Thursday, June 30, 2011

Proposal: A Time for Change

quorums 12-0 and is enacted -coppro

Adminned at 01 Jul 2011 17:15:54 UTC

In the Appendix, Replace all instances of GMT with UTC.

If it is within 2 minutes of 00:00:00 UTC, the admin enacting this proposal must wait 4 minutes before performing the replacement described above.

Technically UTC and GMT are not precisely the same.  This makes the ruleset match the time display on the right sidebar.

Proposal: This is ridiculous

Quorum 7-4 and is enacted. Bucky achieves victory. -coppro

Adminned at 01 Jul 2011 17:15:51 UTC

If at least half the EVCs contain the name of exactly one active Farmer, then the Farmer whose name is included in the most EVCs has achieved victory.

If less than half of the EVCs contain the name of exactly one active Farmer, then repeal all dynastic rules and begin a new dynasty with no Landlord.

If you are so bored of this dynasty that you are willing to vote down a perfectly legitimate proposal on the grounds that it’s “much too late for this”, then obviously you would rather end this quickly.  So let’s just cut to the chase…

Proposal: A thin anti-sockpuppet coating.

self-killed -coppro

Adminned at 01 Jul 2011 17:14:59 UTC

Add the following text to the end of the Core Rule “Farmers” (or Rule 1.2 if no rule named “Farmers” exists):

A single person cannot control more than one non-Idle Farmer and should not control more than one Farmer at all (regardless of idleness). If a person controlling a non-Idle Farmer somehow takes control of another non-Idle Farmer, both Farmers become Idle.

Proposal: Capture The Flag

3-7, cannot be enacted, fails - coppro

Adminned at 01 Jul 2011 17:14:33 UTC

Remove “Defeats and Victories” and its subrule. Remove the “Defeated” and “Kill” columns from the GNDT.

Add a new rule, “Victory”:

Each Farmer has a number of Straw Hats, tracked in the GNDT as “Hats”. New Farmers start with 0 Hats.

Whenever a Zombie owned by the Landlord moves into a House, the owner of that House has their ‘Hats’ value set to 0. Whenever a Zombie not owned by the Landlord moves onto a House owned by another Farmer (the Overrun), all Straw Hats the Overrun has are transferred to the owner of that Zombie.

If a Farmer has 4 Straw Hats, or is the only Farmer with a positive amount of Straw Hats, that Farmer has achieved victory.

Set each Farmer’s Hats, except for the Landlord’s, to 1.

This is more or less equivalent to what we have now, with an added incentive to attack successful Farmers.

Thursday, June 30, 2011

Proposal: The Unstoppable Force meets the Immovable Object

3-7, cannot be enacted. fails -coppro

Adminned at 01 Jul 2011 17:16:00 UTC

Add a new dynastic rule titled “Factions” with the following text:

There exist two factions called the League of True Botanists (LTB) and the Alliance of Ardent Ecologists (AAE).  All Farmers may belong to either of the two factions or neither faction (tracked in the GNDT).  New Farmers start belonging to neither faction.  As a weekly action, a Farmer may change the faction to which they belong.

This is purely superficial for now, but I was thinking we could add extra incentives for attacking players of the other faction or something.

Proposal: Refund

Cannot be enacted 1-8 - coppro

Adminned at 01 Jul 2011 13:16:02 UTC

If the proposal “Union rules” was enacted, Bucky gains 80 Juice.

80% of his ten carcasses, per mideg’s suggestion.

Proposal: The Best Defense is a Good Offense

Quorum 8-0 and is enacted. -coppro

Adminned at 01 Jul 2011 13:16:13 UTC

Add a new subrule to “Defeats and Victories” titled “Victor’s Respite”

Whenever a Zombie owned by a Farmer (here referred to as Victorious Farmer) moves into a House owned by a different farmer (here referred to as Defeated Farmer): The Victorious Farmer may set the Health to 0 of any Zombie that is on Victorious Farmer’s Plot and Owned by Defeated Farmer.

I unidle

Quorum is still 7.

Proposal: Buy one get one free

Times out and fails 5-5. - Ienpw III

Adminned at 01 Jul 2011 09:07:18 UTC

In the rule entitled “The Dead”, change the text

A Farmer may Create a Zombie by spending its Species’ Cost in Juice, setting the Owner to themselves, and placing it at a Square in the rightmost column of their choice on any Plot.

to

A Farmer may Create a Zombie by spending its Species’ Cost in Juice, setting the Owner to themselves, and placing it at a Square in the rightmost column of their choice on any Plot.  When they do so, they may place another identical Zombie in the corresponding location in a different, non-adjacent Plot.

This should make attacking more cost-effective, by letting us hit multiple enemies at once without being particularly unfair to any one Farmer.

Tuesday, June 28, 2011

unidle

ais523 unidles by request; Quorum is 7.

Proposal: Union Rules

Times out and narrowly passes at 6-5. -Purplebeard

Adminned at 30 Jun 2011 00:57:58 UTC

In “The Dead”, after

Move: the Zombie changes its Location to a Square that is adjacent to the previous Location.

, add:

If, through this action, a Zombie would move to another Plot on the first, second or third column, instead they stay at their location.

It’s more than a bit unfair that some Zombies can randomly (or intentionally, in the case of Carcasses) show up right next to your house from another plot. With this, once a Zombie reaches the left half of your Plot, it’s your problem. We might have to make an exception for the Zoombie at some point, but they’re not likely to get that far in the first place, so I didn’t bother for now.

Monday, June 27, 2011

Proposal: Advantage to the Attacker

Fails as it cannot be adopted without a CoV 1 - 7 -coppro

Adminned at 29 Jun 2011 09:00:19 UTC

Add a new rule, “Income”

Each farmer has an amount of Income tracked in the GNDT.  Any time a non-Landlord Farmer Creates 1 or more Zombies, their income is increased by 10%, rounding down, of the Species cost of the summoned zombies.  A Zombie may only increase a a Farmer’s income in this manner once.

In “Resources”, replace

As a weekly action, a Farmer may Harvest by adding 100 to their Sun.

with

As a weekly action, a Farmer may Harvest by adding 100 plus that Farmer’s Income to their Sun.

In the Zombie Compendium, Set the cost of Bombie to 50.
In Molotov Coktail, replace

A farmer who owns a moonshine still may spend 50

with

As a weekly action, a farmer who owns a moonshine still may spend 50

.

This makes summoning zombies a good idea.  Right now nobody has much motivation to do so.

Proposal: Woodn’t be fair

Times out 2-7 and fails. -coppro

Adminned at 29 Jun 2011 09:01:24 UTC

Add the following text to the end of the second paragraph of the rule “Planting”:

Planting a Seed in the same square as an existing Crop replaces that Crop without destroying it.

In the rule “The Dead”, change the text

As a daily action, any Farmer may cause all Zombies for which they are the Owner to Shamble. When doing so, they may also cause any Zombie that has not Shambled in the last 3 days to Shamble. Anyway, a Zombie may never shamble more than once a day, and cannot shamble at all within 12 hours of being created. When a Zombie Shambles, the Behaviour specified by its Species is carried out once. If, at any time while a Zombie is Shambling, the Zombie moves or teleports to a Square that contains a Crop or Shed or if the Zombie is on a Square that contains a Crop or Shed when it starts Shambling, that Zombie attacks that Crop or Shed then stops Shambling unless its Powers or Behavior explicitly states otherwise. The Farmer who carries out this action may select the order in which Zombies Shamble.

to

As a daily action, any Farmer may cause all Zombies for which they are the Owner to Shamble. When doing so, they may also cause any Zombie that has not Shambled in the last 3 days to Shamble. The Farmer who carries out this action may select the order in which Zombies Shamble. A Zombie may never shamble more than once a day, and cannot shamble at all within 12 hours of being created.

When a Zombie Shambles, the Behaviour specified by its Species is carried out once. If, at any time while a Zombie is Shambling, the Zombie moves or teleports to a Square that contains a Crop or Shed, that Zombie attacks that Crop or Shed then stops Shambling unless its Powers or Behavior explicitly states otherwise.  If the Zombie is on a Square that contains a Crop or Shed when it starts Shambling, it attacks that Crop or Shed then stops Shambling unless that Crop or Shed did not exist the last time that Zombie Shambled; in the latter case, the Farmer who is acting may choose whether the Zombie ignores that Crop or Shed.

1)Removing the ability to manufacture Wood by planting many Crops in the same place.
2)Splitting the bloated second paragraph of The Dead
3)Removing the ability to paralyze a boss zombie by repeatedly planting a crop under it.  In this case, the boss’s pilot may either cause it to munch the crop it’s sitting on, or ignore it.

Proposal: Offensive Incentive, now more difficult

Times out 6-2 and is enacted. -coppro

Adminned at 29 Jun 2011 09:01:20 UTC

Add a new subrule to the rule “Defeats and Victories”.  Call it “Kill Count” and give it the following text:

Each Farmer has a Kill Count, tracked in the GNDT.  New Farmers start with a Kill Count of 0. 

Whenever a Zombie moves into a House, if the owner of that house does not have a Defeated of 1, the owner of the Zombie has their Kill Count increased by 1 and then the owner of the House has their Kill Count set to 0. This cannot happen twice in one Shamble for the same House.

If a Farmer has a Kill Count of 3 or higher after a Shamble, and their Kill Count is the highest of any non-Landlord Farmer, that Farmer achieves victory.

Set all Farmers’ Kill Counts to 0.

Changes:
*Killing an already defeated farmer does not result in a Kill.  Killing the Landlord does, to keep the victory condition live past the last defeat, but the Landlord is reasonably capable of protecting himself.
*Defeating yourself cannot make you win.
*Clarified the ‘twice for the same house’ clause.

Proposal: Prize Winning Tomatoes, Take 2

times out and fails 1-8 - coppro

Adminned at 29 Jun 2011 08:56:41 UTC

Add a new dynastic rule titled “State Fair Competition” with the following text:

Each Tomato crop has a Tender statistic that can only be a non-negative integer and is tracked on the Garden Patch wiki page directly below the Plot which the Tomato crop is in.  New Tomato crops start with a Tender value of 0.  As a daily action, a Farmer with at least one Tomato Crop in their Plot may Tend exactly one of their Tomato Crops.  When a Farmer Tends one of their Tomato crops, they shall increase the Tender value of that Tomato by 1.

As a weekly action, the Landlord may make a story post with the text “[Fair]” in the title, called a State Fair post.  In the State Fair post, the Landlord shall include at least the Prize, which may be any Gamestate effect including but not limited to an amount of Sun, Juice, or Wood.  A State Fair post may be Open, Closed, or Resolved.  When a State Fair post is posted, it is Open.  When a State Fair post has been Open for 48 hours, it is immediately considered Closed.

While a State Fair post is Open, any Farmer may make exactly one Entry comment that includes the text “count me in” and the Tender value of one of the Tomato crops on their Plot at which point the Farmer must remove the Tomato crop whose Tender value was specified from their Plot (the Tomato crop is not considered to be destroyed for the purposes of the rules “Zombejuice” and “Storage Space”).  A Farmer may not make more than one Entry comment to a State Fair post.

While a State Fair post is Closed, the Landlord may Resolve the post by rolling XDICE2 in the GNDT for each Entry comment, where X is the Tender value specified by the Entry comment.  The Farmer who made the Entry comment for which the DICE roll was highest is considered the Winner and receives the Prize specified in the State Fair post, at which point the State Fair post becomes Resolved.  If two or more Entry comments tie for the highest DICE roll, then all Farmers who made the winning Entry comments shall receive the specified Prize.

Add the following Effect to the Tomato crop:

When the Planter harvests, they must choose to either destroy this Crop or set its Tender value to 0.

Fixed the positive integer problem and made it a little less random.  Also, for those who don’t know, XDICEY returns a value between X and X*Y (like rolling X Y-sided dice).

Proposal: Let’s kick this up a notch

Times out and fails 4-6 -coppro

Adminned at 29 Jun 2011 08:56:52 UTC

Repeal the rule “Species”.

Double the Health, Attack, and Cost of each Species of Zombie listed in the Species Compendium.

The reason I’m not doubling the stats of all existing zombies is because the cost is increasing as well, so it wouldn’t be fair for someone to spawn a bunch of zombies right before this passes then reap the benefits.

Proposal: We need to escape!

1-7; cannot be enacted without vote change - coppro

Adminned at 27 Jun 2011 23:10:39 UTC

Create a rule called “Working together” with the text:

A plot marked as the shared plot exists. Any farmer may plant a seed on this plot as if it was their own. The wine cellar for this plot is considered to have infinite partitions, and any farmer may build a construction as if the wine cellar was their own. The wine cellar is referred to as the shared wine cellar. The shared plot has no farmer so any changes to the GNDT values of the owner of the plot are ignored. If the house is destroyed, all constructions including fueled jeeps are removed from its wine cellar. The shared plot is removed from the garden patch and a new shared plot is created below a random plot. Any constructions created in the wine cellar of the shared plot must have the date and time of creation noted next to them.

Create a rule called “An escape route” with the text:

Any farmer may post a Story post containing the word ‘escape’ in its title, which will be referred to as an escape post. All farmers who wish to escape must comment on this post within 24 hours of it being posted and if there are a number of fueled jeeps in the shared wine cellar equal or greater than the number of farmers who have commented, and if the number of farmers who have commented is at least Quorum, then a new dynasty begins without a landlord. The dynasty will be called the sixth metadynasty. Any fueled jeeps less than 24 hours old at the time of the creation of the escape post are ignored for the purposes of that post.

An escape post may not be created within 96 hours of the last escape post being created. A fueled or unfueled jeep may not be created in the shared wine cellar within 24 hours of the posting of an escape post.

Create a shared plot that is immediately below a random Plot (active or inactive).

The win condition at the moment is so insanely difficult that I thought I’d propose an alternate one.

Proposal: Hard As Rock

unanimously adopted - coppro

Adminned at 27 Jun 2011 23:10:03 UTC

In “Resistant”, change

it loses 3 Health instead

to

it loses 3 Health instead and this loss is not reduced by this Attribute’s effect

Sunday, June 26, 2011

Proposal: Offensive Incentive

Self-killed. -Bucky

Adminned at 27 Jun 2011 08:32:23 UTC

Add a new sybrule to the rule “Defeats and Victories”.  Call it “Kill Count” and give it the following text:

Each Farmer has a Kill Count, tracked in the GNDT.  New Farmers start with a Kill Count of 0.  Whenever a Zombie moves into a House, the owner of the Zombie has their Kill Count increased by 1 and then the owner of the House has their Kill Count set to 0. This cannot happen twice for the same House.

If a Farmer has a Kill Count of 3 or higher, and their Kill Count is the highest of any non-Landlord Farmer, that Farmer achieves victory.

Proposal: Invulnerability loophole

Passes 8-0 with quorum FOR and a majority trivial. -Bucky

Adminned at 27 Jun 2011 07:28:23 UTC

In the rule “Resistant”, change the text

any reason other than having zero Health

to

any reason other than having zero or less Health

If a 2 Health boss zombie gets directly destroyed, it ends up still alive with a health of minus infinity.

Proposal: Thematic Shift

Fails 1-7 with quorum AGAINST. -Bucky

Adminned at 27 Jun 2011 07:22:36 UTC

For each Crop on each Farmer’s Plot, add that crop’s sun cost to that farmer’s sun and remove the crop (does not count as destroying the crop for the purposes of the rules “Zombejuice” and “Storage Space”).
Remove every zombie from every Plot (does not count as destroying the zombie for the purposes of the rule “Zombejuice”).

Repeal the rules titled “Planting” and “Revenge of the Crops”.

Add the following paragraph to the end of the rule “The Dead”:

Farmers may not summon zombies before 04/07/11 at 00:00:00 UTC.

Ok, let’s take a vote to see if we want to change things up a bit.  If you vote for, please include any ideas you have to replace the crops.

Of course, there will still be some cleaning up to do with various rules that reference the crops, but that’s what the week is for (which we can move back if we need to).

Proposal: Move on, nothing to see here, move on, folks!

Passes 7-0 with quorum FOR. -Bucky

Adminned at 27 Jun 2011 07:23:14 UTC

Empty the wiki page “Species Compendium” from all content.

For every Subrule of the Rule “Species”, copy the text of the Subrule to wiki page with the title of the Subrule as its heading. Then remove the Subrule from the Ruleset.

In the Rule “The Dead”, change

a Species, that must be one of those listed in the rule “Species”.

to

a Species, that must be one of those listed in the wiki page “Species Compendium”.

In the Rule “The Dead”, insert the following in front of the first paragraph

There exist a number of Species, which are listed in the Species Compendium wiki page along with the attributes of each. Each Species must have at least a Name, Attack, Health, Cost and Behaviour.

For all variables tracked in the GNDT, the representation as shown in the GNDT was correct when this Proposal was made.
For all variables tracked in the Garden Patch wiki page, the representation as shown in the Garden Patch wiki page was correct when this Proposal was made.

I hope this fixes the gamestate and the ruleset.

Sunday, June 26, 2011

MoreIdles

Darth Cliche and qwerty63 each idle due to inactivity. Quorum is 6.

While we’re at it

Since I don’t have a proposal slot and we’re basically starting over with the zombies, I wanted to throw out this idea for a thematic shift.  I was thinking we could repeal the rules to do with crops and build defensive structures instead (walls, bridges, etc) using the various resources (wood, stone, metal, etc).  Of course, we would have to repurpose some of the resources and/or change some of their names.

What do y’all think?

Proposal: Cross-dynasty cleanup

Quorums 7-0 and is enacted

Adminned at 25 Jun 2011 21:37:15 UTC

Amend Rule 1.2 by replacing

The Farmer’s personal gamestate retains the values it had immediately prior to their going Idle. If one or more values would be undefined, it is set to the value new Farmer receive, if such a value exists.

with

When a Farmer is de-idled, if they went idle in the same dynasty, their personal gamestate retains the values it had immediately prior to their going Idle, if it is still valid. Otherwise (including if the value is invalid, does not exist, or the Farmer idled in a different dynasty), the Farmer is given the default value for new Farmers, if such a value exists.

This loophole isn’t really even reasonably scammable. Let’s just close it.

Inactivity

Florw idles out

Call for Judgment: Are we all dreaming?

Reached a quorum 0-6.—Yoda

Adminned at 25 Jun 2011 23:00:31 UTC

In the rule “Species”, it says:

A Zombie is characterized by:
[..]
a Species, that must be one of those listed in the rule “Species”.
[..]

It further says:

The Location of each Zombie shall be listed together with its Health, Species, and Owner in the Garden Patch page, immediately below the Plot where they are located.

I do believe that all zombies currently in the Garden Patch do not fit these conditions and thus do not legally exist. The Rule “Species” actually is an empty Rule, as we recently realized in an discussion. Here’s the reasoning: Since there is no definition of “Subrule” in place, we use the normal english definition. I quote from en.wiktionary.org:

A narrow rule which defines the specific meaning of a broader rule

I emphasize that a subrule is explicitly a rule, thus not part of another rule. Yoda also pointed out that otherwise (if a Subrule was part of its parent Rule) lots of Proposal would have had unwanted side effects, just think of the many “Change rule X”-Proposal that would replace the Subrulkes of X as well.

If we accept these statements as facts, then the rule “Species” is empty, because it contains only Subrules. At the very least, several of the zombie definitions (though not all) were introduced as subrules. Those are definitly illegal.

Here’s my fix:
Remove all zombies from play and reset all players Defeat values (as no legal zombie reached a house yet) to 0.

Since this is my first CfJ, I hope everything is in order. :-)

Friday, June 24, 2011

Proposal: Corny Proposal

Quorums 7-0 and is enacted. -coppro

Adminned at 25 Jun 2011 21:36:33 UTC

In Change the effect of Corn in The Gardening Compendium from

When a Corn Crop Attacks a Zombie, the Planter shall roll a DICE2 in the GNDT. If that DICE2 roll is 1, then the Zombie that was attacked is Stunned for 24 hours (which may be denoted by placing the text “(Stunned)” next to the Zombie’s name in the Garden Patch page). While a Zombie is Stunned, that Zombie cannot Shamble.

to

When a Corn Crop Attacks a Zombie, the Planter shall roll a DICE2 in the GNDT. If that DICE2 roll is 1, then the Zombie that was attacked is Stunned (which may be denoted by placing the text “(Stunned)” next to the Zombie’s name in the Garden Patch page). Whenever a Stunned Zombie Shambles, it does not carry out its Behavior but instead stops being Stunned.

This is easier to track.  Further, Stunning is pretty weak as is, since waiting 24 hours does not necessarily mean losing the daily ability to Shamble,

Proposal: Prize Winning Tomatoes

Self-killed. -coppro

Adminned at 25 Jun 2011 21:34:26 UTC

Add a new dynastic rule titled “State Fair Competition” with the following text:

Each Tomato crop has a Tender statistic that can only be a positive integer and is tracked on the Garden Patch wiki page directly below the Plot which the Tomato crop is in.  New Tomato crops start with a Tender value of 0.  As a daily action, a Farmer with at least one Tomato Crop in their Plot may Tend exactly one of their Tomato Crops.  When a Farmer Tends one of their Tomato crops, they shall increase the Tender value of that Tomato by 1.

As a weekly action, the Landlord may make a story post with the text “[Fair]” in the title, called a State Fair post.  In the State Fair post, the Landlord shall include at least the Prize, which may be any Gamestate effect including but not limited to an amount of Sun, Juice, or Wood.  A State Fair post may be Open, Closed, or Resolved.  When a State Fair post is posted, it is Open.  When a State Fair post has been Open for 48 hours, it is immediately considered Closed.

While a State Fair post is Open, any Farmer may make exactly one Entry comment that includes the text “count me in” and the Tender value of one of the Tomato crops on their Plot at which point the Farmer must remove the Tomato crop whose Tender value was specified from their Plot (the Tomato crop is not considered to be destroyed for the purposes of the rules “Zombejuice” and “Storage Space”).  A Farmer may not make more than one Entry comment to a State Fair post.

While a State Fair post is Closed, the Landlord may Resolve the post by rolling XDICE3 in the GNDT for each Entry comment, where X is the Tender value specified by the Entry comment.  The Farmer who made the Entry comment for which the DICE roll was highest is considered the Winner and receives the Prize specified in the State Fair post, at which point the State Fair post becomes Resolved.  If two or more Entry comments tie for the highest DICE roll, then all Farmers who made the winning Entry comments shall receive the specified Prize.

Add the following Effect to the Tomato crop:

When the Planter harvests, they must choose to either destroy this Crop or set its Tender value to 0.

Proposal: We’re Tracking Empty Space

Quorums 6-2 and is enacted.

Adminned at 25 Jun 2011 21:34:42 UTC

Remove all inactive plots that do not contain any non-empty squares from the Garden Patch

This should have no practical effect - if an affected player unidles, they receive plots identical to the removed ones - but will make browsing the Garden Patch easier.

Proposal: Simplification and Rebalancing

Quorums 7-2 and is enacted. -coppro

Adminned at 25 Jun 2011 21:30:44 UTC

Remove the pheromones for the Cabbage and Watermelon seeds.

Change the pheromone for the potato seed to the following:

The Attacker’s Health is lowered by 10 and this crop is destroyed.

Set the Sun Cost of the Catatulip Seed to 50.
Set the Sun Cost of the Watermelon Seed to 40.
Set the Sun Cost of the Tomato Seed to 15.

Unless at least half the EVC’s on the proposal contain the text “leave it”, change the text

When a Crop Attacks, the Farmer performing the action may pick any Zombie on their Plot that is on the same row as the Crop and reduce their Health by DICEX (where X is the Crop’s Offence).

in the rule titled “Revenge of the Crops” to

When a Crop Attacks, the Farmer performing the action may pick any Zombie on their Plot that is on the same row as the Crop and reduce their Health by XDICE3 - X (where X is the Crop’s Offence).

The tomato change is because you can get both wood and juice for spamming it, so it should cost slightly more than deadwood.

The EVC clause is so that I don’t have to use another proposal slot for that one little change (since I have something else planned as well), but you still get a chance to vote that part down.

Proposal: Subrules are undefined and this IS a proposal.

Quorums and fails 3-6.

Adminned at 25 Jun 2011 21:30:00 UTC

As part of the Rule “Keywords” insert between

Subject
The “subject” of a blog entry is the part of the Title of an entry which is after the first colon. If the Title does not contain a colon, then the whole Title is the subject. Any entry whose subject is “” (i.e. an empty string) is not valid.

and

Votable Matter
The word “Votable Matter”, means a Proposal, a CFJ or a DoV.

the following:

Subrule
A Subrule X of Rule Y is a Rule that is also part of Rule Y. A Subrule X uses a heading of one level higher than the corresponding Rule Y in the ruleset.

I was shocked when I realized that the Rule “Species” was a mix of Subrules and ammendments of it, which cannot be distinguished. Thus, with this definition of “Subrules” (which I was even more shocked to not find) any Rule that is part of another Rule and denoted in the Ruleset with one extra heading-level is a Subrule.

I believe this is comaptible with all (or at least most) usages of “Subrule” I encountered so far. But better check.

Sorry, I forgot the right category…. :-/

Subrules are undefined!?!

As part of the Rule “Keywords” insert between

Subject
The “subject” of a blog entry is the part of the Title of an entry which is after the first colon. If the Title does not contain a colon, then the whole Title is the subject. Any entry whose subject is “” (i.e. an empty string) is not valid.

and

Votable Matter
The word “Votable Matter”, means a Proposal, a CFJ or a DoV.

the following:

Subrule
A Subrule X of Rule Y is a Rule that is also part of Rule Y. A Subrule X uses a heading of one level higher than the corresponding Rule Y in the ruleset.

I was shocked when I realized that the Rule “Species” was a mix of Subrules and ammendments of it, which cannot be distinguished. Thus, with this definition of “Subrules” (which I was even more shocked to not find) any Rule that is part of another Rule and denoted in the Ruleset with one extra heading-level is a Subrule.

I believe this is comaptible with all (or at least most) usages of “Subrule” I encountered so far. But better check.

Proposal: Bombie 2.0

Reaches quorum 7-0 and is enacted. -coppro

Adminned at 25 Jun 2011 13:45:24 UTC

In the Subrule “Bombie” of the Subrule “Species” of the Rule “The Dead” change

Behaviour: Moves at most three squares to the left, stopping if it meets any object or zombie, and then explodes, regardless of where it stopped.

to

Behaviour: Moves at most three squares to the left until it is in a square with any object or zombie other than itself, then explodes. Whenever a Bombie attacks, it explodes instead.

This is a clarification of the Bombie. I reformulated it so that the bombie can explode on the rightmost column and it is not in conflict with the shambling-rules anymore.

Proposal: Frankenstein Complex

Reaches quorum 7-1 and is enacted.

Adminned at 25 Jun 2011 13:42:50 UTC

Rewrite “Boss Zombies” to the following, and place it immediately below “Species” and its subrules:

When creating a Zombie, a Farmer may designate that Zombie to be a Boss Zombie by spending 5 Juice, and may then select and add Attributes to that Zombie from subrules of this rule by spending the cost of each chosen Attribute in juice. The effects of those Attributes shall then apply to that Zombie. When calculating the cost, the variable ‘C’ shall be taken to mean the cost of the Species chosen for the Zombie. Unless explicitly specified, each Attribute can only be picked once per Zombie.

The Attributes of each Boss Zombie shall be denoted on the Garden Patch page.

Add the following subrules to that rule:

“Durable”:

Cost: C
Effect: The starting Health of this Zombie is doubled.

“Aggressive”:

Cost: C
Effect: The starting Attack of this Zombie is doubled.

“Resistant”:

Cost: 25
Effect: Whenever this Zombie would lose a positive amount of Health, instead it loses 1 Health. Whenever this Zombie would be destroyed for any reason other than having zero Health or exploding, it loses 3 Health instead.

Alternative to aguydude’s suggestion.

Call for Judgment: The illegal destruction of some zombies.

Fails 0-7 with quorum against. -Bucky

Adminned at 24 Jun 2011 12:44:55 UTC

Revert the destruction of the zombies destroyed on Bucky’s plot at 02:54, 24 Jun 2011. Revert any changes to the GNDT made as a direct result of the destruction of the zombies. Move the bombie from “Bucky(4|5)” to the square “Bucky(4|2)” and explode it.

As a sidenote, if this fails and the bombie tactic is valid then the Caracesses on Bucky’s plot were actaully caught in the blast from what I can tell, so they should be removed.

Thursday, June 23, 2011

Defensive Bombie Clarification

After seeing Mideg use a Bombie in hopes of defeating SingularBytes Psychic Zombies (or maybe just to attack the ghoul), I thought I’d post a clarification (as a precursor to a CfJ, since as yet there’s nothing to judge):

The behavior of Bombie is,

Moves at most three squares to the left, stopping if it meets any object or zombie, and then explodes, regardless of where it stopped.

Also see,

If, at any time while a Zombie is Shambling, the Zombie moves or teleports to a Square that contains a Crop or Shed or if the Zombie is on a Square that contains a Crop or Shed when it starts Shambling, that Zombie attacks that Crop or Shed then stops Shambling unless its Powers or Behavior explicitly states otherwise.

Obviously the Bombie explicitly states otherwise about what happens when it moves to a Square containing a Crop or a Zombie.  However, the following conditions may apply:

1.  A Bombie must “meet” an object or zombie while moving, so the square it is currently on does not count.  Thus, a bombie cannot explode on the right-most column.
2.  If you agree with #1, it further follows that a Bombie cannot move while it is on a Square containing a Crop, and will instead immediately stop its behavior in order to attack that crop.

Thoughts?

Proposal: Buying a Defeat

Fails 1-8 due to not being enactable. -coppro

Adminned at 25 Jun 2011 13:41:06 UTC

Add a new rule to “Species”,

Boss Zombie Landlord:
Attack:4
Health:1
Cost: 50
Powers:
  1.  Whenever Zombie Landlord would be destroyed by the Explode ability of a Zombie or by the rule “Molotov Cocktail” and Zombie Landlord has at least 2 Health, Zombie Landlord loses 1 Health instead of being destroyed.
  2.  Farmers may not plant a seed on a square that is currently occupied by Zombie Landlord.
  3.  While Creating Zombie Landlord, a Farmer may pay 10*[XX] Juice to raise Zombie Landlord’s health by XX.
  4.  When Mobilizing a Plot as described in “Revenge of the Crops”, any Crop on the same Plot as Zombie Landlord may Attack Zombie Landlord.
Behavior: Gains 1 Attack (even if Zombie Landlord is currently on a Square containing a Crop), then Moves one Square to the left.

In “Boss Zombies”, replace

While Creating a Zombie, a Farmer may designate that Zombie to be a Boss Zombie by doing all of the following:

with

While Creating a Zombie that does not have the word “Boss” in its Species name, a Farmer may designate that Zombie to be a Boss Zombie by doing all of the following:

Hurrah, now Catatulip is not useless!

This Proposal is intended to introduce a zombie which will cost more to defend against than it costs to summon, on condition that the summoner has a huge amount of resources.

Burnout

I reallly, really want to go idle for a week or so.  The current rules penalize me for doing so too harshly, though, so I can’t.

Proposal: The Annual Farmers’ Market

Times out and fails 3-6. -coppro

Adminned at 25 Jun 2011 13:40:39 UTC

Add a new entry to the Gardening Compendium, “Prize Pumpkin”:

Name: Prize Pumpkin ($)
Sun Cost: 100
Offence: 0
Defence: 0
Shade Requirement: 4
Effect: If a Prize Pumpkin is ever on a Square with Shade unequal to 4, it is destroyed. Whenever a Prize Pumpkin is destroyed, its Planter’s Defeated is set to 1. If a single Farmer has continually been the only Farmer with a Prize Pumpkin on their Plot for 96 hours, they have achieved victory.

Add to “Planting”:

Only Farmers with a Defeated value of 0 may plant Prize Pumpkins.

This might speed up the gameplay somewhat.

Wednesday, June 22, 2011

Proposal: Isn’t this advertising?

Fails at 2-7. -Purplebeard

Adminned at 24 Jun 2011 01:10:30 UTC

If the Subrules “Unfueled Jeep” and “Fueled Jeep” of the Rule “A Bit of Renovating” exist, change the Subrule “Unfueled Jeep” of the Rule “A Bit of Renovating” from

A farmer who owns an unfueled jeep may spend 25 juice to change it into a fueled jeep. If a farmer’s house is destroyed while they own a fueled jeep, then when commanded to roll DICEX, DICEY and DICEZ in the rule “The House”, each die is instead rolled 3 times and the highest rolled result for each set of 3 is used. (i.e. the highest of the 3 DICEX is used intead of 1 DICEX, etc.) The fueled jeep is then moved to a partition in the farmer’s new wine cellar and becomes an unfueled jeep.

to

A farmer who owns an Unfueled Jeep may spend 50 Juice to change it into a Fueled Jeep. Whenever a Zombie moves into the house of a Farmer who owns a Fueled Jeep, their Defeated value remains unchanged by the Rule “Defeats and Victories”. The Fueled Jeep is then moved to a partition in the Farmer’s new wine cellar and becomes an Unfueled Jeep.

If any player’s cellar contains an Fueled Jeep, that player loses the Fueled Jeep and gains an Unfueled Jeep and 25 Juice.

A Jeep saves your life, nothing more. :-) At least that’s what I would think it should. Also, I tended to rename the Jeep to “4by4, but did not want this to fail on style issues. ;-)

Wednesday, June 22, 2011

Proposal: Adjusting Defeats

Fails at 1-7. -Purplebeard

Adminned at 23 Jun 2011 01:18:19 UTC

In the rule “The House”, replace

The former owner of the removed Plot then receives a new Plot that is immediately below a random plot, and then DICEX, DICEY and DICEZ are rolled, where X, Y and Z are the farmer’s Sun, Wood and Juice respectively. Their resources are then set to the results of the respective dice rolls.

with

The former owner of the removed Plot then receives a new Plot that is immediately below a random plot.  The former owner’s Sun, Wood and Juice are then set to 75% of their previous values, rounding down.  Any Zombies owned by the former owner of the removed plot are destroyed, unless the owner is the Landlord.  Zombies destroyed in this manner are not considered to be destroyed for the purposes of the rule “Zombejuice.”

If any player’s cellar contains an Unfueled Jeep, that player loses the Unfueled Jeep and gains 100 wood.

If any player’s cellar contains an Fueled Jeep, that player loses the Fueled Jeep and gains 100 wood and 25 Juice.

From “A Bit of Renovating”, remove the subrules, “Unfueled Jeep” and “Fueled Jeep.”

 

Being defeated already means losing all your crops and having a Defeated value of 1.  This gives Defeated players a more realistic chance of recovering, and removes the arbitrariness of using DICE.  It also removes some possible sketchiness around deliberately losing your House right before destroying someone else’s house, and adds the ability to strategically attack Farmers to protect your Plot.  This and the extra maintenance effort involved is why I didn’t solve the Sketchiness problem by giving the Zombies to Yoda.

Proposal: Housekeeping

Reaches quorum and passes at 8-1. No Sun bonus, though. -Purplebeard

Adminned at 23 Jun 2011 01:16:26 UTC

Move the second bullet in Numbers and Variables to under the third bullet in Rules and Proposals.

It doesn’t have anything to do with numbers or variables and should be placed under the Rules and Proposals header.

Random Movement

I have a little problem. (Emphasize: little!) I tried to reproduce what happened with all the Zombies. They suddenly seem a lot closer than before, which makes them look bigger, uglier and more dangerous. (And the smell, the SMELL!)

Anyways, when I traced the steps Yoda took when he shambled them the second time, I realized that he used DICE3 in the GNDT to determine the direction of the Infestors random movement. Which is ok, because the infestor was in the rightmost column. But I could not find anything that told me how he mapped the result of the DICE3 to a given direction. He obviously did use the scheme that 1 points upwards and then going around the clock, as would I have, but not writing it down makes this a little arbitrary. And open to schemes.

I do not believe that Yoda did do any scheme, mind you, but I was wondering about the possibility. I would suggest an amendment to the rules gouverning this (“Numbers and Variables”, second to last item), but I feel I would make a mistake in formulating the Proposal and thus would fail utterly. :-) Any comments, ideas?

Proposal: You Are Here

Times out and fails at 4-5. -Purplebeard

Adminned at 23 Jun 2011 01:15:44 UTC

In “The Dead”, after “immediately below the Plot where they are located”, add:

Additionally, the location of each Zombie may be denoted as a numeral on the Plot it is in.

Legalizing what everyone’s been doing anyway.

Tuesday, June 21, 2011

Proposal: Fair Warning

Reaches quorum, times out and passes at 8-1. -Purplebeard

Adminned at 23 Jun 2011 00:40:42 UTC

In the rule entitled “The Dead”, change the text

Anyway, a Zombie may never shamble more than once a day.

to

Anyway, a Zombie may never shamble more than once a day, and cannot shamble at all within 12 hours of being created.

Removing a few questionable tactics like Bombie drop+move.

Movements

Unfortunately the school year is over and I must handle back the PC i borrowed. :(
In addition I’m moving, so please idle me until July.
I’m sure there’s someone that will be happy of this ;)
Bye bye, and have a nice rest of the Dynasty.

Proposal: Shade was made for crops, not crops for the shade.

Reaches quorum, times out and passes at 8-0. -Purplebeard

Adminned at 23 Jun 2011 00:38:53 UTC

Replace the text “and placing it at a Square with shade 0 of their choice on any Plot” in the rule “The Dead” with “and placing it at a Square in the rightmost column of their choice on any Plot”.

Replace the text “in the squares with the least Shade” in the rule “The Horde” with “in the squares in the rightmost column”.

This was the way it was intended from the beginning.  Making zombies bound by the shade doesn’t make sense while making them come from the outside in does.

Proposal: Anti-grinding mechanism

Times out and passes at 6-1. EVC clause not triggered. -Purplebeard

Adminned at 23 Jun 2011 00:35:12 UTC

Remove the text “A seed may also have a Pheromone, which takes effect if a zombie destroys the crop.” from the rule “Planting” and add the following paragraph to the end of that rule:

A seed may also have a Pheromone, which takes effect if a zombie attacks but does not destroy the crop.  For the purposes of the Pheromones of Crops, the Zombie which attacked the crop is called the Attacker.

Replace the text “Effect: any Zombie that attacks this Crop is teleported to a random Square in the last column of a random Plot, after which this Crop is destroyed.” of the Catatulip Seed with “Pheromone: The Attacker is teleported to a random Square in the last column of a random Plot, after which this Crop is destroyed.”

Replace the text “Effect: When this Crop is Attacked by a Zombie and is not destroyed, the Zombie moves one space either upwards or downwards (randomly chosen) then continues Shambling as though the Zombie never Attacked this Crop.” of the Onion Seed with “Pheromone: The Attacker moves one space either upwards or downwards (randomly chosen) then continues Shambling as though the Zombie never Attacked this Crop.”

If at least half of the EVCs for this proposal contain the text “They’re overpowered.”, remove the pheromones of the Cabbage, Potato, and Watermelon.

Idle me please

Ill be gone for a while and cant be checking Nomic so could someone please idle me? thanks!

Proposal: Mamma Zombie’s Juice Restaurant

vetoed.—Yoda

Adminned at 21 Jun 2011 19:47:36 UTC

Add a subrule to the rule “Species”, called “Spawner”:

* Attack: 2
* Health: 8
* Cost: 20
* Behaviour: moves to an adjacent Square of the choice of the Farmer who caused this Zombie to Shamble.
* Powers: All the squares adjacent to its location are considered to have a Shade of 0 for the purposes of the rule “The dead” and all its subrules.

in rule “The dead”, delete:

The Powers of a Zombie are special actions that a Shambling Zombie may perform under certain conditions.

Proposal: Fences for the Dead?

Reached a quorum 10-0.—Yoda
7 trivials, so no bonus

Adminned at 21 Jun 2011 19:46:15 UTC

In the Subrule “Woodworking Tools” of the Subrule “Constructions” of the Rule “A Bit of Renovating”, change the sentence

Fences increase the defence of any object on the same square as them by 4.

to

Fences increase the defence of any object other than a Zombie on the same square as them by 4.

As Zombies can stand on the same square as Crops and such, it would seem contraproductive for them to benefit from fences. I know that Zombies as of now do not have a defense value, but I do want to have this clear.

Monday, June 20, 2011

Proposal: Boss Zombies

Reached a quorum 8-0.—Yoda
fo realz dis time

Adminned at 21 Jun 2011 19:43:58 UTC

In “The Dead”, add a new Subrule, “Boss Zombies”:

While Creating a Zombie, a Farmer may designate that Zombie to be a Boss Zombie by doing all of the following:
1.  Pay three times the Species cost in Juice.  This cost is in addition to any costs paid to Create the Zombie.
2.  Setting its Attack to double the Species Attack.
3.  Setting its Health to double the Species Health.

Boss Zombies cannot shamble for 24 hours after they have been Created.

It might be legally possible to interpret these rules to allow the creation of a Boss Boss Zombie, but reading the rules carefully indicates that such a zombie would cost 7 times the Species cost while still having attack and health equal to double the Species Attack, as #2/#3 set the attack/health based on the Species attack/health, not the zombie attack/health.

I considered requiring 48 hours before allowing them to shamble, but most zombies are too easily defeated as is.  For similar reasons, I did not create a rule to disallow Farmers to Create more than one Boss Zombie per plot.

Boss Zombies

In “The Dead”, add a new Subrule, “Boss Zombies”:

While Creating a Zombie, a Farmer may designate that Zombie to be a Boss Zombie by doing all of the following:
1.  Pay three times the Species cost in Juice.  This cost is in addition to any costs paid to Create the Zombie.
2.  Setting its Attack to double the Species Attack.
3.  Setting its Health to double the Species Health.

Boss Zombies cannot shamble for 24 hours after they have been Created.

It might be legally possible to interpret these rules to allow the creation of a Boss Boss Zombie, but reading the rules carefully indicates that such a zombie would cost 7 times the Species cost while still having attack and health equal to double the Species Attack, as #2/#3 set the attack/health based on the Species attack/health, not the zombie attack/health.

I considered requiring 48 hours before allowing them to shamble, but most zombies are too easily defeated as is.  For similar reasons, I did not create a rule to disallow Farmers to Create more than one Boss Zombie per plot.

to Yoda: Zombies looking for a new home

You placed two zombies (1 and 3) in two illegal positions on my plot (not the squares with the least Shade). Please replace them.
Thanks.

Sunday, June 19, 2011

Bucky’s Change

I feel like something wrong happened here, but figured I’d ask somebody else to check it rather than undoing it myself.  So here’s me asking.

Proposal: Let’s Get This Over With

Reached a quorum 2-8.—Yoda

Adminned at 20 Jun 2011 12:24:09 UTC

Ely achieves victory; the game goes into Hiatus and proceeds in a new Dynasty with Ely as the Landlord as if a Declaration of Victory posted by Ely had been enacted.

Ely has a massive resource advantage and at the current rate of things, it’s far too easy for an interested player to prolong the game because it’s pretty easy to get a ridiculous defense (just get a couple of Cabbage in each row and you can shoot down any useful offensive zombies easily.

Let’s just save ourselves another month.

Proposal: Let’s swing the broom!

Reached a quorum 8-0.—Yoda

Adminned at 20 Jun 2011 08:56:25 UTC

In the subrule “The House” of the rule “Farmland” change

If a zombie moves into a house at any time and its Plot is owned by a farmer, that Plot is marked as destroyed on the Garden Patch, and is no longer owned by any farmer although it continues to be tracked. The former owner then receives a new Plot that is immediately below a random plot

to

If a zombie moves into a house at any time and its Plot is owned by a farmer, that Plot is removed from the Garden Patch. Zombies and Crop removed in this manner are not considered to be destroyed for the purposes of the rules “Zombejuice” and “Storage Space”. The former owner of the removed Plot then receives a new Plot that is immediately below a random plot

Remove all plots marked as destroyed from the Garden Patch. Zombies and Crop removed in this manner are not considered to be destroyed for the purposes of the rules “Zombejuice” and “Storage Space”.

As of now, for someone to win, at least all farmers but himself and Yoda have too loose their plots at least once. It is more probably, that even more plots are lost in the meantime. If we let all destroyed plots stay in the Gamestate like we do currently, Yoda will have a hard time tracking all those zombies he has to summon there, too. I do not see the fun in having destroyed plots everywhere full of Zs wandering around.

I was trying to stay in the running for this dynasty, but the grind has got too bad

Could an admin please idle me?

Proposal: Teaming up

s/k’ed—Yoda

Adminned at 20 Jun 2011 08:48:40 UTC

Replace the text

If the result of DICEX (where X is the Zombie’s Attack) is major or equal than the object’s Defence (or 1 if the object has no Defense), the Object will get destroyed. The Zombie shall then suffer the object’s Pheromone, if any.

in the rule titled “The Dead” with

If the result of DICEX (where X is the sum of the Attack value of all Zombies on the same Square as the attacking Zombie) is major or equal than the object’s Defence (or 1 if the object has no Defense), the Object will get destroyed. The Zombie shall then suffer the object’s Pheromone, if any.

This allows multiple zombies attacking the same object to actually be more dangerous.

Yes, this means that multiple dice rolls can occur when multiple zombies controlled by the same person are shambling.  I don’t know of a good way of preventing that, feel free to propose a fix.

Story Post: BWAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAARGH!!!!!!!!!!!!!!!!!

Species: Ghoul
Number per Plot: 6

Now the zombies are mad.  It’s time for the first true zombie wave.

Proposal: Fast but fragile

Self-killed. -Purplebeard

Adminned at 20 Jun 2011 04:41:19 UTC

Add a new subrule titled “Imp” to the rule titled “Species” with the following text:

Attack: 2
Health: 1
Cost: 30
Behaviour: Moves 2 squares to the left.

It may be weak, but its speed is only second to the bombie.

Saturday, June 18, 2011

Proposal: Too many names to come up with.

Reached a quorum 9-0.—Yoda

Adminned at 18 Jun 2011 12:49:45 UTC

Remove the following text from the rule titled “The Dead”:

* a Name, that shall be the name of an Idle Farmer, and shall be different from any other existing Zombie’s Name.’

and

, selecting a legal Name for it

Yah, the names are a fun mechanic, but they get very tedious when trying to summon 20+ zombies.  Nothing says we can’t have non-gamestate names for them, though.

Proposal: Zombie Murderers

Reached a quorum 1-8.—Yoda

Adminned at 18 Jun 2011 12:48:16 UTC

In the rule “Bombie”, change the behaviour to:

If it is in its owner’s plot, moves one square downward.  Otherwise, moves at most three squares to the left, stopping if it meets any non-zombie object, and then explodes, regardless of where it stopped.

Making it a lot more difficult to use Bombies defensively on other Zombies.

Request

To be unidled.  Kthxbye.

Proposal: They served their purpose.

Reached a quorum 12-0.—Yoda

Adminned at 18 Jun 2011 12:47:46 UTC

Repeal the rule titled “Points”.

Now that we have a different win condition, we no longer need this rule as it just clutters up the GNDT.

Friday, June 17, 2011

Proposal: Give meaning to defeat

s/k’ed.—Yoda

Adminned at 18 Jun 2011 12:46:07 UTC

In the dynastic rule “Ressources” change the sentence

As a weekly action, a Farmer may Harvest by adding 100 to their Sun.

to

As a weekly action, a Farmer may Harvest either by adding 100 to their Sun or, if their Defeated value equals to 1, by adding 30 to their Juice.

 

My aim with this is to give “Defeated” some more meaning than just being a variable, but still keep everyone pretty much involved in everything. I also think this makes it easier on new players (or unidlers) who start defeated, because they can choose to make Juice from the start (with the cost of not having much Sun to plant in their own patch). It’s not easy to get Juice production running, which is a must if you want to win and are defeated.

I wanted to use the words Perform Juicy Rituals, but I also wanted to keep the effect of Sunflowers and I wanted a short and clean proposal. I would really appreciate any comment on any flaw you can see with this proposal. Is the Defeated-condition worded correctly?

Proposal: Core Rule: Landlord power cleanup

s/k’ed.—Yoda

Adminned at 18 Jun 2011 12:45:43 UTC

In the Core Rule “Voting”,

replace

Any Farmer may cast their Vote on a Votable Matter by making a comment to the official post that comprises that Votable Matter using a voting icon of FOR, AGAINST, DEFERENTIAL (only if the Votable Matter is a Proposal), or VETO (only if the Votable Matter is a Proposal and the Farmer is the Landlord).

with

Any Farmer may cast their Vote on a Votable Matter by making a comment to the official post that comprises that Votable Matter using a voting icon of FOR, AGAINST, DEFERENTIAL (only if the Votable Matter is a Dynastic Proposal), or VETO (only if the Votable Matter is a Dynastic Proposal and the Farmer is the Landlord).

In the Core Rule “Dynasties,” change

The Landlord may Vote to VETO any Proposal.

to

The Landlord may Vote to VETO any Dynastic Proposal.

I seem to recall Yoda advising a player that a vote of DEFERENTIAL is not intended for core rule proposals.  I agree.

Proposal: Sundew #2

Vetoed.—Yoda

Adminned at 18 Jun 2011 12:45:16 UTC

Add a new Seed to the Gardening Compendium titled “Sundew” with the following text:

Name: Sundew (B)
Sun Cost: 15
Shade Requirement: 0
Offence: 0
Defence: 1
Effect: If Sundew has less than 2 Shade, Planter may pay 15 sun to reduce the Health of 1 Zombie on Planter’s own Plot by 2.  If this brings that Zombie’s health to 1, that Zombie is destroyed.

Call for Judgment: A CfJ out of boredom

Reached a quorum 8-1.—Yoda

Adminned at 18 Jun 2011 12:41:55 UTC

I think that aguydude’s proposal “Yet Another Victory Condition” wasn’t adminned properly.
First, the admin (I think Purplebeard) did not sign in the Admin box
Secondly and more important, half of the EVC’s of that proposal included the words “Tie prevention”, and the proposal did not ask that number to be an exact number.
I’d reverse this but I’m no admin.
So:
Finish adminning that Proposal, i.e. enacting the EVC clause.

This is a minor issue I guess.

I’d like to add here a clarification about the discussions on my last VC III proposal and on Florw’s weird one.
I couldn’t post it there, and didn’t want to make a new post.
It’s been said that I “voted out of spite [against yoda I guess]”, and that there might be “back stories” with some other Farmers.
Now, I can’t say why other players play and what they think about each other, but I’d like to say that from my part there’s no spite nor strong competitive force against anyone else here. I play to have fun, and angry arguments are not something I find fun.
A nomic is a quite dry environment and it’s easy getting weird adversions for people just because they, well, posted a scammy proposal or teamed up against you. (or just beated you in the way you weren’t expecting). It’s easy to get wrong when all you know about a person is 3-16 letters and some rules lawyering. But maybe this things just happened to me, as a supernoob.
I want also to apologize to Yoda if he got offended/annoyed by some of my comments, they were (maybe mediocre) jokes, but I realize that they could have been read as serious.
I hope my points are clear, but I don’t think so.
Peace.

Wednesday, June 15, 2011

Call for Judgment: Officially Annoyed Now

Reached a quorum 8-4.—Yoda
I don’t know any other way to mark him as banned other than to remove him from the idle list and put BANNED next to his name in the GNDT logs.

Adminned at 18 Jun 2011 09:26:41 UTC

The idle Farmer named udqbpn recently spammed the blog with their lame attempts at humour in a clear infraction of the Fair Play rule (I’ve now removed these three posts, but they were up for a while and attracted confused and annoyed comments). Regulars may have noticed that this isn’t the first time they’ve done this.

Therefore, remove the (idle) Farmer named udqbpn from the game and bar them from rejoining.

I’m pretty sure they don’t intend to play the game properly at this point.

Tuesday, June 14, 2011

Proposal: The Victory Condition III: you can’t never get enough!

Timed out 5-6.—Yoda

Adminned at 16 Jun 2011 12:19:53 UTC

Change the first three words in Rule “Farmland” to “Some Farmers have”.
Change rule “The House” to:

Every Plot contains a house. For the purposes of movement, a house is considered to be a square to the left of, and adjacent to all squares in the first column of its plot.
If a zombie at any time moves into a house, the Plot where the house lay is Overrun.
When a Plot is Overrun, its owner loses all the Sun they own, and set their Juice to 10.
In addition, one of these two things shall happen:
* If the Owner of the Zombie that moved into the house already owns a Plot, the owner of the Overrun Plot loses all their Wood and their Plot is removed from the Garden Patch.
* Otherwise, the Owner of the Zombie becomes the new owner of the Plot. They swap Wood values with the former owner of the Plot, and gain 100 Sun.

The zombie that moved into the house is then removed from the game. This zombie is not considered to be destroyed for the purposes of rule “Zombejuice”.
Whenever the Landlord does not own any Plot, they immediately receive a new Plot after a random Plot, and gain an additional 100 Sun and 20 Wood.

In Rule “Resources”, change:

As a weekly action, a Farmer may Harvest by adding 100 to their Sun.

To

As a weekly action, a Farmer that owns a Plot may Harvest by adding 100 to their Sun.
As a weekly action, a Farmer that does not own a Plot may Perform Juicy Rituals by adding 40 to their Juice.

Add a new Dynastic Rule, called “Victory?”:

Whenever a Farmer is the only Farmer owning a Plot other than the Landlord, that Farmer achieves Victory.

Change the last Paragraph in rule Farmland (not considering subrules as part of that Rule) to:

Whenever a Farmer idles, their Plot is destroyed. New and unidling Farmers shall not receive a Plot, unless they have idled withtin the last 3 weeks, in this case, they get a Plot exactly equal to the Plot they owned right before idling, zombies included.

Repeal rule “Defeats and Victories”, if it exists.

Remove all the Plots marked as Inactive from the Garden Patch.

Ok, I hope there are no concerns left.

Proposal: The League of True Botanists

Fails at 3-9. -Purplebeard

Adminned at 16 Jun 2011 01:05:33 UTC

Create a new rule entitled “League of True Botanists”:-

True Botanists are Farmers who belong to the League of True Botanists and support Florw as their Landlord.  True Botanist status is tracked within the GNDT.  Only Florw may bestow True Botanist status; he will inform the Farmers whom he has bestowed True Botanist status upon by private message.  True Botanist status is not mandatory if bestowed; a Farmer may accept or refuse True Botanist status.  If a Farmer accepts True Botanist status, they must alter the GNDT immediately to reflect this acceptance.  True Botanist status is permanent and irrevocable upon acceptance.  If at least seven (7) Farmers become True Botanists, Florw immediately assumes the position of Landlord.  If another Landlord is already in existence, they become a normal Farmer and lose their Landlord status.  Upon Florw’s assumption of Landlordship, the title “Landlord” immediately is changed to “High Keeper of the Secrets of the Grand Art of Botany”.  Also, upon Florw’s assumption of Landlordship, all Players are immediately, without choice, drafted into the League of True Botanists.

Proposal: Stop And Smell The Roses

Reaches quorum, is trivial and passes at 10-0. -Purplebeard

Adminned at 16 Jun 2011 01:03:05 UTC

Throughout the Ruleset and the Gardening Compendium, change “Counterback Effect” to “Pheromone”.

Remove “Whenever attacked, ” from the Pheromone of the Cabbage, Potato and Watermelon [Juicy].

Change the Catatulip’s Pheromone to an Effect.

‘Counterback’ just sounds completely ridiculous to me. Lots of plants emit pheromones when grazed (or presumably when slashed to death by a zombie), so this is at least somewhat believable and on-theme. The other changes are just to remove misleading wording (counterback effects/pheromones only trigger if the crop is destroyed) and to make the Catatulip function as intended.

Proposal: Red Tape

Reaches quorum and passes at 9-0. -Purplebeard

Adminned at 16 Jun 2011 01:01:35 UTC

If the Rule “Defeats and Victories” does not exist, this Proposal does nothing.

In rule “Defeats and Victories”, change “may declare victory” to “has achieved victory”.

This wording is just neater, and could end up mattering if a Farmer achieves the victory condition but gets defeated before they can post a DoV.

Tuesday, June 14, 2011

Unidle

Unidle me, please.

Proposal: Yet Another Victory Condition

Times out and passes at 6-3. The “Tie Prevention” clause requires exactly half of the EVCs to contain that phrase, which is not the case.

Adminned at 16 Jun 2011 00:56:40 UTC

If the Proposal titled “The Victory Condition II.b” passes, this proposal does nothing.

Add a new Dynastic rule “Defeats and Victories”, defined as follows:

Each farmer has a “Defeated” that is tracked in the GNDT.  Non-Landlord Farmers may only have a “Defeated” value of 0 or 1.  New Farmers and Un-idling Farmers have their Defeated set to 1.

Whenever a Zombie not owned by the Landlord moves onto a House not owned by the Landlord, one of the following two things happens:
1.  If the Owner of the Zombie has a Defeated value of 1 and the owner of the Home has a Defeated Value of 0, then the owner of the Zombie has his defeated value set to 0 and the owner of the House has his Defeated value set to 1.
2.  Otherwise, the owner of the house has his Defeated value set to 1.

Whenever a Zombie owned by the Landlord moves onto a house not Owned by the Landlord, the Owner of the house has his Defeated set to 1.

If exactly 1 non-landlord farmer has a Defeated value of 0 that Farmer may declare victory.

If every non-landlord Farmer has a Defeated value of 1, all non-landlord Farmer’s have their Defeated set to 0.

If half of the EVC’s contain the words, “Tie Prevention”, then append the following to “Defeats and Victories” :

If Shambling the Landlord’s zombies could cause all non-Landlord players to have their Defeated set to 1, the Landlord may destroy all Zombies for which he is the Owner.

After adding the new Dynastic Rule “Defeats and Victories” as described above, set all non-Landlord Farmers’ Defeateds to 0 and set the Landlord’s Defeateds to -999.

 

Apparently making a victory condition that people like is hard, so here’s my crack at it, in case Ely’s shot at it fails.  I tried to set it up so that defeated players still had a crack at victory while guaranteeing the count of defeated players would never decrease.

I can see a lot of ways to cause all players to have a victory value of 1, but most of them require unlikely situations and/or players to deliberately avoid situations which would have enabled them to declare victory.  There are also a few possibly-legal edge cases involving mid-shamble victories, but in that situation the player doing the shambling can generally get a victory without using weirdness.

Introduction: Stelpa

Not sure on how these introductory posts work, since the wiki doesn’t seem to list any examples, but my name is Alyssa and I am posting in order to join this Nomic game. I just learned about Nomic games somewhat recently, and they seem very interesting and fun, so I am looking forward to joining you all :)

I checked in the IRC, however, it seemed rather deserted, so let me know if it becomes more active again. Since there is currently a dynasty underway with somewhat complex existing rules, I shall not be “playing” the game until the beginning of the next dynasty, if you would not mind me lurking/idling during the duration of the current one. Thank you for understanding, and thanks for creating such a wonderful game(s) ;)

—Stelpa

Proposal: The Victory Condition II.b

Self-killed. -Purplebeard

Adminned at 15 Jun 2011 06:58:23 UTC

Change the first three words in Rule “Farmland” to “Some Farmers have”.
Change rule “The House” to:

Every Plot contains a house. For the purposes of movement, a house is considered to be a square to the left of, and adjacent to all squares in the first column of its plot.
If a zombie at any time moves into a house, the Plot where the house lay is Overrun.
When a Plot is Overrun, its owner loses all the Sun they own, and set their Juice to 10.
In addition, one of these two things shall happen:
* If the Owner of the Zombie that moved into the house already owns one or more Plots, the owner of the Overrun Plot loses all their Wood and all their Plots are removed from the Garden Patch.
* Otherwise, the Owner of the Zombie becomes the new owner of the Plot. They swap Wood values with the former owner of the Plot, and gain 100 Sun.

The zombie that moved into the house is then removed from the game. This zombie is not considered to be destroyed for the purposes of rule “Zombejuice”.
If the Landlord’s Plot is Overrun, they immediatly receive a new Plot after a random Plot, and gain an additional 100 Sun and 20 Wood.

In Rule “Resources”, change:

As a weekly action, a Farmer may Harvest by adding 100 to their Sun.

To

As a weekly action, a Farmer that owns one or more Plots may Harvest by adding 100 to their Sun.
As a weekly action, a Farmer that does not own any Plot may Perform Juicy Rituals by adding 20 to their Juice.

If more than half of the EVC’s to this proposal contain the word “START”, add a new Dynastic Rule, called “Victory?”:

Whenever a Farmer is the only Farmer owning a Plot other than the Landlord, that Farmer acheves Victory.

Change the last Paragraph in rule Farmland (not considering subrules as part of that Rule) to:

New Farmers shall receive a Plot that is immediately below a random Plot. Unidling Farmers have their Resources set to 0 Sun, 0 Wood and 10 Juice.

Remove all the Plots marked as Inactive from the Garden Patch.

Sorry for posting twice (almost) the same Proposal, but since the last one failed at 5-5 with two Farmers voting against due to a scammy (?) title and since I could not defend the Proposal from the critics (I was on holiday), here it comes again, with a little tweak to help landless farmers.
About discriminating Unidling players: I think that a person unidling at the right time in a Dynasty should not have better odds than a poor Farmer that fought many battles to get a Zombie-free Plot. It’s hard not to discriminate unidling and new players, but I prefer giving them worse chances than a free path to victory (see Rodlen’s almost win in Clucky’s dynasty: he unidled in a winning position). I think the best strategy to win a Dynasty should be playing it, not unidle-and-declare-victory.
Note that a Point victory is as discriminating as this, and even worse, since in a grinding mechanic it’s harder to catch up than raiding a Plot with 10+20 Juice. (and +20/week).
I hope my point is clear.

Sunday, June 12, 2011

Proposal: Sundew Plant

Self-killed. -Purplebeard

Adminned at 14 Jun 2011 00:42:58 UTC

Add a new Seed to the Gardening Compendium titled “Sundew” with the following text:

Name: Sundew (B)
Sun Cost: 15
Shade Requirement: 0
Offence: 0
Defence: 1
Effect: If Sundew has less than 2 Shade, Planter may pay 15 sun to reduce any Zombie’s health by 2.  If this brings that Zombie’s health to 1, that Zombie is destroyed.

It’s probably more cost effective to plant two Cabbages in the row of whatever Zombie is causing a problem.  It’s probably not more cost effective to use a Catatulip, but I think those are overpriced.

Sundew is one of the few plants with Rapid Plant Movement.  It’s also Endangered/Threatened.  Maybe if they didn’t keep being planted right in front of zombies…

Saturday, June 11, 2011

Proposal: Hecatomb

Timed out 4-5.—Yoda

Adminned at 13 Jun 2011 13:39:02 UTC

Add a new subrule to the rule “Points”.  Call it “The Goal” and give it the following text:

Whenever a Farmer has at least XXX Points, and the highest Points of any non-Landlord Farmer, that Farmer achieves victory.

As a weekly action, the Landlord may replace all instances of the number XXX in this rule with a positive integer between XXX and three-quarters of XXX.

Change all instances of “XXX” in the new rule to 500 plus the highest Points of any non-Landlord Farmer.

Starts off as “kill 100 more zombies”.  If this proves to be excessively high, the Landlord can gradually reduce it.

Proposal: Sun-scorched

Reached a quorum 8-0.—Yoda
5/8 trivial EVC’s, so no incentive for you

Adminned at 13 Jun 2011 08:01:25 UTC

Change the Shade Requirement of Deadwood to 1.

Saturday, June 11, 2011

Proposal: Does my breath smell?

Timed out 6-4.—Yoda

Adminned at 13 Jun 2011 07:59:17 UTC

Add a new Seed to the Gardening Compendium titled “Onion” with the following text:

Name: Onion (>)
Sun Cost: 15
Shade Requirement: 0
Offence: 0
Defence: 5
Effect: When this Crop is Attacked by a Zombie and is not destroyed, the Zombie moves one space either upwards or downwards (randomly chosen) then continues Shambling as though the Zombie never Attacked this Crop.

Proposal: Landlord’s prerogative

s/k’ed.—Yoda

Adminned at 12 Jun 2011 16:14:48 UTC

Replace the text of “The Hoard” with the following:

As a weekly action, the LandLord may Summon a Wave of Zombies. To do so, they shall make a Story post containing the word BWAAAAAARGH (any number of A’s) in the title, stating what Species of Zombies shall come, and how many per Plot, plus some flavour because everyone likes Zombies’ flavour. Then, they shall create for free that number of Zombies of that Species in each Plot, in the squares with the least Shade. If possible, the Landlord should create the Zombies in the same square for all the plots (e.g. Jonny(5|5), Mario(5|5), LucyInTheSkyWithDynamite(5|5) etc).

As part of a BWAAAAAARGH post as described above, the Landlord may alter the Attack, Health, or Cost statistic of any Zombie by altering a Subrule of the “Species” rule.  The landlord may modify any number of distinct Zombies in this manner, but may only alter one statistic per zombie each week, and must alter that statistic by exactly 1 (i.e., by incrementing it by 1 or decrementing it by 1).  These changes take place after the zombies are summoned.

If more than half of the EVC’s contain the word “Unpredictability”, in the rule above replace

These changes take place after the zombies are summoned.

with

These changes take place before the zombies are summoned.

Story Post: 3… 2… 1… BWAARGH!

Species: Bombie
Number per Plot: 2

All those poor zombies wanted was to do was have some fun, and you had to go and hurt their feelings.  You might want to be careful what you say to these guys, as they tend to have pretty hot tempers.

Proposal: New seed: Fennel

Timed out 2-7.—Yoda

Adminned at 12 Jun 2011 16:14:14 UTC

Add a new Seed, “Fennel” to the Gardening Compendium:

Name: Fennel (F)
Sun Cost: 20
Shade Requirement: 0
Offence: 1
Defence: 3
Counterback Effect: Whenever Attacked, if the Attacker is a Zombie, it moves one space downwards, then Shambles (again). This overrides the restriction that Zombies may only shamble once per day, and

Designed for funneling zombies into your own defensive emplacements, or onto other players’ plots. The re-Shamble allows you to kill Zombies quicker (racking up more points), but also puts the plot at risk.

Proposal: Simpler Victory Condition

Self-killed. -Purplebeard

Adminned at 11 Jun 2011 02:30:27 UTC

Set each Farmer’s Points to zero.

Rewrite rule ‘Points’ as follows:

Each Farmer has a number of Points tracked in the GNDT. New Farmers start with 0 Points.

Whenever a Zombie moves into a House that is owned by a Farmer, the owner of that House loses all points and the owner of the Zombie gains 1 point.

If there is exactly one Farmer with the highest number of Points among all Farmers (excepting the Landlord), and that Farmer has at least 8 Points, they have achieved victory. As a weekly action, the Landlord may decrease the first numeral in this paragraph by one.

Proposal: Psychic Zombie

Reaches quorum and passes at 8-0. -Purplebeard

Adminned at 11 Jun 2011 02:28:20 UTC

Add a subrule to rule “Species”, “Psychic Zombie”:

* Attack: 0
* Health: 5
* Cost: 10
* Behavior: If one exists, attacks the rightmost crop in its current row.  Otherwise, moves one square to the left.  Ignores sheds when shambling.
* Powers: After attacking a crop, its attack is raised by 1.

 

If the only thing you ate was brains, you’d have psychic powers, too.

Thursday, June 09, 2011

Proposal: I shall anyway achieve victory, no matter what! :P Now with more ketchup.

Times out and fails at 5-5. -Purplebeard

Adminned at 11 Jun 2011 02:27:42 UTC

Change the first three words in Rule “Farmland” to “Some Farmers have”.
Change rule “The House” to:

Every Plot contains a house. For the purposes of movement, a house is considered to be a square to the left of, and adjacent to all squares in the first column of its plot.
If a zombie at any time moves into a house, the Plot where the house lay is Overrun.
When a Plot is Overrun, its owner loses all the Sun they own, and set their Juice to 10.
In addition, one of these two things shall happen:
* If the Owner of the Zombie that moved into the house already owns one or more Plots, the owner of the Overrun Plot loses all their Wood and all their Plots are removed from the Garden Patch.
* Otherwise, the Owner of the Zombie becomes the new owner of the Plot. They swap Wood values with the former owner of the Plot, and gain 100 Sun.

The zombie that moved into the house is then removed from the game. This zombie is not considered to be destroyed for the purposes of rule “Zombejuice”.
If the Landlord’s Plot is Overrun, they immediatly receive a new Plot after a random Plot, and gain an additional 100 Sun and 20 Wood.

In Rule “Resources”, change:

As a weekly action, a Farmer may Harvest by adding 100 to their Sun.

To

As a weekly action, a Farmer that owns one or more Plots may Harvest by adding 100 to their Sun.
As a weekly action, a Farmer that does not own any Plot may Perform Juicy Rituals by adding 15 to their Juice.

If more than half of the EVC’s to this proposal contain the word “START”, add a new Dynastic Rule, called “Victory?”:

Whenever a Farmer is the only Farmer owning a Plot other than the Landlord, that Farmer acheves Victory.

Change the last Paragraph in rule Farmland (not considering subrules as part of that Rule) to:

New Farmers shall receive a Plot that is immediately below a random Plot. Unidling Farmers have their Resources set to 0 Sun, 0 Wood and 20 Juice.

Remove all the Plots marked as Inactive from the Garden Patch.

Here it comes, again.

Proposal: War On Weed

Times out and passes at 7-1. -Purplebeard

Adminned at 11 Jun 2011 02:20:06 UTC

Add a subrule to rule “Species”, “Infestor”:

* Attack: 7
* Health: 3
* Cost: 15
* Behaviour: Moves to a random adjacent Square, then moves one Square to the left.
* Powers: Whenever it would destroy a Crop, instead that Crop becomes a Weed. Infestors ignore Weeds when Shambling.

Add to the effect of Weeds:

Farmers may not plant on any Square containing a Weed, and Weeds may not be removed by the Juicer’s effect.

Add a subrule to “Constructions”, “String Trimmer”:

Any Farmer may spend 50 Wood to build the String Trimmer Construction in one of their Partitions.

A Farmer who owns a String Trimmer may spend 1 Juice to remove a Weed Crop from their Plot

Each Farmer with at least one Weed on their Plot gains 30 Sun. Remove all Weeds from all Plots.

A significantly toned down version of my previous proposal.

Proposal: I shall achieve victory! XP ...perhaps “might” is more appropriated.

s/k’ed.—Yoda

Adminned at 09 Jun 2011 14:16:46 UTC

Change the first two words in Rule “Farmland” to “Some Farmers”.
Change rule “House” to:

Every Plot contains a house. For the purposes of movement, a house is considered to be a square to the left of, and adjacent to all squares in the first column of its plot.
If a zombie at any time moves into a house, the Plot where the house lay is Overrun.
When a Plot is Overrun, its owner loses all the Sun they own, and set their Juice to 10.
In addition, one of these two things shall happen:
* If the Owner of the Zombie that moved into the house already owns one or more Plots, the Overrun Plot is removed from the Garden Patch. The owner of the Plot loses all their Wood.
* Otherwise, the Owner of the Zombie becomes the new owner of the Plot. They swap Wood values with the owner of the Plot, who gains 100 Sun.

The zombie that moved into the house is then destroyed.
If the Landlord’s Plot is Overrun, they immediatly receives a new Plot after a random Plot, and gain an additional 100 Sun and 20 Wood.

In Rule “Resources”, change:

As a weekly action, a Farmer may Harvest by adding 100 to their Sun.

To

As a weekly action, a Farmer that owns one or more Plots may Harvest by adding 100 to their Sun.
As a weekly action, a Farmer that does not own a Plot may Perform Juicy Rituals by adding 15 to their Juice.

Add a new Dynastic Rule, called “Victory?”:

Whenever a Farmer is the only Farmer owning a Plot other than the Landlord, that Farmer acheves Victory.

Change the last Paragraph in rule Farmland to:

New Farmers shall receive a Plot that is immediately below a random Plot. Unidling Farmers have their Resources set to 0 Sun, 0 Wood and 20 Juice.

Remove all the Plots marked as Inactive from the Garden Patch.

This is what I’m thinking about:

Whenever a Farmer is the only Farmer owning a Plot other than the Landlord, that Farmer acheves Victory.

It might take a long time, so I didn’t include it. This proposal is just to set the bases for an healthier winning mechanics.

Thursday, June 09, 2011

Question…

The effect of the Deadwood is as follows:

When the Planter Harvests, if this has been a Crop since the last time that Planter harvested, it is destroyed.

Does this mean that the Deadwood must have been planted before the last harvest or since the last harvest?  I think this means the former, but for some reason I had it in my mind that it was the latter.  Has anyone actually used Deadwood yet?  If so, how did you interpret it?

Proposal: Midnight Toker

Fails at 2-8. -Purplebeard

Adminned at 09 Jun 2011 00:43:05 UTC

Add a subrule to rule “Species”, “Infestor”:

* Attack: 0
* Health: 3
* Cost: 15
* Behaviour: Moves to a random adjacent Square, then moves one Square to the left.
* Powers: Whenever it attacks a Crop, that Crop becomes a Weed. Infestors ignore Weeds when Shambling.

Add to the effect of Weeds:

Farmers may not plant on any Square containing a Weed, and Weeds may not be removed by the Juicer’s effect.

Each Farmer with at least one Weed on their Plot gains 30 Sun. Remove all Weeds from all Plots.

Tuesday, June 07, 2011

Call for Judgment: Is Replacing a Crop Destroying It?

has no effect.—Yoda

Adminned at 07 Jun 2011 07:53:52 UTC

For context, I quote the GNDT:

07/06 08:30 (UTC) - Ely
  SingularByte’s Sun = 155 (was 145)
(You “replace” the Crop, not destroy. CfJ if you don’t agree)

  SingularByte’s Wood = 0 (was 20)
(You “replace” the Crop, not destroy. CfJ if you don’t agree)

Well, I disagree.  My reason is found in Storage Space:

A crop is destroyed whenever it is removed from their plot, except if a rule states otherwise.

Replacing a crop means the previous crop is no longer on the plot, and thus has been removed from the plot.

Proposal: Thriller

Times out and passes at 7-3. -Purplebeard

Adminned at 09 Jun 2011 00:40:03 UTC

Remove the Herbivore Species and all Herbivore zombies.

Set the Attacks of the following species to these values, and change the Attacks of existing Zombies accordingly:
Wanderer: 5
Zoombie: 7
Ghoul: 8

Create a subrule to rule “Species”, “Carcass”:

* Attack: 6
* Health: 3
* Cost: 10
* Behaviour: moves to an adjacent Square of the choice of the Farmer who caused this Zombie to Shamble.

Removing the boring herbivores, beefing up the zombies so that they actually have a chance of killing stuff and adding a new species.

Proposal: Oversleeping Dead

Reaches quorum, times out and passes at 8-1. -Purplebeard

Adminned at 09 Jun 2011 00:35:00 UTC

In rule “The Dead”, change:

As a daily action, any Farmer may cause all Zombies for which they are the Owner to Shamble.

To:

As a daily action, any Farmer may cause all Zombies for which they are the Owner to Shamble. When doing so, they may also cause any Zombie that has not Shambled in the last 3 days to Shamble. Anyway, a Zombie may never shamble more than once a day.

Make a new Subrule to rule Resources, called “Zombejuice”:

Whenever a Zombie is destroyed in a Farmer’s plot, that Farmer gains 1 Juice. Whenever a Juicy Crop is destroyed on a Farmer’s Plot, they gain 3 Juice.

Add to the last sentences in rules “Juicer” and “Molotov Cocktail”:

and “Zombejuice”.

In those 2 sentences, change every iteration of the word “rule” with “rules”.

Proposal: Ely’s lonely Quest against a Point System

Vetoed.—Yoda

Adminned at 08 Jun 2011 20:43:12 UTC

If the proposal “Point goal” passes, through the whole ruleset replace the keyword “Farmer” with “Millstone”.
Repeal rule “Points”.

I don’t like the point system.
1. It is a thematically poor mechanics (we want the Zombies to come?) We must survive Zombies, it’s not a happy Zombie hunt;
2. It tends to slow down the gameplay: we don’t want to make weak zombies because they’ll give us litttle or no points, and give our opponents a good amount of points. Unless we want to help another Millstone, wich brings me to…
3. It’s easily scammable or abusable by Millstones plotting together;
4. It’s almost a grinding mechanics (or, it is based on two daily actions to be performed many times)
5. Since its only purpose is to give victory, and it’s a mechanic I can’t trust to be stable, we can live without it.

Nothing personal with the Farmers that proposed it, obviously.

Tuesday, June 07, 2011

Proposal: Rebalancing the Crops

Timed out 8-1.—Yoda

Adminned at 08 Jun 2011 20:42:49 UTC

Make the Sun Cost of Cabbage to be 15.
Make the Sun Cost of Corn to be 15
Make the Sun Cost of Deadwood to be 10.
Make the Sun Cost of Peas to be 20.

Add the following text to the effect of Corn:

When a Corn Crop Attacks a Zombie, the Planter shall roll a DICE2 in the GNDT.  If that DICE2 roll is 1, then the Zombie that was attacked is Stunned for 24 hours (which may be denoted by placing the text “(Stunned)” next to the Zombie’s name in the Garden Patch page).  While a Zombie is Stunned, that Zombie cannot Shamble.

Proposal: Multiple Zombies per Square

Timed out 7-0.—Yoda

Adminned at 08 Jun 2011 20:39:53 UTC

Replace the text “One Zombie and one Crop may share the same Square. If a zombie and a crop are in the same square, this may be denoted by a “/” between the corresponding characters. If any action would cause 2 Zombies to be in the same Square, that action is negated.” in the rule “Farmland” with “One Crop or Shed and any number of Zombies may share the same Square. If multiple objects are in the same square, this may be denoted by a “/” between the corresponding characters.”

Replace the text “(not including any Zombie that is in that Square)” in the rule “Planting” with “(not including any Zombies that are in that Square)”.

Proposal: The shadows are deepening

Too many against votes 1-7.—Yoda

Adminned at 08 Jun 2011 12:56:32 UTC

Add a new seed to the Gardening Compendium, “Solanaceae”

Name: Solanaceae (@)
Sun Cost: 30
Shade Requirement: 6
Offence: 5
Defence: 2
Effect: When the Planter harvests and there are more than one Solanaceae on his Plot, the Planter must remove Solanaceae until there is only one left. He may not gain anything from removing the Crop in this way, even if a rule would make him gain something when a Crop is removed.

With sheds, deeper shadows than 5 are possible, so we should have a plant that requires (makes use of) this. Defence is low because a shed is likely to be in the way of the attacker anyway. That’s also why there’s no Counterback Effect on this. I decided to make this a really offensive seed, but basically limit the use of this plant to one at a time. (Though it is possible to use several for a limited time (‘til the next harvest).
I am unsure wether or not the last half sentence is needed, but better safe then sorry. (Or not?)

Proposal: Point goal

Too many against votes 2-7.—Yoda

Adminned at 08 Jun 2011 12:40:04 UTC

Add to the end of 2.9 Points:

The first farmer to achieve a point value that is greater than or equal to twenty times the quorum is the winner.

Just thought we should have a particular goal

Proposal: Slower progression

Timed out 9-0.—Yoda
5/9 Trivial votes, no sun bonus

Adminned at 08 Jun 2011 12:38:47 UTC

In the Rule “Storage Space”, replace the text

A Farmer may spend 50 Sun to replace a small shed on their plot with a large shed.

with

A Farmer may spend 40 Sun and 10 Wood to replace a small shed on their plot with a large shed.

Each Farmer with a large shed gains 50 sun.  Each large shed becomes a small shed.

The whole point of having a shed upgrade is to force you to spend time with the un-upgraded version.

Proposal: Stealin’ your woods

Timed out 4-4.—Yoda
I would rather see this fail because I abstained than pass by 1 vote.

Adminned at 08 Jun 2011 12:33:07 UTC

Add the following text to the end of the Rule “Storage Space”:

When a Zombie destroys a Shed belonging to an active Farmer, the Farmer loses all their Wood and the Zombie’s Owner gains Wood equal to the amount lost.

Idle talk

Deadlines are kicking my ass.

Quorum unchanged.

Proposal: E shall be dead, long live e!

Reached a quorum 2-8.—Yoda

Adminned at 07 Jun 2011 18:49:11 UTC

Under the Core Rules in the Ruleset in Rule 1.1 “Ruleset and Gamestate” the sentence

Admins may correct obvious spelling and typographical mistakes in the Ruleset at any time, including replacing Spivak and gender-specific pronouns with the singular “they”.

is changed to

Admins may and should correct obvious spelling and typographical mistakes in the Ruleset and in any text describing the Gamestate at any time, including replacing Spivak and gender-specific pronouns with the singular “they”.

As mentioned by aguydude in “E-Man and the Master of the Plantiverse!”.

Sunday, June 05, 2011

Proposal: Weeds are not Juicy

s/k’ed.—Yoda

Adminned at 06 Jun 2011 18:41:31 UTC

In the subrule of “A Bit of Renovating”, “Juicer”, replace

A farmer who owns a juicer may remove a crop from a square on their plot and then increase their juice by 5, or 10 if the crop has the “Juicy” tag.

with

A farmer who owns a juicer may remove a crop that is not a Weed from a square on their plot and then increase their juice by 5, or 10 if the crop has the “Juicy” tag.

Well, you can still remove weeds by planting over them, so hopefully this won’t get killed by Ely et. al.

Off to greener pastures

Hix has gone idle.  Quorum drops to 8.

Proposal: A few fixes

Reached a quorum 9-1.—Yoda

Adminned at 06 Jun 2011 18:41:06 UTC

Add the following text to the end of the first paragraph of the rule “Farmland”:

One Zombie and one Crop may share the same Square.  If a zombie and a crop are in the same square, this may be denoted by a “/” between the corresponding characters.  If any action would cause 2 Zombies to be in the same Square, that action is negated.

Replace “replace the contents of one of the Squares in their Plot with a copy of the Seed” in the rule “Planting” with “replace the contents of one of the Squares in their Plot (not including any Zombie that is in that Square) with a copy of the Seed”.

Undo any Planting actions since this proposal was made that resulted in a Seed replacing the contents of a Square which already contained a Zombie.

I just realized there is a scam which allows a Farmer to Plant a Seed on top of a Zombie and destroy said Zombie due to the fact that “replace the contents” can mean zombies as well.

Saturday, June 04, 2011

Proposal: No Zombie Abuse

Timed out 4-8.—Yoda

Adminned at 06 Jun 2011 18:35:04 UTC

In “The Dead”, change

A Farmer may Create a Zombie by spending its Species’ Cost in Juice, selecting a legal Name for it, setting the Owner to themselves, and placing it at a Square with shade 0 of their choice on any Plot. If, at any time, a Zombie’s Owner contains an illegal value (such as when a Farmer idles), that Zombie immediately has their Owner set to the Landlord.

to

A Farmer may Create a Zombie by spending its Species’ Cost in Juice, selecting a legal Name for it, setting the Owner to themselves, and placing it at a Square with shade 0 of their choice on any Plot. If, at any time, a Zombie’s Owner contains an illegal value (such as when a Farmer idles) or contains a value equal to the plot’s owner (such as when a Farmer creates a Zombie on their own plot), that Zombie immediately has their Owner set to the Landlord.

Not sure if players should be permitted to create zombies on their own plot, but if they do so they shouldn’t be able to control them (because then the player will just not bother shambling them).

Proposal: Intensive Incentive

S/k’ed.—Yoda

Adminned at 06 Jun 2011 11:46:19 UTC

If there is a dynastic rule titled “Points”, change the rule with the name “Incentives” from

Whenever a proposal is enacted, the Farmer who proposed it gains 5 Sun, unless at least half of the EVCs contain the word ‘trivial’.

to

Whenever a proposal is enacted, the Farmer who proposed it gains 1 Points, unless at least half of the EVCs contain the word ‘trivial’.

I believe in the seperation from the farmers game to the metagame. The exact amount of points for a proposal is debatable, of course, but I thought 1 is a nice relation to 5 Sun.

Proposal: Wake up the Dead

Timed out 10-0.—Yoda
See my last comment for reasons why this did nothing.

Adminned at 06 Jun 2011 11:45:49 UTC

In rule “The Dead”, change:

As a daily action, any Farmer may cause all Zombies for which they are the Owner to Shamble. When a Zombie Shambles, the Behaviour specified by its Species is carried out once. The Farmer who carries out this action may select the order in which Zombies Shamble.

To:

As a daily action, any Farmer may cause all Zombies for which they are the Owner to Shamble. When doing so, they may also cause any Zombie that has not Shambled in the last 3 days to Shamble. When a Zombie Shambles, the Behaviour specified by its Species is carried out once. The Farmer who carries out this action may select the order in which Zombies Shamble. Zombies may not Shamble more than once a day.

If more than half of the EVC’s to this proposal contain the word “Zombejuice”:
1. add to rule Resources:

Whenever a Zombie is destroyed in a Farmer’s plot, that Farmer gains 1 Juice. Whenever a Juicy Crop is destroyed on a Farmer’s Plot, they gain 3 Juice.

2. add to the last sentences in rules “Juicer” and “Molotov Cocktail”:

and “Resources”.

3. In those 2 sentences, change every iteration of the word “rule” with “rules”.

Proposal: E shall not pass.

Timed out 5-6.—Yoda

Adminned at 06 Jun 2011 11:41:50 UTC

In the Gardening Compendium, add this effect to Corn and Weed, if they don’t have it already:

Whenever a Shambling Zombie shall Move to a square containing a Crop from this Seed, that Zombie attacks the Crop instead.

Because then Zombies won’t be able to pass a wall, while with Yoda’s we’ll have them just slowing down.

Saturday, June 04, 2011

Story Post: BWARGH?

Once, in a dark and dreary—BRAINSSSSS….  The tell-tale sign of approaching zombies has come, but all they want to do is invite us to their groovy dance party.  They sent 1 nice, old ghoul to each person’s house to deliver the invitation.  Be sure to bake them some nice cookies before you go!

Proposal: Clearing things up

Reached a quorum 1-9.—Yoda

Adminned at 05 Jun 2011 13:42:30 UTC

In rule 2.2 change the last paragraph to read:

All Farmers’ Plots are active, and all Idle Farmers’ Plots are inactive. Inactive Plots shall be ignored by all rules, excepting this paragraph. When a Farmer idles, their plot shall be marked “INACTIVE” and it shall be moved to the Inactive Garden Patch wiki page. When a Farmer with an inactive Plot unidles, their Plot is no longer inactive and shall be moved back to the Garden Page wiki page. New Farmers and unidling Farmers with no inactive Plots shall receive a Plot that is immediately below a random Plot (active or inactive).

Reducing clutter in the garden patch wiki page.

Proposal: Zombie Movements

Timed out 7-3.—Yoda

Adminned at 05 Jun 2011 13:41:52 UTC

Add the following text after the sentence “When a Zombie Shambles, the Behaviour specified by its Species is carried out once.” in the rule titled “The Dead”:

If, at any time while a Zombie is Shambling, the Zombie moves or teleports to a Square that contains a Crop or Shed or if the Zombie is on a Square that contains a Crop or Shed when it starts Shambling, that Zombie attacks that Crop or Shed then stops Shambling unless its Powers or Behavior explicitly states otherwise.

Remove “Whenever a Shambling Zombie shall Move to a square containing a Crop from this Seed, that Zombie attacks the Crop instead.” from the effects of the Corn and Weed Seeds.

Remove “Attacks anything located there.” from the rule titled “Wanderer”.
Remove “If it meets something, It stops and attacks it.” and “at most” from the rule titled “Zoombie”.
Remove “After moving, attacks any plants located on the square it is on.” from the rule titled “Herbivore”.
Remove “, then attacks whatever’s there” from the rule titled “Ghoul”.

Proposal: Count ‘em up

Timed out 9-3.—Yoda

Adminned at 05 Jun 2011 13:37:30 UTC

Add a new dynastic rule titled “Points” with the following text:

Each Farmer has a number of Points tracked in the GNDT.  New Planters start with 0 Points.

Whenever a Zombie destroys a Crop (by attacking, not exploding) which is not on their Owner’s Plot, the Owner of the Zombie shall receive 5 Points.  Whenever a Zombie moves into a house that is on a Plot owned by a Farmer but not by the Zombie’s Owner, the Owner of the Zombie shall receive 15 Points.

Whenever a Zombie is destroyed due to a Crop’s Attack or Counterback Effect and that Crop is not on the Plot of the Zombie’s Owner, the Farmer who owns the Plot that the Crop is shall receive 5 Points.

Proposal: E-Man and the Master of the Plantiverse!

Timed out 8-3 with 10 trivial.—Yoda

Adminned at 05 Jun 2011 13:34:31 UTC

In the wikipage Gardening Compendium found under the URL http://blognomic.com/wiki/index.php?title=Gardening_Compendium under the section “1.8 Sunflower” change the following line

Effect: When the Planter Harvests, e may add 15 more Sun.

to the line

Effect: When the Planter Harvests, the Planter may add 15 additional Sun.

This is my very first and I’d like to ask everyone to add “trivial” to their vote, since it is. :-)

Thursday, June 02, 2011

New Player: ME! :-)

Hi, I’d like to be added as a new player. I hope not to fail anyone and have fun. mideg.

Wednesday, June 01, 2011

Proposal: Sun, Sunflowers, and Harvest

Too many against votes 2-8.—Yoda

Adminned at 03 Jun 2011 07:41:04 UTC

Change

Each Farmer has an amount of Sun that is tracked in the GNDT. Farmers start with 0 Sun. As a weekly action, a Farmer may Harvest by adding 100 to their Sun.

to

Each Farmer has an amount of Sun that is tracked in the GNDT. Farmers start with 0 Sun. As a daily action, a Farmer may Harvest by adding 10 to their Sun.

under 2.1 Resources, and change the effect of sunflowers to

When the Planter Harvests, he or she may add 5 more Sun.

seems like a week is a bit of a long time to wait

Proposal: Infection

Timed out 4-4.—Yoda

Adminned at 03 Jun 2011 07:39:51 UTC

Change the text of “The House” to the following:

Every Plot contains a House. For the purposes of movement, a House is considered to be a Square to the left of, and adjacent to all Squares in the first column of its Plot.

If a zombie moves into a house at any time it dies, and if the owner of that plot is not yet a Zombie Horde, they become one and their plot shall be marked “(ZOMBIE)” to reflect this.

Change the text of “Fueled Jeep” to the following:

A farmer who owns an Unfueled Jeep may spend 25 juice to change it into a fueled jeep. If a Zombie would move into the House of a Farmer who owns a Fueled Jeep, instead all objects on that Farmer’s plot are removed (but not destroyed), that Plot is relocated to a position immediately below a random other plot, and a Fueled Jeep belonging to that Farmer changes into an Unfueled Jeep.

Add to “Planting”:

Seeds with “(EVIL)” in their name are Evil, and may only be planted by Zombie Hordes.

Add a new seed to the Gardening Compendium, “Headstone (EVIL)”

Name: Headstone (EVIL) (H)
Sun Cost: 50
Defence: 2
Shade Requirement: 5
Effect: Whenever the Planter harvests, they gain 10 Juice.

If the Proposal titled “They have a mind of their own.” passed, give it an Offence of 0.

Proposal: Pimp My Shed

Reached a quorum 9-1.—Yoda

Adminned at 02 Jun 2011 20:01:46 UTC

In “Storage Space”, change

If a farmer has a Shed, they gain 10 Wood whenever one of their Crops is destroyed.

to

A Farmer whose plot contains a shed gains 10 Wood whenever one of their Crops is destroyed, and an additional 10 Wood if it is a large shed.

Append to the first paragraph of the same rule:

A Farmer may spend 50 Sun to replace a small shed on their plot with a large shed.

We need access to more wood in order to fill our wine cellars.