Tuesday, May 01, 2012

Call for Judgment: Hey wait a minute

Timed out after 48 hours with 3 FOR, 1 AGAINST and 1 abstention. EVC clause did not trigger. Enacted by Kevan.

Adminned at 04 May 2012 02:53:50 UTC

In The Reactor, replace “the Institution they nominated is Disconnected during the next Cycle” with “the Institution they nominated is Disconnected for the duration of the next Cycle”. Do not Unpowered The Reactor as a result of this change.

Set the Watchtower to be Powered and not Disconnected. Do not Unpower the Watchtower as a result of this change.

If a majority of the EVCs on this post contain the text “I guess that’s fair” and Clucky has at least four credits, reduce Clucky’s credits by four and increase his power by two.

The text of the Reactor states:

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.

Kevan influenced the Reactor in Cycle 12, picking the watchtower (no one disconnected anything via in in cycle 11). Thus, “during” Cycle 13 the watchtower should’ve been disconnected.

Now how does disconnected an institution work? Note that it is different than unpowering an institution:

Whenever an Institution is created or modified, it becomes Unpowered. When a new Cycle begins, any Institution which is not Disconnected become Powered, and all other Institutions become Unpowered.

The Watchtower should’ve been Disconnected “during the next cycle”, i.e. during Cycle 13. It could’ve only been Unpowered at the start of cycle 13, but at the start of cycle 13 it was not Disconnected. As such, it should’ve remained powered during Cycle 13, only to be unpowered for cycle 14.

One could argue that “during the next cycle” to mean “for the duration of the next cycle” rather than “at some point during the next cycle” (which fixes the whole ‘the watchtower is still technically disconnected’ bug), but it was never marked with a * until 10 minutes before the cycle ended so I assumed the first interpretation was the correct one. I even pointed out that interpretation to the Net in my directions list, and he didn’t do anything about it leading me to assume my interpretation was the right one. Given the number of people who still sent a credit to the Watchtower, I can’t have been the only one to have thought that. Clearly SPC isn’t required to point out that my assumption was wrong, but its still was ambiguous, and the ruleset being stale certainly didn’t help.

So while I agree that “for the duration of the next Cycle” is both what was intended and what makes the most sense, I don’t think it is what the ruleset actually said.

Now obviously, half the power of the Watchtower has already been spoiled because SPC posted the list. I’d still like the power though at the cost I paid for it. Seems fair to me to give me the weakened power and just not give everyone else their one credit for going after the watchtower (which hurts me too because of the 96189 Pygmalion). But maybe some people don’t think its fair that I profit of this because they thought the Watchtower was unpowered. Thus I made giving me a bonus conditional.

Proposal: Enaction Sequence

Timed out 4 votes to 1 with the Net abstaining. Enacted by Kevan.

Adminned at 02 May 2012 08:12:11 UTC

In Rule 1.4.2, replace “enacted by any Admin (and the Ruleset and/or Gamestate updated to include the specified effects of that Proposal)” with:-

enacted by any Admin (by updating the Ruleset and/or Gamestate to include the specified effects of that Proposal, and then setting that Proposal’s status to Enacted)

Per discussion in It’s Still a Good Idea, the current “enact and update gamestate” wording may be readable as “mark as enacted, then update gamestate at leisure”, which means that as soon as the box is ticked, the admin can move onto the next proposal (even if they haven’t updated all of the first one’s effects yet). At best it allows floaty “wait 7 days and then make this change” ruleset modifiers (which we can still do with a simple self-repealing “on date X, make this change” rule); at worst, an unscrupulous admin can manipulate the order in which proposals take effect.

This new wording will require a proposal’s changes to be made in full before it is considered to have been “enacted”.

Proposal: Allez Mut

Times out 3 votes to 3. Can’t enact without a change of vote. Failed by Kevan.

Adminned at 02 May 2012 07:04:30 UTC

Add a new institution to the list in the ruleset:

Alamut: When submitting Directions, each Player may specify another Player to be their Assassination Target. When a Player influences Alamut, they gain 1 Power, and if their most recent Direction included an Assassination Target, then the Assassination Target loses 1 Councilman.

Proposal: Alamut

Self-killed. Josh

Adminned at 02 May 2012 01:15:34 UTC

Add a new institution to the list in the ruleset:

Alamut: When a Player influences Alamut, they gain 1 Power, and may remove 1 Councilman from another Player.

I like that there’s no direct competition for Power, but an indirect contest for council members could be fun.

Proposal: Just a little flaw

Timed out and failed, 1-5. Josh

Adminned at 02 May 2012 01:15:22 UTC

Change the rule “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.) The total number of Councilmen will be tracked in the GNDT in the “Councilmen” field of the Net.

To read:

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 or equal to 12, then any Player may invoke an Unmasking and remove one Councilman from every Player who has at least one Councilman.) The total number of Councilmen will be tracked in the GNDT in the “Councilmen” field of the Net.

Don’t know if this is correct form, I’m basically changing it to read “If the total Councilmen of all Players is ever greater than or equal to 12, then any Player may invoke an Unmasking” because you can only invoke an Unmasking if there are more than 12 councilmen but it is impossible to have more than 12 councilmen.

Monday, April 30, 2012

Cycle 13 Resolution and Directions

Cpt_Koen influences the Council with 7 Credits, the Reactor with 5 Credits and the Mob with 2 Credits, and now has 15 Credits and 12 Power
Clucky now has 52 Credits
Josh influences the Slave Pits with 1 Marine and and the Courthouse with 4 Credits and now has 62 Credits, 3 Marines and 6 Power
Kevan influences the Mine with 1 Marine and 12 Credits and now has 49 Credits, 0 Marines, and 15 Power
Patrick influences the the Legion with 10 Credits and now has 25 Credits and 1 Marine
Yonah influences the Black market with 1 Marine and 2 Credits and 96189 Pygmalion with 7 Credits and now has 38 Credits and 3 Marines
Galatea influences the Bank with 24 Credits and the Rebels with 5 Credits and now has 26 Credits, 1 Marine, and 1 Power

From the Watchtower:

Proposal: Just one more rule

\timed out and failed, 2-4. Josh

Adminned at 02 May 2012 01:15:03 UTC

Append the following text to the rule “Directions”:

When issuing a Direction specifying that none of their resources are being allocated to Institutions, a Player may include in that Direction a Credit Reset.

Amend the following text to the rule “Cycle Resolution”:

“At the beginning of each Cycle, after the new Market Price Index has been calculated, every Player whose previous Cycle’s Direction included an Order of Reset has their Marines, Power and Councilmen set to 0, and their Credits set to the new MPI. Then, every Player whose previous Cycle’s Direction included a Credit Reset has their credits set to (MPI-P-M-C) where P represents that player’s current power, M represents that player’s current amount of marines and C represents that player’s current amount of councilmen.”

Sunday, April 29, 2012

Proposal: Its still a good idea…

Timed out 3 votes to 4. Failed by Kevan.

Adminned at 07 May 2012 20:58:07 UTC

At the start of the next cycle, change, in the rule “Cycle Resolution” the text:

The player that influenced 96189 Pygmalion in the previous Cycle gains 1 Credit for each Resource Galactic Galatea gained this Cycle.

to

The player that influenced 96189 Pygmalion in the previous Cycle gains Y-X Credits, where Y is equal to the total number of Resources Galactic Galatea currently possesses and X is equal to the total number of Resources Galactic Galatea possessed at the beginning of the current Cycle, if Y-X is positive

Do not unpower the 96189 Pygmalion as a result of this change

SPC’s proposal still has merit, its just unfair to nerf the thing when someone bought it expecting it to have different powers.

Asking to become a player?

Just have read some of the rules and things on the wiki and it *appears* that there are still a few players around who play this? This looks like a lot of fun and I’d wish to join!

Saturday, April 28, 2012

Proposal: Auto-Shorting the Market

Timed out and cannot be passed, 3-3. Josh

Adminned at 30 Apr 2012 00:39:43 UTC

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

The player that influenced 96189 Pygmalion in the previous Cycle gains 1 Credit for each Resource Galactic Galatea gained this Cycle.

to

The player that influenced 96189 Pygmalion in the previous Cycle gains Y-X Credits, where Y is equal to the total number of Resources Galactic Galatea currently possesses and X is equal to the total number of Resources Galactic Galatea possessed at the beginning of the current Cycle, if Y-X is positive

Fixes a problem with Galatea involving the Bank.

Proposal: Contortiplicatus Complicum

Timed out and failed, 2-4. Josh

Adminned at 30 Apr 2012 00:39:26 UTC

In the effect of The Black Market, replace “5X+(X(X-1)/2)” with “2(X2)”.

This seems to be a good balance

Friday, April 27, 2012

Cycle 12 Resolution

Clucky influences 96189 Pygmalion with 1 Marine and 1 Credit and now has 23 Credits, 2 Marines, and may dictate that the Galatea take any action that is legal for the Galatea to take this Cycle
Cpt_Koen influences the Rebels with 1 Marine, and the Watchtower with 6 Credits and now has 19 Credits, 2 Marines, 11 Power, and 5 Councilmen
Josh influences the Bank with 5 Credits and the Courthouse with 4 Credits now has 48 Credits and 3 Power
Kevan influences the Legion with 11 Credits and the Reactor (Disconnecting the Watchtower) with 5 Credits and now has 49 Credits and 1 Marine.
Murphy influences the Mob with 3 Credits and now has 15 Credits
Patrick now has 30 Credits
Yonah now has 55 Credits

The Mine, Council, Slave Pits, Black Market, and Public were powered but not influenced.

Wednesday, April 25, 2012

Recruitment Poster

Wanna’ help cut down on Cycle Resolution errors? Send in your directions listing each institution in the order they are listed in the ruleset, even the ones you’re not directing to, in something resembling the form the Net uses in the “accounted” messages!

You are, of course, not required to, and getting everything right is 100% my responsibility, but it would make things that little bit smoother. Everyone can do their part to get this Colony back together!

Proposal: Complico

Times out and fails 2-4 ~ southpointingchariot

Adminned at 27 Apr 2012 16:58:36 UTC

In the effect of The Black Market, replace “5X+(X(X-1)/2)” with “6X”.

The “5 for the first, 6 for the second, 7 for the third” equation was left untouched when the rule was reworded into an all-at-once equation, but maybe it’s worth simplifying it.

Wednesday, April 25, 2012

Proposal: Dum, Dum, Dum, Dum Dum-Dum, Dum-Dum, Dum-Dum

Times out and passes 5-3 ~ southpointingchariot

Adminned at 27 Apr 2012 16:56:58 UTC

Create a new institution “The Fleet”, which reads:

When specifying Directions to the Net, a Player may select an Institution the wish to Invade. When a player Influences the Fleet, they Influence that Institution instead of anyone else at the end of the next cycle. The Institution players select to Invade should be announced after they have Influenced it.

This allows player’s to purchase a guaranteed institution one cycle ahead.
Some may worry this is to similar to the Legion - however, this would trump marines, can only be used once per cycle, cannot be saved, and requires a player to pick their choice ahead of time.
Some may worry this is overpowered - however, it logically cannot be worth more than the most valuable other institution, requires a player to put their choice in ahead of time, and bids have not reached the point that institutions are unreachable by large portions of the player base.

Proposal: Felicific Calculus

Fast vetoed ~ southpointingchariot

Adminned at 24 Apr 2012 19:31:40 UTC

Change the subrule “Power” in the rule “Resources” to read:

The the value of Y/X Power, where Y is equal to the total amount of Power owned by all other players combined, and X is to the number of active players, will be tracked in the GNDT in the “Power” field of the Net.

If this is being used to track the Council bonus, it would be easier to just have to have it stated clearly.

Proposal: The Revolution of nc11

Times out and passes 6-1 ~ southpointingchariot

Adminned at 27 Apr 2012 16:54:54 UTC

Change, in the description of the Institution “The Public” the text:

listing six Institutions

to

listing X Institutions, where X is equal to a quorum of active players

If the playerbase begins to collapse, the game should end quicker. This was the cause of the confusion earlier.

Evacuation

Scshunt idles out after 10 days of inactivity. Quorum drops to 5.

Tuesday, April 24, 2012

Cycle 11 resolution and Courthouse

Clucky influences the Council with 1 Marine and 1 Credit and the Rebels with 1 marine and now has 12 Credits, 3 Marines, 8 Power, and 3 Councilmen
Cpt_Koen now has 19 Credits
Josh influences the Bank with 5 Credits and the Courthouse with 4 Credits and now has 40 Credits and 2 Power
Kevan influences the Mob with 5 Credits and now has 50 Credits
Patrick now has 25 Credits and 0 Marines
Yonah influences the Legion with 7 Credits and the Watchtower with 5 Credits and now has 42 Credits, 1 Marine, and 7 Power

O Yez O Yez, So sayeth the Courthouse:

Here is a list of Institutions, each with the name of one player whom Direction to ignore for that Institution for that cycle.

The Mine (1): Josh
The Council (0): Kevan
The Slave Pits (6): Murphy
The Reactor (0): Galatea
The Black Market (0): Yonah
96189 Pygmalion (1): Clucky

The Mine, Slave Pits, Reactor, Black Market, Public, and 96189 Pygmalion were powered but not influenced.

Proposal: a little more organization

Reaches quorum and passes 7-0 ~ southpointingchariot

Adminned at 24 Apr 2012 16:38:46 UTC

Create a new sub rule named “Power” in the rule “Resources” reading:

The total number of Power will be tracked in the GNDT in the “Power” field of the Net.

I’d like to keep this all in one place as well.

Proposal: Amendment 1

Reaches quorum and passes 7-0 ~ southpointingchariot

Adminned at 24 Apr 2012 16:36:51 UTC

Change, in the rule “Cycle Resolution” the text

an amount of Power equal to one tenth of the total amount of Power owned by all other players combined

to

an amount of Power equal to Y/X, where Y is equal to the total amount of Power owned by all other players combined, and X is to the number of active players

Fixed and Fixed.

Proposal: The Reform Act of nC11

Fast Vetoed ~ southpointingchariot

Adminned at 23 Apr 2012 10:11:41 UTC

Change, in the description of the Institution “The Council”, the text

an amount of Power equal to one tenth of the total amount of Power owned by all other players combined.

to

an amount of Power equal to Y/X, where Y is equal to the total amount of Power owned by all other players combined, and X is equal to a quorum of active players.

Saturday, April 21, 2012

DRAFT Democratizing Our Formula

Change, in the description of the Institution “The Council”, the text “an amount of Power equal to one tenth of the total amount of Power owned by all other players combined.” to “an amount of Power equal to Y/X, where Y is equal to the total amount of Power owned by all other players combined, and X is equal to a quorum of active players.”

A more powerful, flexible, and strategic way of determining the Council bonus.

Proposal: Hand In Hand We Can Live Together

Times out and passes 5-2 ~ southpointingchariot

Adminned at 23 Apr 2012 08:37:08 UTC

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

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.

to

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. The player that influenced 96189 Pygmalion in the previous Cycle gains 1 Credit for each Resource Galactic Galatea gained this Cycle

Right now, player’s that control Galatea have no reason to improve its standing, making it invaluable to influence. To keep the institution valuable, and usable in the long run, we must incentivize players to build it up like a normal player.

Proposal: What Was That Number Again?

Times out and passes 6-0 ~ southpointingchariot

Adminned at 23 Apr 2012 08:34:53 UTC

Append to the subrule “The Council” in the rule “Resources” the text:

The total number of Councilmen will be tracked in the GNDT in the “Councilmen” field of the Net.

Cycle 10 Resolution

Clucky now has 11 Credits and 4 Marines
Cpt_Koen influences the Legion with 1 Marine, the Courthouse with 4 Credits, the Rebels with 1 Marine, and the Watchtower with 5 Credits, and now has 14 Credits, 2 Marines, 8 Power, and 4 Councilmen, and may send the Net a message containing a list of institutions, each with a Player whose Direction will be ignored for that institution this Cycle
Josh influences the Black Market with 6 Credits, and now has 31 Credits and 4 Marines
Patrick influences the Mine with 11 Credits and the Council with 8 Credits and now has 22 Credits, 13 Power, and 2 Councilmen.
Yonah influences the Bank with 4 Credits and now has 43 Credits
Galactic Galatea influences the Mob with 19 Credits and now has 2 Credits

The bonus for the Slave Pits is now 6.

Proposal: Slave Belabour

Times out and fails, 2-3 ~ southpointingchariot

Adminned at 22 Apr 2012 06:00:19 UTC

In the rule “Bonuses”, replace “Each Institution has an associated non-negative integer Bonus, which by default is zero. Whenever a Player Influences an Institution that Player receives the Institution’s Bonus in Credits, and then the Institution’s Bonus is set to zero.” with:-

Each Institution has an associated integer Bonus, which by default is zero. Immediately after Influencing an Institution, the Player who Influenced it has the Institution’s Bonus added to their Credits (if this would take their Credits below zero, it instead becomes zero), and then the Institution’s Bonus is set to zero.

In the effect of the Slave Pits, replace “When a player Influences the Slave Pits, if the Player specified an Institution to Agitate against, then Institution becomes a target of Slave Riots - a status that is tracked privately by the Net.” with:-

When a player Influences the Slave Pits, if the Player specified an Institution to Agitate against, then that Institution’s Bonus is reduced by 5 and any other Institutions with a Bonus below zero have their Bonus set to zero.

Remove the paragraph beginning “Immediately before Player would Influence an Institution that is the target of Slave Riots” from the rule “Institutions”.

Idly simplifying the Slave Pits effect, at the cost of dropping the Marine loss, since we already have a “when Influenced, apply credit modifier” effect right there in the form of Bonuses.

Thursday, April 19, 2012

Proposal: Agitating the slaves

Reaches quorum and passes, 6-0. Josh

Adminned at 20 Apr 2012 03:04:18 UTC

Amend the effect of the Slave Pits in the list of Institutions so that it reads as follows:

No Credits may be directed to the Slave Pits.  When specifying Directions to the Net, a Player may specify an Institution against which they are Agitating. When a player Influences the Slave Pits, if the Player specified an Institution to Agitate against, then Institution becomes a target of Slave Riots - a status that is tracked privately by the Net. They also gain 2 Power and 2 Credits.

Add the following to the end of the rule entitled Institutions:

Immediately before Player would Influence an Institution that is the target of Slave Riots, 1 Marine or 5 Credits (taking whichever penalty corresponds to the resource allocated to the institution) is lost from their resources and removed from their allocation. If, subsequently, they no longer have sufficient resources allocated to that Institution for that cycle to Influence it, then the Institution is uninfluenced and remains the target of Slave Riots, but if they still have sufficient resources allocated to Influence the Institution then it is Influenced as normal and the Slave Riots are dispersed. No more than one Institution may be the target of Slave Riots at any time; if a Player causes an Institution to be the subject of Slave Riots, then any other Institution with that status no longer has it.

Back to the Homeworld

Bucky and Klisz idle out after over a week of inactivity. Quorum drops to 6.

Wednesday, April 18, 2012

Cycle 9 Directions

Proposal: M is for Marine

Timed out and passed, but does nothing due to the Ansible not existing in the ruleset. Josh

Adminned at 20 Apr 2012 03:03:12 UTC

If the Ansible exists as an Institution, reword its effect to:-

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, its Workforce is equal to (M+P+C), where M is the number of Marines this Player Directed to the Ansible this Cycle, P is half the amount of Power this Player Directed at the Ansible this Cycle (rounded down), and C is five times the number of Councilmen this Player Directed at the Ansible this Cycle. If a Player Influences the Ansible with an Order of CONSTRUCT, its Completion is increased by W%, where W is its Workforce. If a Player Influences the Ansible with an Order of DISMANTLE, its Completion is instead decreased by W%, where W is its Workforce. 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.

Fixing the M/N typo, and pulling the M+P+C thing into its own sentence rather than having to explain it twice.

Proposal: Network Latency

Timed out and passed, 4-3. Josh

Adminned at 20 Apr 2012 03:02:23 UTC

To the rule “Cycle Resolution”, add:-

For each Cycle’s resolution, the Net should make all required announcements, ruleset changes and GNDT updates, including those effects triggered by the start of a new Cycle, within a single one-hour window.

It’s been a little confusing that the Net has sometimes waited a couple of days before updating the GNDT, but this Cycle he’s also skipped over updating the Powered/Unpowered status of Institutions, updating the Bonuses and (ten hours into a new 72-hour cycle) is currently holding back on sharing last cycle’s bidding details until “things look solid”.

I appreciate the ruleset doesn’t require him to do any of this at a particular time, and that the GNDT, Powering and Bonuses can be updated by any player, but do a quorum of players agree that this would be clearer if it was all done at the same time, and by the same person?

Wednesday, April 18, 2012

Cycle 9 Resolution

Clucky influences the Black Market with 13 Credits and the Rebels with 6 Credits and now has 9 Credits, 5 Marines, 6 Power, and 1 Councilmen
Cpt_Koen now has 18 Credits
Josh influences the Council with 6 Credits and now has 55 Credits, 1 Power, and 1 Councilmen
Kevan now has 45 Credits
Murphy influence the Legion with 10 Credits and now has 12 Credits and 1 Marine.
Patrick influences the Reactor with 3 Credits and now has 38 Credits
Yonah influences 96189 Pygmalion with 4 Credits and now has 34 Credits

The Mine, Slave Pits, Courthouse, Public, and Watchtower were Powered but not Influenced. The Slave Pits were also not directed at.

Proposal: Return

Timed out and cannot be enacted, 4-4. Josh

Adminned at 19 Apr 2012 15:21:37 UTC

Remove 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.

from the ruleset.

Replace “Otherwise, a new Cycle begins.” with “Then a new Cycle Begins”

Remove “The Public” from the list of institutions.

Add a new institution called “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 (M+P+C)%, where N is the number of Marines this Player Directed to the Ansible this Cycle, P is half the number of Power this Player Directed at the Ansible this Cycle (rounded down), and C is five times the number of Councilmen this Player Directed at the Ansible this Cycle. If a Player Influences the Ansible with an Order of DISMANTLE, its Completion is instead decreased by (M+P+C)% 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.

Add a new institution called “The Signal Tower”

When a Player Influences The Signal Tower, if the Ansible is not currently 100% complete or Unpowered, that Player loses five credits, two power, one marine and one councilman (provided they have them). Otherwise, 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. The Bonus for The Signal Tower is always zero.

Current victory condition sucks. Don’t get why the Ansible failed before, but making it a little easier to construct by letting you throw power and councilmen at it if you want. Making broadcasting the signal a institution to make the endgame more interesting. Signal Tower will blow up if you try and influence it before the Ansible is constructed, and Ansible goes before Signal Tower so you need win both to make sure someone doesn’t destroy the Ansible on you.

Proposal: Reset is a splitting concept

Timed out and passed, 6-0, with one unresolved DEF. Josh

Adminned at 19 Apr 2012 15:16:18 UTC

Append to rule 2.4 “Directions” the text:

When issuing a Direction specifying that none of their resources are being allocated to Institutions, a Player may include in that Direction an Order of Reset.

Append to the end of rule 2.5 “Cycle Resolution”, as a new paragraph, the text:

At the beginning of each Cycle, after the new Market Price Index has been calculated, every Player whose previous Cycle’s Direction included an Order of Reset has their Marines, Power and Councilmen set to 0, and their Credits set to the new MPI.

Append to the 96189 Pygmalion’s description the text:

If no player has Influenced the 96819 Pygmalion during the previous Cycle and the Galatea has no Marines, no Power, no Councilmen, and less than MPI Credits, then the Galatea is considered to have issued a Direction including an Order of Reset during the current Cycle.

Please excuse my horrible flavour.

BTW, we should probably do something about “Then, if a single Player has more Power than every other player [...]” before someone declares victory without Influencing the Public.

Market Distortion

Kevan has set schunt’s credits to the MPI of 25 on unidling him, however it is my understanding of the rules that the MPI credit initialization only applies to new players, not unidling players. schunt’s credits should still be 15.

Monday, April 16, 2012

Proposal: Hosepipe Ban

Reached quorum 7 votes to 1. Enacted by Kevan.

Adminned at 18 Apr 2012 01:43:40 UTC

Remove the text “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.” from the ruleset.

Sitting on the Reactor to shut down another Institution doesn’t seem so bad. If you’re in someone’s way, they just have to outbid you on the Reactor.

Proposal: A Smaller Coup

Reaches quorum 7 votes to 2. Enacted by Kevan.

Adminned at 18 Apr 2012 01:42:50 UTC

In the effect of “The Public”, replace “listing every institution and a claim as to which Player, or that no player, will influence each institution that Cycle” with:-

listing six Institutions and a claim as to which Player, or that no player, will influence each of those Institutions that Cycle

Now that we’re up to thirteen Institutions, having to predict/manipulate all of them is maybe a bit excessive.

Monday, April 16, 2012

Cycle 8 Directions

.

InstitutionBuckyCluckyChronos PhaenonCpt_KoenDarknightDoctor29JoshKevanKliszMurphyomdPatrickscshuntSlamCrackleSoviet BrendonYonahGalactic GalateaMaxTiersSitWinner

.

Mine - 000000010m01000010101WinMurphy

.

Council - 000000010101000010101WinPatrick

.

Legion - 0000000101090001091WinPatrick

.

Bank - 0005000100010006061WinYonah

.

Slave Pits - 00000000000000000017Tie

.

Courthouse - 0002000101010001021WinCpt_Koen

.

Reactor - 0006000103040001061WinCpt_Koen

.

Black Market - 00000000000000000017Tie

.

Public - 0000000001010000012Tie

.

Rebels - 000mc000100010001013TieCpt_Koen

.

Watchtower - 00000000000000000017Tie

.

96189 Pygmalion - 0000000101010001014Tie

.

Mob - 0000000101010001014Tie

.

Total0001300090903900014047

.

.

MineTie00000000000100000Win

.

CouncilTie00000000000100000Win

.

LegionTie00000000000100000Win

.

BankTie00000000000000010Win

.

SlaveTie11111111111111111Win

.

ReactorTie00010000000000000Win

.

CourthouseTie00010000000000000Win

.

BlackTie11111111111111111Win

.

PublicTie00000000010100000Win

.

RebelsTie00000001000100010Win

.

WatchtowerTie11111111111111111Win

.

PygmalionTie00000001010100010

.

MobTie00000001010100010

 

m = 1 marine, mc = 1 marine and 1 credit

Sunday, April 15, 2012

Cycle 8 Resolution

Cpt_Koen influences the Courthouse with 2 Credits, the Reactor with 6 Credits (Disconnecting the Mob), and the Rebels with 1 Marine and 1 Credit, and now has 13 Credits, 4 Power, and 2 Marines, 3 Councilmen, and may send the Net a message containing a list of institutions, each with a Player whose Direction will be ignored for that institution this Cycle
Kevan now has 36 Credits
Murphy influences the Mine with 1 Marine and now has 16 Credits, 0 Marines, and 5 Power
Patrick influences the Council with 10 Credits and the Legion with 9 Credits, and now has 28 Credits, 1 Marine, 7 Power and 1 Councilmen
Yonah influences the Bank with 6 Credits and now has 29 Credits

The Slave Pits, Public, Rebels, 9689 Pymalion, and Mob were Powered but not influenced. The Slave Pits was also Powered but not directed at.

Proposal: X C

Timed out 5 votes to 0. Enacted by Kevan.

Adminned at 17 Apr 2012 03:33:20 UTC

In the Bank’s description, substitute “C/2 + X” for “C + X/2”

We’re still in an auction dynasty: if you bid, you should pay (there shouldn’t be a complete refund over C).
X is the number of other Players who Directed at least one Credit to the Bank that Cycle and C is the number of Credits the Player who Influenced The Bank Directed at The Bank that Cycle.

Saturday, April 14, 2012

Please deidle me

I have returned!

Friday, April 13, 2012

Proposal: Power To The People

Timed out and failed, 6-2, with one unresolved DEF. Josh

Adminned at 15 Apr 2012 00:07:21 UTC

Add a new Institution called “Cyborg Factory” and give it the following text

When a Player Influences the Cyborg Factory, they a gain number of Marines equal to the square root of the amount of Power they directed at the Cyborg Factory during that Cycle, rounded down. Players lose all Power that directed at the Cyborg Factory each Cycle even if they fail to Influence it.

Add a new Institution called “The Altar” and give it the following text

When a Player Influences The Altar they gain 10X Power where X is the number of Councilmen they directed at The Altar during that Cycle.

We technically can Direct Councilmen and Power as well as Marines and Credits. Might as well make use of this mechanic…

Proposal: Calling All Black Hats

Timed out and failed, 4-1, with one unresolved DEF. Josh

Adminned at 15 Apr 2012 00:06:11 UTC

Create a new Institution, named “The Hacker” reading:

When a player influences the Hacker, the number of credits that every other player has directed towards an institution is reduced by 1 for each institution they have directed credits towards during that cycle.

I think this is worded right (though it probably isn’t), if you see a problem just let me know.
The idea behind this is that every other player will lose 1 credit of those they directed towards institutions during that cycle for each institution.

DRAFT Anybody got a bit a money anybody got a bit a money

Create a new Institution, named “The Taxmen” reading:

When a player influences the Taxmen, they gain X Power, where X is equal to one fourth of the number of credits they directed at the Taxmen. In addition, every other player loses Y Credits, down to 0, where Y is equal to half of the number of credits they directed as the Taxmen.

Deflation deflation…

Proposal: X =

Reaches quorum and passes 6-1 ~ southpointingchariot

Adminned at 12 Apr 2012 21:39:32 UTC

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

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

to

First, each Institution is Resolved in the order that they are defined in the Ruleset. If a Player does not have sufficient resources to fulfill the direction for that cycle, their direction is ignored.

Right now, with institutions like the Black Market, a player can direct resources and then “spend” them. This needs to fixed as soon as possible. Another reason to protect the cycle…

Proposal: Syncopathy

Reaches Quorum and passes 8-0 ~ southpointingchariot

Adminned at 12 Apr 2012 21:38:45 UTC

Reword the effect of the Black Market to:-

When specifying Directions to the Net, a Player may specify a number of Malcontents to be Recruited. When a Player Influences the Black Market, if they specified a number of Malcontents to be Recruited during the current Cycle, then if the Player has at least 5X+(X(X-1)/2) Credits (where X is the number of Malcontents they specified), then they lose 5X+(X(X-1)/2) Credits and gain X Marines.

If The Exchange exists, reword its effect to:-

When specifying Directions to the Net, a Player may specify a number of Crates to be Shipped. When a Player Influences the Exchange, if they specified a number of Crates to be Shipped during the current Cycle, then if the Player has Credits equal to at least X multiplied by MPI (where X is the number of Crates they specified), then they lose a number of Credits equal to X multiplied by MPI, and gain 5X Power.

Yonah bought a Marine on the Black Market two hours before the end of a cycle, and Koen apparently reacted and sent the Mob after him, in the short time before the Cycle ended. I think we forgot that this dynasty wasn’t meant to have “actions that don’t sync with the 72 hour direction cycle”.

Thursday, April 12, 2012

Cycle 7 Resolution

Clucky influences the Mine with 10 Credits and now has 45 Credits and 5 Power
Cpt_Koen influences the Mob with 4 Credits and now has 14 Credits
Kevan now has 27 Credits
Murphy influences the Black Market with 23 Credits and now has 14 Credits and may, at any time during this cycle, 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.
Josh now has 52 Credits
Patrick influences the Reactor with 5 Credits and now has 40 Credits
Yonah influences the Legion with 1 Marine and now has 15 Credits and 0 Marines.

I have confirmed that the calculation of Yonah’s Marines is correct.

Proposal: Fiscal Policy

Reaches quorum and fails 1-7 ~ southpointingchariot

Adminned at 12 Apr 2012 21:35:58 UTC

Create a new institution entitled “The Exchange”

The Exchange: A Player who Influenced the Exchange during the previous Cycle may, at any time, spend MPI Credits to increase their Power by 5

Something to use surplus credits on, and a check on inflation.

Proposal: Self Balancing Binary Search Instituions

Reached quorum 7 votes to 0. Enacted by Kevan.

Adminned at 12 Apr 2012 08:31:13 UTC

Add a new dynastic rule called “Bonuses” and give it the following text

Each Institution has an associated non-negative integer Bonus, which by default is zero. Whenever a Player Influences an Institution that Player receives the Institution’s Bonus in Credits, and then the Instituion’s Bonus is set to zero. After each Cycle, for every Institution which was Powered for that Cycle and which no Player influenced, the Bonus for that Institution increases by one. If no Player directed any Credits or Marines at that Institution (and it was still Powered), the Bonus for that Institution increases by an additional one. Each Institution should be marked with is Bonus. Modifying the Bonus of an Institution does not cause that Institution to become Unpowered.

To help fix the fact that stuff like the Slave Pits no one is going after because they are a waste of a marine, automatically make the stuff people don’t go after or get better. Maybe no one will get the slave pits now, but if later it has a bonus of 10 maybe someone will pounce on it.

Breadline Deadline

Darknight and Soviet Brendon idle out after a week of inactivity. Quorum drops to 6, the MPI will rise at midnight.

Tuesday, April 10, 2012

Proposal: All Along the Watchtower

Timed out 8 votes to 0. Enacted by Kevan.

Adminned at 12 Apr 2012 08:29:52 UTC

In the rule “Cycle Resolution”, replace “(But not how many Resources Players directed to Institutions that they failed to Influence.) ” with:-

(If no Player Influenced the Watchtower, then its records become public and the Net should also announce the Resources that each Player directed to any Institutions that they failed to Influence.)

In the effect of the Watchtower, replace “listing all Resources that were allocated” with:-

listing the Resources that each Player allocated

With another mistake in the last Cycle’s processing, maybe somebody should always be able to check the Net’s interpretation of the bidding results, even if nobody Influences the Watchtower.

Proposal: Lose Your Way To Riches

Timed out 4 votes to 5. Failed by Kevan.

Adminned at 12 Apr 2012 08:29:30 UTC

In the rule “Cycle Resolution”, replace “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. Additionally, each player who has no Credits and Directed 0 Credits and 0 Marines that Cycle gains 1 Credit.” with:-

Each Player gains 5 Credits.

Being compensated for losing a bid makes for hard choices when you’re poor, but it’s an easy, no-drawbacks way to rake in 10 Credits per cycle if you’re rich. Maybe we should change that.

Monday, April 09, 2012

Proposal: Just getting the job done

Can’t enact with 6 votes against, without a change of vote. Failed by Kevan.

Adminned at 11 Apr 2012 08:19:16 UTC

Append the following line to rule 2.6 “Institutions”:

The Secret Police: When a player influences the secret police they may send the Net one message with the text “SECRET POLICE” and the name of an institution. If an institution is affected by the secret police any resources directed towards it are ignored for the next 2 cycles, no player may influence the institution for the next 2 cycles and the institution may not be amended for the next 2 cycles. If multiple messages are sent only the first one is valid.

Thought this might spice things up, it basically makes it impossible to interact with an institution for 2 cycles.

Another bank alternative

Replace the description of the Instituion called “The Bank” (if it exists) with

In the restocking that follows each Cycle, all credits Directed at the Bank by the Player who Influenced during that Cycle are returned them. Additionally, the Player who Influenced the Bank during that Cycle receives (2*T/MPI) credits, rounded down, where T is the total number of 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 5 full credits they Directed at the Bank during that cycle up to a maximum of MPI/4 Credits rounded down per Player for each Cycle.

Thinking again, the problem with my new proposal is that once you send a credit to the bank you might as well send all your spare credits. You are already helping whoever wins if you lose, and if you win you get everything back. So where is the harm?

The second approached fixed this by giving the person who wins everything a reward based on how many total credits are sent to the bank. This got changed out of fears of inflation, but if we tie it to MPI that problem is fixed. We still encourage people to throw spare credits in to get the contributer bonus, because that makes it a more worthwhile target.

This could actually wind up being worse for the player who influenced the bank. (Say MPI is 22, I spent 11 you spend 10. You get 2 credits, I get (2*21/22) rounded down which is only one credit. So some thoughts on how to fix would be great.

Proposal: On the bonnie bonnie banks o’  loch nerfdom

Timed out and passed, 6-0 with two unresolved DEFs. Josh

Adminned at 11 Apr 2012 00:42:42 UTC

Replace the description of the Instituion called “The Bank” (if it exists) with

When a Player Influences The Bank, they gain C + X/2 Credits (rounded up), where X is the number of other Players who Directed at least one Credit to the Bank that Cycle and C is the number of Credits the Player who Influenced The Bank Directed at The Bank that Cycle.

Something in-between what we currently have (which apparently makes the bank worthless) and its second form (which I guess people didn’t like because it caused too much inflation).

This way, the only harm in bidding on the bank is you’ll give some credits to whoever wins it. This is still far less powerful than the original bank IMO, and makes it most likely the best money gaining source, which is realyl should be.

Monday, April 09, 2012

Cycle 6 Resolution

Clucky influences the Bank with 4 Credits and now has 46 Credits
Cpt_Koen influences the Council with 6 Credits and the Rebels with 10 Credits and now has 14 Credits, 2 Power, 1 Marine and 2 Councilmen
Josh now has 41 Credits
Kevan now has 18 Credits
Patrick now has 31 Credits
Yonah influences the Mine with 1 Marine and the Black Market with 1 Marine and now has 14 Credits, 0 Marines, 5 Power, and may, at any time during this Cycle, 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.
Galactic Galatea influences 96189 Pygmalion with 3 Credits and now has 20 Credits and may dictate that the Galatea take any action that is legal for the Galatea to take this Cycle.

Proposal: Too Much Confusion

Reached quorum 7 votes to 1. Enacted by Kevan.

Adminned at 10 Apr 2012 07:40:17 UTC

Reword the effect of the Watchtower from “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.” to:-

When a Player Influences the Watchtower, they gain 2 Power and the Net must send them a private message listing all Resources that were allocated in Directions during the current Cycle.

Strengthening and simplifying the Watchtower, given that was weakened by the new cycle-results rule.

Saturday, April 07, 2012

Palace intrigue

The estates if Loen and omd have both gone curiously silent of late, but a previously minor scion of the Florw dynasty has seized control and unified his family’s assets.

Quorum is now 7.

De-idle

I would like to de-idle.  Thanks.

Friday, April 06, 2012

Proposal: Third prize is you’re not fired

Timed out 1 vote to 5, with 3 DEF and an abstention from the Net. Failed by Kevan.

Adminned at 08 Apr 2012 11:12:23 UTC

Amend Rule 2.5 (Cycle Resolution) by replacing the paragraph beginning “When an Powered Institution is resolved” (sic) with:

When a Powered Institution is resolved, the Players who directed any resources to it are ranked by how many Marines they directed to it, then by how many Credits they directed to it. Each player with at most two other players at the same or a higher rank Influences it, highest rank first. The extent of each player’s Influence is based on the number of other players at the same or a higher rank: 0 (Gold), 1 (Silver), 2 (Bronze), and “X/Y/Z” is shorthand for “X if the extent of their Influence was Gold, Y if Silver, Z if Bronze”.

In Rule 2.6 (Institutions):
* Amend The Mine by replacing “5 Power” with “5/3/1 Power”.
* Amend The Reactor by replacing “5 credits” with “5/3/1 credits”.
* Amend The Black Market by replacing “5 + N Credits” with “5/7/9 + N Credits”.

 

Friday, April 06, 2012

Proposal: April has 30 days, no less, no more

Reached quorum and passed, 8-0. Josh

Adminned at 07 Apr 2012 06:44:57 UTC

In rule 2.2 Cycles, substitute “the 3rd, 6th, 9th, 12th, 15th, 18th, 21st and 24th of May 2012” for the text “the 2nd, 5th, 8th, 11th, 14th, 17th, 20th and 23rd of May 2012”.

As Murphy pointed out.

Cycle 5 Resolution

Bucky influences the Legion with 4 Credits and now has 27 Credits and 1 Marine.
Clucky influences the Bank with 5 Credits and 96189 Pygmalion with 2 Credits now has 36 Credits
Cpt_Koen now has 25 Credits
Kevan influences the Mine with 7 Credits and now has 14 Credits and 10 Power
Murphy now has 32 Credits
Patrick now has 22 Credits
Yonah influences the Black Market with 1 Marine and now has 19 Credits and 0 Marines

Problem resolved - Just in case anyone else was confused, cycles end at 0001 UTC, which means 12:01am, not 1am.

Proposal: First In, First Out

Timed out and passed, 6-0. Josh

Adminned at 07 Apr 2012 06:43:27 UTC

To the rule titled “Institutions”, append:

When a new Institution is created, it is added at the bottom of the list unless otherwise stated in the proposal adding the Institution.

Institutions are resolved in the order they are defined in the ruleset, and as pointed out with “The Mob”, sometimes the resolution of one institution can affect the resolution of subsequent institutions. Best to define an order rather than leave a potentially game-changing ambiguity.

Thursday, April 05, 2012

Proposal: Nowadays, everything is proposaled

Timed out and cannot be passed. Josh

Adminned at 07 Apr 2012 01:59:42 UTC

Append the following line to rule 2.6 “Institutions”:

If at least 14 hours remain before the end of the current Cycle, the Net may make one or more Institutions Powered by making a blog post informing the change.

Entitles the Net to judge that some changes are too small to switch the Institution off.
Actually a Proposal.

Nowadays, everything is computerized

Append the following line to rule 2.6 “Institutions”:

If at least 14 hours remain before the end of the current Cycle, the Net may make one or more Institutions Powered by making a blog post informing the change.

Entitles the Net to judge that some modifications are too small to cause an Institution to be switched off.

Proposal: Horse heads and hand grenades

Reaches quorum and passes 8-0 ~ southpointingchariot

Adminned at 06 Apr 2012 14:58:17 UTC

If the text “they nominated to be Hit loses 1 Marine” appears in the ruleset, replace it with “they nominated to be Hit loses 1 Marine at the end of the resolution for that cycle (after any costs associated to directing resources have been paid)”

I really like Kevan’s proposal, but if he has 1 marine, sends it to the bank, and I hit him with the mob he’ll lose the marine in the mob hit and then lose it again for paying the bank price. This would make the whole cycle resolution (or at least part of it) illegal under 3.3.1.a

(also avoiding any quotes with the word “Player” so I don’t need to condition on Kevan’s other proposal possibly passing)

Proposal: Preemptive Plug

Times out and passes 7-0 ~ southpointingchariot

Adminned at 06 Apr 2012 14:57:49 UTC

In the ruleset, replace

In addition, during the next cycle, they may send the Net a message containing the word CONTROL, in all caps, listing every institution

with

In addition, during the next cycle, they may once send the Net a message containing the word CONTROL, in all caps, listing every institution

Do not unpower the Public as a result of this modification

I think its clear that “may send a message” means “you can only do this once” but it seems like a potential scam point that someone will try and we’ll have to sit through a CfJ. Thus fixing it now.

Proposal: The Final Frontier

Self-killed ~ southpointingchariot

Adminned at 06 Apr 2012 13:03:54 UTC

Replace the term “Player” with “Pioneer” throughout the ruleset.

I keep tripping over myself mid-sentence when writing the word “Player” in a rule, because it feels like I can’t remember the correct dynastic term. We seem to be building and influencing a fledgling planetary colony, so maybe we’re “Pioneers”?

Proposal: An Offer They Can’t Refuse

Times out and passes 8-1 ~ southpointingchariot

Adminned at 06 Apr 2012 12:59:45 UTC

Add a new Institution called “The Mob”, with the following effect:-

When specifying Directions to the Net, a Player may nominate a Player to be Hit. When a Player influences The Mob, the Player they nominated to be Hit loses 1 Marine, if they have any Marines; if they do not have any Marines but have one or more Councilmen, they lose a Councilman instead.

Somebody suggested but didn’t propose a “Mob” a while ago. Here’s a stab at an assassination mechanic; it takes out a Councilman unless the player has a Marine to take the bullet.

Tuesday, April 03, 2012

Twice more unto

The proposal at http://blognomic.com/archive/once_more_unto/ has been adminned illegally. It was not the oldest pending proposal, and Fast Track did not apply.

Proposal: Power to the Legislators

Timed out 3 votes to 5. Failed by Kevan.

Adminned at 05 Apr 2012 13:15:33 UTC

In the rule “Cycle Resolution”, change the text

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

to

if a single Player has more Councilmen than every other player, that player gains an amount of Power equal to one fifth of the total amount of Power

The Council hasn’t been getting a lot of attention - I think for good reason, I put the bonus to low.

Proposal: Once More Unto

Vetoed ~ southpointingchariot

Adminned at 03 Apr 2012 15:01:13 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, combat is resolved. During a Cycle, each Player has a Defence score equal to the number of Marines they control who were not Directed anywhere during that Cycle (excluding any Marines gained during that Cycle). Each Player who had more Marines Directed at them by other Players during a Cycle than their Defence score for that Cycle is Overrun. When a Player is Overrun, their Credits and Marines are halved, rounding down.

Trying a second version of Send the Marines, which timed out at 5-5, including South’s suggestion that defence is automatic.

Tuesday, April 03, 2012

Cycle 4 Resolution

Bucky now has 21 Credits
Clucky influences the Reactor and now has 30 Credits
Cpt_Koen now has 15 Credits
Josh now has 30 Credits
Kevan influences the Mine and now has 14 Credits and 5 Power
Murphy now has 22 Credits
Patrick now has 14 Credits
Soviet Brendon Influences the Legion and now has 2 Credits and 2 Marines.
Yonah influences the Black Market and now has 15 Credits and 0 Marines.

Please remember that the Bank was unpowered at the end of Cycle 4.

Proposal: One shot at transfer mechanics

Timed out 1 vote to 4 with 2 unresolved DEFERENTIAL votes and an abstention from the Net. Failed by Kevan.

Adminned at 04 Apr 2012 06:51:55 UTC

Add a new institution, named “Notary Public”, its description reading:

A Player who has Influenced the Notary Public during the Previous Cycle may, as many times as they want, propose a Transfer of Resources. A proposal of Transfer of Resources is a blog post which Title begins with the text “Transfer of Resources with X”, where X is the name of another Player. The post must describes the transfer, which consists in a list of positive amounts of resources to be transfered from the proposer to X or from X to the proposer. The proposal of Transfer of Resources is considered pending until either X has stated in a comment to the post that they agree with the transfer, or X has stated in a comment to the post that they disagree with the transfer, or the cycle ends. A Player may only agree or disagree with a Transfer of Resources if it is pending. When the cycle ends, just after Players have restocked, if X has agreed with the transfer, then the gamestate is edited accordingly (provided the proposed changes are legal). If X has disagreed or the Cycle has ended without X expressing neither their agreement nor their disagreement in a comment to the post, then the transfer is unsuccessful and nothing happens.

Stealing the Galatea’s resources would require influencing both the 96189 Pygmalion and the Notary Public. I don’t know whether that’s too powerful or not.

DRAFT Closed for Repairs

When an Institution is modified, its modified text is listed below its current text, prefixed by the text “Will Become:” When an institution is created, it becomes Unpowered. When a new Cycle begins, any Institution which is not Disconnected become Powered, takes on its modified text. All other Institutions become Unpowered.

Modifying an institution shouldn’t shut it down for a cycle - the changes should just be delayed. If people think something is also broken, they can include unpowering it in their proposals, but the current situation hurt those that direct early. The wording is weak and ambiguous - but I wanted to get reaction on the concept.

Proposal: Conspicuous Gumption

Times out 6 votes to 3. Enacted by Kevan.

Adminned at 04 Apr 2012 06:32:53 UTC

In the rule “Cycle Resolution”, replace “The Net should announce which Players Influenced which Institutions, but not how any Players specifically Directed their Resources.” with:-

The Net should announce which Players Influenced which Institutions, and how many Resources were Directed by those Players to those Institutions. (But not how many Resources Players directed to Institutions that they failed to Influence.)

We can kind-of work out the bidded Resources by combing through the GNDT, but it’s fiddly work, and isn’t possible where someone wins two bids in the same cycle. This gives an edge to players who can be bothered to do the sums, or who happen to be lucky (or rich) enough to win two bids at once. For the sake of clarity and error-checking, maybe it should just be public.

scshunt idles

After seven days of inactivity. Quorum is 8.

Thanks Kevan!

Sunday, April 01, 2012

Idling

Remember all that spare time I thought I had? Apparently getting a girlfriend doesn’t do much to give you any. Someone please idle me, thank you!