Monday, April 01, 2013

Declaration of Victory: The one to rule them all

Passes 6-0 after 12 hours. Congratulations! -RaichuKFM

Adminned at 01 Apr 2013 09:08:31 UTC

I have reduced the DMC to zero and achieved victory.

To anyone who will claim the collection clearance was illegal because of “No Captain may grant Collection Clearance to any Commander they control.”. I would like to point out that Larrytheturtle1 controls neither me nor Larrytheturtle2. I just put this now so I won’t have to say it later if it comes up.

Rebuilding a lost empire

I am hiring a commander. My thanks to the Admin who does this.

Sunday, March 31, 2013

Hidden Actions

On the subject of GNDT actions being hard to see, it appears that Larry has illegally gained two Resources at [30/03 02:54] without even expending the necessary Energy. It might have been an honest mistake, but I’m posting it as an example of how hard it is (at least for me) to know what’s going on with all of these GNDT-only actions. I’m not saying that we should have posts for every action, though. I can’t think of any solutions except speeding towards the end of the dynasty.

Proposal: Tracking Matter

Reaches Quorum and Passes 4-0. -RaichuKFM

Adminned at 31 Mar 2013 13:42:41 UTC

In the rule “Dark Matter” replace the text

There is a value called the Dark Matter Concentration (DMC) that is a nonnegative integer tracked above the Galaxy Map on the Galaxy Map wiki page.

with

There is a value called the Dark Matter Concentration (DMC) that is a nonnegative integer tracked in its own GNDT row with name “DMC”.

It’s hard to see and verify.

Friday, March 29, 2013

Proposal: In Space, No One Can Hear You Recalibrate

Reaches Quorum 4-0-1 and Passes. -RaichuKFM

Adminned at 31 Mar 2013 10:15:32 UTC

In the rule entitled “Dark Matter”, change

* When a Captain takes the weekly action of setting their Energy to 10, the DMC is increased by 10.
* When a Captain’s Ship Class becomes “-”, the DMC is increased by 5.

to

* When a Captain takes the weekly action of setting their Energy to 10, the DMC is increased by 3.
* When a Captain’s Ship Class becomes “-”, the DMC is increased by 15.

It seems logical to me that there should be an inverse relation between the frequency of an event occurring and its effect on the DMC.

Thursday, March 28, 2013

Story Post: Trade Rates: Alzarius

On behalf of Larrytheturtle1 trade rates are as follows

I will Buy 2 non-weapon Resources for 1 Resource
I will Buy 5 weapons for 2 Resources
I will Sell 5 weapons for 4 Resources
The Refueling fee is either 5 weapons or 1 of any non-weapon Resource

Trade Rates: Skaro

Trade Rates:
Trades are in the following format: [Resource I want] for [Resource I want to give] (Just because otherwise it’s slightly ambiguous).
Additionally, I will not accept weapons as a resource for trade.

2 Resources (they do not have to be the same) for 1 Resource
1 Resource for 4 Credits
6 Credits for 1 Resource
Refueling Fee: 1 Resource
Fine for attacking: 10 gold.

minus two

Klisz and Spitemaster go idle after a week of inactivity. Quorum drops to 4

Trade Rates: Deneb

Updated Trade Rates:
Trades are in the following format: [Resource I want] for [Resource I want to give] (Just because otherwise it’s slightly ambiguous).
Additionally, I will not accept weapons as a resource for trade.

2 Resources (they do not have to be the same) for 1 of any Resource
1 Resource for 4 Credits
6 Credits for 1 Resource
Refueling Fee: 1 Resource
Fine for attacking: 10 gold.

Commander

I am hiring a commander.

Story Post: Commander

I’m hiring a commander

Thursday, March 28, 2013

Story Post: Trade Rates: Andromeda

Would it be too forward of me to suggest that we may have the start of an economy here? In any event, the following rates are now in effect:

  • I will buy 1 Gold or 1 Aluminum for 4.5 Credits.
  • I will buy 1 non-Weapon Resource for 4 Credits.
  • I will sell 1 Dilithium or 1 Tritanium for 5.5 Credits. However, I will not sell Dilithium or Tritanium if the transaction would cause my supply of either Resource to fall to 0.
  • I will sell 1 Weapon for 1 Resource.
  • The Refueling Fee is 1 Gold or 2 non-Weapon Resources.
  • The Fine for attacking is 10 Gold.

Tuesday, March 26, 2013

Commander

I am hiring a commander.

Proposal: Let There Be Light

And Purplebeard saw that the proposal had reached quorum at 5-1, and it was good, and Purplebeard enacted the proposal.

Adminned at 28 Mar 2013 04:54:09 UTC

Append to the rule entitled “Victory”:

If the Dark Matter Concentration ever becomes zero, the Captain who caused this to happen (if there is one) has achieved victory.

If a Commander achieves victory, the Captain who controls them also achieves victory.

Add a subrule to Modules entitled “Nonbaryonic Annihilator”:

* Size: 10
* Assembly Instructions: A Captain must spend 2 Aluminum and 2 Tritanium to install this Module.
* Effect: Spend 1 Dilithium to either increase or decrease the DMC by 5, to a minimum of zero.

Like most astrophysics projects, the outcome is ultimately immaterial.

Monday, March 25, 2013

I Sense A Great Disturbance in The Quorum

Josh and Hugbeam idle out, after 9 and 8 days of inactivity, respectively. Quorum drops to five.

Sunday, March 24, 2013

Story Post: Trade Rates: Andromeda

Please be advised of the following rate changes:

  • I will buy 1 non-Weapon Resource for 4.5 Credits.
  • I will sell 1 Resource for 6 Credits.
  • I will sell 1 Weapon for 1 Resource.
  • The Refueling Fee is 2 non-Weapon Resources.
  • The Fine for attacking is 10 Gold.

Saturday, March 23, 2013

Repeat

Ignore this—the proposal submitted twice. How do you delete posts? Also, Deliberations still exist.

Proposal: Might as well actually do this

Times Out and Passes at 2-0-4. -RaichuKFM

Adminned at 25 Mar 2013 15:24:01 UTC

Enact a new rule entitled “Dark Matter”:

There is a value called the Dark Matter Concentration (DMC) that is a nonnegative integer tracked above the Galaxy Map on the Galaxy Map wiki page. The DMC defaults to ten times the current number of Spectral Type Black Sectors. The DMC must be updated according to the following items no more than 6 hours after the corresponding action is taken:

* When a Sector is Measured to be a Spectral Type other than Black, the DMC is decreased by 3.
* When a Sector is Measured to be Spectral Type Black, the DMC is decreased by 1.
* When a Sector’s Spectral Type becomes Brown, the DMC is increased by 15.
* When a Captain takes the weekly action of setting their Energy to 10, the DMC is increased by 10.
* When a Captain’s Ship Class becomes “-”, the DMC is increased by 5.

Set the DMC to default.

Introducing an overarching timer sort of thing. Planning to Propose a secondary endgame condition based on this.

Friday, March 22, 2013

Proposal: Can we fix it this time?

Times Out and Passes 2-1-1. -RaichuKFM

Adminned at 24 Mar 2013 08:33:26 UTC

Rewrite the rule “Space Stations” by replacing the text

If you pay the refueling fee you may increase your energy by five and decrease the space stations energy by 1.

wherever it appears with the text, with the following text

To Refuel, a Captain must transfer the Resources named in the Refueling Cost associated with a Space Station to the Captain who controls that Space Station, increase their Energy by 5, and decrease the Space Station’s Energy by 1. No Captain may Refuel at a Space Station whose owner has not specified a Refueling Cost or if Refueling would reduce the Space Station’s Energy below 0. A captain with the ship class “space station” can not gain energy by refueling.

 

 

Commander

I have one.

Friday, March 22, 2013

Can we fix it?

If the proposal “Never stop working” fails then this proposal does nothing

Add the following text to the end of the first paragraph in the sub-rule “Space Stations”

A captain with the ship class “space station” can not gain energy by the act of refueling

I wrote it this way so I didn’t accidentally make it illegal for space stations to be involved in the process at all.

Proposal: Never stop working

Times Out and Passes 3-1. -RaichuKFM

Adminned at 24 Mar 2013 07:22:26 UTC

Amend the first paragraph of the sub-rule “Space Stations” to read :

While a Captain’s class is “Space Station”, a Captain may, at any time, make a story post entitled “Trade Rates: [Name of Sector the captain is currently located]”. In the post, the Captain should list the resources they are willing to trade and the rate at which they are willing to trade those resources. The Captain may also include a Refueling fee. If you pay the refueling fee you may increase your energy by five and decrease the space stations energy by 1.  Any other Captain who shares their location with a Space Station may trade resources with or refuel at the Space Station according to the rates posted by the Captain of the Space Station, limited by the resources and energy available in the Space Station. The exception to this rule is that, upon attacking a Space Station, a Captain loses their ability to trade with or refuel at the Space Station they attacked. This loss of trading and refueling ability lasts until the Space Station is disbanded (the Captain who owns the Space Ship changes their ship’s class) or until the attacker pays the fine set by the attackee (recorded at the end of the Trade Rates story post).

Proposal: More Class Actions

Reaches Quorum and Passes 6-0. -RaichuKFM

Adminned at 23 Mar 2013 09:56:00 UTC

Increase the “Hold” stat of every Scout by 5. In the rule “Specifications”, change the Scout’s default “Hold” value from 5 to 10.

Add a subrule to “Resources”, entitled “Class Trades”, containing the following:

As an Activity, a Scout may gain one resource produced by any Sector they have Jumped to that day. As an Activity, a Freighter may trade up to three Resources to a Sector to gain the same amount of Resources of any type, excluding weapons.

There is little incentive to be anything but a Fighter or Space Station. Let’s fix that.

Proposal: Not-so Fully Operational Battle Stations

Times Out and Passes 5-2. -RaichuKFM

Adminned at 23 Mar 2013 09:51:28 UTC

Append the following to the first paragraph of the Rule “Combat”:

If the Attacker’s Ship Class is “Space Station” then A is reduced by half their firepower, rounded down.

As your Potentate, I cannot stand idly by as an entire sector is being held hostage by a rogue station. We are taking steps to reduce the offensive capabilities of these stations; their weapon installments are for defense, not terror.

Hangar

I went to check the Hangar, and people aren’t keeping their modules updated in the Hangar. Please remember to do so!

Commander (Again)

I am hiring a second commander!

Commander

I am hiring a Commander! (Thanks Purplebeard)

Thursday, March 21, 2013

Commander 2.0

I am hiring a commander. My thanks to the admin who processes this.

Dark Matter

Enact a new rule entitled “Dark Matter”:

There is a value called the Dark Matter Concentration (DMC) that is a nonnegative integer tracked above the Galaxy Map on the Galaxy Map wiki page. The DMC defaults to ten times the current number of Spectral Type Black Sectors. The DMC should be updated according to the following items soon after the corresponding action was taken:

  • When a Sector is Measured to be a Spectral Type other than Black, the DMC is decreased by 3.
  • When a Sector is Measured to be Spectral Type Black, the DMC is decreased by 1.
  • When a Sector’s Spectral Type becomes Brown, the DMC is increased by 15.
  • When a Captain takes the weekly action of setting their Energy to 10, the DMC is increased by 10.
  • When a Captain’s Ship Class becomes “-”, the DMC is increased by 5.

Set the DMC to default.

A kind of timer tied to a number of other actions.

Proposal: Galaxy Quest

Reaches quorum and passes at 6-0, by Grabthar’s hammer! -Purplebeard

Adminned at 22 Mar 2013 01:41:03 UTC

Create a new rule entitled “Victory”:

If an Admiral controls a Fleet that contains a Captain or Commander of every Ship Class, that Admiral has achieved victory.

We should add a ship-capturing mechanic to make this achievable within a reasonable time-frame.

Tuesday, March 19, 2013

Proposal: No debts?

7-0 makes a quorum of FORs. -Purplebeard

Adminned at 21 Mar 2013 07:00:31 UTC

Change the first sentence of the rule “Credits” to

Every Captain has a nonnegative real number of Credits, with no more than 3 decimal places, tracked in the GNDT, and defaulting to 0.

If a Captain has a negative amount of Credits, set his Credits to zero and his Ship Class to “-”.

Kidnapped by aliens

scshunt and nqeron idle out after more than a week of inactivity

Proposal: We Need Stinkin’ NPCs

Times out and fails at 3-5. -Purplebeard

Adminned at 21 Mar 2013 06:58:56 UTC

Create a new rule entitled “Pirates”:

A band of Somalarian pirates has commandeered a light cruiser which they have christened The Bloody Inquisitor LXIII. They now roam this quadrant in search of loot and plunder. There exists a gameplay entity called Pirates which is tracked in the GNDT. The Pirates are treated as a Captain for the purposes of Dynastic Rules, except that they do not need to spend Energy in order to perform Activities. If the Pirates’ Ship Class is ever “-”, they are deleted from the GNDT and this rule is deleted as well.

Once per day, and only if it has not been performed that day, any Captain may cause the Pirates to Pillage by performing the following actions on behalf of them, in order:

1) Raid every Captain who shares their Position, in random order.
2) Raid the Sector that corresponds to their Position, if that Sector isn’t Brown.
3) If the Sector corresponding to their Position is Brown, Jump to a random adjacent Sector that isn’t Brown. If none exist, instead Jump to a random adjacent Sector.

Whenever the Pirates are permitted to transfer Resources from another Captain to them, they always take the maximum possible number of Resources. The types of Resources that are destroyed or transferred due to the Pirates’ actions may be chosen by the Captain acting on their behalf. Every decision that is randomly determined on behalf of the Pirates must be handled through DICE rolls in the GNDT, with the interpretation of the results clearly indicated beforehand.

Create the Pirates in the GNDT with the Fighter Class. They have 1 Speed, 18 Firepower and a Hold of 50. Roll DICE4 to decide their Position: on a 1, they start in Namek; on a 2, in Gallifrey; on a 3, in Naos and on a 4, in Ophiuchus.

This galaxy is far too peaceful.

Monday, March 18, 2013

Proposal: Credits Update

Times Out and Passes 5-1. -RaichuKFM

Adminned at 20 Mar 2013 18:39:27 UTC

Amend the rule “Credits” to read:

Every Captain has a real number of Credits, with no more than 3 decimal places, tracked in the GNDT, and defaulting to 0.
As an Activity, a Captain whose class is not “Space Station” may give up 10 credits for 1 of any other resource.

Amend the section of the rule “Space Stations” that reads:

As an Activity, a Captain whose Ship Class is Space Station may do the following: for each Ship “S” docked at that Space Station whose Captain has been granted Collection Clearance by the owner of the Space Station, they (the owner of the Space Station) may gain 1 Resource of any type produced by the Sector they currently occupy (as defined by the mapping from Spectral Colours to Resources in Rule 2.3). If they do, the Captain of Ship “S” also gains 1 Resource of the same type, provided that it is possible for them to accommodate the extra Resource with their current Hold.

To read:

As part of the collection clearance agreement, the Captain and the space station should agree whether the Captain will be collecting resources or credits. Additionally, the Captain and the Space station should agree how often collection will happen. As an Activity, a Captain whose Ship Class is Space Station must, in accordance with their agreements with the collecting Captains, do the following:
For each Ship “S” docked at that Space Station whose Captain has been granted Collection Clearance by the owner of the Space Station and who agreed to collect resources, they (the owner of the Space Station) may gain 1 Resource of any type produced by the Sector they currently occupy (as defined by the mapping from Spectral Colours to Resources in Rule 2.3). If they do, the Captain of Ship “S” also gains 1 Resource of the same type, provided that it is possible for them to accommodate the extra Resource with their current Hold.

For each Ship “S” docked at that Space Station whose Captain has been granted Collection Clearance by the owner of the Space Station and who agreed to collect credits, they (the owner of the Space Station) may gain 2 credits. If they do, the Captain of Ship “S” also gains 2 credits.

Allows for credits to be transferred into resources without giving Space Stations an advantage. Also, allows Captains to get credits and resources at a reasonable, but not broken rate. Finally, it forces space stations to actually collect resources, per the agreement, instead of deciding not to.

Trade Rates: Deneb (again)

Updated Trade Rates:

Due to my influx of Aluminum, I am revamping my trade rates.
Trades are in the following format: [Resource I want] for [Resource I want to give] (Just because otherwise it’s slightly ambiguous).
Additionally, I will not accept weapons or aluminum (as I already have too much) as a resource for trade.

1 Resource for 2 Aluminum
1 Resource for 1 Weapon
1 Resource for 4 Credits
6 Credits for 1 Resource
Fine for attacking: 10 gold.

Proposal: More Technobabble

Vetoed. -Purplebeard

Adminned at 19 Mar 2013 05:02:17 UTC

Add the following as subrules to the rule entitled “Modules”:

“Teleportation Grid”:

* Size: 20
* Assembly Instructions: A Captain must spend 2 Gold and 1 Tritanium to install this Module. Cost of Assemblage: 2 Aluminum.
* Effect: When you cause another Captain’s Class to be set to “-” as the result of a Raid, a Commander is created under your control that has the Class, Specs, Resources and Modules of that Captain immediately prior to the Raid,  excluding any Resources that were transferred as a result of the Raid. The new Commander may be added to the GNDT by any admin.

“Slipstream Generator”:

* Size: 1
* Assembly Instructions: A Captain whose Class is Scout may spend 2 Silver and 1 Dilithium to install this Module.
* Effect: Whenever you Jump, you may cause any members of your Fleet that shared your Position prior to this action to Jump along with you and end in the same Position as you.

Proposal: Galactic Upheaval

Self-killed. -Purplebeard

Adminned at 19 Mar 2013 05:01:47 UTC

Set the Spectral Type of every Sector, except for Earth and any Sector that contains (a Captain who is) a Space Station, to White.

Raiding sectors

Apparently there’s been some confusion about sector raids. The Firepower of a sector is determined by rolling X = 2DICE5; the combat roll then has to be rolled as N = DICEX. This means that Larrytheturtle barely survives their encounter with Andromeda and Larrytheturtle1 pops back into existence.

Sunday, March 17, 2013

Proposal: Test Proposal

Self-killed. — Quirck

Adminned at 17 Mar 2013 23:34:55 UTC

This proposal does nothing and it has void content.

...

I’m new to this. Trying to see if I can do proposals properly.

Sunday, March 17, 2013

Proposal: Pseudomining

Quorums 2-8. — Quirck

Adminned at 17 Mar 2013 23:34:14 UTC

Enact a new subrule of “Resources” entitled “Measures of Success”:

When a Proposal is Passed, its Author may gain one of one of the Resources produced by the Sector they were in when it Passed.

Getting Resources, integrated with proposing. And yes, “one of one of”.

Proposal: Outposts

Quorums 1-7. — Quirck

Adminned at 17 Mar 2013 23:33:31 UTC

Enact a new rule entitled “Outposts”:

Each Sectors can have one Outpost. An Outpost in a Sector is said to be Stationed in the Sector. Every Outpost is tracked in the GNDT, with the Name of “Outpost” preceding a number, the Position of whatever Sector it is Stationed in, and all other Values defaulting to “-”. There are currently Outposts in the following Sectors:

  • Earth

When a Captain is in a Sector in which an Outpost is Stationed, the Captain may, as an Activity, Sell Resources they have to the Outpost by transferring the desired Resources to the Outpost and gaining a number of Credits equal to the total Prices of all of the Resources Sold. The comment to the GNDT action to do so should include the calculation of the Price(s).

A Resource’s Price is equal to the total amount of the Resource in Ships divided by the current number of Sectors.

How about those Credits?

New player appears!

Gimme the power to play pleasies. I’m more or less fluent in this. I guess. I hope.

Friday, March 15, 2013

Proposal: :lasoporP

Times out and Fails 4-6. -RaichuKFM

Adminned at 17 Mar 2013 08:26:21 UTC

Create a subrule to “The Final Frontier” entitled “Mirror Universe”:

There exists a Mirror Universe of Sectors separate from those on the Galaxy Map which may be referred to as the paM yxalaG. For each Sector on the Galaxy Map there is a corresponding Sector in the paM yxalaG with an inverted name (e.g. Earth corresponds to htraE). A Sector on the Galaxy Map and the corresponding Sector on the paM yxalaG are Mirror Sectors of each other. The starlanes that are represented as edges on the Galaxy Map wiki page also exist between the corresponding Mirror Sectors in the paM yxalaG.

The Spectral Type of a Sector is linked to the Spectral Type of its Mirror Sector as follows:

* A Red Sector’s Mirror Sector is Black and vice versa.
* A Green Sector’s Mirror Sector is Brown and vice versa.
* A Purple Sector’s Mirror Sector is Yellow and vice versa.
* A Turquoise Sector’s Mirror Sector is Magenta and vice versa.
* An Orange Sector’s Mirror Sector is Silver and vice versa.

If the Spectral Type of any Sector changes, the Spectral Type of its Mirror Sector changes accordingly.

A Captain may Jump from a Sector with Spectral Type Magenta to its Mirror Sector as if there were a Starlane between the two. A Captain may perform any action apart from Jumping as if their Position were the Mirror Sector of their actual Position, but must spend 1 Energy to perform this action, in addition to any other costs.

In the rule entitled “The Final Frontier”, change

Every Spectral Class Black Sector is considered to have Starlanes to every other Spectral Class Black Sector.

to

Every Spectral Class Black Sector on the Galaxy Map is considered to have Starlanes to every other Spectral Class Black Sector on the Galaxy Map. Every Spectral Class Black Sector on the paM yxalaG is considered to have Starlanes to every other Spectral Class Black Sector on the paM yxalaG.

Thursday, March 14, 2013

Non-space station trading

I noticed that a number of Captains (Quirck, Purplebeard recently) have been trading goods as if they were space stations (Rule 2.3.1 now only allows space stations to trade like that).  What’s the proper procedure to correct mistakes like this?

Proposal: Don’t Panic

Reaches Quorum and passes 7-0. -RaichuKFM

Adminned at 15 Mar 2013 08:07:16 UTC

Reword the rule “Energy” to “Each Captain has a stat “Energy”, tracked in the GNDT and defaulting to zero. As a Weekly Action, a Captain may set their Energy to 10. A Captain may spend 1 Energy to perform an Activity, but may not perform the same Activity more than twice in a 24-hour period.”

I can’t believe I didn’t notice this was untracked. Dang Pan-Galactic Gargle Blasters. Never again.

Story Post: Another Commander

I’m hiring a Commander. Since I’m an admin, I’ll process this.

Thursday, March 14, 2013

Story Post: Something is fishy

I’ve noticed that it only displays the time for the first action you did in the GNDT if you do multiple things in a row. This is causing me the problem that I am trying to figure out when I can move again and can’t tell when I moved last. If I am missing a way to tell this please point it out to me but after consulting with our helpful Potentate neither of us could find anything. I wasn’t sure the best way to go about fixing this so I figured I would bring it to attention and ask for ideas on what to do?

Death Stars

LarrytheTurtle pulled a clever trick; Weapons cannot be traded as part of rules governed by “Resources” and its subrules, but it can be traded to Space Stations, as that is under “Space Ships”. My question is, do we patch this loophole, or should we build off of Space Stations having access to Weapons?

Trade Rates: Deneb

Updated Trade Rates:

Trades are in the following format: [Resource I want] for [Resource I want to give] (Just because otherwise it’s slightly ambiguous).
Additionally, I will not accept weapons as a resource for trade.

  • 1 Resource for 1 Aluminum
  • 1 Resource for 1 Weapon
  • 1 Resource for 4 Credits
  • 6 Credits for 1 Resource

Fine for attacking: 10 gold.

Story Post: Commander

I hired a commander and spent the resources required. If an admin could please help me out on this.

Proposal: You Can’t Spell “Fun” Without Genocide

Times out and passes at 5-2 with one DEF. -Purplebeard

Adminned at 15 Mar 2013 04:37:34 UTC

Add a rule entitled “Planetary Assaults”

Sectors may be Raided as if they were Captains at their Position. For the purposes of Raiding, Sectors have a Firepower of 2DICE5 (rolled separately for each Raiding instance) and infinite resources of the type(s) they produce. If Sector’s Ship Class would change to “-” due to a Raid, instead its Spectral Type is set to Brown. The Captain who caused this change should update the Galaxy Map with the new Spectral Type, or add a line of text under the Galaxy Map that explains the change that must be made.

Add Brown to the list of colours in “Resources”, with no resources produced.

Add a subrule to “Modules” entitled “High-Yield Missile Battery”:

* Size: 2
* Assembly Instructions: A Captain must spend 3 Aluminum to install this Module. Cost of Assemblage: 2 Tritanium.
* Effects: Your Firepower is treated as if it were 5 points higher for the purposes of Raiding Sectors.

Well, in Bellatrixian you can’t.

Proposal: Galactic Grind

Reaches Quorum 8-0 and Passes. -RaichuKFM

Adminned at 14 Mar 2013 12:54:38 UTC

Replace every instance of “(a) Daily Action” in the Dynastic Rules with “(an) Activity”.

Add a subrule to “Spaceships”, entitled “Energy”:

Each Captain starts with 0 Energy. As a Weekly Action, a Captain may set their Energy to 10. A Captain may spend 1 Energy to perform an Activity, but may not perform the same Activity more than twice in a 24-hour period.

Not everybody is able/willing to log on every day to perform the daily chores.

Tuesday, March 12, 2013

Story Post: Trade Rates: Andromeda

Now that the financial systems are back online, I am offering the following trade rates in this sector:

  • I will buy 1 Resource for 4 Credits.
  • I will sell 1 Resource for 6 Credits.

Additionally, the fine for attacking has been set at 10 Gold.

I look forward to doing business with you!

Proposal: Collection Agency

Times Out and Passes 3-2-3. -RaichuKFM

Adminned at 14 Mar 2013 12:45:52 UTC

Append the following text to Rule 2.1.2, “Space Stations”:

When a Captain makes a request to dock, as part of this request they may also optionally request Collection Clearance. The terms under which Collection Clearance will be granted may then be negotiated with the owner of the Space Station. If Collection Clearance is not explicitly requested by the docking Captain, or if any party does not agree to the terms under which it will be granted, it is automatically denied for the duration over which the docking Captain is docked at this Space Station. An unsuccessful negotiation of terms for Collection Clearance does not preclude successful negotiation of terms for the action of docking. Collection Clearance is automatically revoked upon un-docking from a Space Station.

If Collection Clearance is granted, the Captain to whom it has been granted does not add the Firepower of the docked Ship to the Firepower of the Space Station, nor do they subtract Firepower from the Space Station when un-docking. A Captain to whom Collection Clearance has been granted denotes this by appending the string “[C]” to their Position once they have docked and deletes this string from their Position once they have un-docked.

As a Daily Action, a Captain whose Ship Class is Space Station may do the following: for each Ship “S” docked at that Space Station whose Captain has been granted Collection Clearance by the owner of the Space Station, they (the owner of the Space Station) may gain 1 Resource of any type produced by the Sector they currently occupy (as defined by the mapping from Spectral Colours to Resources in Rule 2.3). If they do, the Captain of Ship “S” also gains 1 Resource of the same type, provided that it is possible for them to accommodate the extra Resource with their current Hold.

If the proposal titled “A Fleeting Interest” passed, append the following text to Rule 2.1.2, “Space Stations” after the previous text has been appended:

No Captain may grant Collection Clearance to any Commander they control.

The owner of the Space Station controls when Resources are collected—it would get complicated if each docked Captain had to take care of this every day. Balance-wise, I think this checks out because of the enforced “symbiotic” relationship between the docking Captain and the Space Station.

Oops, forgot the implicit vote there. Fixed.

Proposal: Pulling Rank

Reaches quorum and passes at 7-0. -Purplebeard

Adminned at 13 Mar 2013 00:42:29 UTC

If the Proposal titled “A Fleeting Interest” failed, this Proposal does nothing.

Append to the rule entitled “Fleets” the following:

A Commander may not change their Ship Class through the method set out in the rule entitled “Spaceships”.

If there is a rule entitled “Polymorphic Drive, delete it.

Add a sub-rule to “Modules”, entitled “Polymorphic Drive”:

* Size: 0
* Assembly Instructions: This Module has a Cost of Assemblage of 3 Gold and 2 Tritanium.
* Effect: Remove the Polymorphic Drive from the ship to change your Ship Class to any valid value, retaining your other Modules and Resources. Your Specs are set to the default values for the new Ship Class.

Change the Ship Class of every Commander to Shuttle.

Shuttle Commanders shouldn’t be able to be promoted that easily. I changed the cost of a Polymorphic Drive to something that will fit in a shuttle’s cargo bay.

Monday, March 11, 2013

Proposal: Alien life forms!

Cannot reach quorum at 1-6 and fails.

Adminned at 13 Mar 2013 00:40:45 UTC

Add a new subrule to Rule 2.7 “Modules” entitled “Space Parasite Nest”:

Size: 1
Assembly Instructions: A Captain must spend 1 of any Resource to Install this Module.
Effect: You may Activate this Module to remove it from your Ship and Install a “Space Parasite” Module onto another Captain’s Ship who has the same Position as you.  You may not Activate this module until 24 hours after you Installed it.

Add a new subrule to Rule 2.7 “Modules” entitled “Space Parasite”:

Size: 0
Assembly Instructions: This Module may only be Installed by another Captain Activating a “Space Parasite Nest” Module.
Effect: You may Activate this Module to remove it from your Ship.  You may not Activate this module until 24 hours after it was Installed.  You may not Jump or Raid (except as stated by this rule) while you have this Module Installed.  You may remove this Module from your ship by Raiding yourself, the restriction on who you can Raid in Rule 2.4 “Combat” notwithstanding.

Proposal: A Fleeting Interest

Reaches Quorum 7-1. -RaichuKFM

Adminned at 12 Mar 2013 12:49:34 UTC

Create new rule entitled “Fleets”

Captains may control one or more Commanders. A Commander is a gameplay entity that is treated as a Captain for the purposes of all Dynastic Rules except for this rule. The set of a Captain and the Commanders they control may be referred to as a Fleet. A Captain whose Fleet contains three or more Commanders is an Admiral.

A Captain may perform any action (governed by the dynastic rules) on behalf of a Commander they control. If a Commander’s Ship Class is ever “-”, that Commander is deleted. If a Captain’s Ship class becomes “-”, their fleet disperses and all Commanders controlled by that Captain are deleted.

As a Weekly Action, a Captain may Hire a new Commander by making a post to that effect and spending 1 Gold, 1 Silver, 1 Aluminum, 1 Dilithium and 1 Tritatium. This post may (and should) be processed by an admin once by adding the new Commander to the GNDT under the hiring Captain’s name, appended with a number. The Commander starts in the same Position as the hiring Captain with a Ship Class of Shuttle, with default values for all other variables. After the post is processed the hiring Captain may begin performing actions for the new Commander.

Append to the first paragraph of the rule entitled “Combat”:

If the Defender is part of a Fleet, half of the Firepower of every member of the same Fleet who share their Position is added to theirs for the purposes the Raiding action. Only the end result is rounded down, not the individual contributions.

Append to the rule entitled “Resources”:

A Captain may transfer Resources to another Captain within the same Fleet at any time, provided they share a Position.

Add “Shuttle” to the list of valid Ship Classes in “Spaceships” and add it to the table in “Specifications” with a Speed of 2, a Firepower of 3 and a Hold of 5.

Monday, March 11, 2013

Proposal: Flexible

Quorums 8-0. — Quirck

Adminned at 12 Mar 2013 11:09:02 UTC

Enact a new rule entitled “Credits”:

Every Captain has a real number of Credits, with no more than 3 decimal places, tracked in the GNDT, and defaulting to 0.

Give 128 Credits each to every Captain who has a Space Station.

Enact a subrule of “Modules” entitled “Incinerator”:

Size: 1
Assembly Instructions: A Captain must spend 1 Dilithium and 1 Tritanium to install this Module.
Effect: A Captain with this Module Installed may, at any time, destroy and loose any Resource that they have.

Credits can be used for buying and selling instead of trade and are easier to carry than Resources. Space Stations seems to already allow for Credits to be used in exchange for resources. But if you can’t carry all of the Resources that you have, incinerate them.

Proposal: More Modules

Self-killed. — Quirck

Adminned at 12 Mar 2013 11:05:42 UTC

Add the following subrules to the rule “Modules”

“Extra Space”:

Size: 0
Assembly instructions: A Captain must spend 3 Aluminum and 2 silver to install this module. A Captain may not have more than 2 of this Module.
Effect: A Captain’s hold is increased by 5, and their speed is reduced by 1. If the Captain’s speed would fall below 1, the Captain’s firepower will be reduced by 1 instead.

“Nuclear Warheads”

Size: 2
Assembly instructions: A Captain must spend 2 Gold and 2 Dilithium to install this module. A Captain may not have more than 3 of this Module.
Effect: Once during a battle, a captain may add 5 to their total dice roll. The decision to add 5 must be done before rolling the dice (in the comments section of GNDT). If the M exceeds N (as defined in the combat section) by 10, Attacker’s Class is set to “-” and their Resources are destroyed from the nuclear blow back. Upon use of a Nuclear Warhead, the instance of the module used is uninstalled from the Captain’s ship.

More module ideas!

Story Post: Trade Rates: Deneb

Trade Rates:
Trades are in the following format: [Resource I want] for [Resource I want to give] (Just because otherwise it’s slightly ambiguous)

  • 1 Resource for 1 Aluminum

Fine for attacking: 10 gold.

Proposal: Ship Shape

Quorums 3-7. — Quirck

Adminned at 12 Mar 2013 11:05:01 UTC

Add a sub-rule to “Modules”, entitled “Polymorphic Drive”

Size: 0
Assembly Instructions: 2 Gold, 2 Silver, 1 Tritanium, 1 Dilithium
Effect:  Remove the Polymorphic Drive from the ship, and change the ship’s class to any other, without losing modules, resources or weapons.  Fire Power, Speed, and Hold change to match the new ship class.

Paid change of ship.

Story Post: Trade Rates: Andromeda

Having recently established a station for advanced materials synthesis in the Andromeda sector, the trade rates are:

  • I offer 1 Resource for 1 Gold.

Proposal: Docks and Ports

Reaches quorum and passes at 8-0. -Purplebeard

Adminned at 11 Mar 2013 01:17:37 UTC

Append to the sub-rule “Space Stations”:

  If a Captain shares the same position of another Captain whose ship class is “Space Station”, they may request to doc by PMing or otherwise contacting the owner of the Space Station.  The owner of the Space Station may request resources in return for this action.  When both parties are in agreement about the terms, and the Captain of the Space Station agrees to let the Captain dock, then update the following:
  The Captain requesting to doc changes his position to “X - Station”, where X is the name of the captain of the Space Station.  The terms agreed upon are enacted, and thus any resources agreed upon are transferred at that point.  The Fire Power of the Space Station increases by the Fire Power of the ship that is now docked.

A docked ship may not be attacked.  If a Space Station is destroyed, then any ships docked in it are released from bay and are not destroyed.  A Captain may at any time un-dock their ship (resulting in the Space Station’s loss of the Fire Power that they added).

Safety in numbers?

Proposal: Space Ikea

Reaches quorum and passes at 9-0. -Purplebeard

Adminned at 11 Mar 2013 01:05:07 UTC

Append to the rule entitled “Modules”:

If the Assembly Instructions for a Module include an Cost of Assemblage, that cost must be transferred to a Captain whose Class is Space Station and who has the same Position as the Captain who Installs the Module, in addition to any other actions specified in the Assembly Instructions.

The available Modules are listed as subrules to this rule. The title of each subrule is the name of the corresponding Module.

If the proposal entitled “Warp Drive” passed, in the rule of the same name, remove “The Module named “Warp Drive” is defined as follows:”, and change

You can only Install this Module if another Captain, whose Ship Class is “Space Station”, has the same Position as you. To Install this Module, transfer 2 Resources and 1 Dilithium to any Captain whose Ship Class is “Space Station” and who has the same Position as you. If the Captain who would receive these Resources is unable to accommodate the new total with their current Hold, then you cannot Install this Module.

to

Cost of Assemblage: 2 Resources and 1 Dilithium.

Add a subrule to “Modules” entitled “Evasive Thrusters”:

* Size: 0
* Assembly Instructions: A Captain with Scout as their Ship Class must spend 1 Tritanium and 1 Silver to install this Module. A Captain may not have more than one of this Module. Cost of Assemblage: 2 Gold.
* Effects: Whenever a Captain with this Module is Raided, the value of M (rolled with the Attacker’s Firepower) is reduced by 2, to a minimum of 0, after the DICE roll.

Add another subrule to “Modules” entitled “Photonic Destabiliser”:

* Size: 3
* Assembly Instructions: A Captain must spend 2 Aluminum and 1 Dilithium to install this Module.
* Effects: As a Weeky Action, Measure the Spectral Type of your Position as if that Sector were White.

Add another subrule to “Modules” entitled “Gravitational Shields”:

* Size: 5
* Assembly Instructions: A Captain must spend 2 Tritanium to install this Module. Cost of Assemblage: 2 Silver.
* Effects: A Captain who has this Module installed does not lose Weapons by jumping from one Black Sector to another.

Lost in Space

Murphy and omd go idle after seven days of inactivity.

Sunday, March 10, 2013

Proposal: Warp Drive

Reaches Quorum and Passes 8-0. -RaichuKFM

Adminned at 10 Mar 2013 09:57:00 UTC

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

Create a new subrule of the rule whose title is “Modules”, entitled “Warp Drive” and with the following text:

The Module named “Warp Drive” is defined as follows:
Size: 3
Assembly Instructions: You may not Install this Module if your Ship Class is “Space Station”. You may not Install this Module if you have already Installed a Module named “Warp Drive”. You can only Install this Module if another Captain, whose Ship Class is “Space Station”, has the same Position as you. To Install this Module, transfer 2 Resources and 1 Dilithium to any Captain whose Ship Class is “Space Station” and who has the same Position as you. If the Captain who would receive these Resources is unable to accommodate the new total with their current Hold, then you cannot Install this Module.
Effect: This Effect can only be Activated as a Daily Action. You may not Activate this Effect if you are unable to Jump, either because you have already Jumped that day or because of some other effect that prevents you from Jumping. To Activate this Effect, you must pay 1 Dilithium. When you Activate this Effect, you may immediately Jump as though your Ship’s Speed Specification was 1 greater than its current value.

Since there’s no precedent for this yet, I have to assume that assembly instructions and effects read best in second person instead of third person (since the rule that governs modules states that the Captain must “follow the Assembly Instructions”, i.e. the instructions apply directly to them).

Proposal: Space Stations

Reaches Quorum and Passes 7-0. -RaichuKFM

Adminned at 10 Mar 2013 07:54:12 UTC

Enact a subrule to “Spaceships” entitled “Space Stations”:
While a Captain’s class is “Space Station”, a Captain may, at any time, make a story post entitled “Trade Rates: [Name of Sector the captain is currently located]”. In the post, the Captain should list the resources they are willing to trade and the rate at which they are willing to trade those resources.
Any other Captain who shares their location with a Space Station may trade resources with the Space Station according to the trade rates posted by the Captain of the Space Station, limited by the resources available in the Space Station.
The exception to this rule is that, upon attacking a Space Station, a Captain loses their ability to trade with the Space Station they attacked. This loss of trading ability lasts until the Space Station is disbanded (the Captain who owns the Space Ship changes their ship’s class) or until the attacker pays the fine set by the attackee (recorded at the end of the Trade Rates story post).

Allowing Space Stations to function as trading centers. It’s also worth considering creating modules that can only be installed when a captain shares a sector with a Space Station.

Proposal: Standard Notation for Costs

Self-Killed. -RaichuKFM

Adminned at 10 Mar 2013 07:50:52 UTC

Enact a new subrule of Rule 2.3 “Resources, entitled “Costs”, with the following text:

A Cost is an action or payment upon which other actions may be contingent. To Pay a Cost, a Captain carries out the instructions specified by the action that contains that Cost. A Captain cannot Pay a Cost unless they have the means to pay it in full. (For example, a Captain with only 1 Dilithium cannot Pay a Cost of 2 Dilithium.)

Paying Resources is done by removing the indicated Resources from a Captain’s Resources.

The Resource Symbols are {T}, {D}, {G}, {S}, and {A}; and the numerals {0}, {1}, {2}, {3}, {4}, and so on.

There are five Primitive Resource Symbols: {T} is Tritanium, {D} Dilithium, {G} Gold, {S} Silver, and {A} Aluminum. These symbols are used to represent Resources, and also to represent Resources in Costs. Primitive Resource Symbols, in Costs, can be paid only with the corresponding Resource.

Numeral Symbols, such as {1}, represent generic Resources in Costs. Numeral Symbols in Costs can be paid with the specified number of Resources, regardless of the type of Resources used. The symbol {0} represents “zero resources” and is used as a placeholder for a cost that can be paid with no Resources.

I think I’ve ported these rules correctly…let me know if I missed any important points.

Friday, March 08, 2013

Proposal: Tracer Chip

Passes at 7-0. -Purplebeard

Adminned at 10 Mar 2013 01:21:56 UTC

Create a Wiki page “Hangar”. Blank that page.


Append to the rule “Spaceships”:

Additionally, each Captain has one section on the wiki page entitled “The Hangar” to track aspects of their Ship. The heading of every section in the Hangar consists of a Captain’s name followed by a colon and one word, the latter being the name of the Ship.

Enact a new rule entitled “Modules”:

Each Ship may have Modules Installed in it, tracked in The Hangar. Every Module has a name, a Size, Assembly Instructions, and zero or more Effects. A Captain can, as a daily action, Install a Module into their Ship by following the Assembly Instructions of the Module if their Ship’s Class is not “-”. A Captain cannot Install a Module into their Ship if doing so would make [the sum of the Sizes of all Modules Installed on their Ship] greater than [their Ship’s Hold]. Whenever a Ship’s Class changes, all of the Modules Installed on the Ship are lost. A Captain can Activate any Module installed on their Ship to perform one of its Effects by following the procedure specified in the Effect description.

Fixing Skju’s Proposal.

Friday, March 08, 2013

Proposal: Cluttered Spaces

Fails 2-5. — Quirck

Adminned at 09 Mar 2013 23:04:56 UTC

If the proposal “Tracking Ships” failed, this proposal does nothing.
Change the following in the rule “Modules” from

Every Module has a name, a Size, Assembly Instructions, and zero or more Effects. A Captain can, as a daily action, Install a Module into their Ship by following the Assembly Instructions of the Module if their Ship’s Class is not “-”.  A Captain cannot Install a Module into their Ship if doing so would make [the sum of the Sizes of all Modules Installed on their Ship] greater than [their Ship’s Hold].

to

Every Module has a name, a Size, Assembly Instructions, zero or more Effects, and possibly Disassembly Instructions. A Captain can, as a daily action, Install a Module into their Ship by following the Assembly Instructions of the Module if their Ship’s Class is not “-”.  When a Captain Installs a Module, that Captain reduces their Ship’s Hold by the Size of that Module.  A Captain cannot Install a Module if that Module’s Size is greater than their Ship’s Hold.

and append to the same rule

A Captain may Uninstall a Module at any time, following the Disassembly Instructions of that Module (if any).  When a Captain Uninstalls a Module, that Captain increases their Ship’s Hold by the Size of that Module.

Make it easier to keep track of the space Modules take up - this way, Resources and Modules both actually take up Hold.  Also allows for removal of Modules, though I think that Disassembly Instructions should be used mostly for removal of static effects (like +firepower Modules).

Proposal: Tracking Ships

Vetoed. — Quirck

Adminned at 08 Mar 2013 09:21:28 UTC

Append to the rule “Spaceships”:

Additionally, each Captain has one section on the wiki page entitled “The Hangar” to track aspects of their Ship. The heading of every section in the Hangar consists of a Captain’s name followed by a colon and one word, the latter being the name of the Ship.

Enact a new rule entitled “Modules”:

Each Ship may have Modules Installed in it, tracked in The Hangar. Every Module has a name, a Size, Assembly Instructions, and zero or more Effects. A Captain can, as a daily action, Install a Module into their Ship by following the Assembly Instructions of the Module if their Ship’s Class is not “-”. A Captain cannot Install a Module into their Ship if doing so would make [the sum of the Sizes of all Modules Installed on their Ship] greater than [their Ship’s Hold]. Whenever a Ship’s Class changes, all of the Modules Installed on the Ship are lost. A Captain can Activate any Module installed on their Ship to perform one of its Effects by following the procedure specified in the Effect description.

Setting up an open-ended world of possibilities with Modules. No examples to get wrong this time. Hopefully we will finally be able to use Resources.

Proposal: Not Moons

Quorums 8-0. — Quirck

Adminned at 08 Mar 2013 06:53:36 UTC

If the Proposal titled “Deep Space Mine” failed, this Proposal does nothing.

Rewrite the rule entitled “Supply and Demand” to the following:

Captains whose ship Class is Space Station may perform the following actions, depending on their Position:

* In a Red Sector: spend 1 Dilithium to obtain 2 Tritanium.
* In a Green Sector: spend 1 Aluminum to obtain 2 Dilithium.
* In a Silver Sector: spend 1 Tritanium to obtain 2 Silver.
* In a Yellow Sector: spend 1 Silver to obtain 2 Gold.
* In a Turquoise Sector: spend 1 Gold to obtain 2 Aluminum.
* In a Black Sector: as a Daily Action, gain 2 Aluminum.
* In a Orange Sector: spend 4 Gold to obtain 5 Dilithium and 5 Tritanium.
* In a Purple Sector: spend 4 Aluminum to obtain 5 Silver and 5 Gold.
* In a Magenta Sector: spend 1 Resource to obtain 1 of any Resource.

Space Stations get awesome deals because they have to rely on other Ships passing through their Sector. If someone rewrites Economical Benefits to make Space Stations centres of trade and allow them to dictate their prices we’ll have a nice free market setup with trade routes and everything.

Proposal: Deep Space Mine

Quorums 8-0. — Quirck

Adminned at 07 Mar 2013 22:57:01 UTC

Rewrite the rule entitled “Spaceships” to the following:

Each Captain has a Ship Class, tracked in the GNDT under the column “Class” and defaulting to “-”. The valid values of Ship Classes are “Scout”, “Fighter”, “Freighter”, “Space Station” and “-”. A Captain may, as a Weekly Action, change their Ship Class to any valid value. Whenever a Captain’s Ship Class changes, their Specifications are set to the default values for their new Class and all their Resources are destroyed.

Add the Space Station to the table in the rule entitled “Specifications” with a Speed of 0, a Firepower of 12 and a Hold of 100.

We don’t need no stinkin’ NPCs.

Wednesday, March 06, 2013

Proposal: Spacestations

Is unable to reach quorum and fails at 1-7. -Purplebeard

Adminned at 07 Mar 2013 00:07:14 UTC

Enact a new rule entitled “Spacestations”:

The Stellar Trade, Research, Intelligence, and Navigation Group (STRING) is an emerging decentralized collective that aims to replace the wounded beurocratic power structure as a more just and open regulatory body. As a new organization, it has built one Spacestation thus far but has plans for rapid growth.

Some Sectors have Spacestations in them. No more than one Spacestation can be in each Sector. Spacestations have their own rows in the GNDT, using the Name, Position, and Resources columns and leaving the rest with the value of “-”. A Spacestation’s name is the word “Station” followed or preceded by a unique modifier. A Spacestation’s Position is the name of the Sector that it’s in. A Spacestation’s value of “Resources” defaults to “-”. There is a Spacestation named Base Station in the Earth Sector.

Add Base Station to the GNDT.

Enact a new rule entitled “Credits”:

STRING has established a new currency for the Galaxy: the Credit, unencumbered by the past’s economic troubles, the minimal work required to mint it, or the shocking lack of a prior currency with the same name.

Every Captain has a number of Credits, tracked in the GNDT as a number with a maximum of four decimal places and defaulting to 0.

Give every Captain 100 Credits each.

Enact a new subrule of “Spacestations” entitled “Transactions”:

When in a Sector with a Spacestation, a Captain may buy or sell resources with the Spacestation. The Captain can sell a Resource in their possession by transferring the Resource to the Spacestation and gaining the number of Credits equal to the Spacestation’s current Value of the Resource. The Captain can buy a Resource that the Spacestation has by transferring the Resource to themself and losing the number of Credits equal to the Spacestation’s current Value of the Resource. Whenever a Captain buys or sells with a Spacestation, the Value calculation must be done before the transfer and the Value must be included in a comment in the GNDT action of the buying or selling.

A Spacestation’s Value for a Resource is equal to [the total amount of the Resource in other Spacestations and Captains’ possessions] divided by [the amount of the Resource in the Spacestation plus the number of Sectors with Spectral Type that corresponds with the Resource].

Something to do with Resources! We establish Spacestations, which we can do much much more with in the future, and Credits. Buy and sell Resources with Spacestations, profit from shuttling Resources from one Spacestation to another*, and play the market! Note that “transfer” is defined in the Glossary.

(*once more than one exists)

Proposal: Violin Cases

Reaches quorum and passes at 9-2. -Purplebeard

Adminned at 07 Mar 2013 06:36:49 UTC

Remove the following from the rule entitled “Resources”:

A Captain may never gain resources for free, except when explicitly permitted by Rule 2.3.

Create a new rule entitled “Arms Trade”:

Endor and Castor are on the brink of a massive conflict; both sides are enlisting the aid of smugglers to transport weaponry from the factories in sector Bellatrix. Weapons (W) are resources that cannot be traded according to the mechanics set out in the rule “Resources” and its subrules. As a Weekly Action, a Captain whose position is Bellatrix may add up to 5 Weapons to their resources. A Captain whose Position is Castor may spend a positive number X Weapons to gain (X-1) resources of the type(s) of their choice. A Captain whose Position is Endor may spend 5 Weapons to increase their Firepower by 2.

The negatronic currents that power the ion propulsion streams in Bellatrix’s weapon systems are sensitive to the gravitational fluxes found near black holes. Whenever a Captain jumps from one Black Sector to another, they lose half of their Weapons, rounded up.

This should give a little boost to Scouts, who seem to be in a weak position right now, and will hopefully spark some conflict between smugglers and raiders. I’m removing the ‘you can’t obtain stuff unless a rule says you can’ clause from Resources because it seems hopelessly superfluous and potentially messes up the new rule.

Tuesday, March 05, 2013

Story Post: SPECTRO: Lusitania

Soylent Green is Lusitania

Story Post: SPECTRO: Lethe

Magenta desu

Monday, March 04, 2013

Holding Pattern

In the rule “Resources”, remove the sentence “A Captain can only have as many resources as their ship has Hold.” and add the following after the first paragraph:

A Captain may discard any number of Resources at any time. If a Captain has more Resources than the Hold value of their ship, then they should discard excess until it matches their Hold value. If they do not do so before the next time they take an action defined by a Dynastic Rule, then any Captain may discard any of their excess on their behalf until they have at most as many Resources as Hold.

Proposal: Trading

Passes 6-2. — Quirck

Adminned at 06 Mar 2013 11:28:56 UTC

Enact a new rule entitled ‘Economical Benefits’ that reads as follows:

As a daily action, a Captain in a Yellow sector may post a Trade Offer, which is a Story Post whose title contains the words “Trade Offer” and whose text indicates the sector that the Captain occupied at that time and that contains a nonempty Want list and a nonempty Have list. Each entry in the lists shall be one of the following:

  • A quantity and type of Resource.

The Captain posting the Trade Offer must possess everything listed in the Have list when he posts the offer; the contents of the Have list are deducted from that Captain’s inventory when he does so. The sector indicated in the Trade Offer (the sector occupied by the Captain who posted it at the time of posting) is its Market Sector.

A Trade Offer is Open, Canceled, Completed, or Reclaimed. A Trade Offer is initially Open. A Trade Offer is said to be Active if it is Open or Completed. A Captain may not post a Trade Offer if he is located in a sector that is already the Market Sector of another one of his Active Trade Offers.

A Trade Offer may be Canceled by its author posting a comment to that effect to it if he is in its Market Sector. When a Trade Offer becomes Canceled, the contents of its Have list are returned to the Captain’s inventory.

A Captain (the Claimant) other than the author of a Trade Offer, if in that Offer’s Market Sector, may Complete the Trade Offer by posting a comment to it indicating that they are Completing it. To do so, they must possess the contents of the Trade Offer’s Wants list. Upon doing so, the contents of the Wants list are deducted from the Claimant’s possession and the contents of the Haves list are given to the Claimant.

When a Trade Offer is Completed, its author may, when in in its Market Sector, Reclaim the Offer by posting a comment to that effect to the Offer. Upon doing so, they receive the contents of the Wants list of the Trade Offer.

Trade!

SPECTRO: Skaro

Appropriately, Skaro is black.

Story Post: SPECTRO: Namek

Namek is Black.

Story Post: SPECTRO: Gliese

Gliese is Turquoise.

Proposal: Scanning the Neutral Zone

Quorums 2-9. — Quirck

Adminned at 05 Mar 2013 22:44:56 UTC

Enact a new subrule to 2.2 “The Final Frontier”, entitled “Uncertain Measurements”:

A Captain may spend 3 resources of the type produced by a Sector to change its Spectral colour to White and then Measure its Spectral Type as if jumping into that sector, as by Rule 2.2.1 Spectroscopy.  If the sector produces no resources, a captain may instead spend 4 resources of any type(s).

Allows for some mutability in Spectral Colours.  Note that Earth’s Spectral colour can only be changed by the second sentence.

Story Post: SPECTRO:

Ophiochus is Silver.

Story Post: SPECTRO:

Skaro is Black.

Proposal: Transport Tycoon

Quorums 12-0. — Quirck

Adminned at 05 Mar 2013 22:44:02 UTC

Create a subrule to “Resources” entitled “Supply and Demand”:

Captains have additional trades available to them, depending on their Position:

* A Captain in a Red Sector may spend 1 Dilithium to obtain 1 Tritanium.
* A Captain in a Green Sector may spend 1 Aluminum to obtain 2 Dilithium.
* A Captain in a Silver Sector may spend 1 Tritanium to obtain 2 Silver.
* A Captain in a Yellow Sector may spend 1 Silver to obtain 1 Gold.
* A Captain in a Turquoise Sector may spend 1 Gold to obtain 2 Aluminum.
* A Captain in a Black Sector may forfeit their Daily Action of Jumping to obtain 1 Aluminum.
* A Captain in a Orange Sector may spend 4 Gold to obtain 3 Dilithium and 3 Tritanium.
* A Captain in a Purple Sector may spend 4 Aluminum to obtain 3 Silver and 3 Gold.
* A Captain in a Magenta Sector may spend 3 Resources to obtain 2 of any Resource.

Freighters can buy in bulk to take full advantage of the exponential growth, Scouts can use this to quickly find the resources they need and Fighters gain some juicy Raid targets, or may opt to join the trading game.

Module Ideas?

I’m looking for feedback for the Rebuilding Ships Proposal if I were to repropose it and exclude the example Modules. I want to make sure I get it right, as it would have a large effect on the gameplay. Suggestions, concerns, bugs?

Proposal: Peaceful Zones

Quorums 12-0. — Quirck

Adminned at 05 Mar 2013 22:42:12 UTC

In the rule “Combat” change the text

“a Captain (the Attacker) may Raid another Captain (the Defender) who has the same Position as them”

to read

“a Captain (the Attacker) may Raid another Captain (the Defender) who has the same Position as them, if they aren’t in a Spectral Class Green Sector,”

No combat on Greens. I feel a tingling of pre-cryogenic memories, but it’s gone.

Proposal: Womhole Redux

Quorums 11-0. — Quirck

Adminned at 05 Mar 2013 22:40:41 UTC

Repeal the rule “Wormholes”.

Add a paragraph at the end of the rule “The Final Frontier”:

Every Spectral Class Black Sector is considered to have Starlanes to every other Spectral Class Black Sector.

Simplify, simplify! Count wormhole usage as Jumping.

Proposal: Baked Beans, Spectro, Spectro and Spectro

Quorums 11-0. — Quirck

Adminned at 05 Mar 2013 22:39:16 UTC

Rewrite the second paragraph of “Spectroscopy” to the following:

Within 6 hours of Jumping to a Sector with Spectral Type White, a Captain may use the GNDT random COLOR generator to Measure its actual Spectral Type, retrying if they get the result of White. They must then update the Galaxy Map with the new Spectral Type, or add a line of text under the Galaxy Map that explains the change that must be made.

Removing the spammy spectroanalysis result posts and the punishments for failing to explore (the resource bonus should be enough incentive to perform the analysis).

Monday, March 04, 2013

Story Post: Spectro: Mondas

Mondas is Silver.

Story Post: Spectro: Triangulum

Triangulum is Magenta.

Story Post: Spectro: Antares

Antares is Red!

Story Post: SPECTRO: Okuu

Orange

Story Post: SPECTRO: Achernar

Black

Proposal: Retuning

Un-adminned as Kevan accidentally caused three of kikar’s proposals to appear pending at once. -scshunt

Passes 7-4. — Quirck

Adminned at 05 Mar 2013 22:37:52 UTC

In the rule “Wormholes”:
Amend the text “Whenever a Captain’s Position is a Spectral Class Black Sector, they can Fall to instantly change their Position to any other Spectral Class Black Sector.” to read “Once per day, whenever a Captain’s Position is a Spectral Class Magenta Sector, they can Fall to instantly change their Position to any other Spectral Class Magenta Sector.”

Implementing a restriction on falling, and making Magenta spectral types actually worth something.

Proposal: Mining

Fails 1-7 with 1 unresolved DEF. — Quirck

Adminned at 05 Mar 2013 22:34:39 UTC

In the rule “Resources”:
Change the text “A Captain may never gain resources for free, except when explicitly permitted by Rule 2.3.” to read “A Captain may never gain resources for free, except when explicitly allowed by the Ruleset.”

Enact a subrule to “Resources” entitled “Mining”:

Once per week, a Captain may establish a Mine in the Sector in which they are currently located. While Mines can be set up on any sector, each Mine can only mine one type of Resource, and there can only ever be one Mine per Sector. Additionally, Mines can only mine resources that are produced in the Sector they are established. Established Mines will be tracked on a wiki page entitled “Mine”. //If this is passed, this should link to the wiki page. Mines will be tracked by Sector they are located, total number and type of resources they hold, and name of the Captain who established the Mine.

Setting up a Mine:
In order to set up a mine, a Captain must post a story post entitled “Mine: [Sector name]” and establish within the body of the post the resource that will be mined. The process of establishing a mine costs the Captain their jumping ability for the day. (This implies that a Captain who has already jumped, can not establish a mine). Every Captain may only have one established mine at a time.

Upkeep of a Mine:
Upon being established, a mine will contain no resources and is able to hold a maximum of 5 resources. Once every 3 days (and at least 3 days from the establishment of the mine), a Captain may add 1 resource of the type that the mine produces to the total held by the mine (recorded on the wiki page).

Getting Resources:
Once per day, a Captain may take a maximum of 2 resources from a mine that is established in the same sector they are located. If they are the ones who established the mine, they may take all of the resources held. The Captain who takes resources in this way cannot add the resources from a mine to their total without first deducting the number of resources taken from the total resources held by that mine on the wiki page.

Destroying a Mine:
Once per day, a Captain may destroy a mine that is established in the same sector they are located. The process of destroying a mine costs the Captain their jumping ability for the day. (This implies that a Captain who has already jumped, can not destroy a mine).

Another attempt to create a mechanic that will allow people to get resources in a reasonable fashion. I think this is pretty well balanced, it doesn’t use dice (which people apparently hate), and it allows for some interesting interactive elements.
Also, I took another stab at the rewriting of the anti-scam clause in the Resource rule to try and make it fit the new rules.

Story Post: SPECTRO: Pollux

Pollux appears to be Turquoise.

Story Post: SPECTRO: Circinus

Circinus measures Turquoise.

Story Post: SPECTRO: Coma

The Coma Sector shows up Purple.

Story Post: SPECTRO: Gallifrey

Gallifrey, with galactic coordinates ten-zero-eleven-zero-zero by zero-two from galactic zero centre, shows up Black.

Story Post: SPECTRO:CASTOR

Looking like Red to me

Story Post: SPECTRO:Halcya

She’s orange

Story Post: Spectro: Deneb

The spectrometer on Deneb reads Black!

Story Post: SPECTRO: Vulcan

Vulcan is Red.

Story Post: SPECTRO: Naos

Naos is Orange.

Story Post: SPECTRO: Altair

Altair is Turquoise.

Story Post: SPECTRO: Regulus

Regulus is magenta.

Story Post: SPECTRO: Alzarius

Another Black hole discovered on Alzarius

Story Post: SPECTRO: Vega

I’m colourblind, but my sensors indicate that Vega is Green.

Story Post: SPECTRO: Bellatrix

Bellatrix happens to be Red

Sunday, March 03, 2013

Story Post: SPECTRO: Armus

Readings measure that Armus is Silver.

Proposal: Singularity

Quorums 10-3. — Quirck

Adminned at 03 Mar 2013 20:56:19 UTC

Enact a new rule entitled “Wormholes”:

Whenever a Captain’s Position is a Spectral Class Black Sector, they can Fall to instantly change their Position to any other Spectral Class Black Sector.

If the proposal “Rebuilding Ships” passed, amend in the rule “Minor Reactor” the text “The Ship’s Power Total is set to 0 whenever the Ship’s Captain uses a Module that does not have “Reactor” in its name” to read “The Ship’s Power Total is set to 0 whenever the Ship’s Captain uses a Module that does not have “Reactor” in its name, or uses a Reactor that has already been used to add to the current Power Total”.

If the proposal “Rebuilding Ships” passed, change the names of the five Resource-tracking GNDT columns from the names of the full names of the Resources to their one-letter abbreviations specified in the rule “Resources”.

A minor mechanic and more fixes.

Story Post: SPECTRO: Wolf

Having Jumped to Wolf in order to Jump to Tyr, I collected spectral data that I forgot to report. Wolf is Yellow.

Story Post: SPECTRO: Tyr

Spectral reading comes back Red in Sector Tyr.

Story Post: SPECTRO: Navi

Navi is Purple.

Story Post: SPECTRO:ARCTURUS

Picking her up as silver on the sensors.

Saturday, March 02, 2013

Story Post: SPECTRO: Rigel

Rigel appears to be Silver.

Story Post: SPECTRO: Hourai

I’ve got a Silver reading for Hourai.

Story Post: SPECTRO:

Betelgeuse is Purple.

Story Post: SPECTRO:

Endor is Silver.

Story Post: SPECTRO:

Endor is Silver.

Story Post: SPECTRO: POLARIS

Sensors read her as Purple.

Proposal: Rebuilding Ships

Self-killed. — Quirck

Adminned at 03 Mar 2013 20:31:23 UTC

Amend the Rule “Spaceships” to read:

Each Captain has a Ship and one section on the “Hangar” wiki page (or “the Hangar”) that is used to track that Ship. The heading of every section in the Hangar consists of a Captain’s name followed by a colon and one word, which is the name of the Ship and is tracked under the GNDT column “Ship”. Within every section in the Hangar there is listed the corresponding Ship’s Class and all of its Specs and Installed Modules. If a Captain’s Ship has a Class of “-” they may, as a weekly action, change it to any other valid value.

Each Captain’s Ship has a number of Specifications (Specs) that describe the capabilities of their Ship. All Ships have Specs for Speed, Firepower, and Hold. When a Ship’s Class changes, the Ship’s Specs are set to the default values for its new Class. If a Ship ever has an undefined Spec, it is set to the default value for that Ship’s Class. The Ship Class of “-” has a default value of 0 for all Specs. The valid Ship Classes and their default Specs are listed below.

Repeal the Rule “Specifications”.

Enact a Subrule of “Spaceships” entitled “Scout”:

The Scout is a valid Ship Class. It has the following default Specs:
*Speed: 3
*Firepower: 3
*Hold: 5

Enact a Subrule of “Spaceships” entitled “Fighter”:

The Fighter is a valid Ship Class. It has the following default Specs:
*Speed: 2
*Firepower: 8
*Hold: 10

Enact a Subrule of “Spaceships” entitled “Freighter”:

The Freighter is a valid Ship Class. It has the following default Specs:
*Speed: 1
*Firepower: 5
*Hold: 30


In the Rule “Resources”, amend the text “The amount of each of these resources that is possessed by each Captain is tracked in GNDT” to read “The amounts of each of these resources that are possessed by each Captain are tracked in the GNDT in five columns, one for each resource”, and amend the text “When a Captain Measures a Sector’s Spectral Type” to read “When a Captain successfully Measures a Sector’s Spectral Type”.


Enact a new Rule entitled “Modules”:

Each Ship may have Modules Installed in it. Every Module has a name, a Size, which specifies how much Hold it takes up (Hold limits for Resources and Modules are separate), an Assembly, which specifies how it can be Installed, and an Output, which specifies what special actions can be taken with the Module. As long as a Captain’s Ship’s Class is not “-”, they can take any action of any Module Installed on their Ship at any time, granted they meet the requirements for the action. The available Modules are listed below:

Enact a Subrule of “Modules” entitled “Minor Reactor”:

Size: 1
Assembly: Spend 2 Aluminum to Install 1 Minor Reactor.
Output: Any Captain whose Ship has a Minor Reactor Installed can use it to add 1 to the Ship’s Power Total. The Ship’s Power Total is set to 0 whenever the Ship’s Captain uses a Module that does not have “Reactor” in its name.

Enact a Subrule of “Modules” entitled “Warp Drive”:

Size: 2
Assembly: Spend 1 Tritanium and 2 Gold to Install 1 Warp Drive.
Output: Any Captain whose Ship has a Warp Drive Installed and Power Total of at least 1 can use the Warp Drive as a daily action to Jump once more than their Ship’s Speed would normally allow them to.

Create a wiki page called “Hangar” in accordance with the Rule “Spaceships”. Remove the GNDT columns Class, Speed, Firepower, Hold, and Resources. Create GNDT columns Ship, Tritanium, Dilithium, Gold, Silver, and Aluminum. If any Captain had Resources in the former Resources column, they should be transferred to the new appropriate columns.

I bit of a large revamp. Provoked because it gets messy when we put all of our ship’s stats in the GNDT. I offer an open-ended, expandable system for customizing ships. The included Modules are basically examples of what I was going for. Oh, and Resources are now tracked in separate columns, room for which we got from removing Specs from the GNDT. It’s late now.

Proposal: Jobs

Fails 3-6. — Quirck

Adminned at 04 Mar 2013 10:10:33 UTC

Enact a new rule entitled “Jobs”:

As a daily action, a Captain may take and/or complete a job.
There are three types of jobs available.
Fighting jobs: For this job, the Captain rolls a DICE6. This number represents the number of Cylons the Fighter must destroy. Cylons here refer to a class of NPCs that are created for the sole purpose of being able to complete this job type and have no other effect on the game. A Captain defeats Cylons by travelling to any sector connected to the Captain’s current Sector and by rolling a DICEN, where N is the firepower of the ship. If the roll of DICEN>DICE6 then the Cylons are killed. If not, the Cylon number is decreased by N, and the Captain must wait a day before attempting to complete the job.

Transport jobs: For this job, the Captain rolls a DICE20. This number represents the number of resources available for the Captain to transport. While the Captain does not have to transport all the resources available, the left over resources simply vanish. In order to complete this job, the Captain must unload the resources taken onto a Sector that does not produce the resource the Captain is carrying. A Captain may not receive a job of any type before delivering the amount of resources taken from the original Sector. If the original Sector produces more than one resource, then the Captain may take a combination of these resources. If they do so, the Captain may only unload a resource on a sector that does not produce that resource.

Scouting jobs: For this job, the captain rolls a DICE6. This number represents the distance that the Captain is requested to travel. In order to complete this job, the Captain travels that number of distinct starlanes away from the original Sector. Additionally, the Captain must, create a Story Post with a log of the Sectors traveled to along with their Spectral Values.

Jobs are completed by returning to the Sector from which the job originated. Upon the completion of this job, the Captain is rewarded in resources produced by that Sector in the following fashion:
Fighing jobs: 1 resource for every Cylon killed rounded up (thus 1 Cylon killed nets in 1 resource, etc).
Transport jobs: 1 resource for every 3 resources transported rounded up.
Scout jobs: 1 resource for every 3 starlanes traveled.

Jobs are tracked in GDNT in the following fashion: “[Sector of Origin]/[Job Type (F/T/S)]/[Dice roll]” Thus, if someone accepted a scout job on Sirius and rolled a 4, they would write “Sirius/S/4”. For Transport jobs, the type of material shall also be recorded - i.e. “Sirius/T/4 (T)”.

A Captain may never have more than one job per ship owned by the Captain

Sorry that this is so long. Yes I realize that a Captain could technically get resources by taking a Transport Job and keeping the resources, but this is bad for the Captain due to the clause that prevents them from taking any further jobs if they do this. Also, Cylons! It would be fun to do more with these, but right now they only exist for the purposes of fighting jobs.

Story Post: SPECTRO: Messier

I’m happy to announce that Messier’s spectral type is Turquoise

Proposal: There Is Such A Thing As Free Air-In-A-Can

Reaches Quorum and Passes 9-0. -RaichuKFM

Adminned at 02 Mar 2013 11:50:40 UTC

In the Rule “Resources”, amend the phrase:

A Captain may never gain, for any reason, resources for free.

to the following:

A Captain may never gain Resources for free, except when explicitly permitted by Rule 2.3.

This should allow Spectroscopy rewards while still closing off scams, unless there is one in 2.3 I’m missing.

Story Post: SPECTRO: Monocerous

Monocerous is green.

Also, the title still says “Fourth dynasty of scshunt”

Story Post: SPECTRO:

Palomar is Purple.

Proposal: Peanuts to Space

Self-Killed. -RaichuKFM

Adminned at 02 Mar 2013 11:49:17 UTC

In the rule “Spectroscopy”, remove the text “The Galaxy Map is an undirected graph, the initial structure of which is defined by the following diagram:” and the diagram below it.

I can see no need to keep a ruleset copy of the map’s initial structure.

Proposal: A Nobler Trade

Reaches Quorum 10-3 and Passes. -RaichuKFM

Adminned at 02 Mar 2013 11:44:50 UTC

Add a new rule entitled “Combat”:

As a Daily Action, a Captain (the Attacker) may Raid another Captain (the Defender) who has the same Position as them by rolling M=DICEA and N=DICEB, A being their own Firepower and B being the Defender’s Firepower.

If M exceeds N by 5 or more, the Defender’s Class is set to “-” and the Attacker may transfer any amount of the Defender’s Resources to themself and destroy the rest. If N exceeds M by 5 or more, the Attacker’s Class is set to “-” and their Resources are destroyed.

Otherwise, If M is greater than N, the Attacker may transfer up to (M-N) Resources from the Defender to themself. If N is greater than M, the attack is repelled and the Attacker must destroy (N-M) of their own Resources or all their Resources, whichever is smaller.

SPECTRO: Sirius

The spectrometer reads orange in Sirius.

And don’t call me Shirley.

Story Post: Spectro:Sirius

My spectrometer on Sirius is reading a wavelength of about 650nm (Red).

Proposal: Reverse the Polarity of the Neutron Flow

Can’t Enact at 1-10 and Fails. -RaichuKFM

Adminned at 02 Mar 2013 11:43:01 UTC

If the Proposal “Another Tuneup” is enacted, then give any Captain who has already travelled to another Sector any resources they would have gained due to this Proposal being enacted.

Encouraging a bit of gameplay, and not negatively impact those who have already started moving.

Proposal: Trade and Barter

Self-killed. — Quirck

Adminned at 02 Mar 2013 11:18:57 UTC

Enact a new rule entitled “Trading”:

At any time that a Captain is not being attacked or engaged in battle, they may trade with any other Captain in the same Sector.  When trading, Captains may exchange any series of Resources with one another. 
Negotiations and actual exchange of Resources may be done in any manner (PMing, or out of game), but must be reflected in the GNDT.  Captains should comment these deductions or addition of Resources with the word “trade” and the Captain with whom the resources were traded.
At no time may a Captain give up any amount of Resources for free, nor may Resources be traded for anything other than Resources.

if we have resources, we should be able to trade them.  With a firepower trait, I anticipate some sort of battle system - it seems out of style to permit trading while engaged in such.  For the moment, this requires Captains to be in the same sector, but I’m open to ideas about extending this across Sectors.  Ultimately, I’m leaving the managing of resources up to people’s Honor and vigilance in watching the GNDT.

Story Post: SPECTRO: Andromeda

Spectrometer measures a distinct Orange hue in Andromeda

setting off into the blue of the universe

Story Post: SPECTRO: Centauri

Spectrometer measures Black in Sector Centauri.

Story Post: SPECTRO: Formalhaut

The specrtometer reads silver in Formalhaut.

Proposal: Another Tuneup

Reaches Quorum and Passes 13-0. -RaichuKFM

Adminned at 01 Mar 2013 17:22:33 UTC

In the Ruleset, replace all occurrences of “Travel” with “Jump”.

If there exists a rule entitled “Resources”, amend the text

Red: Tritanium, Green: Dilithium, Silver: Gold, Yellow: Silver, Turquoise: Aluminum, Magenta: Does not produce any resources, Orange: Tritanium and Dilithium, Purple: Gold and Silver, Black: Aluminum

to read

  • Red: Tritanium
  • Green: Dilithium
  • Silver: Silver
  • Yellow: Gold
  • Turquoise: Aluminum
  • Black: Aluminum
  • Orange: Tritanium and Dilithium
  • Purple: Gold and Silver
  • Magenta: -
and append to the rule:
When a Captain Measures a Sector’s Spectral Type, they gain one of each of the Sector’s Resources.

Making Spectro work with Travel => Jump, Resources easier to read, and rewarding Spectro.

Proposal: Priorities!

Reaches Quorum 10-3-1 and Passes. -RaichuKFM

Adminned at 01 Mar 2013 14:00:13 UTC

In the rule entitled “The Final Frontier”, change the text “any other actions before completing this action” to read “any other actions (aside from those defined by the core rules) before completing this action”.

There doesn’t seem to be a good reason why you have to move before you can propose or vote.

Reminder to admins

A few proposals lately have been incompletely adminned; for example, the GNDT wasn’t updated to reflect the changes to the Class field made by this proposal.

When adminning proposals, please remember to make any necessary changes to the gamestate as well as the ruleset where necessary.