Tuesday, December 31, 2013

Proposal: Jack of All Something or Other

Self Killed - Spitemaster

Adminned at 02 Jan 2014 21:25:19 UTC

If the proposal “Jack of all trades, master of one” failed, this proposal does nothing.

In the rule “Specialists”, change

As a weekly action a Survivor may Respec.

to

As a weekly action a Survivor may Respec if their Recollection is higher than 10.  If they do so, that Survivor loses 1 Recollection.

You can only do other things if you remember how!

Monday, December 30, 2013

Proposal: Jack of all trades, master of one

Timed out and passes 9-0—Clucky

Adminned at 02 Jan 2014 10:51:41 UTC

Add the following to “Health”

As a weekly action, a Survivor may Attempt First Aid. When a Survivor Attempts First Aid, they pick another Survivor and roll a DICE5. If the result is a 1, the chosen Survivor has their Vitality increased.

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

Each Survivor has a single Specialization, which is “None” by default. Specialization may affect what happens when a Survivor performs various dynastic actions. As a weekly action a Survivor may Respec. When a Survivor Respecs, their Specialization becomes “None”. Legal Specializations and their effects on dynastic actions are listed below:

* None: When a Survivor with Specialization of None Respecs, they may instead set their Survivor to any legal Specialization.
* Hunter: When a Survivor with Specialization of Hunter Explorers and produces any Food in the process, they produce one additional Food.
* Doctor: When a Survivor with Specialization of Doctor Attempts First Aid, they roll a DICE4 instead of DICE5.

If there is a dynastic role called “Power” then add

* Technician: When a Survivor with Specialization of Technician Repairs the ships circuits, they add an additional 2 to the communal Power.

to the list of legal Specializations

Flavor wise, I’ll admit the whole “Respecing” doesn’t make a ton of sense but it lets us slowly adjust if needed, plus if we add more roles later people can start claiming those.

Proposal: Revisions always Revisions

Timed out. Passes 7-0—Clucky

Adminned at 02 Jan 2014 10:48:20 UTC

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

There is a communal quantity of electrical power tracked in the Captain’s row of the GNDT in a column called Power, defaulting to 0.
As a weekly action, a Survivor may Repair the ships circuits. When a Survivor Repairs circuits, they may decrease their vitality and add 10 to the communal Power.

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

The ship has various modules. if a module has a Required Power attribute, it is considered Operational if and only if the communal Power is at least as high as the Required Power attribute.

Add a sub rule to the “Modules” rule called “List of modules” and add to it the following sub-rules: “Infirmary”, “Evil A.I.”, “Subspace Transceiver”


Add the following text to the rule “Infirmary”:

Required Power: 100

Add the following text to the rule “Evil A.I.”:

Required Power: 200

Add the following text to the rule “Subspace Transceiver”:

Required Power: 300

I like the idea but I wanted it not based on recollection. It seems to me that doing stuff should be based off of lowering your vitality and you are in a constant battle of maintaining your vitality while still doing stuff.

Greetings space folks

I would like to be unidled please :)

Proposal: Emergency power generators are back on-line

Self-Killed -Larrytheturtle

Adminned at 01 Jan 2014 18:25:55 UTC

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

There is a communal quantity of electrical power tracked in the Captain’s row of the GNDT in a column called Power, defaulting to 0.
As a weekly action, a Survivor may Repair the ships circuits. When a Survivor Repairs circuits, they may substract from their Recollection and add the same amount to the communal Power.

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

The ship has various modules. if a module has a Required Power attribute, it is considered Operational if and only if the communal Power is at least as high as the Required Power attribute.

Add a sub rule to the “Modules” rule called “List of modules” and add to it the following sub-rules: “Infirmary”, “Evil A.I.”, “Subspace Transceiver”


Add the following text to the rule “Infirmary”:

Required Power: 100

Add the following text to the rule “Evil A.I.”:

Required Power: 200

Add the following text to the rule “Subspace Transceiver”:

Required Power: 300

 

Sunday, December 29, 2013

Proposal: No walking deads allowed

Times out and passes 7-0 -Larrytheturtle

Adminned at 01 Jan 2014 18:24:16 UTC

Add the following text to the end of the Rule Health:

A Survivor cannot achieve victory while his Vitality is “Disabled”.

Just adding a thematic element.

This island ain’t big enough for the bunch of us

Create a rule “Tribal Councils” with this text:

A Tribal Council is a votable matter. As a weekly action, a Survivor may convene a Tribal Council by making a post that is clearly intended to do so and does not attempt to create any other votable matter. A valid Vote on a Tribal Council is the name of a Survivor. If a Tribal Council is resolved and one name has more votes than any other, then that Survivor ceases to be a Survivor and the Food is increased by 6.

Proposal: The Memory Trap

Reaches quorum and passes 9-0. -RaichuKFM

Adminned at 29 Dec 2013 15:59:46 UTC

To the rule “Memory”, add:-

Immediately after taking a daily or weekly action, a Survivor must reduce their Recollection by 1. If a Survivor’s Recollection is zero, they cannot take daily or weekly actions.

 

Giving Recollection an effect, of something on the planet draining our memories, after this 1950s sci-fi radio drama I was listening to the other week. “Are you trying to get me to actually believe that my crew, intergalactic engineers with years of hyperfission experience, have forgotten how to start the engines of this ship?”

Where am I?

Please unidle me

Sunday, December 29, 2013

Om nom nom

I wish to be unidled.

Proposal: Patches

Reaches quorum and passes 7-0. -RaichuKFM

Adminned at 29 Dec 2013 12:13:44 UTC

If the Proposal “Food” fails, this Proposal does nothing. Otherwise, reword the Rule “Food” to:

There is a communal quantity of Food tracked in the Captain’s row of the GNDT in a column called Food, defaulting to six times the number of Survivors. Whenever a Survivor joins the game or unidles for the first time in this dynasty, the Food is increased by 6.

At the start of each week, the Food is reduced by twice the number of Survivors. If this would reduce the Food below zero, Food is instead set to zero and all Survivors have their Vitality Decreased.

As a weekly action, a Survivor may Explore. When a Survivor Explores, they roll a DICE5. If the result is a 1, their Vitality is Decreased; otherwise the Food is increased by one less than the die roll.

Set the Food to the default.

Proposal: Food

Reaches quorum and passes 7-0. -RaichuKFM

Adminned at 29 Dec 2013 12:11:00 UTC

If the proposal here: http://blognomic.com/archive/feeling_hazy/ fails, this Proposal does nothing

Add the following to the rule “Health”

A Survivor’s Vitality may be Increased or Decreased. When it is Increased, it becomes the entry to the left of the Survivor’s vitality in the above list (e.g. Wounded becomes Famished), or remains at Optimal if it is already Optimal. When it is Decreased, it becomes to the entry to the right of the Survivor’s Vitality (e.g. Wounded becomes Disabled), or remains at Disabled if it already Disabled.

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

There is a communal quantity of Food tracked in the Captain’s row of the GNDT in a column called Food. Whenever a Survivor joins the game or unidles for the first time in this dynasty, the Food is increased by 6.

At the start of each week, the Food is reduced by twice the number of Survivors. If this would reduce the Food below zero, Food is instead set to zero and all Survivors have their Vitality reduced.

As a weekly action, a Survivor may Explore. When a Survivor Explores, they roll a DICE5. If the result is a 1, their Vitality is reduced; otherwise the Food is increased by one less than the die roll.

Not really sure where Raichu was planning on going with this dynasty, but I think having most (or at least) of the stats be communal would be a cool twist.

Proposal: Feeling Hazy

Reaches quorum and passes 7-0. -RaichuKFM

Adminned at 29 Dec 2013 08:17:01 UTC

Create a new Rule entitled “Memory”, containing the following:

All Survivors, except the Captain, have an amount of Recollection, which is an integer between 0 and 100, inclusive. Recollection is tracked in the GNDT and defaults to 30.

Create a new Rule entitled “Health”, containing the following:

All Survivors have a Vitality, tracked in the GNDT. Valid Vitalities are Optimal, Healthy, Fatigued, Famished, Wounded, and Disabled. Vitality defaults to Fatigued.

Ascension Address: Marooned

A man comes to, lying on his stomach on a cold metal floor. He looks around and sees himself surrounded by unconscious strangers. Wait, no, this is a corridor of a ship, and those are some of his fellow crewmembers. They are starting to stir, as well. He gets up, and moseys over to the end of the hall, which is a gaping hole instead of the door it should have been. A verdant expanse stretches out to the horizon. It dawns on him that he must be crashed on a foreign planet, albeit luckily an inhabitable one. As he is joined by his comrades, he wracks his brain to remember what happened. This effort is interrupted by a fellow, speaking up to remind everyone that they should work on establishing shelter. A quick query reveals that noone has any recollection of what happened. The following silence is broken by the captain, who begins to organize efforts to establish supplies and shelter.

Rename Oligarch to Survivor and Despot to Captain.

Friday, December 27, 2013

Declaration of Victory: How’d You Know

It has been open for voting for at least 12 hours (Yes), has a number of FOR Votes that exceed or equal Quorum (YES, 7 for votes, Quorum is 6), and either the Despot has Voted FOR (NO) it or it has no AGAINST Votes. (YES)

So it passes.—Clucky

Adminned at 27 Dec 2013 12:31:00 UTC

As per the Proposal “Christmas Coup [UN]”, I have achieved victory.

Whats up with the timestamps here?

Its 4, the timer on the right says its 4, but our edits show up as like 23:55. Anyone know whats up with that?

Monday, December 23, 2013

Proposal: Christmas Coup [UN]

Times out and passes 2-1. -RaichuKFM

okay I think its actually late enough—Clucky

Adminned at 26 Dec 2013 15:59:38 UTC

If Clucky or RaichuKFM are the Despot, they cease to be the Despot. Repeal all dynastic rules. Roll a DICE2. If the result is a 1, Clucky has achieved victory. If the result is a 2, RaichuKFM has achieved victory.

this is a valid UN post as I lobbied the UN last weak and have not made a proposal since then.

note that unless you are the despot you cannot vote on this proposal while in the Christmas time Hiatus because that would require taking an action (spending Poweror Credibility) covered by a dynastic rule.

Sunday, December 22, 2013

Call for Judgment: A legal fight (to delay things further)

Times out and fails 3-3. -RaichuKFM

Adminned at 26 Dec 2013 16:03:32 UTC

What should Clucky’s Power be?

There are three options, really; 1520, 1000, or zero.

The argument that it should be 1520 is based on that being what his Power was before it was blanked as part of his becoming Interim Despot. 1000 derives from the Ruleset’s apparent default figure for Despots, and zero is the option should neither of the other two be applicable.

This CfJ contends that neither of the non-zero situations are applicable and that Clucky’s Power should be zero. The sequence of events was that Clucky had 1520 Power, but then moved into a player category that did not have a Power stat, before moving into another player category that did have a Power stat. He would thus only retain the 1520 Power if the stat is considered to persist even when not applicable to Clucky’s current role. To draw an analogy, at the same time as he has 1520 Power, Clucky had several other stats - a Credibility score, a Location, a Flunk etc. If he ceases to be Despot, do those also re-appear? I would argue not; these are not continuations of Clucky’s old values, but new iterations of those statistics. They should therefore start at a default level.

The default value question is tougher. The ruleset says that the Despot “starts the game” with 1000 Power; however, it also says elsewhere that an Oligarch “becomes the Despot”, suggesting that the Despot is a continuous role and as such that it has a continuity that supersedes the identity of whoever is occupying it. An argument could be made that Clucky should then inherit the Despot’s continuing Power. But in any case, the Despot has already “started the game” with 1000 Power; it’s not a default in that sense of the word. Clucky suggests that we adopt this as a “compromise”. This isn’t about compromising, though. It’s about getting it right.

That only leaves zero, which is applicable because of Glossary entry 3.3.1, which states that “If a game variable has no defined starting value for new Oligarchs, or for existing Oligarchs upon the variable’s creation, then that starting value is zero (for numerical variables) or blank (for a text string or list).” Remember that the Despot is considered an Oligarch for Core and Glossary rules.

Therefore, if this CfJ passes, subtract 1000 from Clucky’s Power (to a minimum of zero) and reverse the effect of any actions that he has taken while Despot that relied on Power that he had not earned as Despot prior to carrying them out,

Saturday, December 21, 2013

Gun buyback

This post grants Authorisation to all Loyal Oligarchs to exchange their own Credibility to Power at a rate of one Credibility to five Power, provided it doing so does set their power about 600.

I’m now the despot

As I’ve been Interim Despot for like five days, the newly past proposal makes me Despot slightly earlier.

I’ve put my power at 1000 to avoid a legal fight that will delay things even further. While I think it should be 1520, arguments can be made for all three so it seems like a fair compromise to me.

Thursday, December 19, 2013

Proposal: Government Reshuffle

Timed out. Passes 5-2—Clucky

Adminned at 21 Dec 2013 10:47:27 UTC

In the rule entitled “Civil War”, remove “and Interim Despot” from the sentence ‘The Despot and Interim Despot are not Oligarchs for the purposes of any dynastic rule’.

In the same rule, change “since they were last an Oligarch” to “since they most recently became Interim Despot” in the sentence ‘An Interim Despot who has been Interim Despot for three consecutive days since they were last an Oligarch then becomes the Despot’. Add “They then lose all gamestate and GNDT values except Power.”

In the same rule, in the sentence ‘The new Interim Despot may then convert any amount of their Credibility to Power at a rate of 10 Power per Credibility spent’, change the number 10 to the number 5 and add the word “once” after the word “then”.

Proposal: Fixes

Timed out. Fails like 2-6—Clucky

Adminned at 21 Dec 2013 10:40:59 UTC

In the rule “Fight the Power” replace the text “All Oligarchs and the Despot” with “All Oligarchs, the Despot, and the Interim Despot”. In the rule Credibility, replace the phrase “Each Oligarch has an amount of Credibility” with “Each Oligarch and the Interim Despot has an amount of Credibility”

Set Clucky’s Power.to 1520 and his Credibility to 0. (“Clucky” in the previous sentence refers to the Oligarch Clucky, Despot Clucky, or Interim Despot Clucky, whichever exists.)

Blah, interaction between 3.3.5 and other rules.

Thursday, December 19, 2013

Wait a second

“All Oligarchs and the Despot have an amount of Power”
Does this mean Clucky has no Power? I think “retaining all GNDT values” means he does, but this is kinda important.

Monday, December 16, 2013

Proposal: Let me graduate

Timed out. Passes 5-3. I am no longer an Oligarch and will become full Despot in 3 days time.

Adminned at 18 Dec 2013 15:20:06 UTC

In the rule “Civil War” replace

The Despot is not an Oligarch for the purposes of any dynastic rule.

with

The Despot and Interim Despot are not Oligarchs for the purposes of any dynastic rule.

I am still an Oligarch for dynastic rules, and thus can never become Despot. Should fix.

Call for Judgment: Lets Use Legislation

With quorum against this fails 0-6. -RaichuKFM

Adminned at 16 Dec 2013 17:35:47 UTC

If this CfJ Passes, change the gamestate to reflect that the Oligarch Clucky’s first attempt to Depose the Despot was illegal, and that the Oligarch RaichuKFM’s attempt succeeded. Revert any actions after the posting of “Er, who is Raichu?” that would have required RaichuKFM to be an Oligarch. Revert any actions where Clucky swapped Credibilities with RaichuKFM.

Let’s settle this. If it fails, congratulations Clucky! Uh, again.

Story Post: Fine lets make it official

Now that I can actually swap with RaichuKFM, I once again have the most power so can actually dispose Josh. At least I hope =)

Story Post: Er, who is Raichu?

Clucky undertook a Framing action with the instructions of “Chief, please swap Raichu’s Credibility with that of yourself.” Clucky then undertook an action of swapping his Credibility with RaichuKFM’s. I would say that this means Clucky didn’t follow directions, as RaichuKFM is not Raichu, and as such the Framing and consequently his Deposing were illegal. If so, I Depose Josh as I have the most Credibility of any Oligarch. If anyone disagrees, this can go to CfJ.

Story Post: New boss in town

Josh has been disposed! As I had the highest credibility, I have become your new Interim Despot =)

Authorisation Granted: Frame Raichu

Chief, please swap RaichuKFM’s Credibility with that of yourself.

Proposal: Incentive

Times out and passes 4-2. -RaichuKFM

Adminned at 18 Dec 2013 12:00:11 UTC

In the rule Government Actions, after the phrase

As a weekly action, the Director of the Bank may increase the Power of every Commander by 15, the Power of every Oligarch who holds an Office of Authority by 10, and the Power of every Loyal Oligarch who falls into neither of the previous categories by 5.

add the following phrase:

* With Authorisation, a Loyal Oligarch may convert an amount of their own Credibility to Power at a rate of one Credibility to five Power.

Authorisation Granted: Clucky’s Massacre

As per the rebel Clucky’s wishes, one hundred rebel sympathisers will today be dealt with.

Call for Judgment: Reactioneering

Times out and fails 3-3. -RaichuKFM

Adminned at 18 Dec 2013 12:02:20 UTC

The issue brought up by this CfJ has still not been fully resolved. Several Oligarchs voted against based on the proposed rule change, rather than the interpretation of the existing rules. Therefore, I’d like to raise the issue again here.

The matter was described in the previous CfJ, but to sum up: during the last week, the rule “Drain” was changed from:

As a Weekly Communal Action, an Oligarch may reduce the power of the Despot by 50 (or to 0 if the Despot’s power is less than 50).

to:

As a Weekly Communal Action, an Oligarch may reduce the power of the Despot by 20 (or to 0 if the Despot’s power is less than 20).

I contend that these are two separate actions, and that therefore the second could be carried out after the rule change, even though the first had already been applied in the same week. Josh disagrees and reverted my use of the action.

If this Call for Judgement is enacted, the GNDT (and underlying gamestate) shall be amended to reflect the fact that the action in question was carried out legally, by reducing Josh’s Power by 20.

Proposal: What about the people?

Times out and passes 3-2-1. -RaichuKFM

Adminned at 18 Dec 2013 10:59:51 UTC

In the Rule “Government Actions”, replace “The Strength of the Government is equal to the Power of the Despot, minus 100 for each Office of command which is not currently held by an Oligarch.” with

The Strength of the Government is equal to half the Power of all the Loyal Oligarchs plus the Power of the Despot, minus 100 for each Office of command which is not currently held by an Oligarch.

After all, he is not rulling alone, is he?

Monday, December 16, 2013

Proposal: Getting restless

Times out and passes 4-3-1. -RaichuKFM

Adminned at 18 Dec 2013 04:55:42 UTC

In the rule “Flunkies” replace “four days” with “three days”

With Flunk, and doing more actions per week, the four day lockdown is really limiting. Three seems fine to me…

Proposal: Season’s Beatings

For once everyone agrees on something. Passes at 11-0. -Purplebeard

Adminned at 16 Dec 2013 10:02:10 UTC

In the rule entitled “It’s good to be King”, after ‘If the Despot has been the Despot for more than seven consecutive days in this dynasty’, add the following:

(not including time spent in Hiatus)

This is topically important, as the game goes into hiatus for three days on Dec 24th.

Saturday, December 14, 2013

Proposal: Freedom to Riot is Protected by the [UN] Charter

Times out and passes at 3-2. -Purplebeard

Adminned at 16 Dec 2013 09:51:09 UTC

Add the following to the bottom of the list at the end of the Rule “Flunkies”:

* Courthouse Steps - Riot Action - If the using Oligarch is Seditious, reduce the power of the Despot by 1 + (N*(N+1)/2) where N is the number of Seditious Oligarchs whose Location is the Courthouse Steps. If the using Oligarch is Loyal, increase the using Oligarch’s power by N. In either case, change the Location of every Oligarch whose Location is the Courthouse Steps to the Streets.
* Streets - No Action

(Lobbied the UN yesterday)

Call for Judgment: Actioneering

Quorum of against votes so it fails 0-7. -RaichuKFM

Adminned at 15 Dec 2013 17:01:03 UTC

Several days ago, a rule passed which allowed for my Power to be reduced by a weekly communal action. That action was immediately undertaken.

A few days later, a proposal passed which changed the amount that my Power can be reduced by as a result of that Action.

Today, an Oligarch asserted that changing the number constituted the application of a new action, and carried it out again.

Now, I don’t think it does, and have reverted the change. But thinking about it, I can see that the ruleset is not unambiguous about this. It seems best to resolve this by CfJ. So, if this CfJ is enacted, amend the Gamestate to reflect the fact that my Power was reduced by 20 today as a result of that communal weekly action, and add the following to the Glossary:

Action
Any specificly-described activity in the Ruleset is an Action. Each specifically-described activity is a single Action and any activities that have substantively different descriptions constitute separate Actions.

Proposal: UN-Sponsored Amnesty

Times out and fails 4-4. -RaichuKFM

Adminned at 16 Dec 2013 03:42:22 UTC

Add a new rule to the ruleset, entitled General Amnesty:

At any time before 12 noon on Sunday 21st December 2013, any Seditious Oligarch may once change their Reputation to Loyal. If they do so, they immediately gain 100 Power, and must keep an asterisk in their Power field in the GNDT after their Power value.

Any Oligarch that changed their Reputation to Loyal as part of the Amnesty may not change it to Seditious before 1 January 2014.

In the rule entitled Government Actions, add the following to the list item which reads “The Despot may spend 5 Power to change the Reputation of any Oligarch to Seditious”:

If the Oligarch whose reputation was so changed had previously become Loyal as part of the Amnesty, that Oligarch loses 10 Credibility and does not gain 5 Credibility as per the rule entitled “Credibility”.

Friday, December 13, 2013

Long live the Despot

I just wanted to thank our glorious Despot for giving me the control of our Air Force.

Jumped gun???

According to the timestamps, “More Flunk” was posted 7 seconds after “Drain Clogged” but was resolved well before it. It looks like the right hand side doesn’t take seconds into consideration when sorting or something, and so “More Flunk” appeared to be older.

I don’t think we should reset any gamestate. But we should probably get a CfJ out that declares that was all okay. I’m just not sure the best way to word it.

Proposal: Fixes errors together?

Vetoed. -Purplebeard

Adminned at 14 Dec 2013 03:05:40 UTC

Add the following to the bottom of the list at the end of the Rule “Flunkies”:

* Courthouse Steps - Riot Action - If the using Oligarch is Seditious, reduce the power of the Despot by N*(N+1)/2 where N is the number of Seditious Oligarchs whose Location is the Courthouse Steps. If the using Oligarch is Loyal, increase the using Oligarch’s power by N. In either case, change the Location of every Oligarch whose Location is the Courthouse Steps to the Streets.
* Streets - No Action

Obviously the Despot vetoed this because it is the “Location” value that should get reset, not the nonexistent “Flunky” field.

Proposal: A family that revolts together…

Vetoed. -RaichuKFM

Adminned at 13 Dec 2013 11:21:02 UTC

Add the following to the list of Flunkies

Courthouse Steps - Riot Action - If the using Oligarch is Seditious, reduce the power of the Despot by N*(N+1)/2 where N is the number of Seditious Oligarchs whose Flunky is the Courthouse Steps. If the using Oligarch is Loyal, increase the using Oligarch’s power by N. In either case, change the Flunky of every Oligarch’s whose Flunky is the Courthouse Steps to the Streets.
Streets - No Action

The more of us we get to move to the Courthouse steps, the more damage we can do to Josh. But some loyal guy could come in and disperse us before we pull it off.

The streets are there as a neutral place to dump people. Clearly can’t stay in the Courthouse Steps, because that essentially turns the formula into N^2(N+1)/2 which is far too strong. But getting a free ride back home also feels powerful as the balance of stepping out is that you are at risk of being targeted.

Hello

Can I be unidled, please? (:

Robbery in progress

Seditious Oligarchs RaichuKFM and Clucky appear to be orchestrating a raid of the First National Bank’s considerable funds, having forged the paperwork required to arrest my personal assistant who was guarding the vault. I would suggest that any loyalists send their flunkies along to the police station to put both perpetrators under house arrest as soon as possible, and ensure that we have a loyal flunky in the Bank.

Thursday, December 12, 2013

Extradition

Ludwig and Skju idle out after 13 and 8 days of inactivity, respectively. Quorum drops to six.

Wednesday, December 11, 2013

Proposal: A Distant Boomerang

Reaches quorum and passes 6-2. -RaichuKFM

Adminned at 13 Dec 2013 11:19:44 UTC

To the appendix rule “Rules and Proposals”, add a new bullet point:-

If the admin enacting a proposal reaches a step which cannot be applied immediately (eg. “two days after this proposal enacts, Player A gains 1 point”), that step is ignored for the purposes of enactment. Once a proposal has been enacted, it can have no further direct effect on the gamestate.

Taking a stab at this old ambiguity, brought up by a recent proposal that had a clause of “LarryTheTurtle may not perform another Flunky action for the week that this proposal was posted”. This clause was ignored (with no apparent objection) because proposals can only amend the ruleset and gamestate, and this sentence did neither. But had the clause instead said “if LarryTheTurtle performs another Flunky action this week, that action has no effect”, then my reading of the ruleset would be that the admin enacting the proposal would have had to wait for the week to end before being able to mark the proposal as enacted, because proposals can only become enacted when the admin has finished “updating the Ruleset and/or Gamestate to include the specified effects of that Proposal”.

I think we should make it explicitly clear that if a proposal tries to have an extra effect after it has finished enacting (“exactly two years after this proposal enacts, Player X achieves victory!”), that effect will be ignored.

Proposal: More Flunk

Reaches quorum and passes 7-1. -RaichuKFM

Adminned at 13 Dec 2013 11:26:59 UTC

Replace the third paragraphs of the rule “Flunkies”

with

Each Oligarch has an amount of Flunk which is 0 by default, and is tracked in the GNDT in a column called Flunk. As a Weekly Communal Action, any Oligarch may Up The Flunx. When an Oligarch Ups the Flunx, all Oligarchs gain two flunk.

As a daily action, an Oligarch can spend one Flunk in order to order a Flunky Action. Flunky Actions have different effects depending on the Flunky’s Location at the time of the order.

Give us more stuff to do, also if you want to just bank your Flunk I guess that is cool. Potentially could later let you get Flunk by other means as well.

Could also maybe have more powerful Flunky actions that take more Flunk.

Proposal: Drain Clogged

Times out and passes 3-2. -RaichuKFM

Adminned at 13 Dec 2013 11:27:04 UTC

In the Rule “Drain”, replace all instances of the number 50 with the number 20.

Yeah, sorry about self-killing the previous one at the last minute. This is a better number, I think.

Monday, December 09, 2013

Proposal: Cleaning Atrocity

Reaches quorum and passes 7-0. -RaichuKFM

Adminned at 11 Dec 2013 11:04:27 UTC

Under the section titled, “Atrocity Actions” change the following:

If they Committed a Massacre, they gain 200 Power and every Seditious Oligarch gains 100 Credibility.

to

If the Despot commits a Massacre, the Despot gains 200 Power and all Seditious Oligarchs gain 100 Credibility.

Proposal: Disunited nations

Times out and passes at a whopping 2-1. -RaichuKFM

Adminned at 11 Dec 2013 11:02:50 UTC

Amend the rule entitled “Send in the Peacekeepers” as follows:

As a daily action, any Oligarch can spend 10 Credibility to Lobby the UN. The next proposal they make may be designated as a UN Mandate, by including the string “[UN]” in its title. If it does, any Oligarch who wishes to vote on it must first spend either 1 Credibility or 5 Power. A proposal with a UN Mandate can’t be vetoed.

Proposal: [UN] Draining “Drain”

Self-Killed. -RaichuKFM

Adminned at 11 Dec 2013 11:00:36 UTC

If the Proposal “[UN] Slipping Away” failed, this Proposal does nothing. Otherwise, in the Rule “Drain”, replace all instances of the number 50 with the number 10.

Balancing “Drain” in the improbable event of it passing, because its a wee bit powerful.

Sunday, December 08, 2013

Proposal: [UN] Slipping Away

Times out at 5-4 and passes. -Purplebeard

Adminned at 11 Dec 2013 00:42:36 UTC

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

As a Weekly Communal Action, an Oligarch may reduce the power of the Despot by 50 (or to 0 if the Despot’s power is less than 50).

Friday, December 06, 2013

Proposal: Clear the Chamber

Can’t reach quorum with 6 votes against and 3 for. Failed by Kevan.

Adminned at 07 Dec 2013 10:12:19 UTC

Add the following to the list of Administrative Actions in the rule entitled “Government Actions”:

The Despot may spend 100 Power to Suspend the Constitution. If at any time the Despot has Suspended the Constitution at any point in the past 24 hours, they may once revet the failure and then enact a single proposal that has failed within the preceding 24 hour period.

Friday, December 06, 2013

I would like to play the game

I would like to join the game when possible please =)

Proposal: Identity Theft

Timed out 5 votes to 4. Enacted by Kevan.

Adminned at 07 Dec 2013 10:10:19 UTC

Add a new Police Action:-

With Authorisation, the Chief of Police may Frame an Oligarch, swapping the Credibility of any two Oligarchs who have non-zero Credibilities and the same Reputation, and decreasing the Power of the Despot by 10. This Action is Punitive.

In the rule “Government Actions”, replace “if the chosen Oligarch is Seditious” with “if any Oligarchs affected by the action are Seditious”.

Taking another stab at a Police Action that actually affects enemies of the state.

Wednesday, December 04, 2013

Idle work

Scshunt idles out after 14 days of inactivity.

Proposal: Bipolar Disorder

Reached quorum 7 votes to 0. Enacted by Kevan.

Adminned at 05 Dec 2013 01:46:33 UTC

In the rule titled “Factionalism”, change

Within 24 hours of a change in Despot, all Seditious players may freely change their Reputation to Loyal.

to:

Within 24 hours of a change in Despot, all Seditious players may freely change their Reputation to Loyal once.

Oligarchs may become Seditious at will to claim 5 Credibility, so let’s not allow them to do so as many times as they want.

Tuesday, December 03, 2013

Proposal: Credible Threat

Reached quorum and passed, 6-1. Josh

Adminned at 05 Dec 2013 00:18:38 UTC

For each Oligarch who has had their Power converted to Credibility by another Oligarch, using the rule “Credibility”, undo the effect of that conversion.

In the rule “Credibility”, replace “Any Oligarch may convert Power to Credibility at a rate of 5 Power to 1 Credibility.” with:-

Any Oligarch may convert their own Power into Credibility at a rate of 5 Power to 1 Credibility.

Proposal: Fit for Work

Reached quorum and passed, 7-1. Josh

Adminned at 05 Dec 2013 00:17:12 UTC

Replace both instances of “spend 2 Power to” with “at any time”, in the rule “Offices”.

Perhaps hiring officials should be free, since it’s not been happening much.

Proposal: A Matter of Timing

Self-killed. Josh

Adminned at 05 Dec 2013 00:16:41 UTC

Add a new rule to the ruleset, entitled Corruption:

Each Oligarch has an amount of Corruption, which is tracked in the GNDT and defaults to zero.

An Oligarch may, at any time, convert any amount of Power or Credibility into Corruption, at a rate of 5 Power or 1 Credibility to 1 Corruption, or vice-versa. An Oligarch may also, as a daily action, transfer any quantity of their own Corruption to any other Oligarch.

Amend the rule entitled Send in the Peacekeepers to read as follows:

As a daily action, any Oligarch can spend 10 Credibility to Lobby the UN. They may then immediately undertake a UN Action, as detailed below:

* Enact a UN Resolution: The next proposal that Oligarch makes may have [UN] in its title. If it does, any Oligarch who wishes to vote on it must first spend either 1 Credibility or 5 Power. A proposal with [UN] in its title can’t be vetoed.
* Initiate a Special Investigation: If the Oligarch making this UN Action is Seditious, the Despot loses an amount of Power equal to the sum of the Corruption of all Loyal Oligarchs.
* Leak a Memo: If the Oligarch making this UN Action is Loyal, then any one Seditious Oligarch of their choice loses Credibility equal to their Corruption and has their Corruption set to zero.

 

Monday, December 02, 2013

Idleing

Unfortunately, other commitments are preventing me from committing as much as I would like to the revolution. Can someone please idle me? Thanks.

Proposal: Blue Helmets

Passes 7-0 -Larrytheturtle

Adminned at 03 Dec 2013 08:55:40 UTC

Add a new rule to the ruleset, entitled Send In The Peacekeepers:

As a daily action, any Oligarch can spend 10 Credibility to Lobby the UN. The next proposal they make may have [UN] in its title. If it does, any Oligarch who wishes to vote on it must first spend either 1 Credibility or 5 Power. A proposal with [UN] in its title can’t be vetoed.