Thursday, December 01, 2011

Proposal: Making your actions go further

Adminned at 03 Dec 2011 13:11:39 UTC

Add a new subrule to the rule “Routes”.  Call it “Extended” and give it the following text:

An Extended Route has a Scouting Cost of 13.  When a Driver drives an Extended Route, they gain 2 Cash.  If they have any Inactive CASH Routes, they also mark the first one as Blocked and perform its effect.

Timed out. (6-1-1) ~~Chronos Phaenon

Proposal: What’s French for Bankruptcy?

Times out and fails 1-4. -Bucky.

Adminned at 03 Dec 2011 08:43:05 UTC

Create a new subrule to the rule “Routes”. Title it “Bank” and give it the following text:

A Bank Route has a Scouting Cost of 12. When a Driver Drives a Bank Route, that Driver must choose one (and only one) of two options: either transfer X from their Cash to their Bank Account, where X is less than half their Cash, or transfer Y from their Bank Account to their Cash. A Driver’s Bank Account is a non-negative integer, with starting value 0, that exists only when that Driver has at least one Bank Route in their pool. It is tracked in the GNDT by adding the number Z as a punctuation to any one of their Bank Routes, where Z is the value of their Bank Account.

Hope that’s not too powerful.

Wednesday, November 30, 2011

Josh and PBURNS become idle.

Quorum drops to 7.

Proposal: Moar Routes

Cannot be enacted without a CoV. 1-9. ~~Chronos Phaenon

Adminned at 01 Dec 2011 15:18:17 UTC

Add the following list of subrules to Routes

Posh
A Posh route has a scouting cost of 15. When a driver drives an Posh Route, that driver earns 4 Cash.

Tags: CASH

Limo
A Limo route has a scouting cost of 20. When a driver drives an Limo Route, that driver earns 5 Cash.

Tags: CASH

Charity
An Charity route has a scouting cost of 2. When a driver drives a Charity route and he does not have the least (or tied for the least) he must pick a player with the the least (or tied for the least) amount of cash and transfer one cash from himself to that player. If he does so, his charity score (an integer tracked in the GNDT in a column called “Charity” with default value 0) increases by 1.

Tags: TEAMWORK

Caffeinated
A caffeinated route has a scouting cost of 8.

In the rule “Routes” replace

“and the first five Routes in their pool (or all if there are fewer), become Active.”

with

“and the first five + C Routes, where C is the number of Caffeinated routes in their pool, in their pool (or all if there are fewer), become Active.”

Create a Charity column in the GNDT

Adding some high cost high reward cash routes. Also adding a new mechanic with charity which could be made useful later. Also adding a way to activate more routes, as the expensive of cluttering your pool with useless routes.

Proposal: Endgame?

Quorum 10-0 (7-0-3) ~~Chronos Phaenon

Adminned at 01 Dec 2011 15:17:06 UTC

Replace the text “A Golden Route has a Scouting cost of 15.” with

A Golden Route has a Scouting cost of 15. If a driver has driven at least five golden routes since he last requested assignment he achieves victory. Golden Routes become blocked instead of inactive when driven.

People are dropping like files, unless somehow somehow gets 30 cash it’ll take at least five more weeks for the game to end this way. But it gives us something to work towards.

Proposal: Crossing the border

Timed out. 6-1 (5-1-1) ~~Chronos Phaenon

Adminned at 01 Dec 2011 15:15:44 UTC

Add a new subrule to the rule “Route”, titled “Customs”, and give it the following text:

A Customs Route has a Scouting Cost of 6. When a Driver whose Cash is 0, 1 or 2 Drives a Customs Route, that Driver earns 3 Cash. When a Driver whose Cash is 3 or higher Drives a Customs Route, that Driver’s Cash becomes 5 instead.

Tuesday, November 29, 2011

Proposal: Revenge Minus One

Adminned at 30 Nov 2011 06:54:56 UTC

Add a new subrule to the rule “Routes”.  Call it “Misdirection” and give it the following text:

A Misdirection Route has a Scouting Cost of 4.  When a Driver drives a Misdirection Route, They choose one of the following options:
* If that Driver has had any of their GNDT-tracked variables modified by driven AGGRESSIVE routes in the last 48 hours, they may add a Blocked Downtown Route to the end of the Routes of any number of Drivers who drove those Routes.
* They may add a Blocked Downtown Route to the end of the Routes of one other Driver.
* They may gain 1 Cash.
Tags: AGGRESSIVE DEFENSIVE

Cannot be enacted without a CoV. 2-7 (2-6-1). ~~Chronos Phaenon

Getting feedback on four Routes

Add the following subrules to the rule “Route”:

Two-Way
A Two-way Route has a Scouting Cost of 10. When a Driver Drives a Two-way Route, that Driver earns 2 Cash. Immediately after Driving a Two-way Route, if that Two-way Route was marked with a 2, that punctuation is removed; if not, the Two-way Route moves back to the top of the list, becomes Active again, and the punctuation 2 is added.
Tags: CASH

U-Turn
U-Turn Routes were supposed to reverse a Driver’s list of Routes, but that doesn’t fit well with the Requesting Assignment mechanics. Maybe give it a Scouting Cost of 4 or 5 and make it earn the Driver 2 Cash?

Roundabout
A Roundabout Route has a Scouting Cost of 5. When a Driver Drives a Roundabout Route, that Driver earns 1 Cash, and may move one of their Routes to the top of the list.

Drive-it-again
A Drive-it-again Route has a Scouting Cost of 4. When a Driver Drives a Drive-it-again Route, that Driver chooses one other Driver (the Victim) and move the Victims’s last Route to the top of the Victim’s list of Routes.
Tags: AGGRESSIVE

Customs Route
A Customs Route has a Scouting Cost of 6. When a Driver Drives a Customs Route, that Driver earns 3 Cash. Then, if that Driver’s amount of Cash is superior to 5, it drops to 5.

So here are a few Route ideas.
A Two-way Route usually earns a Driver 4 Cash, which is more than an Airport Route, but requires extra Driving. Should maybe be more expensive? Also, I don’t like the name “Two-way Route”, since that would implies other Routes are one-way. But since I’m not a clever fellow, I cannot think of a synonym. Tagged CASH because “can be drived twice” is not really an effect. Is ‘2’ OK for a punctuation?
Roundabout Routes works well with Highway Routes. Maybe that’s a reason to call them “Interchange Routes” instead.
As of now we have no Aggressive Routes, hence the Drive-it-again. It is based on some card in Dominion which made other players put a Victory Card from their hand to the top of their deck, if they had one. I wasn’t really inspired with the name, and “Do-it-again” would create namespace collision with Downtown Routes.
Customs Routes are self-explanatory. I didn’t give it the tag Cash, because who knows if reducing one’s Cash will not be useful in the future, under certain circumstances? For instance if a remake of Burglary Route targets the wealthiest Driver.

Monday, November 28, 2011

Proposal: No getaway, just consistency

Timed out. 9-0 (8-0-1). ~~Chronos Phaenon

Adminned at 30 Nov 2011 06:53:54 UTC

In the rule Routes, replace the text “with each Route represented by the first two letters of its name and and optionally one or more punctuation marks” with: “with each Route represented by the first two letters of its name and optionally one or more punctuation marks”.

Rename the rule “Backalley Route” to “Backalley”.

In the rule “Repeat”, replace the text “A Repeat has a scouting cost of 5” with “A Repeat Route has a Scouting Cost of 5”.

In all subrules to the rule “Routes”, capitalize the first letter of all occurrences of “driver”, “drives”, “scouting”, “cost”, “repeat”, “route” and “inactive”, and of all occurrences of “cash” that are not Tags.

Hope I didn’t miss any.
Also hope no one would blame me for “reposting someone else’s Proposal” (in this case ais523). I didn’t see anything against such an action.

Proposal: capping

Timed out. 1-7-1. ~~Chronos Phaenon.

Adminned at 29 Nov 2011 17:05:51 UTC

Add the following after the third paragraph in the rule Routes:

If a dynastic action would cause a driver to gain a route which in doing so would cause them to have more than 60% of their routes the same (where those routes are neither Jam or Downtown routes) that driver shall instead gain a Downtown route.

Saturday, November 26, 2011

Ornithopter and SingularByte are idle

Quorum drops to 8.

Proposal: Theft and Revenge

Timed out. 2-5-2. ~~Chronos Phaenon

Adminned at 28 Nov 2011 14:05:17 UTC

Add a new subrule to the rule “Routes”.  Call it “Burglary” and give it the following text:

A Burglary Route has a Scouting Cost of 6.  When a Driver drives a Burglary Route, they may either transfer 2 Cash to themself from a Driver of their choice who is adjacent to them in the GNDT (with the bottom Driver considered adjacent to the top one) or transfer 1 Cash from any Driver to themself.

Tags: AGGRESSIVE

Add a new subrule to the rule “Routes”.  Call it “Misdirection” and give it the following text:

A Misdirection Route has a Scouting Cost of 4.  When a Driver drives a Misdirection Route, if that Driver has been chosen as the target of any AGGRESSIVE routes in the last 48 hours, they may add a Blocked Downtown Route to the end of the Routes of each Driver who drove those Routes, decided independently, as well as up to one other Driver.  If they do not alter any Driver’s Route list in this way, they gain 1 Cash instead.
Tags: AGGRESSIVE DEFENSIVE

If a majority of EVCs on this proposal contain the phrase “Nix X”, where X is the name of a rule this proposal created, repeal that rule.

Friday, November 25, 2011

Proposal: I think the filter might be clogged

Timed out. 4-1-2 ~~Chronos Phaenon

Adminned at 28 Nov 2011 12:28:34 UTC

Add the following subrule to “Routes” called “Scrubbing”

A Scrubbing Route has a Scouting Cost of 8. When a Driver Drives a Scrubbing Route, they may pick one other route from their pool and remove it.

Same thing as before, but without the attack. Also you can’t remove the scrubbing route, so its impossible to completely clean up your pool of ‘bad’ routes.

Proposal: Roadworks

Timed Out. 1-5-2. ~~Chronos Phaenon

Adminned at 28 Nov 2011 12:24:59 UTC

Add the following Route definition as a subrule to the rule “Routes”, placing it such that the subrules are in alphabetical order by title:

Roadworks

A Roadworks Route has scouting cost of 2. When a Driver drives a Roadworks Route, that Driver earns 2 cash and makes all their Active Routes Inactive.

Tags: CASH

This should average out worse than a downtown route so…

Wednesday, November 23, 2011

Proposal: One-Shot Comeback Attempt

Timed out and enacted, 8-2. Josh

Adminned at 25 Nov 2011 11:44:14 UTC

Add a new subrule to the rule “Routes”.  Call it “Tailgate” and give it the following text:

A Tailgate Route has a Scouting Cost of 7.  When a Driver drives a Tailgate Route, he gains 1 Cash and chooses another Driver to follow.  That Tailgate Route becomes a copy of that Driver’s DICENth non-Blocked Route in that Driver’s Route List (where N is the number of non-Blocked Routes that Driver has) and becomes Blocked.

Note that Tailgate routes are slower to mature than random scouting, because they are effectively a Downtown Route until driven once.

Proposal: Are we playing Dominion?

Timed out and passed, 8-1. Josh

Adminned at 25 Nov 2011 11:43:04 UTC

Add the following subrule to the rule “Routes”, titled “Golden”, with respect to the alphabetical order by title of the Routes subrules, and give it the following text:

A Golden Route has a Scouting cost of 15.

Since buying the union rep didn’t pass, this is another idea for victory. Golden Routes are expensive, and not really useful at all. Its scouting cost of 15 is equivalent to Driving five Airport Routes in a row; or making good use of Repeat Routes.
As for the exact Victory Achievement condition, I thought maybe there could be a limited number of Golden Routes, and when they are all scout the Driver with the more Golden Routes wins, or when a Driver owns more than X Routes and has the more Golden Routes, or something like that.
Anyway this subrule doesn’t have much effect right now (except for rising the cost of random scouting, maybe, but this one was already too high in my opinion), so I see no reason why not to vote for it! :-)

Proposal: You can’t have trains without stations first…

Timed out and failed, 3-7. Josh

Adminned at 25 Nov 2011 11:42:37 UTC

Add the following Route definition as a subrule to the rule “Routes”, placing it such that the subrules are in alphabetical order by title:

Station

A Station Route has scouting cost of 7. When a Driver drives a Station Route, that Driver earns 2 cash. When that Driver next drives a Route, if that Route was Active and not a CASH Route, that driver earns 1 cash in addition to any other effects.

Tags: CASH

Tuesday, November 22, 2011

Proposal: Cleaning up your pool

Times out and fails 5-6. -Bucky

Adminned at 24 Nov 2011 19:01:06 UTC

Add a new subrule to “Routes”, titled “Training Route”:

A Training Route has a Scouting Cost of 8. When a Driver Drives a Training Route, they remove it and any other Route from their pool.  They then put a copy of either Route that they removed at the end of a random Driver’s pool.
Tags: AGGRESSIVE

Add a new entry to “Keywords”:

Random Driver
If a random Driver is required by an action, the Driver performing the action shall roll DICEN in the GNDT, where N is the number of Drivers.  The Mth Driver alphabetically, where M is the result of the roll, is the Driver used by the action.

New drivers need to be trained, right?  And occasionally, drivers need to be retrained.  So, while you do so, why not foist some of the routes you don’t like off on them?

Proposal: Trains for more interaction between Drivers

Times out and fails 2-7. -Bucky

Adminned at 24 Nov 2011 19:00:10 UTC

Add a subrule to the the rule “Routes”; call it “Railway Crossing”; make sure the Routes subrules remain ordered alphabetically by name; give it the following text:

A Railway Crossing Route has a scouting cost of 2. The Level Crossing is a game variable that can hold the value “Open” or “Closed”. By default the Level Crossing is Open. If the Level Crossing is Open, then all non-Blocked Railway Crossing Routes are considered Active; if it’s Closed, all non-Blocked Railway Crossing Routes are considered Inactive. When a Driver Drives a Railway Crossing Route while the Level Crossing is Open, that Driver earns 2 Cash, and the Level Crossing becomes Closed. When a Driver Drives a Railway Crossing Route while the Level Crossing is Closed, the Level Crossing becomes Open.

If the rule “Routes” contains the text:

if that Route was Active and the Driver did not Avoid it, causes them to get the effects, if any, described in the subrule corresponding to that Route.

replace it with:

unless stated otherwise, a Driver only gets the effects described in the subrule corresponding to that Route if the Route was Active and the Driver did not Avoid it.

Since it earns either 2 or 0 Cash, I assumed it should have the same scouting cost as a Downtown Route.
I forgot to put it in the Proposal category, but since it’s been less that 15 minutes and there was no comment, it’s ok, right?

Proposal: Buying the union rep

Times out and fails 1-9. -Bucky

Adminned at 24 Nov 2011 18:58:23 UTC

Create a rule titled “Buying the Union Rep” with this text:

A Driver achieves Victory if he has at least one Active Route of each type currently defined and at least one-third of all Cash currently in existence.

 

Proposal: Making a quick getaway

Proposal failed 5-3-5 - Prince Anduril

Adminned at 24 Nov 2011 05:40:58 UTC

Add the following Route definition as a subrule to the rule “Routes”, placing it such that the subrules are in alphabetical order by title:

Escape

An Escape Route has a Scouting Cost of 8. When a Driver Drives an Escape Route, that Driver may remove any number of Active Routes from his pool of Routes.

Then, rename the title of the subrule “Backalley Route” to “Backalley”, and capitalize the first letter of all occurrences of “driver” and “drives” in subrules to the rule “Routes”.

Wow, are we being inconsistent in the Routes rules.

Tuesday, November 22, 2011

Proposal: Maintaining Selection, Avoiding the Grindiness

Enacted, 9-1. Josh

Adminned at 24 Nov 2011 00:49:00 UTC

In the rule “Highway”, change the text

may make one Inactive Route in their pool become Active

to

may make one of the first three Inactive Routes in their pool become Active

This problem - situations where you need to hit all your double dailies to compete - still exists and I will keep proposing versions of this until it goes away.

Proposal: Cleaning up useless rule text/

Self-killed. Josh

Adminned at 24 Nov 2011 00:48:39 UTC

In rule “Resolution of Proposals” change:

It could not be Enacted without either one of the Votes AGAINST it being changed, or the set of Drivers being changed, or by awaiting the passage of time.

to

It could not be Enacted without either one of the Votes AGAINST it being changed, or the set of Drivers being changed.

In rule “Victory and Ascension” change:

It has been open for voting for at least 12 hours, and it could not be Enacted without either at least one of the Votes AGAINST it being changed, or the set of Drivers being changed, or by awaiting the passage of time.

to

It has been open for voting for at least 12 hours, and it could not be Enacted without either at least one of the Votes AGAINST it being changed, or the set of Drivers being changed.

The ” awaiting the passage of time” bit is meaningless.

Proposal: Quorum Transparency

Self-killed. Josh

Adminned at 24 Nov 2011 00:48:17 UTC

Add to the end of Rule “Idle Players”:

Whenever an Admin makes a blog post or comment announcing the Idling or Unidling of one or more Players, that Admin must also concomitantly announce any resulting Quorum changes.

 

Hay gobierno, soy contra

I’ve killed the GNDT Government NPC.

Also, comex is idle, for not posting in the last 7 days. Quorum drops to 9.

Idle me

Please idle me.  It’s been real.  :)

Proposal: The Last Post

Proposal passed - 10-0 Prince Anduril

Adminned at 23 Nov 2011 05:10:30 UTC

In the rule “Idle Drivers”, replace “The Admin must announce the change in a new blog post or in a comment to the last Idling Post.” with:-

The Admin must announce the change in a new blog post.

This was changed last dynasty, but I think we should probably change it back - when a player is idled out through inactivity, it’s important that they realise this, and a blog post (often a multiple “these X people all idled out” one) is a much clearer way to do that than a quiet comment on someone else’s days-old unidle request.

Sunday, November 20, 2011

Proposal: Taking Customers

Times out and fails 1-6 (with 2 DEF) -Bucky

Adminned at 22 Nov 2011 10:58:56 UTC

Create a Dynastic rule, called “Customers”:

A Driver’s cab may either be With or Without Customer. Each Driver has an amount of Current Fare, initially 0. When a Driver With Customer drives a CASH Route, or any other Route that increases his Cash amount by X, his Current Fare also increases by X.
If this rule does not have a subrule titled “Pick-up”, this rule and all of its subrules do nothing.

Create a new subrule to “Customers”, called “Drop-off”:

At any time, A Driver With Customer can Drop His Customer. He then becomes a Driver Without Customer, and if his Current Fare is X, his Cash increases by X and his Current Fare drops to 0.

What are taxicab if they can’t take customers ?
So having a customer makes more cash, but you only get the cash when you drop the customer off. As to how to pick customers…

More Jams

If there exists a subrule to the rule “Routes”, called “Jam” amend it to read:

A Jam Route has a Scouting Cost of 4. When a Driver drives a Jam Route, that Driver earns 2 Cash and if that route had the punctuation #, removes that punctuation. Immediately after Driving a Jam Route, the traffic jam spreads - the Driver must add the punctuation # to the first Active Route in his or her pool if able. Routes with the punctuation # are considered Jam Routes.

Checking in, checking out

I unidle and join Ltn_Koen, and arthexis,Darth Cliche, flurie, Shadowclaw and southpointingchariot all idle after more than 7 days of inactivity.

With 19 players, quorum drops to 10.

Saturday, November 19, 2011

Ltn_Koen wishes to be a Driver

Hello everybody
I have never played nomic before but I wish to join for this dynasty.
Thank you in advance.

Proposal: Highway Speed Limit

Timed out 2 votes to 8. Failed by Kevan.

Adminned at 21 Nov 2011 01:27:27 UTC

In the rule “Highway”, change the text

may make one Inactive Route in their pool become Active

to

may make the first Inactive Route in their pool become Active

Another mechanic that requires you to hit all your double dailies, this time by activating Routes up to 13 deep in your pool.  Yes, Highway Routes are still pretty good without the choice.

Friday, November 18, 2011

Proposal: Hijacking Routes

Self-killed. Failed by Kevan.

Adminned at 21 Nov 2011 01:27:09 UTC

Create a new subrule to “Routes”, titled “Hijacking Route”:

A Hijacking Route has a scouting cost of 10.  When a Driver Drives a Hijacking Route, that Driver rolls DICEN, where N is the number of Drivers, and Drives the first Route in the Nth Driver’s pool, alphabetically.  Instead of Driving that Route, the Driver may pay 1 Cash and repeat the process.
Tags: AGGRESSIVE

Note that driving a Route puts it at the end of the pool.  This doesn’t allow people to steal routes, just borrow them.

Proposal: Saving It Up

Timed out 8 votes to 2. Enacted by Kevan.

Adminned at 21 Nov 2011 01:26:13 UTC

If the ruleset contains the text

A Driver’s Routes are listed in order in their GNDT column ‘Routes’, with each Route represented by the first letter of its name and an optional punctuation mark.

replace with

A Driver’s Routes are listed in order in their GNDT column ‘Routes’, with each Route represented by the first letter of its name and an optional optionally one or more punctuation marks

Add the following subrules to “Routes”

Repeat

A Repeat has a scouting cost of 5.  When a Driver Drives a repeat route, he must choose one (and only one) of two options: either add a ‘$’ mark to the route (in addition to marking it inactive) or remove all X ‘$’ marks from the route and gain X cash. Unless otherwise specified, if a Repeat route is ever changed into another route, all ‘$’ marks are removed and if a repeat route is copied by another route only the route the ‘$’ marks are not copied as well.

Its currently worse than a Downtown route (earning N/N+1 cash where N is the number of times you can charge it) but lets you keep money past Assignment. So the 5 cost seems fair.

Proposal: Backalley Route

Timed out 9 votes to 1. Enacted by Kevan.

Adminned at 21 Nov 2011 01:24:48 UTC

Create a new subrule to Routes, titled “Backalley Route”:

A Backalley Route has a scouting cost of 4.  When a Driver Drives a Backalley route, that Driver may either earn 1 Cash or mark the Backalley Route with a %, instead of a * (to mark it inactive).  If a Backalley Route is marked with a %, it is considered inactive.  If another Driver (the Perpetrator) Drives an AGGRESSIVE Route that would affect the Driver with a Backalley Route (the Victim) marked with a %, instead of the effects of the AGGRESSIVE Route that relate to the Victim, the Perpetrator changes the % on one Backalley Route the Victim has in their pool to a *.
Tags: DEFENSIVE

This doesn’t have much use right now; but it does lower the average cost for random scouting, probably a good thing.

Thursday, November 17, 2011

Proposal: Late Joiners’ Boon

Proposal failed. 1-2-7 - Prince Anduril

Adminned at 20 Nov 2011 05:36:27 UTC

Add a new subrule to the rule “Routes”.  Call it “Tailgate” and give it the following text:

A Tailgate Route has a Scouting Cost of 7.  When a Driver drives a Tailgate Route, he chooses another Driver to follow.  He adds a copy of that Driver’s DICENth non-Blocked Route in that Driver’s Route List (where N is the number of non-Blocked Routes that Driver has) to the end of his own Route List, and marks it as Blocked.  He then gains 1 Cash and may remove that Tailgate Route from his Route List.

This gives new players a quicker (probably) way to power up, without helping long-running players too much.

Proposal: Jam Tomorrow

Proposal enacted 7-2-2 - Prince Anduril

Adminned at 20 Nov 2011 05:32:24 UTC

Add a new subrule to the rule “Routes”, called “Jam”:-

A Jam Route has a Scouting Cost of 4. When a Driver drives a Jam Route, that Driver earns 2 Cash. Immediately after Driving a Jam Route, the traffic jam spreads - the Driver must change the first Route in his or her pool to a Jam Route.

Reword the final paragraph of the rule “Routes” to:-

Twice per day, but not more than twice in any 12-hour period, a Driver may either Drive or Avoid the first Route in their Routes pool. This moves the Route to the bottom of the list, makes it Inactive, and, if that Route was Active and the Driver did not Avoid it, causes them to get the effects, if any, described in the subrule corresponding to that Route.

Thursday, November 17, 2011

Scouted routes are blocked when added

It hasn’t mattered yet, but I know I overlooked it, so I thought it was worth pointing out. When you scout a new route, you add that route blocked to the end of your pool, not inactive.

Also, I just enacted “A to Z”. Please verify that what the GNDT shows your routes to be is correct.

Example of Additional Punctuation being useful

Out of proposals, but the TEAMWORK thing made me want something like the following route:

Relay
When a driver drives a Relay route, if it is not half-completed he must remove it from his own pool and add it, inactive, to the end of another drivers pool. The relay route is now considered half-completed and must be marked with a ‘+’. If the route is already half-completed, the driver who drove it gains 5 cash. The route is no longer considered half-completed and the ‘+’ must be removed.

Or for AGGRESSIVE

Malicious
When a driver drives a malicious route, he may spend five cash, removed the Malicious route he just drove from his pool, and pick a route in another driver’s pool to make extra dangerous, marking it with an ‘#’. Whenver a driver drives a route that has been marked extra dangerous, he loses 1 cash for each ‘#’ mark that has been added.

Proposal: Aa to ZZ

Proposal enacted 7-2-3 - Prince Anduril

Adminned at 20 Nov 2011 05:18:55 UTC

If the ruleset contains the text

A Driver’s Routes are listed in order in their GNDT column ‘Routes’, with each Route represented by the first letter of its name and an optional punctuation mark.

replace it with

A Driver’s Routes are listed in order in their GNDT column ‘Routes’, with each Route represented by the first two letters of its name and and optionally one or more punctuation marks.

After the text “Each Route must be of a kind detailed in a subrule to this rule. ” in the rule “Routes”

The subrules must be ordered alphabetically by name.

Reorder the subrules of Routes to be sorted alphabetically be name.

The letter restriction already was a problem with waning a “Fake Sick” and “Flying” route. Its only going to get worse.

The one or more puncuation markers I think will create more flexibility as well.

The sorting is just a nice semanic thing for coming up with new routes.

Proposal: Take 2

Failed 4-7 after timing out—Clucky

Adminned at 18 Nov 2011 11:28:52 UTC

Create a new dynastic rule called “Upgrades”. Give it the following text

There are a number of upgrades a driver can have fore their cab. Upgrades are tracked in a column in the GNDT called “Upgrades” in a comma delimited list. A driver is said to have a given upgrade if that upgrade’s ID code is contained in their list, otherwise the driver does not have that upgrade. Unless otherwise specified, a Driver may only have one of each upgrade. By default, a Driver does not start with any upgrades. Whenever a driver gains an upgrade, the corresponding ID code must be added to their Upgrades list. Whenever a driver loses an upgrade, the corresponding ID code must be removed from their upgrades list.

Each Upgrade must be of a kind detailed in a subrule to this rule, and must specify a unique name (the title of the subrule), a unique alphanumeric ID code, a positive integer cost and optionally an effect. Upgrades may be refer to by their name or by their ID code.

A driver who does not currently have a given upgrade may spend the cost of the upgrade (in cash) to gain the upgrade.


Give “Upgrades” the following six subrules

Flight
ID Code: F
Cost: 20

Underwater
ID Code: U
Cost: 10
Effect: none

Overtime
ID Code: O
Cost: 15
Effect: Whenever a Driver who has the overtime upgrade requests assignment they may activate their first six routes instead of their first five. If they also have the “Weekends” upgrade they may activate their first seven.

Weekends
ID Code: W
Cost: 15
Effect: Whenever a Driver who has the weekends upgrade requests assignment they may activate their first six routes instead of their first five. If they also have the “Overtime” upgrade they may activate their first seven.

Route Hammer
ID Code: R
Cost: 15
Effect: Any driver who has the Route Hammer upgrade may, as a weekly action, remove one route from their list of routes.

Super Scouting
ID Code: S
Cost: 15
Effect: Any driver who has the Super Scouting upgrade may reduce all of their scouting costs by one, to a minimum of 2.

Add the following subrules to “Routes”.

Flying
A Flying Route has a Scouting Cost of 10. When a driver drives an Flying Route, if that driver has the “Flight” upgrade that driver earns 5 Cash. Otherwise the driver earns no cash.

Underwater
A Underwater Route has a Scouting Cost of 5. When a driver drives an Underwater Route, if that driver has the “Underwater” upgrade that driver earns 3 Cash. Otherwise the driver earns no cash.

If both of the proposals http://blognomic.com/archive/fake_sick/ and http://blognomic.com/archive/a_to_z1/ pass, rename the Flying route to Cloud Touching

 

Proposal: Routes That Talk To Each Other

Quorum at 12-1 (11-1-1). ~~Chronos Phaenon

Adminned at 18 Nov 2011 09:40:41 UTC

Add a new Rule to the Ruleset.  Call it “Route Descriptors” and give it the following text:

A rule that defines a Route can contain an explicitly labled list of Tags.  If it does, each Route it defines has those Tags.  If a Route would otherwise have no Tags, it is considered to be GENERIC.  Tags for a Route should be selected from the following list, in accordance with the guidelines presented in that list.
Tags:
*CASH (suitable for Routes whose only effect is to increase the Cash of one or more Drivers)
*AGGRESSIVE (suitable for Routes that have negative effects on other Drivers)
*DEFENSIVE (suitable for Routes that directly mitigate the effects of AGGRESSIVE Routes)
*TEAMWORK (suitable for Routes that have positive effects on other Drivers)

Append the text “Tags: CASH” to the end of the rules “Downtown” “Suburban” and “Airport”.

This lets us write Routes that affect specific categories of other Routes.  Note that while Bad Neighbourhood would be an AGGRESSIVE route, it won’t exist when this passes.

Amnistar and Winner are idle…

... Quorum drops to 12.

Tuesday, November 15, 2011

Proposal: Simpler Buck Passing

Passes 12-1 with Quorum FOR… and does nothing since all the other Bad Neighbourhood proposals failed.-Bucky

Adminned at 16 Nov 2011 19:58:57 UTC

If there exists a rule “Bad Neighbourhood”, change it to read

A Bad Neighborhood Route has a Scouting Cost of 3.  When a Driver Drives a Bad Neighborhood Route, that Driver loses 1 Cash.  Then, they may pay 2 additional cash to remove the Bad Neighborhood Route from their Pool and add it, Inactive, to the end of another Driver’s Pool.

Makes passing a bad route an effect of driving it, to prevent rapid-fire route ping pong.  Also, reduces the cost to the point where it’s feasible to buy.

Proposal: A to Z

Reaches quorum (12-1) -Ornithopter

Adminned at 16 Nov 2011 17:22:51 UTC

In the rule “Routes”, replace “These are listed as an ordered list on the wiki page ‘Routes’.” with:-

A Driver’s Routes are listed in order in their GNDT column ‘Routes’, with each Route represented by the first letter of its name and an optional punctuation mark.

Replace “If a Driver’s pool is exactly the default, then their pool need not be listed on the wiki page.” with:-

If a Driver’s pool is exactly the default, then their pool may be represented by a single hyphen.

Given that we’re already talking about routes in terms of “ADDDA” letter codes, maybe we don’t need to use the wiki after all. Having to switch between the GNDT and a wiki page to see the gamestate and play the game seems a bit much.

Less significantly, it pleases me that all current route letters can be typed with the left section of the middle keyboard row.

Monday, November 14, 2011

Proposal: Pure Luck

Passes 7-4. -Ornithopter

Adminned at 16 Nov 2011 16:53:59 UTC

If the rule at http://blognomic.com/archive/luck_of_the_draw/ passed, this proposal does nothing.
If there is not a rule called “Scouting” create it. Append the following to the rule “Scouting”

A Driver may spend X cash, where X is the greatest of: the number of Routes that driver has in their list, the number of Routes described in subrules to “Routes” and 5. If a Drver does so, that Driver rolls a DICEN where N is the number of Routes listed as subrules of the rule “Routes”. They must then add the Kth Route, (in alphabetical order, where K is the result of the die roll) as Inactive to the bottom of their list.

Makes the cost increase as the game goes on; causes the Route added to be unambiguous if the order of the subrules changes.

Proposal: Fake Sick 2: the faker sickening

Passed with no effect - Prince Anduril

Adminned at 16 Nov 2011 14:28:26 UTC

Change the first sentence of the “Fake Sick” subrule of “Routes” to read “A Fake Sick Route has a Scouting Cost equal to the sum of the maximum amount of money that can be earned from driving each of the first two Routes in the Driver’s pool a single time.”

Proposal: Fake Sick

Times out and fails 2-6. -Bucky

Adminned at 16 Nov 2011 14:04:01 UTC

Add the following subrule to “Routes” if “Proposal: Scouting” passed:

Fake Sick

A Fake Sick Route has a Scouting cost equal to the sum of the maximum amount of money that can be earned from driving the first two Routes in the Driver’s pool. If a Driver does not have two Routes in their pool, they may not Scout a Fake Sick Route. When a driver drives a Fake Sick Route, they must remove one active route or a Fake Sick Route from their pool of Routes.

Proposal: Farm-to-market road, take two

Times out 5-7 and fails. -coppro

Adminned at 16 Nov 2011 11:12:30 UTC

If the proposal at http://blognomic.com/archive/scouting1/ failed, this proposal has no effect.

Add a new subrule to ‘Routes’ entitled ‘Rural’, reading

A Rural Route has a Scouting Cost of 10. When a Driver Drives a Rural Route, that driver rolls DICE(N+1), where N is the number of times he has Driven a Rural Route since he last Requested Assignment; if the roll is 1, then he earns 5 Cash, otherwise he earns nothing.

 

“Yeah, ya gotta watch for that pothole over by where th’ old general store used ta be. That’s gonna run ya 3 Cash for th’ new axle, 1 for labor, and 1 for th’ extended warranty. Whaddya mean ‘optional’?”

Proposal: Chitty Chitty Bang Bang

Sked—Clucky

Adminned at 16 Nov 2011 10:42:24 UTC

Create a new dynastic rule called “Upgrades”

There are a number of upgrades a cab can have. A Driver has a pool of Upgrades, which are listed in on the wikipage “Taxi Cab Upgrades”. Unless otherwise specified, a Driver may only have one of each upgrade. By default, a Driver does not start with any upgrades. If a Driver’s set of upgrades is exactly default, then their upgrades need not be listed on the wiki page. Each upgrade must be of a kind detailed in a subrule to this rule.

Each upgrade must have three things - a name, by which the upgrade can be referenced on the wiki page; a cost, which must be a non-negative integer; and an effect.

A driver who does not currently have a given upgrade may spend the cost of the upgrade and add the upgrade to their list of upgrades.

Give “Upgrades” the following list of subrules

Flight
Name: Flight
Cost: 20
Effect: none

Underwater
Name: Underwater
Cost: 10
Effect: none

Overtime
Name: Overtime
Cost: 10
Effect: Whenever a Driver who has the overtime upgrade requests assignment they may activate their first six routes instead of their first five. If they also have the “Weekends” upgrade they may activate their first seven.

Weekends
Name: Weekends
Cost: 10
Effect: Whenever a Driver who has the weekends upgrade requests assignment they may activate their first six routes instead of their first five. If they also have the “Overtime” upgrade they may activate their first seven.

Route Hammer
Name: Route Hammer
Cost: 15
Effect: Any driver who has the Route Hammer upgrade may, as a weekly action, remove one route from their list of routes.

Super Scouting
Name: Super Scouting
Cost: 15
Effect: Scouting costs for all routes are reduced by one, to a minimum of 2.

Add the following subrules to “Routes”.

Flying

A Flying Route has a Scouting Cost of 10. When a driver drives an Flying Route, if that driver has the “Flight” upgrade that driver earns 5 Cash. Otherwise the driver earns no cash.

Underwater
A Underwater Route has a Scouting Cost of 5. When a driver drives an Underwater Route, if that driver has the “Underwater” upgrade that driver earns 3 Cash. Otherwise the driver earns no cash.

If the proposal http://blognomic.com/archive/scouting1/ does not pass, remove the text “A Underwater Route has a Scouting Cost of 5.” and “A Flying Route has a Scouting Cost of 10.” from subrules of the rule “Routes” and the whole subrule “Super Scouting” of the rule “Upgrades”

Proposal: Luck of the Draw

sked—Clucky

Adminned at 16 Nov 2011 10:41:58 UTC

If there is not a rule called “Scouting” create it. Append the following to the rule “Scouting”

A driver may spend 5 cash and roll a DICEN where N is the number of routes listed as subrules of the rule “Routes”. They must then add the Kth Route, (in order that the routes appear as subrules, where K is the result of the die roll) as Inactive to the bottom of their list.

Proposal: An Action a Day

Timed out. Passes 11-1.—Clucky

Adminned at 16 Nov 2011 10:40:31 UTC

In the rule “Keywords”, replace “once each day, but not more than once every eighteen hours” with:-

once each day, but not more than once every ten hours

Voting was quite evenly divided on this proposal to narrow the window for repeated daily actions from eighteen hours in the day to six, so here’s a proposed compromise of fourteen. (The current rule requires optimal players to pick a six-hour window and take all their daily actions during that window each day, throughout the week and on weekends - this seems unfair on players who have irregular patterns of free time.)

Monday, November 14, 2011

Proposal: Looking for Trouble

S-K. ~~Chronos Phaenon

Adminned at 16 Nov 2011 01:52:12 UTC

Amend subrule ‘Bad Neighbourhood’ to read:

A Bad Neighborhood Route has a Scouting Cost of 15. When a Driver Drives a Bad Neighborhood Route, that Driver loses 1 Cash. If a Driver has at least one Bad Neighborhood Route in their pool, they may pay 2 Cash in order to remove one Bad Neighborhood Route from their pool, and place it at position DICE(N+1) in the pool of the DICE(P)th Driver in alphabetical order, where N is the number of Routes in the target Driver’s pool, and P is the number of Drivers.

This route needs scouting cost also. More complexity/options = more cash required to introduce it into the game.

Proposal: Anti-Looping Measures

Timed Out + Quorum. 13-0 (9-0-4). ~~Chronos Phaenon

Adminned at 16 Nov 2011 01:48:23 UTC

In the rule “Routes”, change the text

A Route is either Active or Inactive; Inactive Routes should be marked with a * to indicate this

to

A Route is either Active, Inactive or Blocked; Inactive Routes should be marked with a * and Blocked Routes with a ! to indicate this

and the text

Then, the first five Routes in their pool (or all if there are fewer), become Active.

to

Then, all the Blocked Routes in their pool become Inactive and the first five Routes in their pool (or all if there are fewer), become Active.

If a Rule named “Highway” exists append the following text to it:

Highway Routes become Blocked instead of Inactive when Driven.

If a Rule named “Scouting” contains the text

and adds that Route Inactive to the bottom of his list.

change it to

and adds that Route Blocked to the bottom of his list.

 

The key idea is that Blocked routes can’t be made Active except at Request Assignment time.  With Routes able to make other Routes active, this keeps newly bought Routes from ever being run on the same assignment-cycle, and removes the corner case where someone with only Highway Routes can loop them with all eir double-dailies.

Proposal: Not Enough Profit

Timed Out + Quorum. 1-13 (1-12-1). ~~Chronos Phaenon

Adminned at 16 Nov 2011 01:47:25 UTC

Append to the rule “Profit Appropriation”:

If this does not cause the Driver to lose any Cash, they must delete the first Route in their list.

If you plan well (and/or are lucky), you can use this to get rid of less desirable routes.

Proposal: Farm-to-market road

Timed out. 6-9 (2-9-4). ~~Chronos Phaenon

Adminned at 16 Nov 2011 01:46:35 UTC

If the proposal at http://blognomic.com/archive/scouting1/ failed, this proposal has no effect. Add a new subrule to ‘Routes’ entitled ‘Rural’, reading

A Rural Route has a Scouting Cost of 8. When a Driver Drives a Rural Route, that driver earns 5 Cash, but cannot Drive any Route within two days afterward.

 

Central Wiki Account Request Office

Players, if you need a wiki account, comment here.  Wiki admins, if you see people comment here, give them wiki accounts.

Am I active

Not sure if i am still idle as i am not on the list of active players but Bucky has given me an entry on Routes…

Proposal: Highway

Quorum + Time-out. 13-0 (12-0-1). ~~Chronos Phaenon

Adminned at 16 Nov 2011 01:45:10 UTC

If the proposal at http://blognomic.com/archive/scouting1/ failed, this proposal has no effect. Add a new subrule to ‘Routes’ entitled ‘Highway’, reading

A Highway Route has a Scouting Cost of 5. When a Driver drives a Highway Route, that Driver earns 1 Cash and may make one Inactive Route in their pool become Active.

Highway Routes go quick.

need wiki account plz

need to update my Routes to ADDD*A*

Proposal: Scouting

Proposal enacted 9-2-1 - Note, that we’ve just lost the ‘Bad Neighbourhood’ subrule - Prince Anduril

Adminned at 15 Nov 2011 06:22:34 UTC

Create a new dynastic rule, “Scouting”:

In order to help extend their business, at any time a Driver can Scout for new Routes. To do so, he spends the Scouting Cost of a Route in Cash (as defined in the rule defining that sort of Route), and adds that Route Inactive to the bottom of his list.

Replace all subrules of the rule “Routes” with the following list of subrules:

Downtown

A Downtown Route has a Scouting Cost of 2. When a driver drives a Downtown Route, that driver earns 1 Cash.

Suburban

A Suburban Route has a Scouting Cost of 6. When a driver drives a Suburban Route, that driver earns 2 Cash.

Airport

An Airport Route has a Scouting Cost of 10. When a driver drives an Airport Route, that driver earns 3 Cash.

Adding a basic mechanic to expand your set of available routes. (The cost of an Airport Route is deliberately slightly too high to manage with the starting routes, so Suburban Routes are needed to build up to it.) This lays the groundwork for us to add sorts of Routes that do things other than simply adding cash.

Proto: Districts

Multiply each Driver’s Cash by 10.

Create a new subrule of “Routes”, titled “Districts”:

Before it can be driven, each Route must be assigned to a District; the available Districts are listed in the rule defining the Route’s kind.  If a Route in a Driver’s pool does not have a District assigned, the Driver may randomly assign it a District by making an appropriate GNDT roll.

When a Route is Driven, its Crowding Factor (CF) is 1/2 if another Route with the same District has already been Driven that day, or 1 otherwise.  To make it easier to calculate the Crowding Factor, when a Driver Drives a Route, they must note its District in a GNDT comment.

Amend the rule “Downtown” by replacing “1 Cash” with “(10 * CF) Cash”, and by appending:

The Districts available for Downtown Routes are “Train Station”, “Town Square”, “Shopping Mall”, and “Tubternetsville Towers”.

Amend the rule “Airport” by replacing “3 Cash” with “(30 * CF) Cash”, and by appending:

The District available for Airport Routes is “Highway”.

Sunday, November 13, 2011

wiki account

Could i get a wiki account as well?

Need moar power

Admins, please create a Wiki account for me so I can track my routes.

Main street please

Please unidle me.

Friday, November 11, 2011

Proposal: Worse Neighborhood

Times out 10-3 and is enacted.

Adminned at 14 Nov 2011 00:44:01 UTC

Within the body of this proposal, let TEXT be:

If a Driver Drives a Bad Neighborhood Route, that Driver loses 1 Cash. If a Driver has at least one Bad Neighborhood Route in their pool, they may pay 2 Cash in order to remove one Bad Neighborhood Route from their pool, and place it at position DICE(N+1) in the pool of the DICE(P)th Driver in alphabetical order, where N is the number of Routes in the target Driver’s pool, and P is the number of Drivers.

If the subrule “Bad Neighborhood” exists, then amend it to read TEXT.

If the rule “Routes” exists and does not have a subrule “Bad Neighborhood”, and fewer than half of the EVCs on this proposal contain the text “Just let it die”, then create a subrule of Routes called “Bad Neighborhood” reading TEXT.

It is possible, but uncommon, to add it back into your own pool. I think that avoiding this would not be worth the added complexity.

Proposal: Sweet Disposition

Times out 2-13 and fails. -coppro

Adminned at 14 Nov 2011 00:43:37 UTC

Add a new rule called “Ware and Tear” with the following text

Each driver has a condition for their taxi cab, tracked in the GNDT in a column called “Condition”, which is either “Working Order”, “Broken Down” or “In the Shop”. New driver’s start with a condition of “Working Order”.

If a driver’s condition is Broken Down, they may spend 5 cash to change their condition to In the Shop.

If a driver’s condition has been In the Shop and nothing else for the past 24 hours, that driver may set their condition to Working Order.

If a driver’s condition has been Broken Down and nothing else for the past 3 days, that driver may set their condition and cash to the default values for a new player.

Set the condition of every driver to Working Order

replace

a Driver may Drive

with

a Driver whose condition is Working Order may Drive

Clearly fixing your cab should cost money. I donno if 5 is enough. But it seems reasonable. However, if you don’t have enough funds you should be able to restart. Pay 5 cash to get going again in 1 day or all your cash to get going again in 3 days seems like a reasonable balance.

Not totally sure how the cab should break down (we could track how much its used in a week. Or even remove the “twice a day” rule but do something like ‘Whenver you driver, roll a DICEN where N is the number of times (including this one) that you have driven in the last 24 hours. If the result is greater than 3 set your condition to Broken Down).

Proposal: Bad Neighborhood

Proposal passed 6-3-4 - Prince Anduril

Adminned at 13 Nov 2011 12:30:36 UTC

If the proposal “Central Office” failed, this proposal has no effect upon enactment.

Enact a new subrule to Routes, entitled ‘Bad Neighborhood’:

If a Driver Drives a Bad Neighborhood Route, that Driver loses 1 Cash. If a Driver has at least one Bad Neighborhood Route in their pool, they may pay 2 Cash in order to remove one Bad Neighborhood Route from their pool, and place it at position DICE(N+1) in a target Driver’s pool, where N is the number of Routes in the target Driver’s pool.

Cabbies have some tough passengers sometimes who can beat them up and steal their money. Also, we have ways of generating cash, but no ways to lose cash (or make others lose cash). Also, I think it will be easiest for me to get into the swing of things around here by proposing Routes for this game.

Proposal: From A to B

Proposal failed 2-5-5 - Prince Anduril

Adminned at 13 Nov 2011 08:59:48 UTC

If the proposal “Central Office” failed, this proposal has no effect upon enactment.

In the rule “Routes”, replace “There are a number of Routes available for Drivers to patrol.” with:-

There are a number of possible Routes available for Drivers to patrol; each Route has two Locations, a Pickup and a Dropoff, and is notated “X to Y”, where X is the Pickup and Y is the Dropoff.

Replace “Each Route must be of a kind detailed in a subrule to this rule.” with:-

The Pickup and Dropoff Locations of a Route must be of a kind detailed in a subrule to this rule.

Replace “3 Inactive Downtown Routes and 2 Inactive Airport Routes” with:-

3 Inactive Downtown to Downtown Routes, 1 Inactive Airport to Downtown Route and 1 Inactive Downtown to Airport Route

Replace “This moves the Route to the bottom of the list, makes it Inactive, and, if that Route was Active. causes them to get the effects, if any, described in the subrule corresponding to that Route.” (or the same text without the first full stop, if that text exists instead) with:-

This moves the Route to the bottom of the list, makes it Inactive, and, if that Route was Active, causes them to get the effects, if any, described in the subrule corresponding to the Dropoff of that Route.

Reword the “Downtown” rule to:-

When a Driver makes a Dropoff in Downtown, that driver earns 1 Cash, or 3 Cash if the Pickup was the Airport.

Reword the “Airport” rule to:-

When a Driver makes a Dropoff at the Airport, that driver earns 3 Cash.

Giving the routes a start and an endpoint, so that the sequence can make a difference. (The obvious one being some kind of bonus if your Pickup is the same as the Dropoff of your previous drive.)

Proposal: Route Expansion

Proposal Self Killed - Prince Anduril

Adminned at 13 Nov 2011 08:56:28 UTC

Create a new rule, titled “Gaining Routes”:

At any time, a Driver may pay Cash equal to the number of Routes they currently have, minus one.  Then that Driver rolls DICEN in the GNDT, where N is the number of currently available types of Routes (Downtown, Airport, etc.).  That Driver then gains a Route of the Nth type, in alphabetical order, placing it at the end of their list.

If “Variety!” appears in half of the EVCs to this proposal and the rule “Routes” exists, enact a subrule to it, titled “Suburb”:

When a Driver Drives a Suburb route, they get the effects, if any, described in the subrule to “Routes” corresponding to the last Route in their list.

Paging Doctor Beat

Doctor29 hasn’t posted or commented in over eight days, and idles out. Quorum drops to 12.

Proposal: Route switching without the scam

Proposal failed 2-4-5 - Prince Anduril

Adminned at 13 Nov 2011 08:51:48 UTC

If the rules contain the text “Then the first five Routes in their pool (or all if there are fewer) become Active.”, then add the following immediately before it:

They may then pay 3 Cash to swap the positions of any two routes on their list.

or if the proposal less than a week old titled “Less Hoarding, Less Grinding” passed, add the following instead:

They may then swap the two positions of any two routes on their list if they had at least 3 Cash immediately before Requesting Assignment.

Wow, it’s annoying to write proposals against other proposals in the queue, rather than against the ruleset.

This is the same idea as in “Route Switching”, modified slightly to avoid overwriting routes with each other, and now compatible with “Less Hoarding, Less Grinding”.

Seeking Driver Feedback

I’ve discovered a scam in a pending proposal. Do the Drivers want me to point it out, or would they prefer to leave it until someone else notices and uses it to their advantage?

Friday, November 11, 2011

Proposal: Union Dues

Proposal VETOED - Prince Anduril

Adminned at 13 Nov 2011 08:47:18 UTC

Create a new dynastic rule titled “Union Dues” with this text:

As a daily action, a Driver can pay 1 Cash and lobby on a proposal (by commenting on it to that effect). The next-to-last valid voting icon (if any) that they have used in any comment on that proposal then counts as an additional Vote on that proposal.

 

Proposal: Less Hoarding, Less Grinding

Proposal enacted 6-7-3 - Prince Anduril

Adminned at 13 Nov 2011 08:41:34 UTC

If the rule “Cash” exists, add a subrule to it.  Call it “Profit Appropriation” and give it the following text:

Whenever a Driver Requests Assignment, their Cash becomes 0.

This way you are encouraged to spend your Cash each week and not just grind up a huge pile to sit on.  Plus, our corporate overlords have debt to pay off

Proposal: Roll 4,000,000d5

Times out and passes 14-1-0 - Prince Anduril

Adminned at 13 Nov 2011 08:34:39 UTC

If either the text:

To do this, the Driver rolls DICEN a number of times in the GNDT, where N is the number of Routes in the Driver’s pool. The Driver continues to roll until every possible value occurs at least once, then rearranges their list of Available Routes according to the first occurrence of each number (e.g. if they roll 3, 4, 2, 2, 3 1, then their third route becomes first, their fourth route becomes second, their second route becomes third, and their first route becomes last).

or

To do this, the Driver rolls DICEN a number of times in the GNDT, where N is the number of Routes in the Driver’s pool. The Driver continues to roll until every possible value except one occurs at least once, then rearranges their list of Available Routes according to the first occurrence of each number (e.g. if they roll 3, 4, 2, 2, 3 1, then their third route becomes first, their fourth route becomes second, their second route becomes third, and their first route becomes last). The route corresponding to the number that did not come up is placed last.

exists in the ruleset, replace it with:

To do this, the Driver rolls DICEN, DICE(N-1), ..., DICE 3, DICE2, where N is the number of Routes in the Driver’s pool. The Driver then rearranges eir Routes according to the numbers rolled such that the new first Route is the one that previously held the position of the number given by the first die roll, the new second Route is the one that previously held the position of the number given by the second die roll (ignoring the already reassigned Route), and so on. The Route that was not referred to by any of the die rolls is placed last in the new order. (E.g., If a player rolls 2, 2, 1, 2. Their new first Route is the old second Route. The new second Route is the old third Route, which is the second, if the previously reassigned Route isn’t counted. The new third is the old first. The new fourth is the old fifth. The old fourth, having never been rolled, is placed last. The new order, then, is 2, 3, 1, 5, 4.)

Same effect, but with a small, set number of die rolls. (N-1 of them, to be exact.) If “Route switching” passed, its manual-switch-for-cash mechanic remains intact.

Proposal: Route Switching

Vetoed. -Bucky

Adminned at 12 Nov 2011 19:58:35 UTC

If the following text exists in the ruleset:

The Driver continues to roll until every possible value occurs at least once, then rearranges their list of Available Routes according to the first occurrence of each number (e.g. if they roll 3, 4, 2, 2, 3 1, then their third route becomes first, their fourth route becomes second, their second route becomes third, and their first route becomes last). Then the first five Routes in their pool (or all if there are fewer) become Active.

Replace it with:

The Driver continues to roll until every possible value except one occurs at least once, then rearranges their list of Available Routes according to the first occurrence of each number (e.g. if they roll 3, 4, 2, 2, 3 1, then their third route becomes first, their fourth route becomes second, their second route becomes third, and their first route becomes last). The route corresponding to the number that did not come up is placed last. They may then pay 3 Cash, and move any one route to any point in the list. Then the first five Routes in their pool (or all if there are fewer) become Active.

Makes it so that we don’t have to roll quite as much, and allows a bit of reorganization, though at a cost.

I unidle.

Quorum remains 13.

Proposal: Double daily

Times out and passes 15-0. -Bucky

Adminned at 12 Nov 2011 18:05:23 UTC

If the Ruleset contains the text

As a daily action, a Driver may Drive

replace that text with:

Twice per day, but not more than twice in any 12-hour period, a Driver may Drive

Proposal: Where are we going?

Adminned at 12 Nov 2011 15:08:37 UTC

Blank the wiki page “Locations”.

Create a new dynastic rule titled “Locations” with this text:

There are a number of Locations available for Drivers to visit. These are listed on the wiki page “Locations”. Each Driver’s Location is tracked in the GNDT. Each Driver’s initial Location is the Dispatch Office.

Set the list of Locations to:
* Dispatch Office
* Euston Road
* Whitehall
* Marlborough Street
* Fleet Street
* Coventry Street
* Oxford Street

 

Self killed. -Bucky

Proposal: Central Office

Times out and passes 14-1. -Bucky

Adminned at 12 Nov 2011 15:05:09 UTC

Blank the wiki page ‘Routes’.

Enact a new dynastic rule entitled ‘Central Office’, reading

The Dispatcher does not count as a Driver for the purposes of any other Dynastic Rule, except where that Rule specifically refers to the Dispatcher.

Enact a new dynastic rule entitled ‘Cash’, reading

Each Driver has an amount of Cash (a non-negative integer), initially 0. Cash is tracked in the GNDT.

Enact a new dynastic rule entitled ‘Routes’, reading

There are a number of Routes available for Drivers to patrol. A Driver has a pool of Routes. These are listed as an ordered list on the wiki page ‘Routes’. By default, a new Driver’s pool consists of 3 Inactive Downtown Routes and 2 Inactive Airport Routes, in that order. If a Driver’s pool is exactly the default, then their pool need not be listed on the wiki page. Each Route must be of a kind detailed in a subrule to this rule. A Route is either Active or Inactive; Inactive Routes should be marked with a * to indicate this.

As a weekly action, a Driver may Request Assignment. To do this, the Driver rolls DICEN a number of times in the GNDT, where N is the number of Routes in the Driver’s pool. The Driver continues to roll until every possible value occurs at least once, then rearranges their list of Available Routes according to the first occurrence of each number (e.g. if they roll 3, 4, 2, 2, 3 1, then their third route becomes first, their fourth route becomes second, their second route becomes third, and their first route becomes last). They the first five Routes in their pool (or all if there are fewer) become Active.

As a daily action, a Driver may Drive the first Route in their Routes pool. This moves the Route to the bottom of the list, makes it Inactive, and, if that Route was Active. causes them to get the effects, if any, described in the subrule corresponding to that Route.

Enact a new subrule to Routes, entitled ‘Downtown’

When a Driver Drives a Downtown Route, that driver earns 1 Cash.

Enact a new subrule to Routes, entitled ‘Airport’

When a Driver Drives an Airport Route, that driver earns 3 Cash.

 

I have to run for dinner; please make proposals to complement and I’ll flesh the mechanic out later if no one else does. Let’s get Driving!

Proposal: Well, we’re out of Hiatus now, so…

Times out and passes 10-8. -Bucky

Adminned at 12 Nov 2011 15:02:43 UTC

In rule 3.1 “Keywords”, change

Daily Action
If a game action is a Daily Action, each Player able to perform it may take that action once each day, but not more than once every six hours.

to

Daily Action
If a game action is a Daily Action, each Player able to perform it may take that action once each day, but not more than once every eighteen hours.

If you’re going to avoid day boundary timing scams, do it properly. (The motivation for this proposal is explained in my rant post slightly down the blog; and dynasty changeover is a great time for core proposals.)

Acknowledgments

I am happy to see that my plans for the metadynasty matured more or less like I expected. In fact, they probably went too well. By creating rules that allowed people to propose faster and with less fear of getting stuck with bad proposals, a lot of Core Rules have been clarified and cleaned up. Given the moderate success of this experiment I would like to make two suggestions:

First, to coppro: It would be great if on your dynasty you came up with some title or benefit for players that worked hard on improving the Core Rules (not me, I didn’t do anything, just misled everyone else into working hard). The game is a lot clearer and has a much lower barrier-to-entry thanks to these guys.

Second, to everyone: I believe that more flexible rules in regards to legislative action are positive. We should strive to create rules that improve the quality of play. In this regard I would recommend completely removing Daily and Weekly actions and adding more flexibility to rules that cannot get rid of timing restrictions. We are a creative bunch and I am sure we can come up with alternatives.

Ascension Address: The Great Reorganization

Okay, folks, here’s the deal.

We’re losing money.

I know, some of you have been saying this for days. Weeks. Months, even. You guys think I just won’t listen, and that I’m going to drive this company into the ground and take you all with me.

This ends today. We’ve had a lot of hardship, and I have to be honest when I say that it’s not going to be easy. But we can prevail, and we can make our company the best it can be, and you guys can have your Christmas bonuses back, because I know you love those.

I’m proud to stand before you today to unveil the newest vision for BlogNomic, Inc., that will bring us more money that we could ever have dreamed of. We are going to be The BlogNomic Taxi Company!

This may sound just a little bit Crazy Taxi, but let me assure you that I know exactly what I’m doing. The taxis in Tubternetsville is terrible. Have you ever tried to get a cab from downtown to the airport to catch a private jet in under 5 minutes? It’s absolutely impossible! There is a real need for this sort of thing. Now, in order to be successful, we need to be as efficient as we can be. So I’m immediately reassigning the word ‘Player’ throughout the Ruleset to ‘Driver’, the word ‘Emperor’ to ‘Dispatcher’, and I’m firing every dynastic rule.

We’re going to make this city go!

A rant about daily actions and timing scams

From the GNDT timestamps:

09/11 17:55 (UTC) - ais523
10/11 00:02 (UTC) - ais523

The timing is obviously not a coincidence. I want to talk about daily actions, and in particular, the 6 hour limit on consecutive uses of the same daily action.

First off, the 6 hour limit does nothing to prevent timing scams. It’s not too hard to find a 6-hour period spanning midnight UTC where not a lot of people will be online, and even easier to find one where a specific person won’t be online. (For instance, if you need to do a timing scam but fear intervention from me or from Kevan, you can do it at 11:59 UTC and again at 6:01 UTC, because we both have day jobs and we’re both mostly asleep at those times, given our timezones.) Between the two changes of mine then, the only GNDT updates that were uninvolved with the recent win attempt were from Spitemaster and southpointingchariot, and they were both routine SP claims. (Incidentally, we’d actually planned around the possibility of southpointingchariot claiming SP while we were rearranging the Employments; that’s why I broke the SPC/Chronos employment loop on Tuesday, even though it was reasonably risky to do so, as it left my SP so low I could reasonably be employed and locked down by a separate two-person conspiracy.)

Second, it’s pretty hard to hit timing scam breakpoints, especially reasonably consistently day to day. We could have won a day earlier, but we had to push it back a day because one or other of the group kept missing a potential daily action — and that’s with the possibility to aim anywhere in the day! (Then we had to perform more actions than we’d expected because PBURNS registered.) It’s unreasonable to force people to be on at specific times just to make a scam work, but that’s what the rules are doing at the moment; and a daily grind is pretty difficult to keep up.

Third, as an extension to this, when you need to take consecutive dailies, things get much worse. If a daily grind is bad, what about an hourly grind? There are MMORPGs based around success involving being online as much as possible. I don’t think BlogNomic should be like that; it makes the game obnoxious, unfun, and only winnable by a few people (those who have much more time to spare than me). Back in Darth Cliche’s second dynasty, which turned into a dice-rolling contest, I tried to be online as much as possible in order to be able to interrupt Galdyn if he rolled the correct die number to move onto my level. (If I hadn’t managed to take actions within a couple of minutes of that happening, he would have won.) I ended up losing anyway due to bad luck, but what can you do in a dice-based dynasty? I had a bunch more free time back then than I do now, and I definitely can’t reasonably stay online and at the computer eighteen hours a day. In the case of taking two dailies yourself, you’re often going to want to minimize interference from other players between them, which means taking them six hours apart. It might sometimes be better to do 12am and 6am than 6pm and 12am, but I can’t reasonably do that combination nowadays; in fact, this entire win sequence had to be modified so that I could get offline before coppro could get online past midnight, as I had to leave at about 12:40am, and coppro didn’t re-get online until 1:49am, over an hour later. (That’s why comex passed me a bunch of SP via employment earlier in the day; that step, which was somewhat risky, shouldn’t have been needed if we had a sane system for timing actions, but was simply because of timezone trouble.)

In summary, I really don’t see why nomic should be a game about how much sleep you can deprive yourself of, and which country you happen to live in. We can do better than that.

Of course, this just turns up the question of what should be done instead. People who know me know that I’m not opposed to removing daily actions altogether. The argument goes like this: either you’d want to do the action multiple times in succession, in which case it’s grindy, or you wouldn’t, in which case there’s no reason to make it a daily in the first place. (Even a case where the action is rate-limited by something other than realtime, such as the Lawsuits action the end of this dynasty revolved around, breaks down in the case where people have more SP than time, which was the case here.) I was starting to relent on that position, but I’ve changed my mind again after seeing the disaster that not holding it has.

I don’t think removing daily actions from the ruleset would pass, though, so what about this for a compromise:

Daily Action
If a game action is a Daily Action, it cannot be performed twice by the same player in any 24-hour period.

This way is much better from the point of view of sleep patterns (although it would be marginally harder to work out whether your daily had recharged or not); a 24-hour recharge means that it’s no longer tied to when UTC midnight happens to fall in your time zone, which means that although optimal play still requires being online at a specific time you choose when that time is and so can more reasonably hit it, and there’s now only the one timing scam breakpoint to hit, rather than three.

Incidentally, I’m still thinking about Bucky’s rate-limit thing where you use a weekly to gain some resource, and then have a daily or twice-daily that spends it. I suspect it still runs into this problem in the simplest case (as it’s optimal to spend the resource as early/late in the week as possible, depending on what you’re doing), but if you got some bonus for using the resource towards the middle of the week, it wouldn’t be as bad. It might be worth running a dynasty with it to see the problems with that method of doing things in practice.

IIRC, I can’t make even Core Proposals during Hiatus, but I want to get my reasoning out here for people to discuss.

Ironically, I think I was the person who suggested Lawsuits should be a daily in the first place (as a scam rate limiter). I’ve argued against that in the past; and in hindsight, my arguments then were entirely correct, and I should never have suggested it this time.

Thursday, November 10, 2011

Declaration of Victory: My Minions!

Has been open for 12 hours, has a Quorum of FOR votes, and no AGAINST votes.

Woooo!

-coppro

Adminned at 10 Nov 2011 08:14:46 UTC

I employ comex, Bucky, Pavitra, Clucky, and PBURNS.

comex employs ais523 and Murphy.

ais523 employs Prince Anduril, southpointingchariot, arthexis, and Ornithopter.

southpointingchariot employs Chronos Phaenon, flurie, shadowclaw, and Winner.

flurie employs Amnistar.

Bucky employs SingularByte.

SingularByte employs Doctor29.

Doctor29 employs Spitemaster.

Spitemaster employs Darknight.

Pavitra employs lazerchik.

Thus I Outrank every other player, and as CEO, my first order is for you to usher in a new dynasty under my benevolent rule.

Proposal: You Can’t Win Everything

Vetoed. -coppro

Adminned at 10 Nov 2011 14:17:27 UTC

REPRESENTING: coppro

If the following text exists in the ruleset:

In today’s economy, the best way to protect our institutions is by making them to big to fail (or at least, big enough to take everything down with them). If the Government Defaults, and there is exactly one Player that has more SP than any other player, that Player achieves Victory.

Replace it with:

In today’s economy, the best way to protect our institutions is by making them to big to fail (or at least, big enough to take everything down with them). If the Government Defaults, and there is exactly one Player that has more SP than every other player, that Player achieves Victory.

Now with less 100% scam!

Proposal: Cruel Patron Clarity

Vetoed. -coppro

Adminned at 10 Nov 2011 14:17:21 UTC

The following text exists in the ruleset:

A Player listed under another Penniless Player’s Employment is known as a that Player’s Cruel Patron.

Replace it with:

A Player listed under a Penniless Player’s Employment is known as that Player’s Cruel Patron.

 

This is to avoid any CfJ’s relating to raids being invalid due to raiding a penniless player who’s employee cannot be called a Cruel Patron since they are not also penniless.

No dancing in circles

REPRESENTING: Prince Anduril, Flurie

Add a new paragraph to the ‘Employment’ rule with the following text:

No Player may Employ any other Player if doing so would cause both Players to Outrank each-other.

The obvious way to stop people winning is to create employment Triads. This rule prevents this from happening.

New Player

This post is my clear wish to become a new player in BlogNomic, currently in the sixth Metadynasty.

Admin(s), please add me to the roster and GNDT.

Wooooo BlogNomic.

Tuesday, November 08, 2011

Proposal: Not a Revolving Door

Reaches quorum 13-1 and is enacted. -coppro

Adminned at 09 Nov 2011 15:41:36 UTC

REPRESENTING: comex (who pointed out the bug)

In the rule “Players”, insert

A Player may not rejoin the game within two weeks after having left.

after

A Player may leave the game at any time by posting an entry to the BlogNomic weblog requesting such an action.

Prevent revolving door scams by repeatedly joining and leaving to take advantage of default values.

Proposal: It’s all about the org chart

Self-killed. -coppro

Adminned at 09 Nov 2011 15:34:24 UTC

REPRESENTING: coppro, ais523

Create a new rule titled “Reorganization”:

If there are players A, B, and C such that A employs B and B employs C, A can, as a Daily Action, Reorganize the Org Chart so that A employs C, C employs B, and B employs all Players previously employed by C.

Proposal: You just can’t quit

Self-killed. -coppro

Adminned at 09 Nov 2011 15:34:13 UTC

REPRESENTING: coppro, ais523

In today’s economy, employers should be able to all but own their employees, but the current employment market is too volatile.  Therefore, amend the rule “Employment” by replacing:

Any Employed player with at least 2 SP may, at any time, change their Employment to Free Agent

with:

Any Employed player with at least 2 SP may, if their Employment last changed at least 48 hours ago, change their Employment to Free Agent

Proposal: Making Life Winnable

Times out 5-9. -coppro

Adminned at 09 Nov 2011 15:31:48 UTC

REPRESENTING: coppro

If the following text exists in the ruleset:

In today’s economy, the best way to protect our institutions is by making them to big to fail (or at least, big enough to take everything down with them). If the Government Defaults, and there is exactly one Player that has more SP than any other player, that Player achieves Victory.

Replace it with:

In today’s economy, the best way to protect our institutions is by making them to big to fail (or at least, big enough to take everything down with them). If the Government Defaults, and there is exactly one Player that has more SP than every other player, that Player achieves Victory.

Enact this proposal!

The requirements for winning by this rule are currently that all players except yourself have an equal number of SP, and you have more than them, and the Government defaults.

Proposal: So Safe it Wasn’t a Proposal Last Time

Times out 9-4-2 and is enacted. -coppro

Adminned at 09 Nov 2011 15:31:30 UTC

Append the following to the rule entitled “Votable Matters”

This rule cannot be overruled by Dynastic Rules in its application to Calls for Judgment or Declarations of Victory.

Append the following to the rule entitled “Victory & Ascension”

This rule cannot be overruled by Dynastic Rules as it relates to Declarations of Victory, but can be overruled in other matters.

Idling

It’s patently obvious that I’m not having the time and/or knack to be more than fodder; please idle me (maybe try next round).

Extra Safety

Append the following to the rule entitled “Votable Matters”

This rule cannot be overruled by Dynastic Rules in its application to Calls for Judgment or Declarations of Victory.

Append the following to the rule entitled “Victory & Ascension”

This rule cannot be overruled by Dynastic Rules as it relates to Declarations of Victory, but can be overruled in other matters.

Proposal: Administrate this!

Times out 4-3-3 and is enacted. A super-admin has been contacted. -coppro

Anduril is now an admin.—Kevan

Adminned at 10 Nov 2011 14:29:26 UTC

I’d like to be an Admin please, mainly because of the scuppering of my proposal, just before it was resolved (see Investments - mk 2), when I could have resolved it myself before the time. Having played for a few months now I feel I know my way around the game, and I’ll do my best to stay active.

This proposal makes me an Admin.

Proposal: Serving the Public (with a side salad)

Times out and fails 4-7-3. -coppro

Adminned at 09 Nov 2011 09:28:16 UTC

REPRESENTING:southpointingchariot, Amnistar, Chronos Phaenon

Add a new subrule to the rule “The Government”.  Call it “Public Servants” and give it the following text:

The Government is considered to be a Player for the purpose of the rule “Employment”, except that “Sovereign” is a legal value for its Employment.  For the purpose of the rules “Full Employment” and “Synergy” only, Players Employed by the Government are considered to be Employed by all Players except themselves.

Closed Economy has passed…

So don’t forget to adjust Govnt’s SP when you lose or gain some.

I’ve already revised the GNDT since the time of the enactment, but feel free to revise it again.

Make Socialism Work

Before it is repealed…

One player, who currently has 2+ SP and is a Free Agent for Socialism, spend your 2SP to make the Government hire you.
Then you’ll get 1 of those SP back from the Hire.
Then we can all roll a DICE2 and hopefully all get more SP.

Pavitra, Ornithopter, SpiteMaster, Moriarty, I’m looking at you.

Sunday, November 06, 2011

Proposal: Let’s Try This Again

Reaches quorum 12-1-1 and is enacted. -coppro

Adminned at 07 Nov 2011 17:15:51 UTC

REPRESENTING: comex, Spitemaster, ais523

Amend the rule “Full Employment” to read

A Player Outranks another if the first Player Employs the second, or if the first Player Employs a Player who Outranks the second. If a single Player Outranks every other Player, then that Player has achieved victory.

Deals with loops by requiring uniqueness. Proof is left as an exercise to the reader.

Call for Judgment: Oops

Has a quorum 13-0 and is enacted. -coppro

Adminned at 07 Nov 2011 05:09:24 UTC

Amend the rule ‘Victory & Ascension’ by replacing

* It has been open for voting for 12 hours and has enough AGAINST Votes that it could not be Enacted without one of those Votes being changed.
* It has been open for voting for at least 12 hours, and it could not be Enacted without either at least one of the Votes AGAINST it being changed, or the set of Players being changed, or by awaiting the passage of time.

with

* It has been open for voting for at least 12 hours, and it could not be Enacted without either at least one of the Votes AGAINST it being changed, or the set of Players being changed, or by awaiting the passage of time.
* It has been open for voting for at least 48 hours and cannot be Enacted.

Fix a mistake pointed out by Chronos in the comments to my reform proposal, but it passed anyway. This is a CFJ as if this is a Proposal, then we might enter hiatus and be unable to fix this until the hiatus is over, which would only occur if a quorum of AGAINST were obtained, and not through time-out.

Sunday, November 06, 2011

Involuntary Representation Service notice

Please pay attention that under rule “Involuntary Representation Service”, only proposals which text begins with “REPRESENTING:” followed by a list of names are Representation Proposal.

By that rule’s wording, the author of a Proposal is represented “by such a Proposal”. Proposals that doesn’t start with “REPRESENTING:” doesn’t represents their own author either.

Proposal: Raiding Markets

Times out 8-6 and is enacted. -coppro

Adminned at 07 Nov 2011 17:14:31 UTC

REPRESENTING: southpointingchariot, Amnistar, Bucky, ais523

In today’s economy, many Employers can’t provide for the welfare of their Employees. In the competitive atmosphere of our days, that can lend to some volatile loyalties.

Add to rule “Employment”:

A player who has a SP of 0 but is not Broke is considered to be Penniless.

A Player listed under another Penniless Player’s Employment is known as a that Player’s Cruel Patron.

At any time, a Cruel Patron may transfer 1 SP to one of the Penniless Players who list that Cruel Patron under their Employment.

At any time a player who is not Broke nor Penniless can Raid for a Penniless Player by transferring 1 SP from themselves to that Player’s Cruel Patron and changing the Penniless Player’s employment to the Raiding Player’s name. The Penniless Player is now considered Employed by the Raiding Player.

 

It does indeed cost 2 SP: 1 for the Raiding and one for hedging your new employee from other raids.

Proposal: The Third Way

Times out 11-5 and is enacted. -coppro

Adminned at 07 Nov 2011 15:43:26 UTC

REPRESENTING: coppro, Bucky, ais523, Pavitra

Repeal the rule “Economical Paradigms” and its subrules.

Death to Modernism.

Proposal: Fix synergy

times out 14-0 and is enacted. -coppro

Adminned at 07 Nov 2011 15:39:27 UTC

Amend the rule “Synergy” by replacing

For the purpose of counting pending proposals

with

For the purposes of the rule “Proposals” (but not its subrules)

As noticed by Bucky.  The current wording correctly doesn’t count Synergy Proposals toward your limit, but it won’t let you submit a Synergy Proposal if you’re already at your limit.

Proposal: Big Hole in the Ground

Times out 10-2-3 and is enacted. -coppro

Adminned at 07 Nov 2011 15:38:34 UTC

REPRESENTING:ais523, Chronos Phaenon, Amnistar, southpointingchariot, Pavitra

Add a new subrule to the rule “The Government”.  Call it “Circus Bread” and give it the following text:

As a weekly action the Government may Burn Money.  When it does so, it destroys up to 20 of its own SP.

Note that if ‘Closed Economy’ passes, the Government doesn’t automatically gain SP when its own SP are destroyed.

Proposal: Now the market is free, so much money for me!

Self-killed and failed 0-8. -Bucky
Adminned at 07 Nov 2011 16:34:13 UTC.
Reverted (due to a procedural mistake; dead body not properly collected) and re-adminned with the same result. -Bucky

Adminned at 07 Nov 2011 08:52:21 UTC

REPRESENTING: Prince Anduril, southpointchariot, Pavitra, flurie

Create a new rule entitled ‘Investment’ with the following text:

In today’s economy, it’s wise to invest your Stimulus Packages in the Free Market. As a weekly action, players may either ‘Buy In’ or ‘Sell Out’ their SP, but not both. Players may elect to ‘Buy In’ to one of the three Investment Bubbles: Currency, Commodities or Corporations. When a Player Buys Into an Investment Bubble, they pay 1SP for every player currently Bought In in that Investment Bubble. Players must record the Investment Bubble to which they have Bought In, in the GNDT column “Investment”. If at any time a Player has not Bought In to anything, then their Investment is set to ‘-’.

Players may choose to Sell Out their Investment at any time, as long as they have not yet Bought In or Sold Out this week. When a Player Sells Out their Investment, they receive back the number of SP equal to the number of other Players that are Invested in that Investment Bubble.

Proposal: Investments - mk 2

Times out 6-6 and fails. -coppro

Adminned at 07 Nov 2011 08:44:17 UTC

REPRESENTING: Prince Anduril, southpointchariot, Pavitra, flurie

Create a new rule entitled ‘Investment’ with the following text:

In today’s economy, it’s wise to invest your Stimulus Packages in the Free Market. As a weekly action, players may either ‘Buy In’ or ‘Sell Out’ their SP, but not both. Players may elect to ‘Buy In’ to one of the three Investment Bubbles: Currency, Commodities or Corporations. When a Player Buys Into an Investment Bubble, they pay 1SP for every player currently Bought In in that Investment Bubble. Players must record the Investment Bubble to which they have Bought In, in the GNDT column “Investment”. If at any time a Player has not Bought In to anything, then their Investment is set to ‘-’.

Players may choose to Sell Out their Investment at any time, as long as they have not yet Bought In or Sold Out this week. When a Player Sells Out their Investment, they receive back the number of SP equal to the number of other Players that are Invested in that Investment Bubble, and they set the value in their ‘Investment’ column to “-”

Saturday, November 05, 2011

Proposal: We need to go deeper

SKed, Dead Body Collected ON BEHALF OF comex. -coppro

Adminned at 06 Nov 2011 08:17:12 UTC

REPRESENTING: ais523, coppro

In today’s economy, corporations often have intricate hierarchies with several layers of management.  Therefore, amend the rule “Full Employment” to read:

A Player is Higher Ranking than another Player if they Employ that Player, or Employ a Player Higher Ranking than that Player.

If any Player (the CEO) is Higher Ranking than all other Players, they achieve victory.

Proposal: Representation has a risk

S-Ked by coppro. DBCS ON BEHALF OF Spitemaster. ~~Chronos Phaenon

Adminned at 05 Nov 2011 18:21:19 UTC

REPRESENTING: coppro

In today’s economy, uncertainty is too dangerous.  Shareholders need a firm yes or no!

Amend the rule “Involuntary Representation Service” by appending:

Players Represented by a Proposal receive no SP from that Proposal if they vote DEFERENTIAL on that Proposal.

If the proposal at Counteract representation inflation! failed, and more than half of the EVCs on this proposal contain “And another thing” also append to “Involuntary Representation Service”:

If a Player Represented by a Proposal votes anything other than FOR on that Proposal, the author of that Proposal does not become eligible for any SP because of this rule for that Proposal.

Too often, people who don’t like a proposal are voting DEF because they don’t like it, but they don’t want to S/K it.  This will cause them to vote FOR is they want SP.  Also, it causes the author to consider carefully who is represented, as a DEF vote hurts him as well.

Proposal: Counteract representation inflation!

Self-Killed by southpointchariot. DBCS ON BEHALF OF ais523. ~~Chronos Phaenon

Adminned at 05 Nov 2011 05:31:26 UTC

REPRESENTING: Amnistar, Bucky, Chronos Phaenon, coppro, southpointingchariot, flurie

Append the following paragraph to the rule “Involuntary Representation Service”:

As a weekly action, a Player can spend 2 SP to cause the author of a specified Pending Representation Proposal to lose a number of SP equal to half the number of Players in its Representation List, rounded down, or all their SP if they don’t have that much SP.

or if more than half the EVCs on this proposal contain “Make it harsher”, instead append:

As a weekly action, a Player can spend 3 SP to cause the author of a specified Pending Representation Proposal to lose a number of SP equal to the number of Players in its Representation List, or all their SP if they don’t have that much SP.

Limiting the length of Representation Lists to SP doesn’t really help avoid the repeated creation of long Representation Lists we’re seeing, because rich players will still be able to Represent all the players they want. Better that there’s some penalty to making large representation lists willy-nilly, although not a guaranteed one, depending on whether other players are willing to spend SP to punish them.

Proposal: Closed Economy

Times out 7-3-2 and is enacted. -coppro

Adminned at 06 Nov 2011 12:11:06 UTC

REPRESENTING: southpointingchariot, Amnistar, Bucky, ais523

In today’s Economy, it is increasingly important that the Government maintains a tight control of the money supply.

Therefore, add to the rule “The Government” the following text:

Whenever a player spends or otherwise loses an amount of SP which is not transferred to another player or the Government, the Government’s SPs shall be immediately increased by that same amount.

Whenever a player gains an amount of SP which is not transferred from another player or the Government, the Government SPs shall be immediately decreased by that same amount.

 

Closed numbers make for better competition

Proposal: Austerity Measures

Times out 15-2 and is enacted. -coppro

Adminned at 06 Nov 2011 08:12:41 UTC

REPRESENTING: flurie, ais523, Pavitra

If the proposal “Defining communal weekly actions” passes, create a subrule to “The Government” entitled “Austerity Measures” with the following text:

As a Weekly Communal Action, a Player may roll DICEX, where X is the number of Players at the time of the roll. That player then decreases the Government’s SP by the result.

If the proposal “Defining communal weekly actions” fails, create a subrule to “The Government” entitled “Austerity Measure” with the following text:

As a Weekly Action, a Player may roll DICEX, where X is the number of Players at the time of the roll. That player then decreases the Government’s SP by the result. This Weekly Action can be performed by any Player, but only if it has not been performed (by any Player) already in the same week.

This is a moderate SP sink for the Government. Assuming mean(players) is ~14, it will take ~14 weeks to drain the Government this way alone. That seems like a fair soft cap.

Proposal: Defining communal weekly actions

Times out 12-3 and is enacted. -coppro

Adminned at 06 Nov 2011 08:09:52 UTC

REPRESENTING: flurie, Chronos Phaenon, ais523, Amnistar, Bucky

Add a new keyword to the definition list in the rule “Keywords”:

Weekly Communal Action
If a game action is a Weekly Communal Action, it can be performed by any Player, but only if it has not been performed (by any Player) already in the same week.

Given that actions of this form are often worded in a scammable way (to a dynasty-ending extent), it’s probably best to have them defined in core. Idea by flurie, wording by ais523. (Flurie apparently wants to use this for a proposal of his own; the idea comes up often enough, anyway.)

Proposal: The Ties that Bind:

Times out 13-1 and is enacted. -coppro

Adminned at 06 Nov 2011 08:08:43 UTC

REPRESENTING: comex, Spitemaster, arthexis, flurie

Append the following paragraph to the rule entitled ‘Employment’

If ever an Employee and their Employer both have 0 SP, then any Player may set the Employee’s Employment to Free Agent, and they are no longer considered Employed by their former Employer.

Give a means for others to break an employment

Proposal: Ok this time for real part 3

Times out 5-3-1 and is enacted. -coppro

Adminned at 06 Nov 2011 08:02:42 UTC

REPRESENTING: comex, Prince Anduril, Murphy, Spitemaster, arthexis

Amend the rule entitled ‘Resolution of Proposals’ by removing

Proposals the Emperor has Voted to VETO are considered vetoed, and such a Vote cannot be changed. Proposals the author has Voted against are considered self-killed unless the Emperor has Voted VETO on them, or they have fulfilled one of the other requirements to fail a proposal before the author’s self-kill Vote is placed.

and by replacing the first bulleted list with

* It has a number of FOR Votes that exceed or equal Quorum, has been open for voting for at least 12 hours, and has not been vetoed or self-killed.
* It has been open for voting for at least 48 hours, it has more than 1 valid Vote cast on it, more valid Votes cast on it are FOR than are AGAINST, and it has not been Vetoed or Self-Killed.

and by replacing the second bulleted list with:

* It could not be Enacted without either one of the Votes AGAINST it being changed, or the set of Players being changed, or by awaiting the passage of time.
* It has been open for voting for at least 48 hours and cannot be Enacted.


Rewrite the rule entitled ‘Special Proposal Voting’ to read

When a player casts an explicit vote AGAINST their own Proposal, this renders the Proposal Self-Killed, even if the author later changes their Vote. The Emperor may use VETO as a voting icon to cast a Vote on a proposal; when the Emperor casts a vote of VETO on a Proposal, this renders the Proposal Vetoed, even if the Emperor later changes their Vote.

If a Player other than the Emperor casts a vote of DEFERENTIAL on a Proposal, then the Vote of DEFERENTIAL is an indication of confidence in the Emperor. When the Emperor has a valid Vote other than VETO on a Proposal, then all votes of DEFERENTIAL are instead considered to be valid and the same as the Emperor’s Vote for the purposes of other rules unless otherwise specified.


Amend the rule titled ‘Dynasties’ by removing the sentence reading

The Emperor may Vote to VETO any Proposal.


Amend the rule titled ‘Votable Matters’ by replacing

Any Player 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 Player is the Emperor).

with

Each Player may cast one 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, or DEFERENTIAL. Additional voting icons may be permitted in some cases by other rules. A valid Vote is, except when otherwise specified, a Vote of FOR or AGAINST. A Player’s Vote on a Votable Matter is the last valid voting icon that they have used in any comment on that Votable Matter. Additionally, if the author of a Votable Matter has not used a valid voting icon in a comment to the post, then the author’s Vote is FOR. A non-Player never has a Vote, even if they were a Player previously and had cast a valid Vote.


Amend the rule entitled ‘Victory and Ascension’ by replacing the first bulleted list with

* It has been open for voting for at least 12 hours, has a number of FOR Votes that exceed or equal Quorum, and either the Emperor has Voted FOR it or it has no AGAINST Votes.
* It has been open for voting for at least 24 hours, has a number of FOR Votes that exceed or equal Quorum, and has a number of AGAINST Votes lesser than half of Quorum, rounded down.
* It has been open for voting for at least 48 hours, has a number of Votes that exceed or equal Quorum, and more than half of its valid Votes are FOR.

and by replacing the second bulleted list with

* It has been open for voting for 12 hours and has enough AGAINST Votes that it could not be Enacted without one of those Votes being changed.
* It has been open for voting for at least 12 hours, and it could not be Enacted without either at least one of the Votes AGAINST it being changed, or the set of Players being changed, or by awaiting the passage of time.


I apologize for the length but I really can’t extricate this mess in any fewer proposals that this. If anyone wants to try, they’re free to, but we have rules affecting all votable matters in rules for proposals and what-have-you. I feel it’s best to bit the bullet and just do the whole thing at once again. All these changes are directly related to changing how votes work slightly.

Idling

Please idle me. I’m going to continue watching, but I’m not following this so well…

Proposal: You require more Public Servants

Times out 2-9-1 and fails.

Adminned at 05 Nov 2011 23:27:03 UTC

In today’s economy, lack of Government employees is an unintended side-effect of political apathy. In order to solve this conundrum, some Players should be forced to work for the Government.

Each Player may nominate a single Player for a position in the Government by including that Player’s name in their EVC to this Proposal. Each Player that is nominated at least three times becomes Employed by the Government. Then, each Player that nominated a Player that became employed by the Government due to this Proposal becomes eligible to receive 1 SP.

Let the hostilities begin.

Friday, November 04, 2011

Proposal: Depraved Indifference

S-Ked by proxy. ~~Chronos Phaenon

Adminned at 05 Nov 2011 17:23:08 UTC

REPRESENTING: Amnistar, arthexis, Bucky, Chronos Phaenon, southpointingchariot

In today’s economy, the course of events can sometimes be predicted in advance. To remedy this, we need a hopelessly Byzantine system of red tape and bureaucracy. Therefore, create a new rule with the title “Red Tape” and this text:

As a weekly action, a Player may Obstruct Bureaucracy by rolling DICEX in the GNDT, where X is the current number of Players and N is the outcome of the dice roll. When this occurs, the Nth Player in alphabetical order by name loses 1 SP, to a minimum of zero.

Proposal: Credit Default Swaps, Tantalizingly Toxic Fun!

At 1-14, is a quorum against. Fails. -coppro

Adminned at 05 Nov 2011 15:15:31 UTC

REPRESENTING: flurie

Create a new wiki page entitled “Credit Default Swaps”. Within this wiki page, create the following headers:

General Motors

Goldman Sachs

Greece


For each Idle Player, place that Idle Player’s name under one of the three headers according to the following formula:

Roll DICE3 once for the Idle Player. Place the Idle Player under a header according to the result:

1: General Motors
2: Goldman Sachs
3: Greece

Create a dynastic rule entitled “Don’t let the door hit you on the way out!” with the following text:

If a Player goes idle, Roll DICE3 once for the Player. Place the Player under a header in the wiki page “Credit Default Swaps” according to the result:

1: General Motors
2: Goldman Sachs
3: Greece

If an Player has unidled, remove the Player’s name from the wiki page “Credit Default Swaps” if it exists there.

Proposal: Synergy

Times out 7-6 which means it’s enacted. -coppro

Adminned at 05 Nov 2011 15:08:31 UTC

REPRESENTING: coppro, southpointingchariot

In today’s economy, employers should maximize the use they make of their employees, and the best way to do so is by thinking outside of the box and using core competencies to create quality driven proposals.  Therefore, create a new rule titled “Synergy”:

As a Weekly Action for each employee, any Player can create a Dynastic Proposal Synergizing with one of their employees, transferring 1 SP to that employee and starting the title of the Proposal with “[SYNERGY: X]”, where X is the employee’s name.  Such a Proposal is known as a Synergy Proposal.  For the purpose of counting pending proposals, a Synergy Proposal is treated as if it were posted by the specified employee.

The title should ensure these are easy to count properly (even in the Pending Proposals list).  southpointingchariot pointed out on IRC that if an employer and employee are working on a proposal at the same time, it’s possible that they’ll both submit and one of the proposals will be illegal, but I think this is relatively unlikely, and the illegal proposal can just be resubmitted later.

Proposal: Employee’s Work

S/Ked. Dead body collected ON BEHALF OF Prince Anduril. -coppro

Adminned at 04 Nov 2011 07:19:24 UTC

Add a new sub-rule under ‘Employment’, entitled ‘Taking Your Cut’ with the following text:

Whenever an Employee would gain SP under the rules ‘Involuntary Representation Service’ or ‘Lawsuits’, their Employer also gains half the SP, rounded up.

 

I feel there should be some reason to having employees (other than the elusive victory clause).

This is restricted to the two ways of gaining SP, otherwise people could do this again and again forever. There would be no point doing it yourself under Lawsuits, because you would lose SP overall. Employment gains are restricted because you could gain by having a 3 way employment triangle.

It also gives a reason for Employees to be Represented in Employers proposals, since there currently seems no incentive to Represent anyone.

Thursday, November 03, 2011

Proposal: Too big to fail

QUORUM! 14-1 means I can enact this early!

Adminned at 04 Nov 2011 19:38:24 UTC

Create a new rule “Too Big to Fail”:

In today’s economy, the best way to protect our institutions is by making them too big to fail (or at least, big enough to take everything down with them). If the Government Defaults, and there is exactly one Player that has more SP than any other player, that Player achieves Victory.

There is now one single victory condition. To keep the game competitive and non-linear, there should be another one.

Call for Judgment: Socialism is a threat to our nation

Times out and fails 3-8. -coppro

Adminned at 04 Nov 2011 20:10:36 UTC

Issue:

Flurie is stating that the current wording of “Socialist Doctrines” makes it do nothing because the words “eligible to 1 SP” are not equivalent to “eligible to receive 1 SP”.

However, if this were true, rule “Stimulus Package” itself would be broken. Take a look at the wording:

Whenever a Player becomes eligible to receive a SP, that player may increase by one their SP count in the GNDT once, but only within the first 24 hours of becoming eligible.

Emphasis mine. As you can see, if we accept the interpretation, any player that right now becomes eligible to receive SP and who is a Socialist will be able to claim SP anytime, since thanks to Pavitra’s use of Socialist Doctrine made us all “eligible” which is not the same as “eligible to receive”.

Proposed Fix:

Revert all effects of the actions delimited in rules Socialist Doctrines and Neoliberal Doctrines. Change the text of “Stimulus Package” so that the first line of the second paragraph instead reads:

Whenever a Player becomes eligible to receive a SP, that player may increase by one their SP count in the GNDT once, but only within the first 24 hours of becoming eligible to receive that SP

.

Proposal: The Lottery is a tax on people bad at math

Times out/quorums 1-16 and fails. -coppro

Adminned at 04 Nov 2011 19:38:04 UTC

Create a new rule “The Lottery” as a subrule under 2.7.2 “Welfare State”:

As a weekly action, any player that qualifies for Welfare may play the lottery by transferring one of their own SP to the Government.  If they roll three DICE10 and get 1, 1, and 1, they win 10% of the Government’s SP, rounded down to the nearest SP.

Seems fitting and perfectly depressing.  And my first attempt at a proposal.

Proposal: Tort Reform

Times out 9-5-2 and is enacted. -coppro

Adminned at 04 Nov 2011 19:37:11 UTC

REPRESENTING: Amnistar, Bucky, Chronos Phaenon, Pavitra,

Change, in the rule “Lawsuits”, “may spend 3 of their own SP and transfer 2 SP from a second Player, known as the Defendant” to “may transfer 3 of their own SP to the Government, and then transfer 2 SP from a second Player, known as the Defendant”

Prevents SP used in lawsuits from disappearing, instead giving it to the government.

Proposal: Just a couple fixes

Qourum at 14-2. ~~Chronos Phaenon

Adminned at 04 Nov 2011 05:52:44 UTC

REPRESENTING: flurie

In the subrule “Neoliberal Doctrines”, change

As a weekly action, a Neoliberal may roll DICEX, where X is half the number of Players they Employ, rounded down. Then, they become eligible to a number of SP equal to the roll result.

to

As a weekly action, a Neoliberal may roll DICEX, where X is half the number of Players they Employ, rounded down. Then, they become eligible to receive a number of SP equal to the roll result.

In the subrule “Socialist Doctrines”, change

As a weekly action, a Socialist may roll DICEX, where X is twice the number of Players Employed by the Government. If the result is exactly 1, all Employed Players become eligible to 1 SP.

to

As a weekly action, a Socialist may roll DICEX, where X is twice the number of Players Employed by the Government. If the result is exactly 1, all Employed Players become eligible to receive 1 SP.

Proposal: Worse than a daily action

Quorum at 17-0. ~~Chronos Phaenon

Adminned at 04 Nov 2011 05:49:29 UTC

In the rule “Stimulus Package”, change

within the first 24 hours

to

within the first 48 hours

Checking in every day, to perform a daily action, is bad enough.

Checking in every 24 hours is worse, because it means that every day, I have to check earlier in the day than the day before. This is pretty ridiculous, and I can’t keep up that rate of activity.

Proposal: The System

S/Ked. Dead body collected ON BEHALF OF arthexis.

Adminned at 02 Nov 2011 14:56:24 UTC

REPRESENTING: arthexis

Create a new sub-rule “Systemic Paradigm” under rule “The Government”:

As long as more than half the Players’ Paradigm is the same Paradigm, any of those Players may change the Paradigm of the Government to their own Paradigm.
If the Government’s Paradigm is not “Undecided”, whenever a Player becomes eligible to receive a single Stimulus Package, if that Player has the same paradigm as the Government, that player becomes eligible to receive two Stimulus Packages instead and the Government loses 1 SP.

 

Another incentive to pick a side.

Get your Paradigm On!

Economical paradigms passed and now, if you pick a Paradigm within the next 48 hours, you get 1 Free SP. Claim yours now, for the motherland!!

Proposal: Dead Body Collection Service

S/Ked. Dead Body Collected ON BEHALF OF arthexis.

Adminned at 02 Nov 2011 14:55:49 UTC

REPRESENTING: Prince Anduril

In today’s economy, personal responsibility is underrated.

In rule “Dead Body Collection Service” change the text:

Then, any Admin may fail Proposal P ON BEHALF OF the author of that proposal.

to:

Then, any Admin may fail Proposal P ON BEHALF OF the Player that Self-Killed that Proposal.

Proposal: Welfare isn’t well or fair.

Quorum at 15-0-2

Adminned at 04 Nov 2011 05:47:54 UTC

Amend the rule ‘Welfare State’ from:

The Government can, as a weekly action, Provide Welfare to its citizens. When the Government Provides Welfare to its citizens, each player with at least 2 but fewer than 9 SP receives 1 SP from the Government. If the Government does not have enough SP to give each Player their allotted amount, then no Player receives any and instead the Government Defaults.

to:

The Government can, as a weekly action, Provide Welfare to its citizens. When the Government Provides Welfare to its citizens, each player with fewer than 9 SP receives 1 SP from the Government. If the Government does not have enough SP to give each Player their allotted amount, then no Player receives any and instead the Government Defaults.

Though you have to be broke to be employed, this dynasty is degenerating to mates representing each-other, and all getting SP. Speaking for those who haven’t been represented by another’s Proposal yet, it seems a bit unfair for those who are trying to get by without other people’s Representation SPs to be penalised because they don’t have the 2 SP required for Welfare.

Proposal: Ok this time for real part 1 part 2

Timed out. 8-2-3. ~~Chronos Phaenon

Adminned at 04 Nov 2011 05:50:31 UTC

REPRESENTING: comex, Spitemaster, Murphy, Bucky


Replace

All Players may cast Votes on that CfJ to indicate agreement or disagreement with the position taken in that CfJ. Pending CfJs continue until they reach a Quorum of FOR Votes, a Quorum of AGAINST Votes, or until 48 hours have passed since they were posted. After this time, if more than half the cast Votes are FOR Votes, the CfJ may be enacted by any Admin by updating the Gamestate and Ruleset, and correcting the GNDT and other gamestate tracking entities, as specified. Otherwise, the CfJ fails. A Failed CfJ has no further effect.

with

A Pending CFJ may be Resolved by an Admin if it has a Quorum of FOR Votes, a Quorum of AGAINST Votes, or if it has been open for voting for more than 48 hours. When a CFJ is Resolved, it is to be Enacted if it has more FOR Votes than AGAINST Votes and Failed otherwise. When a CFJ is Enacted, the Admin Enacting it shall update the Gamestate and Ruleset, and correcting the GNDT and other gamestate tracking entities, as specified in the CFJ.

herp

Wednesday, November 02, 2011

Proposal: Ok this time for real part 2

Timed out. 7-3. ~~Chronos Phaenon

Adminned at 04 Nov 2011 05:45:06 UTC

REPRESENTING: comex, Spitemaster, Murphy, Bucky

Amend the Glossary entry for ‘Effective Voting Comment (EVC)’ to read

A Player’s Effective Vote Comment with respect to a given Votable Matter means that Player’s Comment to that Votable Matter, if any, that contains that Player’s Vote on that Votable Matter.

Proposal: Ok, this time for real Part 1

Self killed 0-2.  Failed early ON BEHALF OF coppro. -Bucky

Adminned at 01 Nov 2011 22:07:29 UTC

REPRESENTING: comex, Spitemaster, Murphy, Bucky


All Players may cast Votes on that CfJ to indicate agreement or disagreement with the position taken in that CfJ. Pending CfJs continue until they reach a Quorum of FOR Votes, a Quorum of AGAINST Votes, or until 48 hours have passed since they were posted. After this time, if more than half the cast Votes are FOR Votes, the CfJ may be enacted by any Admin by updating the Gamestate and Ruleset, and correcting the GNDT and other gamestate tracking entities, as specified. Otherwise, the CfJ fails. A Failed CfJ has no further effect.

with

A Pending CFJ may be Resolved by an Admin if it has a Quorum of FOR Votes, a Quorum of AGAINST Votes, or if it has been open for voting for more than 48 hours. When a CFJ is Resolved, it is to be Enacted if it has more FOR Votes than AGAINST Votes and Failed otherwise. When a CFJ is Enacted, the Admin Enacting it shall update the Gamestate and Ruleset, and correcting the GNDT and other gamestate tracking entities, as specified in the CFJ.

This time, it’s a proposal. Not all the split versions will be so small.

Proposal: Clarify only Representee self-kill

Timed out. 11-1-1. ~~Chronos Phaenon

Adminned at 04 Nov 2011 05:42:58 UTC

REPRESENTING: coppro, southpointingchariot

In the rule “Involuntary Representation Service”, replace:

If a player Represented by a Proposal votes AGAINST that Proposal, it counts as if the author of that Proposal has voted AGAINST it

with:

If a player Represented by a Proposal votes AGAINST that Proposal (other than by voting DEFERENTIAL), it counts as if the author of that Proposal has voted AGAINST it

 

Proposal: This Is Why We Need This

Timed Out. Qorum at 14-2-1. ~~Chronos Phaenon.

Adminned at 04 Nov 2011 05:41:38 UTC

REPRESENTING: ais523, Bucky, Chronos Phaenon, Amnistar, Pavitra

If the proposal “I Want My SP, and Other Issues” is enacted, revert the changes it made to the Ruleset.

Change, in Rule 1.1,

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”

to

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”.  Players may correct obvious spelling and typographical mistakes in their own Pending Proposals at any time

this one is for real.

Proposal: Sick of them already

Timed out. 5-10. ~~Chronos Phaenon.

Adminned at 04 Nov 2011 05:40:03 UTC

REPRESENTING: southpointingchariot, Chronos Phaenon, ais523, Amnistar

Repeal the Dynastic Rules named “Raising Taxes” and “Welfare State”

Several of the players involved in its passage expressed regret that “The Government Can!” passed immediately afterwards.

Although I voted against ‘Last Meatpuppetry Cleanup’...

I go idle. Quorum drops to 16.

Proposal: I Want My SP, and Other Issues

S/Ked by Pavitra; dead body collection service ON BEHALF OF Amnistar. -coppro

EDIT: That does not work. re-failing ON BEHALF OF southpointingchariot - coppro

Adminned at 02 Nov 2011 12:15:37 UTC

Representing: Amnistar, Bucky, Chronos Phaenon, southpointingchariot, Pavitra

Change, in Rule 1.1

Admins may correct obvious spelling and typographical mistakes in the Ruleset at any time

to

Admins and players may correct obvious spelling and typographical mistakes in the Ruleset at any time, and in proposals at the time of enactment

Allows for proposal text to be protected from typos - like lists of individuals represented by proposals.

Proposal: SPecial exemptions

Timed out. 10-4-2. ~~Chronos Phaenon

Adminned at 04 Nov 2011 05:38:06 UTC

REPRESENTING: Amnistar, ais523, southpointingchariot, Chronos Phaenon

In the rule “Involuntary Representation Service”, change the text

A Representation Proposal’s text begins with the line “REPRESENTING:” followed by a list of Players. This list may not include more Players than the amount of SP that the author has, or 2, whichever is greater. Those Players are said to be Represented by the Proposal.

to

A Representation Proposal’s text begins with “REPRESENTING:” followed by a list of names.  This list may not include more Players’ names than the amount of SP that the author has, or 2, whichever is greater; the surplus names closest to the end of the list are ignored.  The named Players are said to be Represented by the Proposal.

In today’s economy, we cannot afford to rely on our SP stocks or on other players’ activity.  These proposed changes gracefully handle cases outside an authors’ control that may cause a representation proposal to become invalid after its creation.

Note that the new version implicitly ignores names of non-players (e.g. idle Players and the Government).

Idling

Quorum is still seventeen.

Proposal: Idle Workers

S/Ked - Dead Body Collection Service ON BEHALF OF arthexis - coppro
(this should affect Prince Anduril rather than me, corrected—arthexis)

Adminned at 02 Nov 2011 09:00:52 UTC

Representing: southpointingchariot, arthexis, comex, SingularByte

Create a new rule entitled “Striking” with the following text:

In today’s economy, many Employees are too lazy to work. Therefore, in an effort to increase productivity, whenever an Employee goes idle because they have not posted an entry or comment in the last seven days, this is known as going On Strike. Whenever an Employee goes On Strike, any player may transfer 2 SP from the Government to that Employee’s most recent Employer, as compensation.

This should compensate Employers when their employees go idle, so they don’t lose out. Also might bring in an interesting tactic of intentionally employing idle players, in order to get hand outs from the Government. It should be noted that Employees cease to be employable, when they become idle (as they are not Active Players), thus it does not matter that they are no longer tracked on the GNDT

Call for Judgment: Clarify Emperor self-kill

Times out and fails 6-10. -coppro

Adminned at 03 Nov 2011 17:40:21 UTC

In the rule “Special Proposal Voting”, replace:

The Vote will count as the same as the Emperor’s Vote.

with:

The Vote will count as the same as the Emperor’s Vote, but never counts as a self-kill.

 

Self-kills take effect immediately, but DEFERENTIALs are resolved retroactively: the value of a DEFERENTIAL vote can depend on a later vote by the Emperor.  If the author of a proposal (or a representee - the wording is the same, “votes AGAINST”) votes DEFERENTIAL on it, does the vote count as a self-kill (a) never, (b) only if the Emperor has previously voted AGAINST, or (c) retroactively if the Emperor later votes AGAINST?  I think this is ambiguous.  Since the Emperor can just veto the proposal anyway, this CfJ would make it “never”.

This fix would help my pending proposal, but the ambiguity has existed for a long time; when ais523 was the Emperor,
<CallForJudgment> I know I’ve done against s/k on other people’s proposals before now, and it lead to an argument

(I’m curious what the argument was, incidentally, but it would be difficult to search for that - anyone have a link?)

It would not break “More VM Cleanup!”, because that specifies a replacement for the entire rule in question.