Tuesday, July 31, 2012

Proposal: Raising prices

Open for 12 hours, quorums 5-0.—Quirck

Adminned at 01 Aug 2012 00:36:17 UTC

In the rule “Manul Exchange”, replace “7 CW” with “8 CW”.

Clucky is right, the difference in prices must be not less that the feeding cost, otherwise those who can come to the blog every day have advantage.

Saturday, July 28, 2012

Proposal: Hunting Basics

Passes 3 - 1—Clucky

Adminned at 31 Jul 2012 11:07:32 UTC

Add a new dynastic rule called “Hunting for Amulets” with the following text:

Any Farmer may send a Hunting Plan to the Demon via PM. The sender of the Hunting Plan is called the Hunter. The Hunting Plan must contain a list of Victims’ names, each Victim being a Farmer other than the Hunter. The list may contain duplicates. The number of Victims in the list must not exceed the number of Manuls the Hunter has minus the number of Amulets possessed by the Hunter’s Manuls. A Hunting Plan satisfying these restrictions is valid until 24 hours since its sending time pass or another action invalidates it.

If a Farmer having a valid Hunting Plan sends another valid Hunting Plan, the former Hunting Plan becomes invalid.

A Farmer may cancel his Hunting Plan by sending a PM to the Demon expressing clear wish to cancel his Hunting Plan. Upon sending such message, all Farmer’s Hunting Plans that were sent before this message become invalid.

Add a subrule to this rule called “Attack!” saying

Every day, starting July 31st 2012, at 20:30:00 UTC the following actions take place:
* For each Farmer, the number of his Staying Manuls is calculated as the number of Manuls he has minus the number of Victims in his valid Hunting Plan if he has a valid Hunting Plan at the specified time, or as the number of Manuls if the Farmer has no valid Hunting Plan at that time.
* A list of Attacks is made: for each valid Hunting Plan, for each Victim in it, the pair Hunter—Victim is added to the list of Attacks.
* The list of Attacks is randomly shuffled (with the help of an online shuffler like http://www.amdz.com/shuffler.php).
* For each Attack in the list, let N be the number of Victim’s Staying Manuls, then DICE(2N) is rolled, and if the result X is less than or equal to the number of Amulets possessed by the Victim’s Manuls, the X’th Amulet in the Victim’s Amulet list is transferred to the Hunter (by removing the Amulet from the Victim’s Amulets list and adding it to the end of the Hunter’s Amulets list).
The Demon should update the GNDT to reflect these changes within one hour since the specified time.

 

At night some Farmers jump up in their beds due to loud yells of their pets. Victims know that their Amulets are desired plunders for perfidious neighbours, but they don’t know who is the Hunter until the day begins and Manuls start walking in the yards thus showing their Amulets.

Everyone knows that possessing certain Amulets gives unheard-of power, and though all Farmers have a common aim to drive the Demon away from the village, desire for the power provokes backstabbing.

Feel free to add statements specifying which information I should reveal. At first it was “then DICE(2N) is rolled in the GNDT, the Victim’s name being mentioned in the comment”, but it reveals not only how many times a Victim was attacked, but also the number of that Victim’s attacks.

And.. sorry for being clumsy :)

Thursday, July 26, 2012

Proposal: Some patches

Open for 48 hours, passes 3-0.—Quirck

Adminned at 28 Jul 2012 15:34:32 UTC

Replace the text of the rule “feeding” with

At the start of every other day, beginning July 27th 2012, all Farmers having at least one Manul must feed their Manuls. A Farmer who has at least 2(M-1) CW, where M is the number of Manuls that Farmer has, loses 2(M-1) CW and has fed their Manuls for the day. Otherwise, they must automatically sell Manuls by repeatedly decreasing their Manul count by one and simultaneously increasing their CW by 6 CW, until the Farmer has N Manuls and at least 2(N-1) CW, at which point they lose 2(N-1) CW and have fed their Manuls.

In the rule “Housekeeping”, change

The default number of Manuls is 1.

to

The default number of Manuls is 0.

if possible.

In the rule “Breeding”, replace

If a Farmer has not taken this action during a Day, the default breeding action shall take place: at the end of that Day, the number of newborn Manuls is determined as above, and all the newborn Manuls are sold.

with

If a Farmer has not taken this action during a Day and at the end of the Day owns not less than two Manuls, the default breeding action shall take place: the number of his newborn Manuls is determined as above, and all the newborn Manuls are sold.

Throughout the ruleset, replace “Worker” with “Farmer”, “Workers” with “Farmers”.

Prevent losing -2 CW

Changing default to zero. Which Farmer has no Manuls, he shouldn’t be able to do anything except adding first Manul with an Amulet.

Prevent arguable default breeding with less than two Manuls exploiting DICE0 = 1 (why not zero, dunno)

Worker is remnant from the past.

draft of fixes

This is a draft for the future proposal to clean up some things. I can’t propose right now, so I suggest to discuss it to see if I missed anything, and then formally propose.


Replace the text of the rule “feeding” with

At the start of every other day, beginning July 27th 2012, all Farmers having at least one Manul must feed their Manuls. A Farmer who has at least 2(M-1) CW, where M is the number of Manuls that Farmer has, loses 2(M-1) CW and has fed their Manuls for the day. Otherwise, they must automatically sell Manuls by repeatedly decreasing their Manul count by one and simultaneously increasing their CW by 6 CW, until the Farmer has N Manuls and at least 2(N-1) CW, at which point they lose 2(N-1) CW and have fed their Manuls.

In the rule “Housekeeping”, change

The default number of Manuls is 1.

to

The default number of Manuls is 0.

In the rule “Breeding”, replace

If a Farmer has not taken this action during a Day, the default breeding action shall take place: at the end of that Day, the number of newborn Manuls is determined as above, and all the newborn Manuls are sold.

with

If a Farmer has not taken this action during a Day and at the end of the Day owns not less than two Manuls, the default breeding action shall take place: the number of his newborn Manuls is determined as above, and all the newborn Manuls are sold.

Throughout the ruleset, replace “Worker” with “Farmer”, “Workers” with “Farmers”.


By the way, I have no idea how should blognomic’s appearance (color scheme, banner and so on) change, so I’d like to get someone’s help.

Wednesday, July 25, 2012

Proposal: What About Zero?

Open for more than 12 hours, quorums 6-0.—Quirck

Adminned at 27 Jul 2012 14:22:40 UTC

In rule 2.1 “Housekeeping” replace all instances of “positive integer” with “non-negative integer”. Also, add to the second paragraph the following:

The default number of Manuls is 1.

It should be possible to have zero CW or Manuls, since CW is spent and Manuls can die.

Also, everyone has 1 Manul now, so I’m guessing it should be explicitly noted as the default.

Proposal: Fixing small errors.

Illegally changed to the Proposal category - Josh

Adminned at 25 Jul 2012 23:30:26 UTC

If “Just don’t do it after midnight…” fails, this proposal does nothing.
Amend the rule “Feeding” to say:

At the start of every other day, beginning July 27th 2012, all Workers must feed their Manuls. Any Worker who has at least 2(M-1) CW, where M is the number of Manuls that worker has, loses 2(M-1) CW and has fed their Manuls for the day. Otherwise, they must automatically sell Manuls by repeatedly decreasing their Manul count by one and then increases their CW by 6 CW, until the Farmer has N manuls and at least 2(N-1) CW, at which point they lose 2(N-1) CW and have fed their Manuls.

Just a fix to the Feeding rule preventing negative CW counts.

Proposal: Round 1… FIGHT!

Open for 48 hours, fails 1-5.—Quirck

Adminned at 27 Jul 2012 14:20:08 UTC

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

A Farmer may challenge another Farmer to a fight, provided each Farmer posses a Manul with an Amulet and at least 1 CW. To do so, he picks one his Manuls which posses an Amulet and the one of the other Farmer’s Manuls which possess an Amulet.

He then calculates the Attack Strength of each Manul. The Attack strength is decimal value of the first digit of the hex value of the MD5 hash of S, where S is composed of the string “ATTACK” followed by the Manul’s ID, followed the English name of the Month (first letter capitalized), followed by the two digit day. The MD5 hash should be the one generated here: http://md5hashgenerator.com/index.php (So, for example, a Manul has the ID “Manul” on the date July 25 would have S be ATTACKManulJuly25, whose MD5 hash is 4453dbbb453f2abd78ed337b9a06b570 and so attack strength is 4). He roles a DICEA and DICEB where A is the attack strength of his Manul, and B is the attack strength of the other Farmer’s Manul. If the result of the DICEA roll is greater than the result of the DICEB roll, the first Farmer gains 1 CW and the second farmer loses 1 CW. Otherwise, the first Farmer loses 1 CW and the second farmer gains 1 CW.

A Farmer may not use the same Manul twice to perform this action during an one day, and may also not target another Manul via this action more than once during any day.

I know this is different than one Quirck suggested, but its kinda the similar and I think will be fun with the variable attack strengths. Of course, this does have the problem that someone can try and come up with a name that gives him f’s for the next two weeks (or even longer) so maybe we want to salt the hash with some easy to calculate but yet future unknown data point (closing price of the DOW is what comes to mind first, but that might be annoying to specify and calculate. Quirck could generate a salt, but then we’d be waiting on him. Kevan or I or someone else could write a program that generates a new seed each day but you’d have to trust us not to abuse it). So more ideas/discussion on this might be in order.

Proposal: Manul rules, take two

Open for 48 hours, passes 5-0.—Quirck

Adminned at 27 Jul 2012 14:18:36 UTC

Add a new rule “Manul exchange” saying:

A Farmer may at any time buy a Manul by spending 7 CW and increasing the number of his Manuls by one.

If the number of Manuls a Farmer has is more than the number of Amulets his Manuls possess, he may at any time sell a Manul by gaining 6 CW and reducing number of his Manuls by one.

If the number of Farmer’s Manuls equals the number of Amulets his Manuls possess, he may at any time select one Amulet and sell the Manul possessing this Amulet by excluding this Amulet from the corresponding list in the GNDT, reducing number of his Manuls by one and gaining 6 CW.

Add a new rule “Breeding” with the text:

As a daily action, a Farmer owning not less than two Manuls may allow his Manuls to breed. To do this, he must roll DICEN in the GNDT, where N is the total number of Manuls he has divided by two and rounded down. The result is the number of newborn Manuls. He then must increase the number of his Manuls by the number of the newborn Manuls.

If a Farmer has not taken this action during a Day, the default breeding action shall take place: at the end of that Day, the number of newborn Manuls is determined as above, and all the newborn Manuls are sold. This default action doesn’t count as performing a daily action of breeding. Any Farmer or the Demon may update the GNDT to reflect the results of this default action.

 

Wanna receive feedback on the wording and suggestions on the following issues. I’m fine with performing default calculations each day but since i rather unfortunately live in UTC+4, end of the day is at deep night for me. So I can only reflect changes after 9-10 or so hours, which is unacceptable probably. Moving the time of the actions is possible maybe for the feeding, but not for the breeding since this action may be modified by a farmer if he is willing to change amount of manuls he has. As for “doesn’t count as a daily action”, since the default breeding affects CW only, it may be assumed that the farmer took the default action somewhere midday.

Excluded for now:
“Add ... a subrule “Feeding” saying:

At the end of each Day each Farmer shall lose the amount of CW equal to twice the number of Manuls he has.
If for some Farmer this action cannot be performed due to CW illegally becoming negative, one of this Farmer’s Manuls without an Amulet shall be sold and the action retried. If the action still fails, one Amulet his Manuls have shall be chosen at random, and the Manul possessing this Amulet shall be sold, and the action retried.
Any Farmer or the Demon may update the GNDT to reflect the changes required by this rule.”

Proposal: Demons can’t be Farmers

Open for 12 hours, quorums 5-0.—Quirck

Adminned at 26 Jul 2012 08:40:22 UTC

Add a new rule named “The Demon is not a Farmer” with the text

For the purpose of any other Dynastic Rule, the Demon is not considered to be a Farmer, unless the rule explicitly refers to the Demon.

Set Demon’s CW and Manuls to “-”.

 

Proposal: Just don’t do it after midnight…

Open for 12 hours, quorums 5-0.—Quirck

Adminned at 26 Jul 2012 03:46:35 UTC

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

At the start of every other day, beginning July 27th 2012, all Workers must feed their Manuls. Any Worker who has at least 2(M-1) CW, where M is the number of Manuls that worker has, loses 2M CW and has fed their Manuls for the day. Otherwise, they must automatically sell Manuls by repeatedly decreasing their Manul count by one and then increases their CW by 6 CW, until the Farmer has N manuals and at least 2(N-1) CW, at which point they lose 2(N-1) CW and have fed their Manuls.

Replace the contents of the rule “Manuls are living creatures”

with

Each Manul that a Farmer possess may itself posses an Amulet. Amulets must have unique IDs across all workers (including idle ones) consisting of one or more alphanumeric characters. Amulets are tracked in a GNDT called “Amulets”, and are listed in a comma seperated list in the row for the worker who possesses the Manul who owns that Amulet. Farmers may change the order of the Amulets possessed by their Manuls at any time. If a Farmer ever has fewer Manuls than entries in their Amulet list, the last entry in their Amulet list is removed.

If a Manul which possesses an Amulet dies, the Amulet is removed from that Worker’s list and disappears and the Farmer’s Manul count decreases by one. Likewise, if a Manul which possesses an Amulet is sold or otherwise transferred to another Farmer, the Amulet is transferred to the other as well and the two Farmer’s Manul totals are updated accordingly. (If the Manul which dies or is transferred does not possess an Amulet, the Farmer’s Manul totals are still updated).

If a Farmer does not possess any Manuls and has not already done so this dynasty, he may give himself one Manul which possesses an Amulet with an ID of the Farmer’s choosing (provided, of course, it is unique).

Basically the same feeding thing, except it happens automatically. Non amulet Manuls are automatically sold first, Farmers can reorder their amulet list to control the order they kill off the ones with amulets.

Also you get to feed your first guy for free, because otherwise that would be sad.

Breeding / standardized buying selling can be introduced later.

Unidling

I wish to unidle.

Wednesday, July 25, 2012

ideas on future mechanics

I probably should share my view on what dynasty I imagine =)

The mechanics I’d like to try out is about robbing. Probably once a day a farmer may send a pm to the demon saying which farmers he wishes to rob. Only amuletless manuls may go for robbery, so the maximum length of the list of the victims equals total number of manuls a farmer has minus number of amulets he has. The list may contain duplicates, but still each manul acts separately. When such pms are collected, at a certain hour (21UTC?) the demon should resolve them somehow along the following lines. All manuls that go hunting leave their houses. When a hunting manul reaches the victim’s house, he chooses a manul that sleeps at that house at random (so it may occur to be amuletless manul that just didn’t go hunting), and with a certain probability steals an amulet if the choice was lucky. After all attempts are made, the hunting manuls return. One issue is in what order should these attempts be made…

As for the amulets. I don’t have strong preferences here. It may be that the demon may privately reveal a Sacred Letter associated with an amulet for a certain compensation, Sacred Letters then form a Sacred Word (how long? 4? 5?), knowing which and possessing, say, amulets with first and last letter of the word, one may trigger a victory condition (possessing that amulets? receive some (hidden?) amount of CW and then the farmer with max CW wins?)
By the way, “the Demon is not a Farmer” proposal coming =) Otherwise I have a clear advantage of knowing which amulets mean what. And my bying ability is limited by 50 CW, which is not the right thing.

Now that the Befunge dynasty is past

I become active.

Proposal: Cleaning up the scenery

Open for more than 12 hours, quorums 7-0.—Quirck

Adminned at 25 Jul 2012 13:31:48 UTC

If the proposal ” Setting up the scenery” fails, this proposal does nothing.

Set each Farmer’s Manuls to 0 and Amulets to the empty string

Remove the rule “Newcomers”

Replace the contents of the rule “Housekeeping” with

Each Farmer has a positive integer number of Bottles with Cursed Water, tracked in the GNDT in a column called CW and defaulting to 50.

Each Farmer also has a positive integer number of Manuls, the total number of which is tracked in the GNDT in a column called Manuls.

in the rule “Manuls are living creatures” replace

Each Manul may wear not more than one Amulet. When a Manul wearing an Amulet dies, that Amulet disappears.

with

Each Manul that a Farmer possess may itself posses an Amulet. Amulets must have unique IDs across all workers (including idle ones) consisting of one or more alphanumeric characters. Amulets are tracked in a GNDT called “Amulets”, and are listed in the row for the worker who possesses the Manul who owns that Amulet.

If a Manul which possesses an Amulet dies, the Amulet is removed from that Worker’s list and disappears and the Farmer’s Manul count decreases by one. Likewise, if a Manul which possesses an Amulet dies is sold or otherwise transferred to another Farmer, the Amulet is transfer to the other as well and the two Farmer’s Manul totals are updated accordingly. (If the Manul which dies or is transferred does not possess an Amulet, the Farmer’s Manul totals are still updated).

If a Farmer does not possess any Manul’s and has not already done so this dynasty, he may give himself one Manul which possesses an Amulet with an ID of the Farmer’s choosing (provided, of course, it is unique)

Proposal: Manul rules

Self-Killed—Quirck

Adminned at 25 Jul 2012 13:29:28 UTC

If the proposal “Setting up the scenery” does not pass, this proposal does nothing.

Add two subrules to the rule “Manuls are living creatures”,
a subrule “Feeding” saying:

A Farmer may give his Manul a drink by reducing the number of CW he has by the number of CW the Manul drinks. If a Manul hasn’t drunk 2 Bottles with Cursed Water during a Day, he dies.

and a subrule “Breeding” with the text:

As a daily action, a Farmer owning not less than two Manuls may allow his Manuls to breed. Upon doing so, he must roll DICEN in the GNDT, where N is the total number of Manuls he has divided by two and rounded down. The result of the dice roll shows how many Manuls are born. Newborn Manuls don’t wear Amulets.

Add a new rule “Manul exchange” saying:

A Farmer may at any time buy a Manul from the Demon for 8 CW, or sell a Manul to the Demon for 7 CW. The Demon has sufficient number of Manuls and does not keep track of them.

 

Let me know if I’m repeating mechanics from past dynasties, though I’ve glanced through a bunch of them while in dynasty 100, I can’t be sure I’m original :)

The next question may be: how may Manuls rob each other at night? Maybe they may be secretly sent to the neighbour, where they choose a random Manul that stayed and try to steal their Amulet?

Ideas are more than welcome.

Proposal: Setting up the scenery

Open for more than 12 hours, quorums 5-1.—Quirck

Adminned at 25 Jul 2012 13:23:20 UTC

Add a new rule “Newcomers” with the following text:

Upon arrival of a new Farmer, the Demon gives him a house with 50 Bottles with Cursed Water (CW) and one Manul wearing an Amulet with unique id.

For the purpose of this proposal, treat every player as a new Farmer.

Add a rule “Housekeeping”:

The following data shall be tracked in the GNDT:
* number of Bottles with Cursed Water a Farmer possesses (“CW” column);
* list of ids of amulets worn by alive Manuls a Farmer has (“Amulets” column);
* total number of alive Manuls a Farmer has (“Manuls” column).

Add a rule “Manuls are living creatures” with the text:

Each Manul may wear not more than one Amulet. When a Manul wearing an Amulet dies, that Amulet disappears.

 

Each Amulet has a hidden information associated with it, which can be privately told to a Farmer keeping the Amulet, for a certain compensation. But what the informaion is, and how it influences the game, is to be defined yet.

Ascension Address: Hunting for Amulets

—MEEOOOWWWWWW!!!

“Again!” He sprang from the bed and rushed to the window. Familiar dark silhouettes of two-storeyed houses, night forest far away,—everything was usual. Only rustling of the leaves disturbed the silence. Nobody was at the street, the village was in deep sleep. “What was it?”—he asked himself. “I certainly heard this violent scream. It is not the first night that I can’t understand what’s happening. Calm peaceful village, where people always warmly welcome guests, give them delicious tea and proudly show stock-raising farms, after sunset turns into a nightmare. Cats yell as if they were possessed by a demon. And these recent rumours about an ancient rite with five manuls…” He walked downstairs and went out to the yard. Fresh night wind tickled face with pleasant coolness. Manuls were quietly sleeping at their usual places, as if nothing had happened. But wait… One of them had always been wearing an amulet. And now it was missing! “It’s an ill omen.”


Repeal all dynastic rules. Fail all pending votable matters. Throughout the ruleset, rename “Worker” to “Farmer”, and “Foreman” to “Demon”.

 

Joining

Since the current dynasty is over, I would like to be officially added to the player list.

BlogNomic Fun Survey

It’s been observed that the fun levels of recent dynasties has been inconsistent. In order to pin down some of the things players look for in a dynasty, I’ve put together a quick and dirty survey about what people find fun about their favourite BN dynasties. It only takes five minutes, so if you want to share your thoughts then please do so. I’ll share the results when I have enough to make it worth it.

Survey here: http://www.surveymonkey.com/s/82ZMKLK

Declaration of Victory: happy end for the factory

Open for 12 hours, reaches Quorum 4-0, has no against votes.—Quirck

Adminned at 24 Jul 2012 15:00:24 UTC

Thanks to Clucky, the factory is repaired, I have the highest reuptation, so the rule 2.2.2 allows me to declare victory

Monday, July 23, 2012

Where have all the merrymakers gone?

Kops chooses to idle, Yngvi-Freyr idles out. So quorum is now 3.

Reminder that my proposal letting quirck win can’t be passed until its 12 hours old. But hopefully it’ll pass tonight and then his DoV can pass somepoint tomorrow and more people will come back for the new dynasty.

Proposal: Monotony will be the death of us all

Quorum of 4 reached after 12 hours. So this passes—Clucky

Adminned at 23 Jul 2012 23:21:45 UTC

Set qurick’s reputation to 100 and make every machine repaired. Then remove all power links and sent the quota factor to zero.

Including merits, Qurick and I have 9 reputation. this is well more than enough to keep giving each other reputation (locking moonroof out). It’ll probably take another week or so for us to repair everything. But if its really only the three of doing stuff (assuming moonroof joins in the repairs) is there really a point? No one is adding new mechanics at this point, we’re just essentially turning cranks in the machine for the sake of doing so.

I’m willing to let Quirck have this one. (Of course, if he doesn’t want to run a dynasty he can always pass the mantle to me…)

(And yeah, I know I could’ve said “quirck achieves victory” but this feels more fun. Plus it leaves a small window open for someone to pull off a hilarious loophole)

Idling

Pointless dynasty is pointless

Recommendation: Clucky

Clucky tirelessly links machines thus helping to repair factory. With overhead crane his efforts may become even more effective

Sunday, July 22, 2012

Absent workers get fired

Omd goes idle. Quorum drops to 4.

Saturday, July 21, 2012

Story Post: Recommendation: Quirck

Open for 24 hours, passes 10-0.—Quirck

Adminned at 22 Jul 2012 15:48:06 UTC

Quirck gave me a recommendation, which will help me get a better robot and fix machines faster.

Story Post: Recommendation: Quirck

Open for 24 hours, passes 8-1.—Quirck

Adminned at 22 Jul 2012 15:47:23 UTC

Scammy scam scam.

Story Post: Recommendation: Clucky

Open for 24 hours, passes 7-1.—quirck

Adminned at 22 Jul 2012 05:58:35 UTC

We should reward. unjamming attempts.

Friday, July 20, 2012

Story Post: Recommendation: moonroof

Open for 24 hours, passes 7-0.—Quirck

Adminned at 21 Jul 2012 15:13:52 UTC

Moonroof unshrouded stuff which helps us get closer to achieving out goal. Cause stuff and stuff. Have fun trying to stop Moonroof, Quirck and I from upping all of our reputations =)

The fun part will be which one of us eventually gets backstabbed by the other two… but first lets get us all overhead cranes!!!

Thursday, July 19, 2012

Proposal: Throw more engineers at it

proposal passes, 3-2 rider fails 1-4—Clucky

Adminned at 21 Jul 2012 14:45:58 UTC

In rule 2.1 “Robots”: Reduce the Reputation level of every Robot by 1.

Replace the following text [in the Forklift section]:

Additional Powers: Any Worker with Forklift as their Robot need only spend 3 Quota to perform a Shift Change.

with

Additional Powers: When activating the Forklift, after determining which machine is activated, the Worker may instead activate the machine directly above the original machine on the Factory Floor.

If a majority of the EVCs on this proposal contain the phrase “one for all”, set the robot belonging to the Worker named “kops” to the Forklift in the GNDT, and until that value is changed again, the worker “kops” is exempt from the text “If a Worker’s Reputation is ever less than their Robot’s Reputation Level, and their Robot is not the Ambler, their Robot immediately becomes the Ambler ” in the ruleset.

Ambler is becoming tiresome and tedious. It’s been over a month and nobody has gained access to any other robot besides the duster, so… have some forklifts! This should *significantly* speed up machine repair, which I think we all want.

I know ECVs suck but since I’m the only active player with < 2 reputation, I thought you guys might have it in your hearts to let me in on the fun too. Hopefully this method will avoid Clucky’s ire since he seems to think all my actions are geared towards getting reputation for myself only. Admittedly, my Worker’s actions *are* selfish, but I contend my Nomic actions (like this one) are not.

Proposal: Symmetry

Timed out—Fails 2-2—Clucky

Adminned at 21 Jul 2012 14:45:27 UTC

In rule 2.2.4 “Machine Repair” replace

If there is ever a Power Link from a Repaired Machine to a Broken Machine and that Link is not part of a Cycle

with

If there is ever a Power Link between a Repaired Machine and a Broken Machine and that Link is not part of a Cycle

When this proposal is enacted, any Broken machine that has a power link to a Repaired machine is immediately Repaired and no merit is gained for them.

Cycles are still directed but you can repair either machine. As a bonus, 2 machines immediately become repaired (maybe more by the time this goes through).

Proposal: Even more Overdrive

Timed out. Passes 2-1—Clucky

Adminned at 21 Jul 2012 14:44:27 UTC

Amend the rule “Quota” to say

There is a numeric gamestate value called the Quota Factor which starts at 5. Once each at the start of July 22nd 2012, July 25th 2012, July 28th 2012 and July 31st 2012 the Quota Factor increases by one. At the start of August 3rd 2012, the Quota Factor becomes 500.

Each Worker has an amount of Quota, tracked in the GNDT and defaulting to 0. As a daily action, a Worker may add the current Quota Factor to their Quota. If a Worker fails to perform this action during a day, then they may perform it an extra time during any of the following three days.

A Worker cannot have more than five times the current Quota Factor in Quota. If any Worker has more than five times the current Quota Factor in Quota, that Worker’s Quota is reduced to five time the current Quota Factor.

A Worker may not spend more than more than twice the current Quota Factor quota per day.

This essentially lets things ramp up in speed over the next two weeks and basically lets anyone who wants to sit there end the dynasty two weeks from now. Only four of us are really playing, so I think its good to try and end this thing asap.

Wednesday, July 18, 2012

Proposal: Wanna be helpful

Timed out. Passes 4-0—Clucky

Adminned at 21 Jul 2012 14:42:01 UTC

Make Quirck an Admin

It seems that currently Clucky is the only active Admin. Let me help him a bit :)

Proposal: Double the pleasure

TImed out. Pass 2-1—Clucky

Adminned at 20 Jul 2012 11:28:43 UTC

In the rule “Reputation” Replace

As a weekly action, a Worker may either make a Citation Attempt or a Recommendation Attempt

with

Twice per week, but never more than once in a 24 hour period, a Worker may either make a Citation Attempt or a Recommendation Attempt

 

everything else has been sped up, why not this?

Tuesday, July 17, 2012

Proposal: One may lose what he gained

fails 3-1—Clucky

Adminned at 20 Jul 2012 10:49:51 UTC

Reword the subrule “Merit” in the following way:

Each Worker has a number of Merits, tracked in the GNDT, and defaulting to zero. Any Worker with 10 or more Merits may lose 10 Merits to gain 1 Reputation. When a Worker has negative amount of Merits, that Worker must lose one Reputation and add ten to his Merits.

A Worker may gain 1 Merit each time he:
* establishes a Power Link that does not create new cycles;
* makes Broken or Jammed machine Repaired.

A Worker must lose 1 Merit each time he:
* establishes a Power Link that creates at least one new cycle.

 

I think dividing gaining Merit for Machine Repair into gain for establishing a link and gain for the actual Repair partially solves the problem of using links established by other players and effectively halves the required effort to increase reputation. I’m also thinking on how to lose Merits due to Jamming machines, but I can’t find suitable solution because Jamming due to the cycles is optional.

Story Post: Recommendation: Clucky

Passes 5-0—woo—Clucky

Adminned at 18 Jul 2012 14:15:53 UTC

Clucky is working hard unshrouding machines, increasing usefulness of wiki pages and nominating workers for rewarding. I think he deserves higher reputation.

Proposal: Dance of the sugar plum fairies

timed out. fails 2-2—Clucky

Adminned at 19 Jul 2012 12:03:47 UTC

Add a new dynastic rule called “Teleports” with the following text

A worker may spend one quota to perform a Machine Swap. When a Worker performs a Machine Swap, he activates a machine. He then activates a second machine. This activation is distinct from the first one (so he can choose any RP he wants for it). The two activated machines switch their positions on the Factory Floor.

what happened to kevan?

Someone seems to have idled him. I don’t see a request anywhere. This is why having “Admins may idle themselves at any time” is dangerous…

looking at the logs, Kevan was indeed the one who idled himself. Its just weird not seeing any sort of announcement of it.

Proposal: The Final Seven Shouds

Passes 3-2—Clucky

Adminned at 19 Jul 2012 10:23:17 UTC

To Rule 2.2.3, “Naming Machines,” append the following:

If the total number of Shrouded Machines is 7 or less, any worker may spend 2 Quota to Remove the Dust Sheet from any Shrouded Machine.

Monday, July 16, 2012

Proposal: Respect has its Perks

timed out—fails 2-2—Clucky

Adminned at 18 Jul 2012 14:15:23 UTC

Replace the entire text of rule 2.5.3 “Quota” with

Each Worker has an amount of Quota, tracked in the GNDT and defaulting to 0. As a daily action, a Worker may add an amount of Quota equal to their Daily Allotment, which is calculated to be 4 plus their reputation. If a Worker fails to perform this action during a day, then they may perform it an extra time during any of the following three days, gaining the amount of Quota they would have gained had they taken the action at 11:59 UTC on the corresponding day.

A Worker cannot have more Quota than their Maximum Allotment, calculated to be 5 times their Daily Allotment. If any Worker has more than their Maximum Allotment of Quota, that Worker’s Quota is reduced to their Maximum Allotment.

A Worker may not spend more than more than twice their Daily Allotment of Quota per day.

Gives some more incentive to gaining reputation as well as giving reputable players an actual edge (besides just winning if the game happens to end). Note that Quota values are unchanged for Workers with exactly 1 Reputation.

Unfortunately the “you can do this retroactively” component gets a bit messy in order to avoid abuse (intentionally waiting until your Rep goes up and then using all your ‘stored’ quota gaining actions for a higher value), but I think in practice this shouldn’t be hard to keep track of.

Monday, July 16, 2012

Proposal: Calling in the Electrician

timed out. Fails 2-2—Clucky

Adminned at 18 Jul 2012 10:44:40 UTC

Replace the following text in rule 2.2.4

If there is ever a Power Link from a Repaired Machine to a Broken Machine and that Link is not part of a Cycle, then any worker may make the Broken Machine Repaired and remove the Power Link.

with

If there is ever a Power Link from a Repaired Machine to a Broken Machine and that Link is not part of a Cycle, then any worker may make the Broken Machine Repaired.

 

Not a single machine has yet been operated. I hope this will make it at least a little more feasible to do it sooner.

Notice of Intention to Join

The purpose of this notice is to request that player Yngvi-Freyr be allowed Worker status and privileges.

Hi guys!  I must admit I’m still a little shaky on the mechanics of this game, so it’ll probably be some time before I start involving myself heavily.  Please let me know if I unwittingly break any rules, regarding etiquette or otherwise.  Thanks!

Saturday, July 14, 2012

Story Post: Recommendation: Moonroof

Timed out. Passes 7-1—Clucky

Adminned at 15 Jul 2012 21:28:23 UTC

After some issues with how to deshroud machines at first, moonroof has turned it around a helped de-shroud a bunch of machines. He should be rewarded for his efforts.

Proposal: Merrit

Timed out. Fails 1-1-1—Clucky

Adminned at 15 Jul 2012 21:27:46 UTC

If there is not a subrule of “Reputation” called “Merit”, create it.

Reword the subrule of “Merit” to say

Each Worker has a number of Merits, tracked in the GNDT, and defaulting to zero. Any Worker with 10 or more Merits can lose 10 Merits to gain 1 Reputation.

Merit can be earned in the following ways:

* Whenever a worker de-shrouds a machine, if he did not earn a Merit either of the last two times he de-shrouded a machine he earns a Merit.
* Whenever a worker causes a Jammed machine to become Fixed, if he did not earn a Merit the last time he caused a Jammed Machine to become Fixed, he earns a Merit.
* Whenever a Broken machine becomes Fixed as a result of the rule “Machine Repair”, the worker who established the Power Link that was removed earns a Merit.

Give each worker X/3 merits, rounded down, where X is the number of machines they have de-shrouded this dynasty.
Give each worker Z/2 merits, rounded down, where Z is the number of Jammed machines they have fixed this dynasty.

The Late Shift

I’m back at my post. Quorum rises to 5.

Proposal: Merit

Timed out. Pass 4-1—Clucky

Adminned at 15 Jul 2012 21:25:29 UTC

Add a sub-rule to “Reputation” called “Merit” with the following text:

Each Worker has a number of Merits, tracked in the GNDT, and defaulting to zero. Each time a Worker causes a machine to become Repaired, that Worker gains 1 Merit. Any Worker with 10 or more Merits can lose 10 Merits to gain 1 Reputation.

Proposal: Doing some Engineering

Timed out. Passes 5-0—Clucky

Adminned at 15 Jul 2012 21:24:19 UTC

In rule 2.1.3 “Ambler” replace

Additional Powers: none

with

Additional Powers: Whenever a Worker using the Ambler spends Quota, they may spend one additional Quota to change their Ambler’s precision matrix to

_O_
OXO
_O_

for the duration of the action for which the quota was spent (including any repeat attempts taken due to the original action failing).

Should help push some power links through…

Proposal: Operation Clean Up

Passes 6-0 with quorum FOR. -Bucky

Adminned at 15 Jul 2012 14:46:55 UTC

In rule 2.2.5 “Operations”, replace:

A Worker may, at any time, activate a Machine and Operate it. Upon doing so, if the Machine being Operated (known as the “Output”) is Repaired, and if that Machine has a Power Link going into it from another Machine (known as the “Input”) which is also Repaired, then if any effect in the following list has the the second word of the name of the Input Machine as its first word, and the second word of the name of the Output Machine as its second word, then the Worker must trigger that effect once. In all of these effects, the “Operator” is the Worker who used the action to Operate the Machine.

with

A Worker (known as the “Operator” throughout this rule) may, at any time, activate a Machine and Operate it. Upon doing so, if the Machine being Operated (known as the “Output”) is Repaired, and if the Output has at least one Power Link going into it from another Machine which is also Repaired, then the Operator must choose one such machine (known as the"Input”). Then if both bold words of any effect in the following list match the the second word of the name of either the Input Machine or the Output Machine then the Worker must trigger that effect once.

The operations rule is currently very messy. I still don’t think this is the best way to write it, but I certainly think it’s better. Note that if there is a machine with two power links incoming, one of which has a specified operations effect and one doesn’t, the operator can simply choose the latter and ignore the effect of the former. I believe this would have been justified under the previous writing as well, but at least now it’s explicit. If somebody wants to rewrite this to not allow that, feel free.

Also made operating machines slightly “easier” in that power links from nouns to gerund are now usable for operating. Previously they were not.

Proposal: Explicit Clause

Self-killed.  Failed by Bucky.

Adminned at 15 Jul 2012 14:41:21 UTC

In Rule 1.3, Dynasties, append:

If the Foreman becomes Idle during a Dynasty, and further play becomes impossible, the Dynasty ends and a Metadynasty begins. Otherwise, if further play does not become impossible, the Dynasty continues.

Go Slow

Spice and our Foreman Scshunt both idle out after over a week of inactivity. Quorum drops to 4.

Friday, July 13, 2012

Proposal: Overdrive again again

Adminned at 13 Jul 2012 10:44:43 UTC

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

Each Worker has an amount of Quota, tracked in the GNDT and defaulting to 0. As a daily action, a Worker may add 5 to their Quota. If a Worker fails to perform this action during a day, then they may perform it an extra time during any of the following three days.

A Worker cannot have more than 25 Quota. If any Worker has more than 25 Quota, that Worker’s Quota is reduced to 25.

A Worker may not spend more than more than ten quota per day.

Wherever it occurs in the ruleset, replace

A Worker may, as a daily action

with

A Worker may spend 1 quota to

Replace

If a Power Link is not established, the worker may immediately perform this action again (without it counting against the daily action restrictions). If that action also does not establish a Power Link he may attempt to perform it a third time, but no more after that (unless, of course, he preforms the action on a later day as a daily action).”

with

If a Power Link is not established, the worker may immediately perform this action again without spending any quota. If that action also does not establish a Power Link he may attempt to perform it a third time without spending any quota but no more after that (unless, of course, he spends another quota).”

Replace

If no machines were de-shrouded as a result of this action, the worker may immediately perform this action again (without it counting against the daily action restrictions). If that action also does de-shroud any machines he may attempt to perform it a third time, but no more after that (unless, of course, he preforms the action on a later day as a daily action)”

with

If no machines were de-shrouded as a result of this action, the worker may immediately perform this action again without spending any quota. If that action also does de-shroud any machines he may attempt to perform it a third time without spending any quota but no more after that (unless, of course, he spends another quota)”

For the purposes of the rule “Quota” every Worker performed the gain quota action each of the three days before the date this proposal is enacted.

Set every Worker’s quota to zero, including idle Workers.

 

Open for 12 hours, quorum reached. Enacted by Clucky

Proposal: Overhead Cranes For All

Can’t reach quorum with 4 votes against and only 1 for. Failed by Kevan.

Adminned at 13 Jul 2012 04:46:23 UTC

Increase the Reputation of each Worker that votes FOR this proposal by five.

Proposal: Overdrive again

self killed—Clucky

Adminned at 12 Jul 2012 17:20:51 UTC

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

Each Worker has an amount of Quota, tracked in the GNDT and defaulting to 0. As a daily action, a Worker may add 5 to their Quota. If a Worker fails to perform this action during a day, then they may perform it an extra time during any of the following three days.

A Worker cannot have more than 25 Quota. If any Worker has more than 25 Quota, that Worker’s Quota is reduced to 25.

Wherever it occurs in the ruleset, replace

A Worker may, as a daily action

with

A Worker may spend 1 quota to

If it occurs in the ruleset, replace

If a Power Link is not established, the worker may immediately perform this action again (without it counting against the daily action restrictions). If that action also does not establish a Power Link he may attempt to perform it a third time, but no more after that (unless, of course, he preforms the action on a later day as a daily action).”

with

If a Power Link is not established, the worker may immediately perform this action again without spending any quota. If that action also does not establish a Power Link he may attempt to perform it a third time without spending any quota but no more after that (unless, of course, he spends another quota).”

If it occurs in the rulset, replace

If a Power Link is not established, the worker may immediately perform this action again (without it counting against the daily action restrictions). If that action also does not establish a Power Link he may attempt to perform it a third time, but no more after that (unless, of course, he preforms the action on a later day as a daily action).”

with

If a Power Link is not established, the worker may immediately perform this action again without spending any quota. If that action also does not establish a Power Link he may attempt to perform it a third time without spending any quota but no more after that (unless, of course, he spends another quota).”

If it occurs in the ruleset, replace

If no machines were de-shrouded as a result of this action, the worker may immediately perform this action again (without it counting against the daily action restrictions). If that action also does de-shroud any machines he may attempt to perform it a third time, but no more after that (unless, of course, he preforms the action on a later day as a daily action)”

with

If no machines were de-shrouded as a result of this action, the worker may immediately perform this action again without spending any quota. If that action also does de-shroud any machines he may attempt to perform it a third time without spending any quota but no more after that (unless, of course, he spends another quota)”

For the purposes of the rule “Quota” every Worker performed the gain quota action each of the three days before the date this proposal is enacted.

Set every Worker’s quota to zero, including idle Workers.

 

scshunt is gonna go idle in a day. Only a few of us are actually doing anything. Rather than punting the whole thing, I’d rather kick this into overdrive. Let people do up to five actions a day, even build up a big bank roll.

Otherwise, we’d be looking at a month before this thing ends. We still have over a third of the machines left to deshroud (so say, 40 actions there), still have 97 machines to activate… and simply ending the dynasty early would be no fun,

Tuesday, July 10, 2012

Proposal: Operation Jr.

Reached quorum of AGAINST votes—Clucky

Adminned at 12 Jul 2012 17:20:28 UTC

Add the following to the list of Operations:

* Scoring Anomaly: The Machine spits out reams of ticker tape. Select one random Worker, that Worker gains 1 Reputation. Then from the remaining workers, select one random Worker, and that Worker loses 1 Reputation.
* Spellcasting Dragon: A glittery purple fire jets out of the Machine in opposite directions. All Machines on the same row as the Dragon Machine, and whose distance from the Dragon Machine is less than 3, become Repaired.
* Encouraging Weirdness: A mechanical cuckoo chimes, “Tea Time! Tea Time!” All Machines on the outer rows and columns of the Factory Floor rotate five spaces clockwise.
* Preventing Damage: The Machine churns out a large, machine-size bubble. Select one random Machine adjacent to the Preventing Machine to become Repaired, and add one Shield to that Machine. The next time that Machine would be set to Jammed or Broken, instead remove one Shield from that Machine.
*Chanting Disciple: The Machine produces warm light, clouds, and choral music. The Operator cannot take any more actions for the next 48 hours.

Proposal: The wheels in this title keep on spinning

Timed out. Passes 3-0—Clucky

Adminned at 12 Jul 2012 13:54:49 UTC

In the rule “Power Links”, after “A Worker may, as a daily action, activate two Machines and - if neither Machine is Shrouded, and if one has a Gerund name and the other has a Noun name - establish a Power Link from the first to the second.” add “If a Power Link is not established, the worker may immediately perform this action again (without it counting against the daily action restrictions). If that action also does not establish a Power Link he may attempt to perform it a third time, but no more after that (unless, of course, he preforms the action on a later day as a daily action).”

At the end of the rule “Naming Machines” append “If no machines were de-shrouded as a result of this action, the worker may immediately perform this action again (without it counting against the daily action restrictions). If that action also does de-shroud any machines he may attempt to perform it a third time, but no more after that (unless, of course, he preforms the action on a later day as a daily action)”

Three seems like a nice limit between excessive GNDT grinding and speeding the game along.

Proposal: Flipping the Safeties

Timed out. Passes 3-0—Clucky

Adminned at 12 Jul 2012 11:12:42 UTC

In the rule “Operations”, replace “the Worker may trigger an effect from the following list once, if the first word of the effect is the second word of the name of the Input Machine and the second word of the effect is the second word of the name of the Output Machine” with:-

if any effect in the following list has the the second word of the name of the Input Machine as its first word, and the second word of the name of the Output Machine as its second word, then the Worker must trigger that effect once

Making the effects of Operated Machines compulsory.

Tuesday, July 10, 2012

Proposal: moar operations

Passes 4-1—Clucky

Adminned at 12 Jul 2012 11:11:04 UTC

Add the following operations to the list of operations in the rule “Operations”

Rolling Death: A strange chill goes down everyone’s spine. The Operator must activate a machine using the death machine as the Reference Point. If it is Repaired, it immediately becomes broken. Repeat this process until either ten machines become Broken from this action or a non-Repaired machine is activated.

Removing Power: Lights go out. The Power Machine may not be activated for the next 24 hours. Any action which activates it instead does nothing.

Sharing Muffin: Muffins for everyone! The operator may pick a player other than themselves and increase that player’s reputation by one. The Sharing machine then becomes Jammed.

RIOTing Rebel: A series of bricks are thrown at the Rebel Machine. The Rebel Machine and all adjacent machines which are not shrouded become broken.

Changing Robot: A miniature rift opens up and swallows the operators robot. Provided he can, he must change his Robot to something else. This does not count as his weekly robot changing action, however he cannot change his robot for the next 24 hours—including by triggering the Changing Robot operation again.

Proposal: No More Wheel Spinning

s/ked—Clucky

Adminned at 10 Jul 2012 13:20:57 UTC

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

A Factory Action is a gameplay action that may either Succeed or Fail. Factory Actions are Daily Actions, but if they fail they do not count against a Worker’s limit of one action per day nor one action per ten hours.

Replace

A Worker may, as a daily action, activate two Machines and - if neither Machine is Shrouded, and if one has a Gerund name and the other has a Noun name - establish a Power Link from the first to the second.

with

A Worker may, as a factory action, activate two Machines and - if neither Machine is Shrouded, and if one has a Gerund name and the other has a Noun name - it succeeds and they establish a Power Link from the first to the second. Otherwise the action fails. If the Worker has Duster as their robot, the action fails if both machines activated are non-Shrouded.

replace

A Worker may, as a daily Action, activate a Machine and Remove its Dust Sheet. Upon doing so, if the Machine is Shrouded then the action succeeds and the Machine then it becomes Broken, and its name becomes “The X Machine”, where X is a one-word Noun of the Worker’s choice, or a one-word Gerund form of a verb of the Worker’s choice, the noun or verb being taken from the Dynastic Rules of the BlogNomic Dynasty whose number corresponds to the number of the Machine. Otherwise the action fails.

dropping like flies

Klisz, patheros, Rodney and southpointingchariot all go idle. Quorum drops to 5.

Friday, July 06, 2012

Proposal: Keep it simple stupid

timed out. passes 3-1—Clucky

Adminned at 10 Jul 2012 13:19:35 UTC

If the Proposal titled “Still prefer jelly” passes, this Proposal does nothing.

Append the following to rule 2.2.4 “Machine Repair”

A Worker may, as a daily action, activate a machine and, if it is Jammed, set it to Repaired.

Simple, distinct from broken, meshes with the intuition that ‘jammed’ shouldn’t be hard to fix, and still not trivially easy to do since activating a specific machine is currently quite hard.

Thursday, July 05, 2012

Story Post: Citation: scshunt

Timed out. Failed 0-2—Clucky

Adminned at 09 Jul 2012 10:42:27 UTC

Created several power links and did not document them on the wiki. I’d like to set a precedent for giving citations to people who make our lives more difficult by not correctly tracking gamestate.

Proposal: Still prefer Jelly

Timed out. Fails 2-4—Clucky

Adminned at 09 Jul 2012 10:41:48 UTC

If the proposal “Damn Paper Jams” passes, this proposal does nothing.

Add a new subrule to “Machines” calls “Energy Bonds” and give it the following text

A Machine may share an Energy Bonds with one or more other Machines. Energy Bonds are transitive, that is, if Machine A and Machine B share an Energy Bond and Machine B and Machine C share an Energy Bond, then Machine A and Machine C also share an Energy bond. A Machine may not share more than one Energy Bond with any other Machine, and all Machines share Energy Bonds with themselves. The set of Machines than a given Machine shares an Energy Bond with is known as that Machine’s Bond Group. The Size of a Bond Group is equal to the number of Machines in that Bond Group. The Bond Group for each machine is tracked on the ‘Machines’ wiki page, though Bond Groups of Size 1 need not be tracked. If every Machine in a Bond Group is non-Shrouded and as a Noun name, the group is known as a Noun Group. If every Machine in a Bond Group is non-Shrouded and as a Gerund name, the group is known as a Gerund Group. Otherwise (if it is not a Noun Group or Gerund Group), the Bond Group is known as a Mixed Group. Any Worker may remove all Energy Bonds (excluding the Bond each Machine has with itself) from a Mixed group at any time.

A Worker may, as a daily action, activate two Machines and - if neither Machine is Shrouded, and if both have Gerund names or both have Noun names, establish an Energy Bond between the two Machines.

Append the following to “Machine Repair”

If a majority of Machines in a Noun Group or Gerund Group are not Jammed, any Worker may make all the Jammed Machines in the Bond Group Repaired and remove all Energy Bonds (excluding the Bond each Machine has with itself) from the entire Bond Group.

 

Same thing as before, but you build it up one machine at a time instead of all at once.

Personally strongly prefer the symmetry of establishing bonds between like-named machines and links between differently-named machines, and needing one to fix Jams and the other to repair machines.

Minor stuff like “should Jammed Machines become Broken or Fixed” can be fixed later.

Proposal: It shouldn’t be that easy…

TImed out. Passes 3-1—Clucky

Adminned at 09 Jul 2012 10:40:55 UTC

If it occurs in the rule Operations, remove the text “When an Operation Proposal is adopted, its author earns 1 Respect.”

If it occurs in the rule Operations, remove the text “When an Operation Proposal is adopted, its author earns 1 Clearance.”

I really dislike the fact that you can earn reputation from making proposals. If someone writes a lot of good proposals, someone should give them a recommendation. This will wind up *discouraging* people from voting FOR Operations Proposals, because you don’t want to give the proposer an upper hand. Giving you a third slot to use for them should be incentive enough for players.

Wednesday, July 04, 2012

Proposal: Dust to Duster

Passes 7-0—Clucky

Adminned at 09 Jul 2012 10:38:04 UTC

Replace “Worker’s Respect” with “Worker’s Reputation” throughout the ruleset. Then replace “Respect” with “Clearance” throughout the dynastic ruleset.

If a Worker is listed in the GNDT as having a Duster, then they now have a Duster. Any Workers who have been taking actions using a Duster Robot are retroactively considered to have been doing so legally.

Fixing the Respect/Reputation confusion, and using a less similar-sounding word for Robots.

Tuesday, July 03, 2012

Proposal: Damn Paper Jams

Timed out. Fails 2-2-1—Clucky

Adminned at 05 Jul 2012 14:32:00 UTC

Upon enacting this proposal, a machine shall immediately be selected at random from among those machines which are still shrouded. That machine shall be named “The Unjamming Machine” and it shall become ‘broken’.

Append the following to rule 2.2 “Machines”:

If any machine named “The Unjamming Machine” is ever Jammed, any Worker may change that machine to Broken.

Append the following to rule 2.2.5 “Operations”:

If none of the above effects are triggered, and the Output machine is named “The Unjamming Machine” and is Fixed, the Worker may choose any number of machines which are both Jammed and have a power link to or from the Output machine. The Worker shall then change those machines to Fixed.

Amend the following in rule 2.2.1 “Power Links”:

A Worker may, as a daily action, activate two Machines and - if neither Machine is Shrouded, and if one has a Gerund name and the other has a Noun name - establish a Power Link from the first to the second.

to

A Worker may, as a daily action, activate two Machines and - if neither Machine is Shrouded, and either one has a Gerund name and the other has a Noun name or at least one of the machines is named “The Unjamming Machine” - establish a Power Link from the first to the second.

and

A Machine may have Power Links to one or more other Machines, but no more than one Power Link to a given Machine.

to

A Machine may have Power Links to one or more other Machines, but no more than one Power Link to a given Machine, unless that machine is named “The Unjamming Machine”

We need an unjamming mechanic, and introducing an explicit machine for unjamming fits with the flavor. The language of this proposal is resilient to having multiple Unjamming Machines in case somebody finds “unjam” in some dynastic rules text. Note also that the Unjamming machine can Unjam gerund machines as well as noun machines. Obviously, in order for this to be the all-purpose unjamming method, it needs to be exempt from a few of the more restrictive linking rules.

Currently, the rules text for “Operations” is exceedingly messy, so I opted to append an extra rule rather than try to turn this into a bullet point, since “Unjamming X” does not fit with the current language of the rule. (As a side note, I dislike that only Noun machines can be operated, and I suggest someone make a Proposal to change that, as well as simplify the language in general—I would rather not clutter this one and I am at my limit).

Story Post: Recommendation: Quirck

Passes 10-0—Clucky

Adminned at 04 Jul 2012 15:50:35 UTC

Quirck has been diligently dusting off a lot of machines for us. I think he should be rewarded for his efforts.

Proposal: I personally prefer Jelly…

sked—Clucky

Adminned at 05 Jul 2012 10:14:13 UTC

Add a new rule to “Machines” called “Rebooting”

As a daily action, a Worker may attempt Reboot a section of the Machine Floor. To do so, he picks an integer between three and ten inclusive and activates that many machines.

If all of the Machines Activated are not Shrouded, all of the Machines Activated have a Gerund name or all of the Machines Activated have a Noun name, and more than half of the Machines Activated are not Jammed then all Machines which were Activated and are Jammed become Broken. Note that each Activated Machine is only counted once, even if it is Activated multiple times during the same Reboot attempt.

So you need to go noun-gerund or gerund-noun to fix broken machines, but you need a group of nouns or a group of gerunds to unjam machines. Adds some balance.

Note that this adds a problem of what happens if all the noun machines get jammed. My solution is to add a weekly action that lets you switch a machine from being a Noun to a Gerund or vice versa (removing all links to and from it) but wanted to propose that separately. Still would have the problem of “what if there is only one or zero non-jammed machines” but I think in that case its okay to say we all lose and start a meta dynasty…

Proposal: Fixed attempt to avoid the veto.

Passed 5-0—Clucky

Adminned at 05 Jul 2012 10:08:20 UTC

Amend ‘Factory Repaired!’ to read as follows:

If every machine is Repaired, the Worker or Workers, other than the Foreman, with the highest Reputation each achieve victory.

Resubmission of Clucky’s proposal with fix.

Proposal: Quick Six Fix Nix

Timed Out—Passes 6-0—Clucky

Adminned at 05 Jul 2012 10:06:16 UTC

Replace “Fixed” with “Repaired” throughout the ruleset. Set the Scoring Machine, Rebel Machine and Innoculating Machine as “Repaired”.

We seem to be using two words to mean the same thing here.

Story Post: Citation: Scshunt

After 24 hours, there is a total of 4 Reputation in favour, and 1 against. Scshunt loses one Reputation. Resolved by Kevan.

Adminned at 04 Jul 2012 03:23:38 UTC

I feel that the act of vetoing two proposals, and forcing a fully-working Factory to be immediately demolished with none of its workers being rewarded with a promotion to Foreman is “harmful to goal of making every Machine fixed”. If a majority of Workers consider the consequence of repairing all the Machines to be a bad thing, then they will not be working enthusiastically towards this goal.

Wiki password please

Can I please get a wiki password?

To keep gamestate up-to-date, I deshrouded #31, naming it The God Machine. I will update this once I get the password unless someone else would like to do it before then.

I’d also like to suggest that noun and gerund machines get different text colors on the factory floor page. Depending on how lazy I feel when I get my password, I may do this myself.

Tuesday, July 03, 2012

Proposal: Don’t sell your soul for a muffin

Timed Out—Passes 7-0—Clucky

Adminned at 05 Jul 2012 10:03:59 UTC

Nipping this in the bud:

In rule 2.2.5 “Operations”, replace

Achieving Muffin. The Operator produces a fresh batch of baked goods, and gains 1 Reputation.

with

Achieving Muffin. The Operator produces a fresh batch of baked goods, and gains 1 Reputation. The Muffin machine immediately becomes jammed.

 

I don’t think we want muffins turning into infinite rep. I considered calling for this to be a daily action, but realized that all the other operations are self-regulating, which seems to be a better route to take.

New Player: kops

I’d like to be added as a worker (rule 1.2)

Aside: Is the IRC channel generally active? There’s a few people idling there now but nobody responded (I have no idea what timezones people are in of course)

Proposal: Too much power in this hizzouse

Timed out—Passes 7-0—Clucky

Adminned at 05 Jul 2012 10:03:03 UTC

Replace the percesion matrix of the overhead crane with

_O_
OXO
_O_

the overhead crane is too power as it lets you create links at will. takes out any of the fun of the randomness. This still gives you far better odd than anything else, but prevents the hax scshunt is currently doing.

Proposal: Speedier Quickier

Timed Out—Passes 4-2—Clucky

Adminned at 05 Jul 2012 10:02:39 UTC

Append the following to the rule ‘Operations’:

An Operation Proposal is a proposal whose effects are limited to the addition, removal, or amendment of no more than five bullet points to the list of operations in this rule. When an Operation Proposal is adopted, its author earns 1 Respect. A Worker may submit an Operation Proposal when that player has exactly two Proposals Pending, unless both of that Worker’s Pending Proposals are themselves Operation Proposals. This does not allow the Worker to violate any other restriction on the submission of Proposals other than the limit of two Pending Proposals at once.

Proposal: My Attempt to Avoid the Veto

Self killed—CLucky

Adminned at 03 Jul 2012 11:24:54 UTC

Replace the text of the rule “Factory Repaired!” with

If every Machine is Repaired, then any Worker may make a blog post noting this fact, even if BlogNomic is in Hiatus. Upon doing so, every Reputable Worker who has tied for the most Reputation of all Workers other than the Foreman achieves victory. If no such Worker exists (and the post was still legally made), then the word ‘Foreman’ is replaced with ‘Emperor’ throughout the ruleset, the term ‘Worker’ is replaced with ‘Player’ throughout the ruleset, all dynastic rules are repealed, and a new Metadynasty begins.

scshunt seems unwilling to budge on the “every machine is repaired = game ends” stance. Should at least make it so that if that happens, someone will probably win to avoid the meta dynasty.

Proposal: Rapid effects

Self-killed. Failed by Kevan.

Adminned at 03 Jul 2012 02:44:23 UTC

Append the following to the rule ‘Operations’:

An Operation Proposal is a proposal whose effects are limited to the addition, removal, or amendment of no more than five bullet points to the list of operations in this rule. A player may submit an Operation Proposal even if that player already has two proposals pending if one of those proposals is not an Operation Proposal. When an Operation Proposal is adopted, its author earns 1 respect.

Encourage submission of Operation Proposals.

Proposal: [002] Days Without a Veto

Vetoed. Failed by Kevan.

Adminned at 03 Jul 2012 02:43:29 UTC

Reword the subrule “Factory Repaired!” to:-

The Foreman would like it to be known that he wishes the end of the Dynasty to be connected to the repair of the final Machine.

Looks like the Emperor vetoed a popular catastrophic-endgame fix over the weekend for flavour reasons. It’s good to have veto-strength personal preferences written down, so here we go.

Sunday, July 01, 2012

Proposal: Losing orientation

Timed out 4 votes to 4. Failed by Kevan.

Adminned at 03 Jul 2012 02:43:08 UTC

In the rule 2.2.4 “Machine Repair”, replace

If there is ever a Power Link from a Fixed Machine to a Broken Machine

with

If there is ever a Power Link between a Fixed Machine and a Broken Machine

Currently if machine 1 receives a Noun name, no other machine may become Fixed, and if a Gerund name, only Noun machines may become Fixed.