Saturday, March 31, 2012

Proposal: Institutional tinkering

Timed out and failed, 5-2. Josh

Adminned at 02 Apr 2012 00:49:39 UTC

If there is an institution called “96189 Pygmalion”, add the following to the end of its description:

Galatea may not achieve or declare victory. If Galatea is ever in a position where they would, otherwise, have achieved victory, then 96189 Pygmalion becomes Unpowered and continues to be Unpowered until this is no longer the case.

If a majority of the EVCs on this proposal contain the text “keep it as it is”, then ignore the following provision. Add the following to the beginning of the description of the institution called “The Rebels”:

A Player may only Influence the Rebels if they allocated no Resources to any Institution in the preceding Cycle.

Saturday, March 31, 2012

Cycle 3 Resolution

Clucky Influences the Bank and the Reactor, and has 23 Credits.
Josh now has 23 Credits.
Patrick Influences the Mine and now has 8 Credits and 6 Power.
Soviet Brendon Influences the Black market, and now has 12 Credits and may spend 5 + N Credits to increase their Marines by 1.
Yonah Influences the Legion and now has 10 Credits and 1 Marine.

Proposal: Practical Diplomacy

Timed out and failed, 6-2, with 2 abstentions. Josh

Adminned at 02 Apr 2012 00:49:07 UTC

Add a new Institution to the list of Institutions in Rule 2.6:

The Embassy: When a Player influences the Embassy, they gain 1 Power.  Additionally, once during the next Cycle, that player may send a message to the Net directing it to send a message on Blognomic’s behalf to the mailing list at .(JavaScript must be enabled to view this email address).  The Net shall do so as soon as is reasonably practical, clearly stating that the message is sent on behalf of Blognomic, as long as sending the message would not violate any part of the Ruleset.

Add a new Dynastic Rule to the Ruleset.  Call it “Embassy Restrictions” and give it the following text:

The Net shall not send any messages to the mailing list at .(JavaScript must be enabled to view this email address) on Blognomic’s behalf that do any of the following:
*Cause Blognomic to attempt to register.
*Attempt actions that the Net believes are Crimes (either in the Net’s current location or in Agora).
*Attempt actions that cause one or more Slave Golems in Blognomic’s possession to deregister themselves or flip their Posture.

Additionally, the Net shall not send any messages longer than 100 words on behalf of Blognomic (excluding any disclaimer stating on whose behalf the message is sent).

Blognomic currently has a Golem named “The Diplomat”.  The Diplomat is effectively a player, and it will take any actions Blognomic instructs it to take on an Agoran forum.

Also, this does not let Agora affect Blognomic in any substantial way.

Proposal: Galactic Galatea

Timed out and passed, 9-0. Josh

Adminned at 02 Apr 2012 00:47:32 UTC

Create a new institution named “96189 Pygmalion”, its description reading:

The Galatea counts as a Player for the purposes of every Dynastic Rule; if a Player has Influenced the 96189 Pygmalion during the previous Cycle, they may dictate that the Galatea take any action that is legal for the Galatea to take. If a Player dictates that the Galatea take an action that requires sending a message to the Net, the message is sent by that Player instead, with the text “Galactic Galatea” in its title.

Add the Galatea to the GNDT; set the Galatea’s Credits to the MPI, and every other of its Resources to 0.

Proposal: More Speculation

Timed out and passed, 7-2. Josh

Adminned at 02 Apr 2012 00:46:05 UTC

If there is an institution named “The Bank”, reword its description to:

When a Player Influences the Bank, they gain one Credit for every other Player who Directed at least one Credit to the Bank that Cycle.

Proposal: Tick tock

Timed out and passed, 6-3. Josh

Adminned at 02 Apr 2012 00:44:40 UTC

Add the following to the list of institutions

Watchtower: When a Player (henceforth the Watcher) influences the Watchtower they gain 2 power. During the next cycle they may send The Net a message declaring an Institution or Player to Watch. (If they sent multiple such messages, the most recently sent one is the one The Net should use). Upon resolution of that cycle, if the Watcher picked an Institution to Watch the Net should inform the Watcher by private message a list of all Players who Directed Resources at that Institution and how many of each they directed by each of them. If the Watcher picked a Player to Watch, the Net should inform the Watcher by private a message a list of all Institutions that player Directed Resources to and how many of each were directed to each of them.

Proposal: Lets Sell Some Bonds

Self-killed ~ southpointingchariot

Adminned at 01 Apr 2012 08:34:47 UTC

Change the description of the Bank in the rule “Institutions” to read:

The Bank: When a player influences the Bank, they receive 1 credit for every credit they Directed at the Bank during that Cycle.

As has been pointed out, the Bank wreaks some havoc on the “one per each directed at” income system. This aims to cut inflation and balance the institution.

Proposal: Send the Marines

Times out and fails 5-5 ~ southpointingchariot

Adminned at 01 Apr 2012 08:35:41 UTC

In the rule “Directions”, replace “being allocated to each Institution that Cycle” with “being allocated to each Institution and/or Player that Cycle”.

In the rule “Cycle Resolution”, after “but not how any Players specifically Directed their Resources.”, add a new paragraph:-

Then, each Player who had more Marines Directed at them by other Players than the number of Marines they Directed at themselves is Attacked. When a Player is Attacked, their Credits and Marines are halved, rounding down.

Thursday, March 29, 2012

Proposal: Less of a Cause

Times out and fails 5-6 ~ southpointingchariot

Adminned at 31 Mar 2012 10:37:48 UTC

If the Rebels exist as an Institution, rename that Institution to “The Rebel Camp” and reword its effect to:-

When specifying Directions to the Net, a Player may nominate a type of Resource to be Captured. When a player influences the Rebel Camp, they gain 1 of the type of Resource that they specified to be Captured during that Cycle. A Player may not Direct Resources to the Rebel Camp if they Directed Resources to it during the previous Cycle.

An idle tweak for theme (it seems a bit much for a bunch of “rebels” to be equalling the output of the Council and the Legion combined), and renaming it to something that can be “Powered”.

DRAFT While we’re here

Change the ruleset to read as it does at: http://blognomic.com/wiki/index.php?title=Ruleset

I’m not sure if I’m the only one, but I smell a scam, either soon or down the road. While we’re cleaning up our mess, lets just make sure the rules say what we think they do.

Thursday, March 29, 2012

Proposal: Lets Try to Limit the Star Wars References

Timed out and passed, 6-1. Josh

Adminned at 31 Mar 2012 00:15:03 UTC

Add a new Institution, reading:

The Rebels: When a player influences the Rebels, they gain 1 of each Resource. In addition, during the next Cycle, they may not Direct resources at any of the Institutions they Directed resources at this cycle.

Aims to avoid obvious decision making and parallelism. Remember, this effectively will mean the Influencer will not be able to earn income from their 1 credit bids the next round, unless they only target half of the institutions.without knowing if they will influence the rebels or not.

Proposal: Y’ know what….

Reaches quorum and passes, 9-1. Josh

Adminned at 30 Mar 2012 00:54:06 UTC

If a cycle ends between the time this proposal was created and it when passes, this proposal does nothing.

Set each of the following players Credits and Power (in that order) to the following values

Soviet Brendon 15 0
Bucky 15 0
Darknight 12 0
Josh 15 0
Kevan 15 0
Murphy 15 0
Clucky 15 0
Doctor29 10 0
Klisz 11 0
omd 12 0
scshunt 15 0
Cpt_Koen 9 0
Patrick 8 1
Yonah 11 0
Loen 13 0
ChronosPhaenon 12 5

During the current cycle, Patrick may send the Net a message containing a list of institutions, each with a Player whose Direction will be ignored for that institution that Cycle. The same player may not be ignored for multiple insitutions in a Cycle; any message which would cause this to occur is ignored entirely. At the end of each Cycle, the Net is encouraged to post this list to the Blog.

Proposal: The Rain Has Got In

Self-killed ~ southpointingchariot

Adminned at 28 Mar 2012 20:57:58 UTC

Set each Player’s Credits to 15.

Going through and recounting who influenced how many is going to be pretty painstaking. How about we just call it *wink* even.

So now….

Word Problem: An Emperor would like to update the GNDT as required by the recent CfJ - but he needs to know if “award one Credit to every Player for every Institution which they Directed at least one Credit to” refers to the whole dynasty or just Cycle 1? Discuss and show your work. Your reward: one gold star.

Going Idle

I’m mired in work from Law School and will be unable to follow gameplay here for a while.

See you guys later.

Proposal: Fixing it

Self-killed ~ southpointingchariot

Adminned at 28 Mar 2012 20:57:17 UTC

If a cycle ends between the time this proposal was created and it when passes, this proposal does nothing.

Set cpt_koen’s credits to 9.

Set Patrick’s credits to 8 and his power to 1. During the current cycle, they Patrick may send the Net a message containing a list of institutions, each with a Player whose Direction will be ignored for that institution that Cycle. The same player may not be ignored for multiple insitutions in a Cycle; any message which would cause this to occur is ignored entirely. At the end of each Cycle, the Net is encouraged to post this list to the Blog.

Set ChronosPhaenon’s credits to 12 and his power to 5.

This makes it as if cycle 2 (during which nothing actually happened except Patrick’s courthouse power got burned) functioned as the first cycle of the game, with bids in cycle 1 actually working in cycle 2.

Just want to make sure

Am I correct in understanding that I should not publish or account the results from cycle 2?

Proposal: Will to Power

Reaches quorum and passes 10-0 ~ southpointingchariot

Adminned at 28 Mar 2012 19:47:03 UTC

Upon enactment of this proposal, all Institutions shall become Powered.

Glue in the Works enacted a good twelve hours after the start of the current Cycle, which means it wasn’t quick enough to correct the bug before the Institutions became Powered this time. This proposal will ensure that the Institutions are Powered and will have an effect, when this Cycle ends.

Proposal: Cycle Path

Reaches quorum and passes 9-0 ~ southpointingchariot

Adminned at 28 Mar 2012 19:45:03 UTC

In the rule “Cycles”, replace:-

The first Cycle will begin 72 hours after the first 0000 UTC after the creation of this rule.

With:-

New Cycles begin at 0001 UTC on the 25th, 28th and 31st of March 2012, the 3rd, 6th, 9th, 12th, 15th, 18th, 21st, 24th, 27th and 30th of April 2012, the 2nd, 5th, 8th, 11th, 14th, 17th, 20th and 23rd of May 2012, and every three days after that while the Dynasty continues.

Putting the dates into the ruleset so that we don’t have to comb through the blog to check when the current Cycle ends.

Proposal: Good Vibrations

Reaches quorum and fails 1-8 ~ southpointingchariot

Adminned at 28 Mar 2012 19:44:04 UTC

Unidle the player called ‘chinavibratingsieve’.

Add a new dynastic rule ‘Sieves’ as follows:

Each player has a quantity of sieves listed in the GNDT. Sieve quantity defaults to 1.

Append to rule institutions the following:

Sieve Factory: When a player influences the Sieve Factory gain 1 Sieve.

 

...

Lol

A Vibrating Sieve and Efficiency in Manufacturing

A rating sieve is mainly used to segregate various particles. It effectively separates the dry materials from its wet counterparts. Its separation feature is more detailed compared to that of an ordinary sieve. There are plenty of companies these days that make full use of a vibrating sieve. Out of all the industries out there, food companies often use a vibrating sieve when it comes to producing a particular food product.

Some of the many food products that are around today which involves the use of a vibrating sieve are coffee and chocolate, which need to be segregated during the grading process. You can also see vibrating screens or sieves being used in chemical factories and other manufacturing establishments.

Vibrating sieves, especially those that are made in China, are highly efficient in the mixing process of various chemicals, iron and other metallic materials and also provide advantages in segregating unneeded dirty water. This is actually a good thing since it helps with the filtration process without involving other harmful chemical agents.

The vibrating sieve is typically used in manufacturing companies that make products that need to be carefully segregated into minute particles. A very good example would be the separation of a certain metallic powders which are needed to help sort out other particles and leave only the purest elements. These elements are set for the next stage of the process or they are packaged for commercial use.


The whole task of separating waste materials from its pure elements is no easy task. It will require precise monitoring and accurate measurements to make it all work. These days, you will notice that there are different variations of sieves. Metal companies are often known to make full use of sieves. The sieves are heavily used in large amounts in processing a large chunk of metallic elements.


The vibrating sieves are typically seen in the mining sector as well as in the food industry. Some examples of commercial products that have undergone the process involving sieves are sugar and rice. Noodles, for instance, is another popular product that makes use of sieves, most particularly in Asian countries such as Japan, China and Korea.

One vibrating sieve, called an electric sieve, can be utilized in various ways. Such sieve is used in splitting a product into two halves with one half being the big chunk and the other into a smaller piece. The smaller half is typically used in the process of grading ingredients as well as removing any contaminants present.

The vibrating sieves are shaped differently depending on how they are being used. A smaller sieve is made for the grading of certain foods while the bigger ones serve an important function in fabric companies and other manufacturing industries. The products that are going to produced needs to be removed of water through the use of a sieve. In most cases, the vibrating sieve is in the form of a square or rectangular screen. The shape and size varies according to what the sieve is going to be used for. There are so many uses for a vibrating sieve, especially in processes for manufacturing.

we are a proffessional vibrating sieve manufacturer and exporter, our main products includes rotary vibrating sieve,linear vibrating sieve,tumbler sieve,ultrasonic vibrating sieve,lab particle-size analyzing sieve which are maining used in powder handling, grading, fraction, de-dusting,dewatering

Wednesday, March 28, 2012

DRAFT Someone’s Gotta Get the Womp Rats

Add a new Institution, reading:
“The Rebels: When a player influences the Rebels, they gain 2 of each Resource. In addition, during the next Cycle, they may not Direct resources at any of the Institutions they Directed resources at this cycle.”

Aims to avoid obvious decision making and parallelism.

Tuesday, March 27, 2012

Proposal: They have enough power

Times out and passes 7-3 ~ southpointingchariot

Adminned at 28 Mar 2012 19:40:37 UTC

If the rule “Institutions” reads the following:

The Legion: When a player Influences the Legion, they gain 2 Power and 1 Marine.

Replace it with:

The Legion: When a player Influences the Legion, they gain 1 Marine.

If the rule “Institutions” reads the following:

No marines may be directed to The Legion. When a player Influences the Legion, they gain 2 Power and 1 Marine.

Replace it with:

No marines may be directed to The Legion. When a player Influences the Legion, they gain 1 Marine.

This way we won’t need the “no marines may be directed towards the legion” rule because directing any marines to the legion would be counter productive, if that rule does pass then I think this will help make the legion a little less over-powered as it is the only institution that gives out marines.

Proposal: Glue in the works

Reached quorum 9 votes to 0. Enacted by Kevan. Note that this wasn’t quick enough to enact before the start of today’s cycle, so all Institutions will remain Unpowered again for the current Cycle.

Adminned at 28 Mar 2012 06:38:34 UTC

In the rule entitled “Institutions”, after the text “Each Institution can be either Powered or Unpowered,” add the following:

Making an Institution Powered is not considered to be modifying it for the purposes of this rule.

Return From Idle: Loen

I’m returning from my long idle state, to compete in the current dynasty and beyond.

Call for Judgment: The Power Of Inactivity

Open for 24 hours, more FOR votes than AGAINST votes (5-4), and quorum of people have voted on it so this passes.—Clucky

SPC will need to update everything because only he knows how many places each player influenced

Adminned at 28 Mar 2012 13:39:13 UTC

When southpointingchariot’s proposal at blognomic.com/archive/can_we_actually_start_playing_at_some_point/ was enacted, the ruleset contained this sentence in rule 2.6 Institutions:

Whenever an Institution is created or modified, it becomes Inactive.

Making all Institutions Inactive is a modification to every Institution, so every Institution should have become Inactive again, so no Institution may have been Influenced at the end of the Cycle.

To make things right, the Net should reset the Gamestate, making everyone’s Credits 10 and everyone’s Marines, Power and Councilmen 0, then award one Credit to every Player for every Institution which they Directed at least one Credit to.
Additionally, the Net may announce that no Player Influenced any Institution, but not how any Players specifically Directed their Resources.

Should I have pointed this out sooner?

Proposal: 1,1,1-trichloroethane

Timed out 5 votes to 5. Failed by Kevan.

Adminned at 28 Mar 2012 06:14:36 UTC

In the rule “Institutions”, replace:

The Legion: When a player Influences the Legion, they gain 2 Power and 1 Marine.

with:

The Legion: No marines may be directed to The Legion. When a player Influences the Legion, they gain 2 Power and 1 Marine.

 

Monday, March 26, 2012

Proposal: High Risk High Reward

Timed out 2 votes to 6 with one unresolved DEF (from the Net). Failed by Kevan.

Adminned at 28 Mar 2012 01:45:35 UTC

Append this text to the rule “Institutions”:

The Casino: All players who direct any amount of resources that is greater than 0 towards the Casino influence it. If there is only one player who influences the Casino during a cycle all of those player’s resources, even those that were not directed towards the Casino, are doubled at the start of the next cycle. If there are multiple players who influence the casino during a cycle all of those players’ resources, even those that were not directed towards the Casino, are halved at the start of the next cycle. No players lose any resources directed towards the casino.

The Casino adds a “high risk high reward” element to the gameplay, if ever there is a player who is really low on resources, they have a chance to jump right back into the game, they just have to read their opponents well.
Also, take note of the following rule: “If both contradicting parts are a Core Rule, or if both of them are a Dynastic Rule, the part with more limited scope applies.”

Proposal: Bringing in the Cadets

Self-killed ~ southpointingchariot

Adminned at 26 Mar 2012 19:32:13 UTC

Append this text to the rule “Institutions”

Training Camp: When a player influences the Training Camp their total number of marines is multiplied by 1.2, this new number, rounded up, is the number of marines added to the player’s total number of marines at the beginning of the next cycle.

This is a way to increase the number of marines you currently possess if you have any at the time, once a few cycles have passed this will help take the pressure off of the other institutions that give marines.
Note that any marines directed towards the training camp are lost.

Proposal: Mutual Fund

Reaches quorum and passes 8-3 ~ southpointingchariot

Adminned at 26 Mar 2012 19:30:01 UTC

In the rule titled “Institutions”, replace

The Bank: When a player influences the Bank, they gain twice the usual number of credits during the restocking that occurs immediately afterward.

with

The Bank: In the restocking that follows each Cycle, all credits Directed at the Bank are returned to the players who Directed them. Additionally, the player who influenced the Bank during that Cycle receives 1 credit for every full 10 credits Directed at the Bank by any player during that Cycle. Additionally, any player who Directed credits at the Bank but did not influence it receives 1 credit for every full 5 credits they Directed at the Bank during that Cycle.

Adding some interest to the Bank, as well as an alternate means of passive credit accumulation. Controlling a popular Bank can be profitable, but an unpopular Bank less so.

Proposal: Surprised no one took advantage of this last time…

Reaches quorum and passes 9-4 ~ southpointingchariot

Adminned at 26 Mar 2012 08:27:03 UTC

If the text

Then, players Restock. Each Player earns 1 Credit for each Institution which they Directed at least one Marine or Credit to but did not Influence that Cycle.

exists in the ruleset, replace it with

Then, players Restock. Each Player earns 1 Credit for each Powered Institution which they Directed at least one Marine or Credit to but did not Influence that Cycle.

 

Currently you can still profit off unpowered Institutions…

Proposal: Grindstone Cowboy

Reaches quorum and fails 3-8 ~ southpoitingchariot

Adminned at 26 Mar 2012 08:26:35 UTC

In the rule “Cycle Resolution”, replace

Then, players Restock. Each Player earns 1 Credit for each Institution which they Directed at least one Marine or Credit to but did not Influence that Cycle. Additionally, each

with

Then, players Restock. Each

It is currently a no-brainer to bid 1 Credit for everything, every Cycle, as you are almost certainly guaranteed to lose that bid, keep the Credit and get a bonus Credit. (And the worst case is merely that everyone else steps back and doesn’t bid, and you win something for a very cheap 1 Credit.) Let’s stop doing that.

Sunday, March 25, 2012

Proposal: Speedy Speedy Speedy

Reaches quorum and fails 1-8 ~ southpointingchariot

Adminned at 26 Mar 2012 08:25:10 UTC

Move the text of rule 2.9 “Fast Track”

Fast Track
Any pending proposal may be failed immediately by any Admin if the Net has voted VETO on it and the word ‘fast’ was in the EVC containing that vote.
If a pending Dynastic Proposal has a number of FOR Votes that exceed or equal Quorum and that same Proposal also has a number of EVC’s with the expression “FAST TRACK”, in all caps, that exceed or equal Quorum, then any Admin may enact tha Proposal, even if it is not the oldest pending Proposal.

To Section 1 “Core Rules”

This seems like it should be in the core rules, as it does not specifically relate to this dynasty and is more of a system mechanic.

The Important of Being…

Please idle me as I’m moving countries.

And also missed the deadline for submitting directions!

Cycle 1 Resolution

After Cycle 1:

Bucky now has 15 credits, 0 marines, 0 councilmen, and 0 power
Clucky now has 15 credits, 0 marines, 0 councilmen, and 0 power
ChronosPhaenon influences the Mine, and now has 12 credits, 0 marines, 0 councilmen, and 5 power
Cpt_Koen influences the Bank, and now has 9 credits, 0 marines, 0 councilmen, and 0 power
Darknight now has 12 credits, 0 marins, 0 councilmen, and 0 power
Josh now has 15 credits, 0 marines, 0 councilmen, and 0 power
Kevan now has 15 credits, 0 marines, 0 councilmen, and 0 power
Klisz and now has 11 credits, 0 marines, 0 councilmen, and 0 power
Murphy now has 15 credits, 0 marines, 0 councilmen, and 0 power
omd now has 12 credits, 0 marines, 0 councilmen, and 0 power
Patrick influences the Courthouse, and now has 8 credits, 0 marines, 0 councilmen, and 1 power
scshunt now has 15 credits, 0 marines, 0 councilmen, and 0 power
Soviet Brendon now has 15 credits, 0 marines, 0 councilmen, and 0 power
Yonah now has 11 credits, 0 marines, 0 councilmen, and 0 power

I do not have time to update the GNDT currently - if someone else wants to help out, that would be great.

Worry Not

I am about to leave for the day - I will likely not return til a few hours after the end of the Cycle. I am still missing Directions from Darknight, Doctor29, and SlamCrackle. The direction receiving seems to be going pretty smoothly - so if you send them and I don’t reply immediately, don’t worry. Remember, the due time is 0000 (12am) *UTC*. That’s 8pm EDT.

Saturday, March 24, 2012

It is Nigh

With less than 20 hours left in the Cycle, the Net has not received Directions from the following players:
ChronosPhaenon
Cpt_Koen
Darknight
Doctor29
omd
Patrick
scshunt
SlamCrackle
Soviet Brendon

Draft: Refactoring the endgame

If a rule titled “The End” exists, then change its text to the following, otherwise create a rule titled “The End” with the following text:

During a Planetary Upheaval:

First, if a single Player has more Councilmen than every other player, that player gains an amount of Power equal to one tenth of the total amount of Power owned by all other players combined.

Then, if a single Player has more Power than every other player, that player has achieved victory. This player is encouraged to explain the cause of the dark Ansible, and the fate of Blogia, in any Declarations of Victory they make in the near future.

If the proposal “Who Will Control Blogia?” passed, then in the rule “Cycle Resolution”, replace the text from “If each claim made” to “Otherwise, a new Cycle begins.” with this text:

If each claim made by the player who influenced the Public last Cycle in their Control message was accurate, a Planetary Upheaval occurs; if no player achieves victory as a result, then a new Cycle begins.

If the proposal “Accessible Ansible” passed, then create a new rule titled “Ansible Transmission” with this text:

If the Ansible is 100% complete, then any Player who has not already done so may broadcast a Transmission (causing a Planetary Upheaval) by posting a blog entry announcing this, with ‘Ansible Transmission’ in the title.

 

Proposal: Who Will Control Blogia?

Reached quorum 9 votes to 2. Enacted by Kevan.

Adminned at 25 Mar 2012 11:50:04 UTC

Add a new instution, reading:

The Public: When a player influences the Public, they lose 1 of each resource they possess at least one of. In addition, during the next cycle, they may send the Net a message containing the word CONTROL, in all caps, listing every institution and a claim as to which Player, or that no player, will influence each institution that Cycle.

In the rule “Cycle Resolution”, replace “Then a new Cycle begins.” with the text:

If each claim made by the player who influenced the Public last Cycle in their Control message was accurate, first, if a single Player has more Councilmen than every other player, that player gains an amount of Power equal to one tenth of the total amount of Power owned by all other players combined.

Then, if a single Player has more Power than every other player, that player has achieved victory. This player is encouraged to explain the cause of the dark Ansible, and the fate of Blogia, in any Declarations of Victory they make in the near future.
Otherwise, a new Cycle begins.

Remove the rule “The End”

Show the people you have what it takes, and the planet will be yours.

New Player: Yonah

I’ve lurked here sporadically since the scam on Kevan’s bad ascension address. I’d like to be initialized at the current index of 10 credits, please.

Proposal: Dark Violet

Reaches Quorum and passes, 11-0 ~ southpointingchariot

Adminned at 25 Mar 2012 07:31:36 UTC

If there is no Institution called “The Black Market”, create one.
Change the Black Market’s description to:

A Player who Influenced the Black Market during the previous Cycle may, at any time, spend 5 + N Credits to increase their Marines by 1, where N is the number of times they have performed this action during the current Cycle.

 

Proposal: Tempoary Buffs

Reaches Quorum and fails, 4-8 ~ southpointingchariot

Adminned at 25 Mar 2012 07:30:55 UTC

Add the following to the list of instiutions:

Magic Fountain: When a player influences the magic fountain, for the purposes of determining Resolution (but not losing Resources after an Instiution is influenced) for the next cycle the number of Credits they Directed counts double.

Proposal: Turns out its really just a deep purple

Reaches Quorum and passes, 8-2 ~ southpointingchariot

Adminned at 25 Mar 2012 07:29:23 UTC

Add the following to the list of instiutions:

The Black Market: When a player Influences the Black Market, until the next cycle begins they spend 5 + N Credits, where N is the number of times they have performed this action during the current cycle, and increase their Marines by 1.

Add a credit->marines option.

Proposal: Éminence grise

Reaches quorum and fails 2-9 ~ southpointingchariot

Adminned at 25 Mar 2012 08:52:23 UTC

Add the following as a subrule to the rule entitled ‘Resources’, called Opprobrium :

Each player additionally has a non-negative statistic, called Opprobrium, which is tracked in the GNDT but is not considered to be a resource. It defaults to zero.

A Player’s Opprobrium is the measure of how unpopular they are with the population of Blogia and the extent to which the population will act to oppose their victory. Whenever a Player’s Opprobrium is greater than 5, any other Player may reduce it by 5 and reduce that Player’s Councilmen by 1, their Marines by 2 or their Power by 5, provided that this does not leave any Player’s Resources with an illegal value.

In the rule entitled ‘Cycle Resolution’, after the sentence that concludes “but not how any Players specifically Directed their Resources,”, add the following:

However, for each Institution, the Net must detail the sum of the difference in quantity between the Legions and Credits Directed by the Player who Influenced that Institution and whichever Player allocated the next greatest amount of each Resource (without identifying those Players). This statistic is referred to as the Institution’s Disproportionality. If the Disproportionality of an Institution would be less than zero, it is instead zero.

In the rule entitled ‘Institutions’, after the sentence that reads: ‘When a Player Influences an Institution, they lose all Resources they Directed at it that Cycle,” add:

They must also, while gaining the benefits of Influencing the Institution as detailed above, gain Opprobrium equal to that Institution’s Disproportionality for the current Cycle, divided by 2 and rounded down.

Add the following as a subrule to the rule entitled ‘Directions’, called False Flags:

when issuing Directions to the Net, a Player may opt not to allocate any resources to any Institutions, and instead specify that they wish to undertake a False Flag operation. If they do so, then they must specify another player and an institution, and a quantity of their own Marines or Credits. If a Player issues a False Flag Direction then they may not issue any further Directions in that cycle; any further Directions submitted must be ignored by the Net.

When Resolving the Cycle, the Net must add any Marines or Credits allocated under a False Flag direction to the allocation of the Player specified in the direction, towards the Institution specified in the direction.

Proposal: Men from the Council

Reaches quorum at 9-2-2 ~ southpointingchariot

Adminned at 24 Mar 2012 18:09:09 UTC

Add a subrule to “Resources” called “The Council”:-

Blogia is governed by the Council of Twelve, whose allegiances may be swayed by the Players. If the total Councilmen of all Players is equal to 12, then no Player’s Councilmen may be increased by the effect of an Institution. (If the total Councilmen of all Players is ever greater than 12, then any Player may invoke an Unmasking and remove one Councilman from every Player who has at least one Councilman.)

Putting a cap on the total number of Councilmen, and a silly error-catching clause to cover someone bringing extra Councilmen back through unidling, or other future effects which would add more than one Councilman at a time.

Friday, March 23, 2012

DRAFT An End of Choice

Add a new instution, reading:

Fate: When a player influences Fate, they lose 1 of each resource they possess at least one of. In addition, during the next cycle, they may send the Net a message containing the word CONTROL, in all caps, listing every institution and which Player, or stating that no player, they claim will influence each institution that Cycle.

In the rule “Cycle Resolution”, replace “Then a new Cycle begins.” with the text:

If each claim made by the player who influenced Fate last Cycle in their Control message was accurate, first, if a single Player has more Councilmen than every other player, that player gains an amount of Power equal to one tenth of the total amount of Power owned by all other players combined.

Then, if a single Player has more Power than every other player, that player has achieved victory. This player is encouraged to explain the cause of the dark Ansible, and the fate of Blogia, in any Declarations of Victory they make in the near future.
Otherwise, a new Cycle begins.

Remove the rule “The End”

No information is coming over the Ansible - but that doesn’t mean that its necessarily broken. Maybe someone has been blacking it out intentionally. Maybe all the other planets were invaded. I think the Players should decide. Plus, this is a cool mechanic IMO - it has some unpredictability to it, but its highly influenced by both a player’s ability to read the game, and the amount of influence that they have on a Cycles outcome - thus its not generally predictable, but is primarily based on how savvy and powerful the guessing player is. This also removes the rule “The End” - if there’s one thing I’ve learned from my time in Aeonomic, its make your order clear ;)

The language is sloppy - input is appreciated.

Proposal: Power It Up

Reaches quorum and passes 12-0 ~ southpointingchariot

Adminned at 24 Mar 2012 16:28:07 UTC

Throughout the dynastic rules, replace “Active” with “Powered” and “Inactive” with “Unpowered”.

Replace “When a new Cycle begins, all Institutions become Powered.” with:

When a new Cycle begins, any Institution which is not Disconnected become Powered, and all other Institutions become Unpowered.

Add a new Institution:

The Reactor: When a player influences the Reactor, they gain 5 credits. In addition, when specifying Directions to the Net, a Player may nominate an Institution to be Disconnected. When a Player influences the Reactor, the Institution they nominated is Disconnected during the next Cycle. The same Institution may not be Disconnected for consecutive Cycles; if a Player nominates an Institution which is Disconnected at the time of their nomination, they are considered to have nominated no Institution.

A further mixing of idea to create the Reactor, which cancels an institution for a cycle.

Logging out

I request to be idled.

I forgot about the blog for so long that I’m surprised it wasn’t done for me.
I’ll be back when I’ve got more time, I love playing with you guys.

Proposal: Accessible Ansible

Times out and fails, 7-7

Adminned at 24 Mar 2012 16:26:50 UTC

Add a new Institution:

The Ansible: The Ansible’s Completion is tracked in this rule: it is currently 0% complete. When specifying a Direction to the Ansible, a Player may include with that Direction an Order of CONSTRUCT or DISMANTLE. If a Player Influences the Ansible with an Order of CONSTRUCT, its Completion is increased by N%, where N is the number of Marines this Player Directed to the Ansible this Cycle. If a Player Influences the Ansible with an Order of DISMANTLE, its Completion is decreased by N%, where N is the number of Marines this Player Directed to the Ansible this Cycle. If ever the Ansible’s Completion is higher than 100%, it is immediately set to 100% instead; if ever it is lower than 0%, it is immediately set to 0% instead.

Reword rule “The End” to:

If the Ansible is 100% complete, any Player may broadcast a Transmission by posting a blog entry announcing this, with ‘Ansible Transmission’ in the title. Then, if the author of the Transmission had never broadcasted before, and if a Player has more Councilmen than every other Player, that Player gains one tenth of the total amount of Power owned by all other players combined.

If the Ansible has broadcast a Transmission in the previous 24 hours and a single Player has more Power than every other Player, then that Player has achieved victory.

Similar to http://blognomic.com/archive/sensible_ansible/ but with a few fixes:
- any Player may broadcast a Transmission, not only the one who has the most Councilmen
- no more problems with percentages, at the wording’s cost
- replaced “to a maximum of 100%” with “If it’s higher than 100%, it is set to 100% instead”

DRAFT: Political Economy

Create a new Rule “Political Economy”, reading:

Whenever a proposal is enacted, its author gains MPI/3 credits, rounded down, .

At any time, a Player who already has exactly 2 Proposals pending may expend MPI/4 credits, rounded up, in order to be allowed to immediately submit another Proposal.

Proposal: Fast Track II

Times out and passes, 7-6 ~ southpointingchariot

Adminned at 24 Mar 2012 14:57:54 UTC

If there is no rule named “Fast Track”, this proposal does nothing.

Append to rule “Fast Track”:

If a pending Dynastic Proposal has a number of FOR Votes that exceed or equal Quorum and that same Proposal also has a number of EVC’s with the expression “FAST TRACK”, in all caps, that exceed or equal Quorum, then any Admin may enact tha Proposal, even if it is not the oldest pending Proposal.

Notice that it’s not a majority of the EVC’s, but a Quorum of EVC’s.

Proposal: Fast Track

Times out and passes, 7-4 ~ southpointingchariot

Adminned at 24 Mar 2012 14:55:09 UTC

Create a new dynastic rule, “Fast Track” with text:

Any pending proposal may be failed immediately by any Admin if the Net has voted VETO on it and the word ‘fast’ was in the EVC containing that vote.

Proposal: Sensible Ansible

Self-killed. Failed by Kevan.

Adminned at 23 Mar 2012 07:32:01 UTC

Add a new Institution:-

The Ansible: The Ansible’s Completion is tracked in this rule: it is currently 0% complete. When specifying a Direction to the Ansible, a Player may include with that Direction an Order of CONSTRUCT or DISMANTLE. If a Player influences the Ansible with an Order of CONSTRUCT, its Completion is increased by the number of Marines the Player Directed to it during this Cycle (to a maximum of 100%). If a Player influences the Ansible with an Order of DISMANTLE, its Completion is decreased by the number of Marines the Player Directed to it during this Cycle (to a minimum of zero).

Reword the rule “The End” to:-

If the Ansible is 100% complete, any Player who has more Councilmen than every other Player may broadcast a Transmission by posting a blog entry announcing this, with ‘Ansible Transmission’ in the title. Upon broadcasting their first Transmission, the broadcasting Player gains one tenth of the total amount of Power owned by all other players combined.

If the Ansible has broadcast a Transmission in the previous 24 hours and a single Player has more Power than every other Player, then that Player has achieved victory.

Having a go at an Ansible endgame mechanic, and humanising the “when a condition is met, some variables change automatically even if nobody realises” to “when a condition is met, a player who meets the criteria may take an action”.

And then there were X

Alda idles out after 11 days of inactivity. Quorum drops to 9.

Thursday, March 22, 2012

Proposal: Ansible Connections

Vetoed. Failed by Kevan.

Adminned at 23 Mar 2012 07:31:39 UTC

Add to rule 2.7 “The End”

The game ends when the ansible is reconnected

Add the following institution to rule 2.6 “Institutions”

The Communications Headquarters[*]: When a player Influences the Communications Headquarters they may roll a DICE20. If the result is a 1, the ansible is reconnected. This is the only way to reconnect the ansible.

I know, technically an illegal category change, but maybe we could not be nit-picky…

Proposal: Redundancies

Vetoed. Failed by Kevan.

Adminned at 23 Mar 2012 05:59:53 UTC

Change

Then, players Restock. Each player earns 1 Credit for each Institution which they Directed Resources at but did not Influence that Cycle. Additionally, each Player earns 1 Credit for each Institution which they Directed at least one Marine or Credit to but did not Influence that Cycle. Additionally, each player who has no Credits and Directed 0 Credits and 0 Marines that Cycle gains 1 Credit.

to read

Then, players Restock. Each player earns 1 Credit for each Institution which they Directed Resources at but did not Influence that Cycle. Additionally, each player who has no Credits and Directed 0 Credits and 0 Marines that Cycle gains 1 Credit.

This removes the redundant clause.

Proposal: Can we actually start playing at some point

Reached quorum 12 votes to 0. Enacted by Kevan.

Adminned at 23 Mar 2012 05:58:38 UTC

Make all institutions active.

Because of the timing of ChronosPhaenon’s proposal, all institutions cannot be influenced this cycle. I think this is over protective - we’ve already waited days to get started.

Now the games seriously begin

To address any confusion, the first Cycle has now begun. This cycle will end at 0000 UTC March 25.

Proposal: Let’s not end the game

Reached quorum 10 votes to 0. Enacted by Kevan.

Adminned at 23 Mar 2012 05:58:03 UTC

Substitute “round” for “game” in rule 2.7 “The End”.

The other proposal has been vetoed but the initial issue is still there.

PROTO Shut It Down

Throughout the dynastic rules, replace “Active” with “Powered” and “Inactive” with “Unpowered”.

Replace “When a new Cycle begins, all Institutions become Powered.” with:

When a new Cycle begins, any Institution which is not Disconnected become Powered, and all other Institutions become Unpowered.

Add a new Institution:

“The Reactor: When a player influences the Reactor, they gain 5 credits. In addition, during the next cycle, they may send the Net a message containing the word SHUTDOWN, in all caps, and the name of an Institution which will be Disconnected during the following Cycle. The same Institution may not be Disconnected for consecutive Cycles; any message which would cause this to occur is ignored entirely.”

A variation on a variation of the Reactor. This removes the caps, but still links with inactivity, while maintaining the protection against consecutive disconnection.

Proposal: Do it with Honor

Timed out 3 votes to 5. Failed by Kevan.

Adminned at 23 Mar 2012 05:57:46 UTC

In the rule “Resources”, replace the text:

Each Player has the following Resources as non-negative integers tracked in the GNDT that default to 0: Credits, Councilmen, Marines, and Power.

With:

Each Player has the following Resources as non-negative integers tracked in the GNDT that default to 0: Credits, Councilmen, Honor, Marines, and Power.

In the rule “Institutions”,replace:

The Courthouse: When a player influences the Courthouse they gain 1 power

With:

The Courthouse: When a player influences the Courthouse they gain 1 power and 1 honor

In the rule “Cycle Resolution”, replace:

If there is none, if one of the Players who Directed the most Marines to that Institution has Directed more Credits than any of the other Players who Directed the most Marines to that Institution, then that Player influences the Institution. If there is none, no Player Influences that Institution.

With:

If there is none, the player who has more honor influences that Institution, if neither player has more honor then if one of the Players who Directed the most Marines to that Institution has Directed more Credits than any of the other Players who Directed the most Marines to that Institution, that Player influences the Institution. If there is none, no Player Influences that Institution.

This makes the Courthouse give out honor, which can be used for tiebreakers.
I didn’t know whether or not I should change the “Inflation” rule in this proposal so I left it out for the time being.

Proposal: Power Play

Vetoed ~ southpointingchariot

Adminned at 22 Mar 2012 20:17:09 UTC

Throughout the dynastic rules, replace “Active” with “Powered” and “Inactive” with “Unpowered”.

Replace “When a new Cycle begins, all Institutions become Powered.” with:-

When a new Cycle begins, any Institutions which are Connected in that Cycle become Powered, and all other Institutions become Unpowered. Then, if fewer than five Institutions are Connected, the Net shall select Unpowered Institutions at random and make them Powered until either five Institutions are Powered or until no further Institutions can become Powered.

Add a new Institution:-

The Reactor. When specifying Directions to the Net, a Player may nominate up to five Institutions for Connection. When a Player influences the Reactor, the Institutions they nominated for Connection during that cycle are considered to be Connected during the next Cycle.

A variation on SPC’s Reactor, formally reducing the decision space by only having five (usually random) Institutions up for auction each Cycle.

Proposal: Make the secrecy policy explicit

Reached quorum at 9-1 ~ southpointingchariot

Adminned at 22 Mar 2012 20:15:23 UTC

In the rule “Cycle Resolution”, insert this paragraph before the paragraph starting with “Then, players Restock”:

The Net should announce which Players Influenced which Institutions, but not how any Players specifically Directed their Resources.

Wednesday, March 21, 2012

DRAFT Social Fission

Append to the rule “Institutions” the text:

The Reactor: When a player influences the Reactor, they gain 5 credits. In addition, during the next cycle, they may send the Net a message containing the word SHUTDOWN, in all caps, and the name of an Institutions which will be ignored for the rule “Cycle Resolution” that Cycle. The same Institution may not be ignored for consecutive Cycles; any message which would cause this to occur is ignored entirely. At the end of each Cycle, the Net is encouraged to post the name of this institution to the Blog.

Though the language is similar to the Courthouse, strategically, its a completely different concept. Basically cancels an institution for a cycle.

Proposal: I Say Legal, You Say Not

Vetoed ~ southpointingchariot

Adminned at 22 Mar 2012 20:08:59 UTC

Append the following text to the rule entitled “Institutions”

The Mob: When a player influences the Mob, all other players with more than 5 credits lose 1 credit. The player who influences the mob then acquires these credits. The player who acquires these credits loses half of that number in power. If the player who influences the mob does not have enough power they do not acquire any credits.

 

This creates the Mob, which allows you to steal credits from other people in exchange for losing some of your power.

DRAFT: The Net is Not a Player

Move the rule “The Net is Not a Player” so it becomes a sub-rule of rule 1.3 Dynasties, with this text:

The Net does not count as a Player for the purposes of any Dynastic Rule, except where a Rule specifically refers to the Net.

In rule 1.7 Victory and Ascension, change

and may optionally specify that the terms Player and Net will be replaced with theme-specific terms throughout the entire ruleset, and/or a number of dynastic rules to keep.

to

and may optionally specify that the terms Player and Net and the title of rule “The Net is Not a Player” will be replaced with theme-specific substitutes throughout the entire ruleset, and/or a number of dynastic rules to keep.

It’s been around for quite a time, and can always be overruled by dynastic rules.

Proposal: Buffering

9-1-1 ~ southpointingchariot

Adminned at 21 Mar 2012 19:56:45 UTC

Append to rule “Institutions”:

Each Institution can be either Active or Inactive. Inactive Institutions are signed with a “*” mark after their names in this rule.

Whenever an Institution is created or modified, it becomes Inactive. When a new Cycle begins, all Institutions become Active.

In rule “Cycle Resolution”, change the text “When an Institution is resolved” to “When an Active Institution is resolved”

Add to rule “Cycle Resolution”, as its fourth paragraph, the text:

When an Inactive Institution is resolved, no player influences it.

Make all Institutions inactive.

Proposal: Let’s End that Round

Self-Killed ~ southpointingchariot

Adminned at 21 Mar 2012 19:55:24 UTC

Substitute “round” for “game” in rule 2.7 “The End”.

Well, I was not planning to use my slots today anyway.

Updating the ruleset

The rule Slavering was passed but is not listed on the ruleset.

Is anybody allowed to make changes to the ruleset if there is an obvious error like so, or does it have to be an admin?

Proposal: I don’t like it on top…

Can’t be enacted without a CoV (1-9-1) ~ southpointingchariot

Adminned at 21 Mar 2012 19:54:20 UTC

Append to rule 3.2 Gamestate Tracking the following:

Players shall be listed in the GNDT in alphabetical order based on their name.

Amend the GNDT so players are listed in alphabetical order based on their name.

 

Not even sure if it’s possible…

Proposal: Advancing

Vetoed ~ southpointingchariot

Adminned at 21 Mar 2012 19:51:07 UTC

Add to rule “The End”:

The end of the game will occur when the Ansible is back on-line.

Still undefined and abstract, but advances spc’s idea of setting a target.

Tuesday, March 20, 2012

Proposal: Fast Veto

Vetoed ~ southpointingchariot

Adminned at 21 Mar 2012 19:50:01 UTC

Append to the rule “Resolution of Proposals” text:

Any pending proposal may be failed immediately by any Admin if the Net has voted VETO on it and the word ‘fast’ was in the EVC containing that vote.

Though eternally controversial, I believe the fast veto will allow for quicker and smoother gameplay. Part of a series of planned reforms to avoid loops, pick up the pace, and address ambiguities.

DRAFT: Buffering

Append to rule “Institutions”:

Each Institution can be either Active or Inactive. Inactive Institutions are signed with a “*” mark after their names in this rule.

Whenever an Institution is created or modified, it becomes Inactive. When a new Cycle begins, all Institutions become Active.

In rule “Cycle Resolution”, change the text “When an Institution is resolved” to “When an Active Institution is resolved”

Add to rule “Cycle Resolution”, as its fourth paragraph, the text:

When an Inactive Institution is resolved, no player influences it.

Make all Institutions inactive.

Proposal: Taking It to the Top

Reached quorum at 9-3 ~ southpointingchariot

Adminned at 20 Mar 2012 21:37:29 UTC

Append the following text to the rule entitled “Institutions”

The Courthouse: When a player influences the Courthouse they gain 1 power. In addition, during the next cycle, they may send the Net a message containing a list of institutions, each with a Player whose Direction will be ignored for that institution that Cycle. The same player may not be ignored for multiple insitutions in a Cycle; any message which would cause this to occur is ignored entirely. At the end of each Cycle, the Net is encouraged to post this list to the Blog.

They say the third time’s the charm…
This creates the Courthouse, which allows your to ban players from bidding on certain institutions.

Proposal: Military Industrial Complex

Self-killed ~ southpointingchariot

Adminned at 20 Mar 2012 21:28:49 UTC

Change, in the rule “Institutions” the text:

The Legion: When a player Influences the Legion, they gain 2 Power and 1 Marine.

to

The Legion: When a player Influences the Legion, if they directed no marines to the Legion that cycle, they gain 2 Power and 1 Marine.

Append to the same rule the text:

The Rebels: When a player Influences the Rebels, if they directed no marines to the Rebels that cycle, they gain 2 Marines and lose 1 Power and 1 Councilman.

If the majority of EVCs on this proposal include the text “I thought that might be confusing”, change, in the rule Directions, the text

A Player may not Direct more Resources than they have

to

A player may not, in a single Cycle, Direct more than they possess of any Resource to all Institutions combined.

Part of a series of planned reforms to avoid loops, pick up the pace, and address ambiguities.

Another thing that should get fixed but I’m not sure how…

Anyone have a clever way of locking down the insitutions at the start of the round? Currently we could propose a new instiution, have it added to the ruleset 10 minutes before the round ends, and only a couple of people would have time to influence it. Even if we assume our admins won’t cheat (i.e. hold off passing a proposal until only they can have the time to send the influence PM) its still a problem.

“Players may only direct resources to instiutions which existed at the start of the cycle” sorta works, but the effect of an instiution might change. Can’t figure out a better solution that isn’t super messy though. Like, we could have a “Pending instiutions” rule and an “Instiutions” rule, and copy pending instiutions to instiutions each cycle. But wording that right would be a pain…

This isn’t gonna be stable…

Anyone else think the whole “get a credit for everything you direct resources to but don’t influence” is going to be problematic? I see no reason why I shouldn’t direct a credit everywhere. I’ll probably just get +N credits where N is the number of institutions, but thats far better than nothing. At worst, no one else directed resources at an institution and then I win it, which actually makes it pretty good…

fix ideas: on ties for the most, you lose your bid but don’t win
limit the number of credits you can earn that way
??? thats where you guys come in

Proposal: Breaking Down Monopolies before they begin

Can’t be enacted without a CoV . 2-9 (2-7-2) ~~ChronosPhaenon

Adminned at 20 Mar 2012 19:39:14 UTC

Add the following to the list of Institutions:

The Mountain Top: When a Player influences the The Mountain Top, if they Directed 0 Credits and 0 Marines at every other Institution for that Cycle, they gain X Marines where X is the number of Players who Directed a non-zero number of Credits or Marines to The Mountain Top for that Cycle.

If the only way to get troops is through influencing things, then if one person has troops and no one else does and they can influence every area that generates troops, they’ll get a stranglehold on troops until a new troop source is added (they can only send one troop to each area and influence because no one else has any troops). This provides a troop source that only people who don’t get troops from another source, preventing any player from getting *all* the troops in a given round. (unless of course people tie)

Monday, March 19, 2012

Proposal: High Risk High Reward

Third pending proposal at the same time -Klisz

Adminned at 18 Mar 2012 20:55:13 UTC

Append this text to the rule “Institutions”

The Casino: More than one player may influence this institution. All players who direct any amount of resources that is greater than 0 towards the Casino influence it. If there is only one player who influences the Casino during a cycle all of those player’s resources, even those that were not directed towards the Casino, are doubled at the start of the next cycle. If there are multiple players who influence the casino during a cycle all of those players’ resources, even those that were not directed towards the Casino, are halved at the start of the next cycle. No players lose any resources directed towards the casino.

This will add an element of risk to the game, it will also give players who are struggling a chance to get back into the game.

Proposal: Once you go black you’d better go back

Vetoed. ~~ChronosPhaenon

Adminned at 20 Mar 2012 19:38:37 UTC

Create a new rule entitled “Protecting the Eyes” reading:

The colour black may not be used as a background colour for the domain blognomic.com at any point during this dynasty.

My eyes! They burn!

Proposal: This usually makes things easier

Reaches quorum, 10-0 -Klisz

Adminned at 20 Mar 2012 18:59:27 UTC

Make southpointingchariot an Admin.

Proposal: Inflation

Times out and passes, 6-5 -Klisz

Adminned at 20 Mar 2012 18:58:13 UTC

Create a new rule, titled “Inflation”, reading:

When a new cycle begins, the Market Price Index (MPI) will be calculated with the formula MPI = (Cr + Po + Ma + Cm)/Pl, rounded up, where Cr is the total sum of Credits of all Players, Po is the total sum of Power of all Players, Ma is the total sum of Marines of all Players, Cm is the total sum of Councilmen of all Players and Pl is the number of unidle Players. The MPI will be tracked in the GNDT in the “Credits” field of the Net.

If there is not a rule called “New Money”, add a new subrule to the rule “Resources” and call it “New Money” with no text.

Set the text of rule “New Money” to:

New Players start with MPI Credits.

Proposal: New Blood

Times out and fails, final vote 4-7 -Klisz

Adminned at 20 Mar 2012 18:57:20 UTC

Add a new subrule to the rule “Resources”.  Call it “New Money” and give it the following text:

New Players start with either 10 Credits or an amount of Credits equal to the highest Power among Players (whichever is higher).

Timing is everything

As there is apparently some confusion, we are not yet in a cycle - unless my proposal passes, the first cycle will begin at 0000 UTC on March 22nd, meaning that the first Influencing will happen at 0000 UTC on March 25th.

Proposal: Slavering

Reaches quorum 9-3 and is enacted. -scshunt

Adminned at 19 Mar 2012 15:15:08 UTC

Add to the list of Institutions:

The Slave Pits: No Credits may be directed to the Slave Pits. When a player Influences the Slave Pits, they gain 2 Power and 2 Credits.

DRAFT High Risk High Reward

Append this text to the rule “Institutions”

Training Camp: When a player influences the Training Camp their number of marines is multiplied by 1.3, this new number, rounded up, is the number of marines added to the player’s total number of marines at the beginning of the next cycle.

Append this text to the rule “Institutions”

The Casino: All players who direct any amount of resources that is greater than 0 towards the Casino influence it. If there is only one player who influences the Casino during a cycle all of those player’s resources, even those that were not directed towards the Casino, are doubled at the start of the next cycle. If there are multiple players who influence the casino during a cycle all of those players’ resources, even those that were not directed towards the Casino, are halved at the start of the next cycle. No players lose any resources directed towards the casino.

We will soon have a way to increase the amount of credits by a factor (The Bank), the Training Camp will allow us to increase the amount of marines by a factor as well.
The Casino adds a “high risk high reward” element to the gameplay, if ever there is a player who is really low on resources, they have a chance to jump right back into the game, they just have to read their opponents well.
Let me know what you think.

Proposal: Usury

Reached quorum at 9-5 -Klisz

Adminned at 19 Mar 2012 10:01:05 UTC

Append this text to the rule titled “Institutions”:

The Bank: When a player influences the Bank, they gain twice the usual number of credits during the restocking that occurs immediately afterward.

 

Sunday, March 18, 2012

Proposal: Why are we waiting 3 days?

Vetoed -Klisz

Adminned at 19 Mar 2012 09:59:54 UTC

Change the rule “Cycles” to read:

The game proceeds by Cycles, with each cycle lasting 72 hours. The first Cycle will begin after the first 0000 UTC after the creation of this rule.

Resolution occurs at the end of a cycle, so there’s no need to wait around. Whoever wrote that rule is an idiot…

Proposal: Blogia Reform

Reached quorum, final vote 9-3 -Klisz

Adminned at 19 Mar 2012 09:56:32 UTC

Change, in the rule “Cycle Resolution”, the text:

When an Institution is resolved, if any Player Directed any Marines at that Institution that Cycle, then the Player who directed the most Marines at the Institution that Cycle Influences that Institution. Otherwise, the Player that Directed the most Credits at that Institution that Cycle Influences it. If no player directed any Marines or Credits at that Institution that Cycle, or there is a tie, no player Influences it.

to:

When an Institution is resolved, it is Influenced by the Player who Directed more Marines to that Institution than any other Player, provided there is one. If there is none, if one of the Players who Directed the most Marines to that Institution has Directed more Credits than any of the other Players who Directed the most Marines to that Institution, then that Player influences the Institution. If there is none, no Player Influences that Institution.

In the same rule, change the text:

Each player earns 1 Credit for each Institution which they Directed Resources at but did not Influence that Cycle. Additionally, each player who has no Credits and Directed no Resources that Cycle gains 1 Credit.

to:

Each Player earns 1 Credit for each Institution which they Directed at least one Marine or Credit to but did not Influence that Cycle. Additionally, each player who has no Credits and Directed 0 Credits and 0 Marines that Cycle gains 1 Credit.

Adds some useful clarification.

Proposal: Shutting You Down from the Top

Vetoed. -scshunt

Adminned at 18 Mar 2012 21:37:43 UTC

Append the following text to the rule entitled “Resources”

The Courthouse: When a player influences the Courthouse they gain 1 power. In addition, during the next cycle, they may send the Net a message containing a list of institutions, each with a Player whose Direction will be ignored for that institution that Cycle. The same player may not be ignored for multiple insitutions in a Cycle; any message which would cause this to occur is ignored entirely. At the end of each Cycle, the Net is encouraged to post this list to the Blog.

Append the following text to the rule entitled “Resources”

The Mob: When a player influences the Mob all other players lose 25% of their total credits at the start of the next cycle. The player who influenced the Mob then gains half of these credits and loses 10% of that number of credits in Power. If the player does not have sufficient Power this institution has no effect during the cycle.

This creates two new institutions, the Courthouse, which allows you to ban players from bidding on certain institutions, and the Mob, which allows you to steal credits from other people in exchange for losing some of your power.

DRAFT Blogia Reform

Change, in the rule “Cycle Resolution”, the text:

When an Institution is resolved, if any Player Directed any Marines at that Institution that Cycle, then the Player who directed the most Marines at the Institution that Cycle Influences that Institution. Otherwise, the Player that Directed the most Credits at that Institution that Cycle Influences it. If no player directed any Marines or Credits at that Institution that Cycle, or there is a tie, no player Influences it.

to:

When an Institution is resolved, it is Influenced by the Player who Directed more Marines to that Institution than any other Player, provided there is one. If there is none, if one of the Players who Directed the most Marines to that Institution has Directed more Credits than any of the other Players who Directed the most Marines to that Institution, then that Player influences the Institution. If there is none, no Player Influences that Institution.

In the same rule, change the text:

Each player earns 1 Credit for each Institution which they Directed Resources at but did not Influence that Cycle.

to:

Each Player earns 1 Credit for each Institution which they Directed at least one Marine or Credit to but did not Influence that Cycle.

Flavour:

Some concerns have been raised about potential ambiguity in some of the starting rules. Rather than fight about what or is not unclear and the details of existential nomic philosophy, I have cleaned up the language in order to at best prevent scams and at worst help make things clear. Some of this will conflict with Bucky’s current proposal - before I propose, I’ll check and see if it looks set to pass, and if so will adjust my wording to include his.

Proposal: Anti-Extinction

Quorums 10-0 and is enacted. -scshunt

Adminned at 18 Mar 2012 16:13:22 UTC

If the Rule “Cycle Resolution” contains the text

Each player earns 1 Credit for each Institution which they Directed Resources at but did not Influence that Cycle.

change it to

Each player earns 1 Credit for each Institution which they Directed Resources at but did not Influence that Cycle.  Additionally, each player who has no Credits and Directed no Resources that Cycle gains 1 Credit.

With another proposal giving a way to take away resources, and the possibility of winning the wrong bid leaving someone with nothing to bid, this ensures that nobody ends up permanently disabled.  Skipping a cycle is, I feel, enough of a penalty to keep it from being abused.

De-idling

I would like to de-idle as well.

Unidle Request

Well, it has sure been a while! I was sitting thinking, wondering what I should do with the spare time I finally have. I have a friend who wants to be a lawyer, and I was talking to her, recoominding she try Nomic. This, of course, made me remember BlogNomic and here I am. Never let me tell stories, you see how bad I am at it.

Proposal: Do it with Honor

Self-killed. -scshunt

Adminned at 17 Mar 2012 19:28:54 UTC

If the proposal titled “Blogia” fails, this proposal does nothing.

Change the rule entitled “resources” which currently reads:

Each Player has the following Resources as non-negative integers tracked in the GNDT that default to 0: Credits, Councilmen, Marines, and Power.

To make it read:

Each Player has the following Resources as non-negative integers tracked in the GNDT that default to 0: Credits, Councilmen, Honor, Marines, and Power.

Furthermore, amend the following text to the rule entitled “Institutions”:

The Courthouse: When a player influences the Courthouse they gain 1 power and 1 honor. In addition, they may put any amount of any combination of resources into the courthouse and that same amount and combination of resources will be halved and taken away from another player of their choosing during the next cycle, if the amount of resources of the targeted player should become less than 0 it will instead revert to 0.

Proposal: Blogia

Quorum 10-1. Enacted. -scshunt

Adminned at 17 Mar 2012 19:28:38 UTC

Retitle the rule “Koen’s Band” as “The Net Is Not a Player”.

Create a new rule “Cycles” that reads:

The game proceeds by Cycles, with each cycle lasting 72 hours. The first Cycle will begin 72 hours after the first 0000 UTC after the creation of this rule.

Create a new rule entitled “Resources” that reads:

Each Player has the following Resources as non-negative integers tracked in the GNDT that default to 0: Credits, Councilmen, Marines, and Power.

Create a new rule entitled “Directions” that reads:

At anytime, any Player may issue a Direction in a private message to the Net indicating which of their resources are being allocated to each Insitution that Cycle. A Player may not Direct more Resources than they have; any Direction violating this is ignored entirely, although the Net is encouraged to inform the directing Player of this. If Players issue multiple Directions during a Cycle, all but the last is ignored.

Create a new rule entitled “Cycle Resolution” that reads:

At the end of each Cycle: 

First, each Institution is Resolved in the order that they are defined in the Ruleset.

When an Institution is resolved, if any Player Directed any Marines at that Institution that Cycle, then the Player who directed the most Marines at the Institution that Cycle Influences that Institution. Otherwise, the Player that Directed the most Credits at that Institution that Cycle Influences it. If no player directed any Marines or Credits at that Institution that Cycle, or there is a tie, no player Influences it.

Then, players Restock. Each player earns 1 Credit for each Institution which they Directed Resources at but did not Influence that Cycle.

Then a new Cycle begins.

Create a new rule entitled “Institutions”, reading:

The following Institutions operate in Blogia:

The Mine: When a player Influences the Mine, they gain 5 Power.
The Council: When a player Influences the Council, they gain 1 Power and 1 Councilman.
The Legion: When a player Influences the Legion, they gain 2 Power and 1 Marine.

When a Player Influences an Institution, they lose all Resources they Directed at it that Cycle.

Create a new rule “The End” which reads:

At the end of the game, first, the Player with the most Councilmen gains one tenth of the total amount of Power owned by all other players combined.

Then, the Player with the most Power wins.

Give each Player 10 Credits

This introduces the central mechanics - Direction and Institutions. Expand and play!

Ascension Address: Here We Go Again

Welcome to our planet….

This is Blogia, the 99th Colony of the Once and Future Empire. Blogia is an enormous dark planet, located lightyears from its nearest neighbor. Though remote, the soil is rich, and colony’s minerals bring in a substantial income from across the galaxy.

The Colony has received orders and conducted discussions with the Empire via the Ansible, a method of communication which can move information faster than light. As the most talented and savvy citizens, you have risen to positions of power: bureaucrats, businessmen, clergy. You are the Power Players of Blogia.

But suddenly, the Ansible has gone dark. Nothing coming in, no response going out. It is unclear whether technical failure, invasion, or sabotage is to blame. Without the Ansible, citizens must now use the antiquated Net for communication. More gravely, without contact with the Empire, the colony’s balance of power has begun to disintegrate. Now the real games begin. Who will control Blogia?

————————————————————————————————————————————————————————————————————————————
Replace Musician with Player. Replace Frontman with Net. Repeal all dynastic rules except “Koen’s Band”.

Ground rules (please avoid these so I can avoid vetoes): Randomness, actions that don’t sync with the 72 hour direction cycle, anything involving Marco Materazzi.

screw rules lawyers

I’m passing off the emperor role to Southpointingchariot. Or do I need to call him “southpointingchariot” and say “Frontman rule” to make this legal?

Saturday, March 17, 2012

Processed

Welcome to BlogNomic, SlamCrackle!

Additionally, I have de-idled spc, Soviet Brendon, omd, and myself. Clucky’s handoff to spc was illegal as he was idle.

There are now 16 Musicians, Quorum is 9.

Proposal: bUsury

Illegal—-We are in hiatus. -scshunt

Adminned at 16 Mar 2012 19:51:05 UTC

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

Append this text to the rule titled “Institutions”:

The Bank: When a player influences the Bank, they gain 1.5 times the usual number of credits during the next restocking.

 

Proposal: Blogia

Illegal—-Not a Musician, and we are in hiatus. -scshunt

Adminned at 16 Mar 2012 19:50:45 UTC

Retitle the rule “Koen’s Band” as “The Net Is Not a Player”.

Create a new rule entitled “Resources” that reads:

Each Player has the following Resources as integers tracked in the GNDT that default to 0: Credits, Councilmen, and Marines.

Create a new rule entitled “Deployment” that reads:

At anytime, any player may send the Net an email at .(JavaScript must be enabled to view this email address) listing how they are deploying their resources between the Institutions. If players send the net multiple deployments, only their last deployment will be considered valid.

Create a new rule entitled “Resolution” that reads:

Every 72 hours, strating from the first 0000 UTC after the creation of this rule, deployments are resolved.

First, each institution is resolved in the order listed in the rule Institutions. If any player deploys any Marines to an insitution, the player who deployed the most Marines influences it. Otherwise, the player that deploys the most Credits to an institution influences it. If no player deploys any Marines or Credits to an institution, or their is a tie, no player influences it. When a player wins an Institution, they lose the items they deployed and undergo the effects described in the rule Institutions; all other deployments are returned to their owners.

Then, players restock. Each player earns 1 Credit for each institution they deployed resources tobut did not win.

Create a new rule entitled “Institutions”, reading:

The following Institutions operate in Blogia:

The Mine: When a player influences the Mine, they gain 5 Power.
The Council: When a player influences the Council, they gain 1 Power and 1 Councilman.
The Legion: When a player influences the Legion, they gain 2 Power and 1 Marine.

Create a new rule “The End” which reads:

At the end of the game, first, the player with the most Councilmen gains one tenth of the total amount of Power owned by all other players combined.

Then, the player with the most Power wins.

Give each player 3 Credits

This introduces the central mechanics - Deployment and Institutions. Expand and play!

Ascension Address: The Game Begins

Not to the AA category; not posted by the Frontman. -scshunt

Adminned at 16 Mar 2012 19:52:53 UTC

Welcome to our planet….

This is Blogia, the 99th Colony of the Once and Future Empire. Blogia is an enormous dark planet, located lightyears from its nearest neighbor. Though remote, the soil is rich, and colony’s minerals bring in a substantial income from across the galaxy.

The Colony has received orders and conducted discussions with the Empire via the Ansible, a method of communication which can move information faster than light. As the most talented and savvy citizens, you have risen to positions of power: bureaucrats, businessmen, clergy. You are the Power Players of Blogia.

But suddenly, the Ansible has gone dark. Nothing coming in, no response going out. It is unclear whether technical failure, invasion, or sabotage is to blame. Without the Ansible, citizens must now use the antiquated Net for communication. More gravely, without contact with the Empire, the colony’s balance of power has begun to disintegrate. Now the real games begin. Who will control Blogia?

————————————————————————————————————————————————————————————————————————————
Replace Musician with Player. Replace Frontman with Net. Repeal all dynastic rules except “Koen’s Band”.

Ground rules (please avoid these so I can avoid vetoes): Randomness, actions which don’t sync with the 72 deployment cycle, anything involving Zinedine Zidane.

De Idling

This is a post.

PROTO/DRAFT/THING

Ascension Address
This is Blogia, the 99th Colony of the Once and Future Empire. Blogia is an enormous dark planet, located lightyears from its nearest neighbor. Though remote, the soil is rich, and colony’s minerals bring in a substantial income from across the galaxy.

The Colony has received orders and conducted discussions with the Empire via the Ansible, a method of communication which can move information faster than light. As the most talented and savvy citizens, you have risen to positions of power: bureaucrats, businessmen, clergy. You are the Power Players of Blogia.

But suddenly, the Ansible has gone dark. Nothing coming in, no response going out. It is unclear whether technical failure, invasion, or sabotage is to blame. Without the Ansible, citizens must now use the antiquated Net for communication. More gravely, without contact with the Empire, the colony’s balance of power has begun to disintegrate. Now the real games begin. Who will control Blogia?

Replace Musician with Player. Replace Frontman with Net. Repeal all dynastic rules except “Koen’s Band”.

Flavour: Ground rules (please avoid these so I can avoid vetoes): Randomness, actions which don’t sync with the 72 deployment cycle anything involving Zinedine Zidane.

Proposal: Blogia
Retitle the rule “Koen’s Band” as “The Net Is Not a Player”.

Create a new rule entitled “Resources” that reads:
“Each Player has the following Resources as integers tracked in the GNDT that default to 0: Credits, Councilmen, and Marines.

Create a new rule entitled “Deployment” that reads:
“At anytime, any player may send the Net an email at .(JavaScript must be enabled to view this email address) listing how they are deploying their resources between the Institutions. If players send the net multiple deployments, only their last deployment will be considered valid.”

Create a new rule entitled “Resolution” that reads:
“Every 72 hours, strating from the first 0000 UTC after the creation of this rule, deployments are resolved.

First, each institution is resolved in the order listed in the rule Institutions. If any player deploys any Marines to an insitution, the player who deployed the most Marines influences it. Otherwise, the player that deploys the most Credits to an institution influences it. If no player deploys any Marines or Credits to an institution, or their is a tie, no player influences it. When a player wins an Institution, they lose the items they deployed and undergo the effects described in the rule Institutions; all other deployments are returned to their owners.

Then, players restock. Each player earns 1 Credit for each institution they deployed resources tobut did not win.”

Create a new rule entitled “Institutions”, reading:
“The following Institutions operate in Blogia:

The Mine: When a player influences the Mine, they gain 5 Power.
The Council: When a player influences the Council, they gain 1 Power and 1 Councilman.
The Legion: When a player influences the Legion, they gain 2 Power and 1 Marine.”

Create a new rule “The End” which reads:
‘At the end of the game, first, the player with the most Councilmen gains one tenth of the total amount of Power owned by all other players combined.

Then, the player with the most Power wins.”

Give each player 3 Credits”

Flavour : This introduces the central mechanics - Deployment and Institutions. Expand and play!”

I wanted to get input before posting formally late tonight, as not many were on IRC. Please let me know your thoughts, preferably thoughts that are more than “eh, the idea doesn’t seem that great to me do something totally different.”

Unidle

I wish to be re-unidled…

Deidle

I request to be deidled.

Story Post: Mantel Passing

Per not having the time to run the dynasty I want to run right now, I’m passing the mantel. Southpointingchariot had the most exciting dynasty idea so I’ll pass the mantel to him

Plus this way I can win again and get to run Dynasty 100 =D

Friday, March 16, 2012

A Nomic for all

Hi all; I’ve been a silent follower of BlogNomic for a wee bit and would like to join the fun this dynasty. Will you have me?

The sounds of silence

I also de-idle.

A post stating my intent to play

Hey everyone, I’m new here and I see you’re about to start a new dynasty. Mind if I join? :)

I de-idle

Quorum remains 5.

Who all wants to run a dynasty?

The next dynasty I want to run is a retry of my Monkey dynasty that I ran out of time to run back in the day. But its mechanic was kinda similar to the taxicab dynasty, so I wanted to wait a few more dynasties to run it so was planning on passing off the mantel for now.

I know DK wants to run a dynasty, but in terms of fairness I’ll let people pitch ideas here and then pick one tonight =) (Also like, if you guys are actually cool with doing the monkey dynasty now feel free to mention that too. the basic idea would be to start with the basics of the line, dance moves, and maybe hammers and NPCs but then let the dynasty evolve a new course from there)

Thursday, March 15, 2012

Declaration of Victory: ...Next Time Won’t You Sing With Me?

12 hours have passed. The Frontman has voted on it. No against votes. Quorum reached. So this passes—Clucky

Adminned at 15 Mar 2012 11:25:12 UTC

I got 10 fame then made a post where I correctly guessed someone who is not the same style as me and someone who is. Per rule 2.8 I achieved victory.

Now I know my ABCs…

Ch comes before Cl alphabetically Koen. As such, due to Chronos getting 7 fame, I actually should’ve gotten all that fame and hit 10 on 33.

As such, I need to guess people for the win.

My style is Techo
Greytyphoon does not share my style, he is Rock
Darknight shares my style, he is Techno

A lot of dice rolls (and maybe, the end)

Alda_0, Bucky_2, Clucky_4, Chronos_0, Darknight_2, Greytyphoon_1, Josh_-1.

After ten rolls: 6 7 1 2 3 7 1 6 4 4
Alda_2, Bucky_3, Clucky_5, Chronos_2, Darknight_2, Greytyphoon_3, Josh_1.

After twenty rolls: 2 4 3 3 2 2 7 1 3 7
Alda_3, Bucky_6, Clucky_8, Chronos_3, Darknight_2, Greytyphoon_3, Josh_3.

After thirty rolls: 6 6 6 3 6 5 4 5 4 6
Alda_3, Bucky_6, Clucky_9, Chronos_5, Darknight_4, Greytyphoon_8, Josh_3.

After thirty-four rolls: 1 6 4 4
Alda_4, Bucky_6, Clucky_9, Chronos_7, Darknight_4, Greytyphoon_9, Josh_3.

After thirty-six rolls: 2 7
Alda_4, Bucky_7, Clucky_9, Chronos_7, Darknight_4, Greytyphoon_9, Josh_4.

After thirty-seven rolls: 5
Alda_4, Bucky_7, Clucky_9, Chronos_7, Darknight_5, Greytyphoon_9, Josh_4.

After thirty-eight rolls: 6
Alda_4, Bucky_7, Clucky_9, Chronos_7, Darknight_5, Greytyphoon_10, Josh_4.

A Musician has now 10 Fame and that Musician is Greytyphoon.

Greytyphoon must make a post containing the name of one Musician who shares their style (or the assertion that no Musician shares their style), followed by the name of one Musician who doesn’t share their style (or the assertion that no Musician shares their style).

If both guesses are correct, Greytyphoon will achieve victory.

 

Don’t forget you can pass the role to Clucky (or to anyone else) if you don’t want to be the Frontman.

Sunday, March 11, 2012

Malware Cleanup

Just to say that I’ve waved a magic script over the 1,400 files that were affected by whatever exploit hit the BlogNomic server. As far as I can tell, this should stop the redirect problem, but if it hasn’t (or if it comes straight back), let me know.

Sunday, March 11, 2012

Proposal: Proper probabilities (and a lot more dice rolling, duh)

Times out and passes 6-1, unfortunately. -Bucky

Adminned at 13 Mar 2012 16:24:30 UTC

If the Proposal “Proper Ending” is enacted, this one does nothing.

Otherwise, create a dynastic rule named “Negatives and nulls shouldn’t be discriminated against” reading:

As soon as is practical after this rule has been created, and until a Musician’s Fame has reached 10, the Frontman must repeat the following actions:
- Roll a DICEN, where N is the number of Musicians; let K be the result.
- Add 1 to the Kth Musician’s Fame, where Musicians are sorted alphabetically.

All dice must be rolled within the GNDT; however, for conveniency issues, the Frontman may roll the dice ten by ten; if too many dice are rolled, the extra rolls are ignored.

Then, the Musician whose Fame is 10 must make a post containing the name of one Musician who shares their style (or the assertion that no Musician shares their style), followed by the name of one Musician who doesn’t share their style (or the assertion that no Musician shares their style).

If both guesses are correct, that Musician then achieves Victory.

This looks much fairer to me.

Proposal: Proper Ending

Times out and fails 4-3. -Bucky

Adminned at 13 Mar 2012 16:20:58 UTC

Add a new rule called “Endgame” and give it the following text:

The Frontman should once construct a list of musicians, sorted alphabetically by name, where each musician appears on the list a number of times equal to their fame. (If their fame is negative or zero, they do not appear on the list). The Frontman must then roll a DICEN where N is the number of entries on said list. The Frontman must then cause the musician in the Xth spot in said list where X is the result of the DICEN to achieve victory by making a blog post saying so.

Proposal: Victory is a fungible concept

Self-Killed. -Bucky

Adminned at 13 Mar 2012 16:18:54 UTC

On the grounds that Josh has the least fame, and thus most likely the greatest incentive to cut his hair, put the childish dreams of rock and roll behind him, get a proper job, buy a house and live a life of quiet contentment and modest success, by the passage of this proposal Josh has achieved victory in this dynasty.

Brazen, I know, but if you don’t try you don’t know.

In general I dislike ending dynasties by proposal, but I think we can probably all agree that this one isn’t going to be straightforward to fix.

Monday, March 05, 2012

Protosal: Fanboying

Create a subrule to rule 2.5.1 “Tour”, named “Attending a Tour”, which contains the following text:

Any musician may Attend a Tour by posting a comment to it that contains the arrow icon and the name of the musician they respect at the moment. If a musician X, that was part of the Tour, gains or loses Fame as a result of the Tour, then any musician who Attended the Tour and was respecting X gains or loses as much Fame as X.
A musician may not attend the same Tour twice.
A musician may not attend a Tour that is not pending.
A band member may not attend a Tour.

Create a subrule to rule 2.5.2 “Jam Session”, named “Attending a Jam Session”, which contains the following text:

Any musician may Attend a Jam Session by posting a comment to it that contains the arrow icon and the name of the musician they respect at the moment. When a musician Y, who is a member of a Jam Session, is informed of the Style of musician Z as a result of the Jam Session, then any musician who attended the Jam Session and was respecting Y is informed of the style of musician Z as well.
A musician can not attend the same Jam Session twice.
A musician can not attend a Jam Session that has ended.
A musician can not attend a Jam Session if they could join the Jam Session.

Create a subrule to 2.5.3 “Cover Show”, named “Attending a Cover Show”, which contains the following text:

Any musician may Attend a Cover Show by posting a comment to it that contains the arrow icon and the name of the musician they respect at the moment. If a musician X, who is a member of the Cover Show, gains or loses Fame as a result of the Cover Show, then any musician who Attended the Cover Show and was respecting X gains or loses as much Fame as X.
A musician may not attend the same Cover Show twice.
A musician may not attend a Cover Show that is not pending.
A musician may not attend a Cover Show if they could join the Cover Show.

Reasons why this is a protosal:
1- Is it even possible, on the engine we are using, to create rule 2.5.1.1 ? How deep can we go?
2- The rewards seems huge, but I didn’t have any other ideas at the moment.
3- It’s a lot of information, so input from other players is appreciated, and will likely help this pass when it’s officially posted.

Monday, March 05, 2012

Traffic Jam Session

I’m a fan of Rock, if you’re wondering. What do you like?

The pun in the title was punrelated.

Saturday, March 03, 2012

Rock, Roll and Sex’n'Drugs

Good evening, Blognomic!
Got room for another player in your band?

Saturday, March 03, 2012

Proposal: More versatile assets

Timed out and passed, 5-2. Josh

Adminned at 05 Mar 2012 01:35:13 UTC

In rule “Assets”, rewrite the second paragraph so it reads:

If a Hanger On possesses an Asset which no Band Member possesses, then that Hanger On may change the Respect of any Band Member to any other Musician, so long as this does not change any Musician’s Respect or Grievance to an illegal value (as set out in the rule entitled “Respect and Grievance”). A Musician may only change the Respect of one Musician via this rule in each 48 hour period.

Friday, March 02, 2012

Proposal: Random fix

Quorum at 4-0. You are welcome. ~~ChronosPhaenon

Adminned at 02 Mar 2012 18:16:08 UTC

Append the following sentence to the second paragraph of rule 2.3 “In the Band”:

When more than one Musician become Band Members this way, they are considered to have become Band Members simultaneously.

For instance, Josh was added to the Band first. Josh respects Bucky; Bucky must become a Band Member as well. It hasn’t mattered because Bucky had been selected by the dice anyway, though.

(Also thank you Chronos for the enactment of the three long-pending proposals.)