDT, and set all Colonists’ Honor to 0.

Honor should be a measure of how much good you’ve done for the community.  Nothing in this proposal about terraforming, as that’s not obviously good or bad.

Resting

I rest as a Weekly Action per Rule 2.3 entitled “Energy”, my Energy should be 100 now.

As there is no Energy column in the GNDT yet, I suggest to track the Energy here until is is tracked there.

Proposal: Oops

Passes at 15-0. -Purplebeard

Adminned at 05 Apr 2010 07:02:19 UTC

In rule “Energy”, after “Each Colonist has an amount of Energy”, add “which is tracked in the GNDT”.

Add an Energy Column to the GNDT and set each Colonist’s Energy to their current Energy, or 50 if that is undefined.

Proposal: Starting Energy

Self-killed. -Purplebeard

Adminned at 05 Apr 2010 07:00:49 UTC

Set every Colonist’s Energy at 50

Where’s the energy, yo.

Proposal: Terraforming

Passes at 11-0. -Purplebeard

Adminned at 05 Apr 2010 06:56:23 UTC

If the Proposal titled “V-P-L; P” failed, this Proposal does nothing.

Add to rule Tasks:

* Build Wall. The Colonist may spend 8 Energy and remove 2 Wood or 1 Rock from the stockpile to turn an empty space adjacent to his location into a Wall if there are no Colonists in that Location.
* Build Door. The Colonist may spend 12 Energy and remove 2 Wood and 1 Rock from the stockpile to turn an empty space adjacent to his location into a Door.
* Dig Channel. The Colonist may spend 16 Energy to turn an empty space adjacent to his location into a Channel if there are no Colonists in that Location.

Add to rule The Settlement:

A group of connected Locations enclosed by Walls, Doors and/or Rock is known as a Room. If any single Location would be in more than one Room, only the largest counts as a Room. If a Location is in a Room, that Location is Indoors. Otherwise, it is Outside.

Rewrite the rule Locations into the following:

Special effects of certain Locations shall be listed at the end of this rule.

* Bed: A Colonist who is Indoors and in a Bed may set his Energy to 150 instead of 100 when resting.
* Channel: If a Channel is Adjacent to Water, it turns into Water.

In rule Tasks, Add to the task “Chop Wood”:

Whenever a Colonist Chops Wood, they must roll a DICE3, and on a 1 turn a Large Tree adjacent to their Location into an Empty Space.

In the settlement map, add ‘O Wall’ and ‘_ Channel’ to the legend as an Occupied location, and ‘+ Door’ as an Empty location.

Proposal: V-P-L; P

Reaches quorum. 12-1. -Ornithopter

Adminned at 04 Apr 2010 21:44:10 UTC

If the rules “The Settlement” and “Energy” don’t exist then this proposal does nothing.

Otherwise, add a new subrule to the rule “Energy”, entitled “Tasks”:

A Colonist can perform the following tasks:

* Mine. This can only be performed by a Colonist adjacent to Rock. The Colonist may spend 8 Energy to turn the Rock into empty space and move into it.
* Chop wood. This can only be performed by a Colonist adjacent to a Large Tree. The Colonist may spend (4x) Energy to add x Wood to the Colony Stockpile.
* Fish. This can only be performed by a Colonist adjacent to water. The Colonist may spend 4 Energy to add 1 Food to the Colony Stockpile.
* Hunt. Any Colonist can perform this task. The Colonist may spend 10 Energy to add 4 Food to the Colony Stockpile. This may only be performed by once, by one Colonist, in a 24 hour period.

Add a new rule to the ruleset, entitled “Jobs”:

Each Colonist can have a job, which is tracked in the GNDT. The default is Peasant.

A Colonist can earn a job title by performing the same task repeatedly. A Colonist who is a Peasant may change their Job to any Job whose criteria they have met within the last week. A Colonist with a Job that is not Peasant may only change their job to Peasant.

The jobs are as follows:

* Peasant: Any Colonist can become a Peasant at any time.
* Miner: A Colonist who has performed the Mine task three times in one week may become a Miner. A Miner can Mine by spending 6 Energy instead of the usual 8, and may add 1 Rock to the colony stockpile each time they Mine.
* Woodcutter. A Colonist who has performed the Chop Wood task three times in one week may become a Woodcutter. A Woodcutter can spend 3x Energy to gain x wood instead of the usual 4x.
* Fisher. A Colonist who has performed the Fish task three times in one week may become a Fisher. A Fisher gains 2 Food each time they Fish instead of the usual 1.

Create a rule entitled Stockpile:

The Colony Stockpile is tracked at the wiki page Stockpile.

Revert any changes made to this page made after this proposal was posted and link to it in the sidebar, then add 4 Rock, 4 Wood, 10 Food and 1 Anvil to it. Change each Colonists’ Job to Peasant.

Another solution for the map

The main problem with the map solution right now seems to be that the information isn’t all in one place.  Instead of pushing the burden of keeping everything synced up onto the players, I wrote a quick script to do it for us.  You can see the results at http://blognomic.appspot.com/purplebeard-2/settlement .

On each request, this page is dynamically generated from the GNDT and the wiki.  On most browsers, hovering you mouse over the @ will bring up a tooltip that lists what the original map has at that location and which players are present there.  The official representation of the gamestate should remain the GNDT and the wiki, but players can use this to get a better idea of where everyone is.

If any of the admins have an appengine developer account, I’ll gladly let them have access to this domain.  Anyone can see the source code at http://github.com/haleret/blognomic .

Sunday, April 04, 2010

Proposal: Making a better map

Self-killed. -Purplebeard

Adminned at 04 Apr 2010 05:51:54 UTC

If the proposal “The Mountain” fails, this does nothing.

Reword the rule “The Settlement” to:

The map of the Settlement is located here. Each Location is Designated by a number followed by a letter, and Represented by one ASCII character. The legend below the map denotes what each ASCII character represents. Locations that are denoted as empty in the legend are Empty. Locations that are denoted as occupied in the legend are Occupied.

Each Colonist has a Location on the Settlement Map, represented with an “@” symbol. If a row on the Map has any @ symbols, the identity of the Colonists those symbols represent must be listed (in order from left to right) to the right of that row on the Map, if multiple Colonists occupy the same space, they will be grouped with brackets [] and separated by commas (For example: “[Player1, Player2]”).

New Colonists start at 13a if it is empty, otherwise they start in the empty location closest to 13a. (If more than one location is equally close to 13a, the tie is resolved at the decision of the Colonist.)  Each Colonist’s Location is also tracked in the GNDT which corresponds to a location on the Map.

Officially make this page part of the “gamestate” so as to cover it under Rule 1.1

Create an official backup of the Settlement Map (With no @‘s) on the wiki to be used as a reference, just in case someone were to mess up the map when moving their marker (@).

This looks interesting

Unidle me, please.

Proposal: The map is more or less fixed…

Self-killed. -Purplebeard

Adminned at 04 Apr 2010 05:50:48 UTC

In the Rule titled “Settlement” (if it exists) replace “The map of the Settlement is located here.” with:

“The map of the Settlement is located here. This wiki page may only be changed by a Proposal, a Call for Judgment or in accordance to the Ruleset.

If this page has been edited neither by a Proposal or Call for Judgment nor in accordance to the Ruleset, these changes should be reverted.

We could simply change the map to everything we want to, couldn’t we?

Settlers unite! (DRM-free!)

I would like to be unidled, for thar be land to be discovered!

Proposal: I Never Met A Rogue I Didn’t Like

Self-killed. -Purplebeard

Adminned at 04 Apr 2010 05:49:55 UTC

Remove all Colonists from the Settlement.

Reword the rule “The Settlement” to:-

The map of the Settlement is located here. Each Location is Designated by a number followed by a letter, and Represented by one ASCII character. The legend below the map denotes what each ASCII character represents. Locations that are denoted as Empty Space in the legend are Empty; all other Locations are Occupied.

Each Colonist has a Location on the Settlement Map, represented with an “@” symbol. If a row on the Map has any @ symbols, the identity of the Colonists those symbols represent must be listed (in order from left to right) to the right of that row on the Map.

New Colonists start at 13a if it is empty, otherwise they start in the empty location closest to 13a. (If more than one location is equally close to 13a, the tie is resolved at the decision of whoever is setting the Colonist’s location.)

Add “@ Colonist” to the legend of the Settlement Map.

Remove the “Empty” and “Occupied” subsections of the Legend, rename “Bridge” to “Bridge Wall” and remove all Bridge Wall sections in column “a”.

In an order of the enacting Admin’s choosing, each Colonist shall be placed as if they were a new Colonist.

If “Energy and movement” passed, replace “A Colonist in a Bed may set his Energy to 150 instead of 100 when resting.” with “A Colonist adjacent to a Bed may set his Energy to 150 instead of 100 when resting.”

Maybe it’s just a lifetime of Nethack, but it seems a bit strange not to have players showing up on the map, and a little elaborate to have to comb through the GNDT and translate location variables, to work out where people actually are.

Proposal: Energy and movement

Passes at 11-0. -Purplebeard

Adminned at 04 Apr 2010 05:46:40 UTC

If the Proposal titled “The mountain” failed, this Proposal does nothing.

Add a new rule, named Energy:

Each Colonist has an amount of Energy. New Colonists start with 50 Energy. As a weekly action, a Colonist may rest, and set his Energy to 100.

Add a subrule to this rule, named Movement:

A Colonist may at any time spend 4 Energy to move in one of the four orthogonal directions to an Empty location adjacent to their current location.

Add a subrule to “The Settlement”, named Locations:

Some locations have effects on Colonists in or adjacent to them. These shall be listed at the end of this rule.

* Bed: A Colonist in a Bed may set his Energy to 150 instead of 100 when resting.

Add ‘b Bed’ to the legend of the Settlement Map as an empty location.

You’ll notice that there are no beds on the map. You’ll have to make them yourselves. There’s a tree, I suggest you start chopping.

Proposal: The mountain

Passes at 11-0. -Purplebeard

Adminned at 04 Apr 2010 05:39:46 UTC

Revert any changes to this page made after this proposal was posted.

Add a new rule to the ruleset, named “The Settlement”:

The map of the Settlement is located here. Each Location is Designated by a number followed by a letter, and Represented by one ASCII character. The legend below the map denotes what each ASCII character represents. Locations that are denoted as empty in the legend are Empty. Locations that are denoted as occupied in the legend are Occupied.

Each Colonist has a Location that is tracked in the GNDT and corresponds to a location on the Settlement Map. New Colonists start at 13a if it is empty, otherwise they start in the empty location closest to 13a.

Create a Location column in the GNDT and set each Colonist’s location to 13a.

Ascension Address: Strike the earth!

Finally, we have found a suitable site! This mountain is rich in ore, and the nearby stream will supply us with fish and fresh water. If we can survive out here on our own and claim the mountain’s riches, we can construct a thriving settlement and become very rich men indeed.


Delete all dynastic rules except Royal Blood. Anarchist becomes Colonist and Establishment becomes Expedition Leader.

Would someone with the necessary artistic skills like to have a crack at a new header and colour scheme? Something brown and gritty would be nice.

Theme ideas

As people don’t seem to be too invested in the current theme, I think it would be best to start afresh with a new theme. I really only have one fleshed out theme prepared, but the sort of gameplay I have in mind for that dynasty is much too similar to the previous (ais’s) one, so I’d like to save that one for another time. Here are some ideas I do have:

1. An Absurdist dynasty, like Elias IX’s vegetable dynasty. Players are Sheep, I am the Shepherd.
2. Insects. Players are nests of ants, bees and wasps competing for food and territory.
3. Mining Camp Expedition, loosely based on Dwarf Fortress (credits to Put for the inspiration). The gameplay would take place on the wiki on this map. Players can dig into the mountain, chop down trees, construct buildings, hunt and fish etc.. and change the map accordingly. I’m leaning towards this one.

Does any of these strike your fancy? Ideas and suggestions are, of course, welcome.

Friday, April 02, 2010

Declaration of Victory: So have I

Fails due to passage of a rival DOV. Josh

Adminned at 03 Apr 2010 00:47:37 UTC

I win per the same scam as Purplebeard.

Well, I have…

Declaration of Victory: Not even kidding

Reaches quorum with 12 votes. Purplebeard may post his Ascension Address.

Adminned at 03 Apr 2010 00:43:49 UTC

I have successfully smashed the system.

Let’s examine the rule named Riot!:

The Anarchist with the highest RIOT score on June 1st 2010 has achieved victory. If multiple Anarchists are tied for the highest RIOT score then they have all achieved victory. If no-one has declared victory by 12 noon on June 1st 2010, then all Anarchists have achieved victory.

The second sentence applies even if it isn’t June 1st.

Multiple Anarchists are tied for the highest RIOT score. Therefore, these Anarchists have all achieved victory. As I am one of them, I have achieved victory in the current dynasty.

I wanna be an Anarchist!

Clucky unidles, Hyronius and SeerPenguin join. Quorum jumps two to 8.

Friday, April 02, 2010

Joining the game

Good Afternoon, Anarchists and the Establishment.

I have arrived.

I am here to join the game.

Joining

I would like to apply to join the Nomic. 

I’ve read the rules for the site and such.

Proposal: Best dynasty ever

Fails 3-1, if it’s even a proposal -Darth
Unfailed by Ienpw - we’re in hiatus
Refailed by Josh thanks to CfJ - Blocking all similar scams

Adminned at 26 Apr 2010 01:46:29 UTC

I unidle

Proposal: Productive members of the community

Passes at 10-0. -Purplebeard

Adminned at 02 Apr 2010 10:21:56 UTC

In the rule “Anarchy!”, if it exists, change “must be a positive integer” to “must be zero or a positive integer”.

Just to be sure, if any Anarchists have an undefined RIOT score, set it to zero.

Proposal: Some problems with your ideology

Passes at 11-0. -Purplebeard

Adminned at 02 Apr 2010 10:20:36 UTC

If the rule “Anarchist Rock!” exists, add “Riot-Grrrl” to the bulleted list.

If the rule “Smash!” exists, replace “gain 1 RIOT, reduce the RIOT of any Socialist Far-Right Anarchist by 1” with “gain 1 RIOT, reduce the RIOT of any Socialist Anarchist by 1”

Proposal: God Save The Queen

Passes at 8-2. -Purplebeard

Adminned at 02 Apr 2010 10:18:03 UTC

Add a new rule to the ruleset, entitled “Anarchist Rock!”:

Each Anarchist has an ideology, which is tracked in the GNDT. An Anarchist can change their ideology as a weekly action. The default is Punk.

The different types of Anarchist are as follows:

• Punk
• Socialist
• Far-Right
• Cyberpunk
• Christian
• Sell-out

Any Anarchist who changes their Ideology to an Ideology currently held by another Anarchist is a bogus copycat and must reduce their RIOT by five times the number of other Anarchists holding that Ideology.

Add a new subrule to the rule created above, entitled “Smash!”

Each ideology has a different way of undermining the Establishment. As a weekly action, an Anarchist can make a story post to Undermine, with the relevant effect as detailed below:

• Punk – gain 2 RIOT
• Riot-Grrrl – change the Ideology of one other Anarchist to any other Ideology, applying the RIOT penalty to them if applicable.
• Socialist – gain 1 RIOT, reduce the RIOT of any Far-Right Anarchist by 1
• Far-Right – gain 1 RIOT, reduce the RIOT of any Socialist Far-Right Anarchist by 1
• Cyberpunk – Change the Establishment’s vote on any active proposal. Can be used to change a veto to something else, but cannot be used to change any vote to a veto.
• Christian – Can remove any RIOT gained by a single other Anarchist in the last 24 hours
• Sell-out – the Sell-Out cannot Undermine. Any other Anarchist can opt to reduce the Sell-out’s RIOT by 5 instead of Undermining as their weekly action.

Groups of Anarchists can combine to Undermine with greater effect. As a weekly action instead of the above, an Anarchist can make a story post to Undermine As A Gang, specifying which gang action (listed below) they intend to perform. All participating Anarchists must then vote FOR the story post with 24 hours of its timestamp. Once Anarchists holding all of the ideologies necessary for the specified gang action have voted FOR on the story post, the effect detailed below can take place.

• Gang of Four
Any 4 Punks or Riot-Grrrls
The Gang parade around the city, smashing windows and licking over trash cans. Each participating Anarchist gains 5 RIOT.
• Bipartisan Spirit
1 Socialist – 1 Far Right
They come together to smash the state. Each participating Anarchist gains 1 RIOT , all other Anarchists lose 1 RIOT.
• Startin’ A Band
1 Punk, 1 Riot-Grrrl, 1 Cyberpunk
This isn’t about politics. Each participating Anarchist gains 2 RIOT and can mandate that the Establishment cannot vote on the next proposal posted.

If a Sell-out votes to participate in any gang action during the 24 hour timeframe, it fails, having no effect other than that all other Anarchists who voted to participate become Sell-outs instead.

If Proposal: Throw Stuff failed, then perform the following actions:

Add a new rule to the ruleset, entitled “Riot!”:

The Anarchist with the highest RIOT score on June 1st 2010 has achieved victory. If multiple Anarchists are tied for the highest RIOT score then they have all achieved victory. If no-one has declared victory by 12 noon on June 1st 2010, then all Anarchists have achieved victory.

Add a new rule to the ruleset, entitled “Anarchy!”:

All Anarchists have a RIOT score, which is tracked in the GNDT and must be a positive integer and defaults to the mean average of all existing Anarchists.

As a weekly action, a Anarchist may increase the RIOT of another Anarchist by up to 2.

Set the RIOT of all Anarchists to zero.

Going for more of a teamwork-oriented style, here.

Proposal: Throw stuff

Fails at 2-7. -Purplebeard

Adminned at 02 Apr 2010 10:16:53 UTC

Add a new rule to the ruleset, entitled “Riot!”:

The Anarchist with the highest RIOT score on June 1st 2010 has achieved victory. If multiple Anarchists are tied for the highest RIOT score then they have all achieved victory. If no-one has declared victory by 12 noon on June 1st 2010, then all Anarchists have achieved victory.

Add a new rule to the ruleset, entitled “Anarchy!”:

All Anarchists have a RIOT score, which is tracked in the GNDT and must be a positive integer and defaults to the mean average of all existing Anarchists.

Whenever a proposal passes, all Anarchists who voted against it may increase their RIOT by 1. Whenever a proposal, that has not been vetoed or self-killed, fails, all Anarchists who voted for it may increase their RIOT by 1.

As a weekly action, a Anarchist may increase the RIOT of another Anarchist by up to 2.

Set the RIOT of all Anarchists to zero.

 

Wait a minute…

If I read the GNDT log correctly, Josh used the Observatory and alchemarium’s power to convert 40 caffeine into the quicksilver and cogs he needed to make 8 billboards. However, he had already dismantled his workshop at this point, so this action was illegal. Therefore, so was his victory.

The dynasty ended when the DoV passed, though, so it’s probably too late to CfJ this. Furthermore, I assume nobody has any serious objections to Josh winning, so we can just let this slide.

Ascension Address: Smash the State

Here is the news.

Gangs of youths are smashing their way through the city centre tonight, torching stores and buildings, after the fatal police shooting of a teenager in the worst rioting seen in decades.

The windows of one of the city’s luxury hotels have been smashed. The lobby was filled with tear gas or smoke and a hotel guard said guests were evacuated. A small fire is burning in the lobby of the Foreign Ministry opposite Parliament.

Downtown, dozens of buildings are being smashed and rioters are throwing Molotov cocktails.

Anarchist groups are also blamed for late-night firebombings of targets such as banks and diplomatic vehicles.

The police seem to have largely withdrawn but the Prime Minister tonight confirmed that he is considering applying military rule.

—-

Repeal all dynastic rules except rule 2.3, Royal Blood.
Change “Commoner” to “Anarchist” and “Mad Prince” to “Establishment”.

While I’m not as anti daily actions as ais, I’d still like to avoid anything looking like grind.