Story Post: Auction 4
4 Arveg Lane
4 Arveg Lane
Axemabaro has been rendered idle after 7 days of inactivity, and quorum drops to 7.
Passes 8-0. Enacted by Brendan.
Adminned at 01 Nov 2021 19:21:21 UTC
Enact a new rule entitled “REALTOR Points” as follows:
Each Realtor has a number of REALTOR Points, or RP, which defaults to 0.
Selling a house should be worth one RP; selling a house profitably should be worth multiple RPs; losing money on a sale should be a wash. We might also add point chances for successful exorcisms or trap-kills.
Withdrawn. Failed by TyGuy6.
Adminned at 01 Nov 2021 04:20:14 UTC
Add the following as a new rule called “The Competition”:
Each Realtor has a publicly tracked statistic called “Houses Sold”, which defaults to 0.
Add the following to the end of the atomic action “Open House”:
If the Realtor accepted an Offer, they then increase their Houses Sold by 1.
If https://blognomic.com/archive/targeted_sales passed, add the following instead:
The Realtor increases their Houses Sold by 1.
Change the subrule “Buyer Eligibility” to the following:
If a Buyer has 0 Bucks, 0 Bravery, or 0 Health, they are not an eligible Buyer, and any Realtor may remove them from the list of Buyers. If the Realtor removing the Buyer from the list of Buyers in this way set one of their values to 0 as a consequence of a Night Action, they must then immediately add a single random non-Remnant type of Ghost to the Ghosts list for a randomly selected House.
Just setting up for a future win-con. There’s still plenty of time to catch up, I think y’all can still make like 8 more houses after all. Also preparing for more types of ghosts.
Times out 2-2. Failed by Brendan.
Adminned at 31 Oct 2021 18:37:14 UTC
Add this paragraph to the end of the Rule, “Bucks”:
At any time a Realtor may divide their Charisma by four (rounded up) and then turn all of it except one into bucks and then split it equally among any number of Buyers (no fractions).
Passes 3-1. Enacted by Brendan.
Adminned at 31 Oct 2021 18:28:58 UTC
Wherever it appears in the dynastic ruleset, replace the term “4DICE4” with “2DICE8”.
Per Trapdoorspyder’s vote on “Boxcars.”
1 Bizome Blvd
Timed out and failed, 3 votes to 1. Josh
Adminned at 31 Oct 2021 12:31:00 UTC
Change “Open House” to read:
A Realtor may hold an Open House, which is an atomic action with the following steps:
*Choose a House for which they are the Seller; that House is the Property for this Open House.
*Choose an eligible Buyer with a Desired Quality that is equal to or less than the sum of the Condition and Appeal of the Property. That Buyer is the Attendee during this Open House.
*In the Dice Roller, name the Property and the Attendee, and roll a DICE2 to decide how persistent the Attendee will be.
*Activate each Trap on the Property. If the Attendee is no longer eligible, or the roll in the above step was 2, they cease to be the Attendee.
*If there is no Attendee, make a random Buyer the new Attendee.
*Gain the Bucks of the Attendee, and both the Attendee and the Property cease to exist.
*Roll 4DICE4 and set the Realtor’s Charisma to the result.Here’s an Open House Dice Roller form for convenience:
Property:
Attendee:
(Trap effects on Attendee:)
Stay(1) or leave(2)? DICE2
Substitute Attendee: DICE##
New Charisma: 4DICE4
I’m slicing and dicing the Open House, before it gets used, to reduce complexity by a great deal, I think. The old version has you randomly pick 10 buyers, which is a hassle. Then you have to check their Desired Quality, then apply all the traps to whichever are left. If you forget to make TWO mentions of the Open House, one before and one after, the whole action fails. And, by the way, if you don’t like the buyers, you can even just skip selling the House, and do it all again in an hour!
This version fixes all of these issues by making it a single buyer, everything posted in one location, and you must sell the house at the end, whether or not you got your desired price.
Timed out, 5 votes to 1. Enacted by TyGuy6.
Following instructions to “close it by decreasing the Bucks of the Top Bidder by the number in the Top Bid, and making that Bidder the Seller of the House being Auctioned in the Post” would be impossible for the supposed Auction, as there are no Valid Bids, and therefore no Top Bid. This CfJ had no effect, other than upholding two wiki edits which had not been challenged.
Adminned at 31 Oct 2021 05:48:33 UTC
Considering all bids on the following Auction not to be Valid Bids, close the following Auction: https://blognomic.com/archive/new_auction
Then, uphold the following two edits made to the Gamestate: https://wiki.blognomic.com/index.php?title=Abandoned_House_Market&oldid=17671 and https://wiki.blognomic.com/index.php?title=Abandoned_House_Market&oldid=17672
Well, Bizome Blvd can only contain 10 house, and Raven has created a house on the 31st, and Silverwing made an auction out of the nonexistent house.
This assumes House 31 has never, and never existed.
Passes 8-0. Enacted by Brendan.
Adminned at 29 Oct 2021 17:46:31 UTC
Add to the rule “Buyer Eligibility” the following:
If the Realtor removing the Buyer from the list of Buyers in this way set one of their values to 0 as a consequence of a Night Action, they must then immediately add a single Apparition to the Ghosts list for a randomly selected House.
Passes 8-1, and this time I counted right. Enacted by Brendan.
Adminned at 29 Oct 2021 17:45:11 UTC
If Proposal: Marginalia was enacted, in the text it added to the ruleset, change “equal to the difference” to “equal to half the difference (rounded up)”.
TyGuy has pointed out that two players can cut out other players with ceiling bids on the basis of Marginalia; best to disincentivise, I think.
31 Bizome Blvd
Timed out and failed, 4-4. Josh
Adminned at 29 Oct 2021 16:33:26 UTC
Wherever they appear in the dynastic ruleset, replace the terms “4DICE4” and “2DICE8” with “2DICE6”.
The Good Weeks 2d8 is an improvement, but you always know where you are with a good old 2d6.
Reached quorum, 8-0. Enacted by TyGuy6.
Adminned at 29 Oct 2021 04:43:56 UTC
Add the following as a second paragraph to the rule Whose to Sell?:
The Realtor who posted each Auction is the Auctioneer for that Auction. An Auction’s Auctioneer may not make a Valid Bid on it, although they may undertake Day or Night actions on it. For each Auction, the Reserve is the the sum of the Condition and Appeal of the House being Auctioned. When an Auction Post is closed, if the Top Bid in that Auction was greater than the Reserve, then the Auctioneer gains Bucks equal to the difference between the two.
going on vaycay so I gotta go idle.
time to haunt some stuff!
quorum is now 8
Withdrawn. Failed by TyGuy6.
Adminned at 29 Oct 2021 04:02:50 UTC
In the rule “Buyers”, replace everything but the first paragraph with the following:
If there are less than 16 Buyers, Eli Curf may create 15 Buyers via the following Atomic Action:
Secretly randomly create 15 distinct triplets of initials to be the Buyers’ names
Optionally, for each such name, change the last initial to be a proper noun
Secretly randomly order the integers 2 through 16 and assign the numbers in that order to the new Buyers as their Bucks
Secretly randomly order the integers 2 through 16 and assign the numbers in that order to those same Buyers as their Desired Quality.
Secretly randomly order the integers 2 through 16 and assign the numbers in that order to those same Buyers as their Bravery
Secretly randomly order the integers 2 through 16 and assign the numbers in that order to those same Buyers as their Health
List the Buyers thus created at the end of the list of Buyers on the Dynastic Tracking wiki page
Simple change but since we’re going to start having Buyers die I figured we’d need a refill mechanism.
Timed out, 7-2. Enacted by TyGuy6.
Adminned at 29 Oct 2021 04:13:32 UTC
Append an item to the end of the Atomic Action described in the rule “Open House” as follows:
The Realtor must roll 4DICE4 and set their Charisma to the result.
If the Proposal entitled “Three Main Pillars” has enacted, then instead, append an item to the end of the Atomic Action described in the rule “Open House” as follows:
The Realtor must roll 4DICE4 and set their Charisma Skill to that result; roll 4DICE4 and set their Document Drafting Skill to that result; and roll 4DICE4 and set their Appraisal Skill to that result.
If at least 8 EVCs on this Proposal include the phrase “bigger swings” then change each instance of the text “4DICE4” to “2DICE8” in the final item of the Atomic Action as appended above.
Timed out, 2 votes to 4, with one unresolved Deferential. Failed by TyGuy6.
Adminned at 28 Oct 2021 23:58:50 UTC
In “Estate Agents”, modify the following;
Each Realtor has a publicly tracked Charisma skill, which may have any integer value between 1 and 20 inclusive, defaulting to 1. If a Realtor’s charisma is 1, and they have not yet done so, they may change their charisma score by rolling 4DICE4 and setting its value to the result.
into
Each Realtor has a publicly tracked Charisma Skill, Document Drafting Skill and Appraisal Skill, which may have any integer value between 1 and 20 inclusive, defaulting to 1. If any of a Realtor’s skill is 1, and they have not yet done so, they may select a Skill that has a Score of 1, rolling 4DICE4 and setting the Score of the chosen Skill as the result.
“How to be a Successful Realtor™”
9 Arveg Lane
Timed out, 3-5 (One Against was a Deferential). Failed by TyGuy6.
Adminned at 28 Oct 2021 23:45:12 UTC
Add to the rule “Buyers”:
As a Daily Action, a Realtor may spend any number of Bucks up to 16 to Give a Buyer Medicine, which increases the Health of the Buyer by that number.
You spend bucks to get medicine from the doctor and give it to the Buyer. The medicine increases the health of the Buyer.
Timed out, 7-0 (One was a deferential). Passed by TyGuy6.
Adminned at 28 Oct 2021 23:43:27 UTC
Add the following after the fourth step and before the fifth step of the atomic action “Open House”:
Activate all Traps that are listed for the Property of this Open House. Any references to Attendees or a Property in the Effect of those Traps are assumed to be references the Attendees of this Open House and the Property this Open House is for, respectively.
Add the following rule called “Trap Time” to the ruleset:
A Trap is an item listed below in this rule with a Price and Effect. As a Night action, any Realtor may purchase a Trap by paying an amount of bucks equal to its Price and adding that Trap to the list of Traps for any House which does not already have a Trap with the same name already listed and which is not being Sold by that Realtor. To Activate a Trap, perform its Effect.
Traps:
Vomit Bomb: Price: 4. Effect: For each Attendee that has a higher Bravery than Health, reduce both of those attributes by the difference between the two. If the difference between the two is greater than either of those two characteristics set both to 0 instead.
Fake Skeleton: Price: 1. Effect: Each Attendee with 5 or less Bravery ceases to be an Attendee.
Skeleton: Price: 2. Effect: Each Attendee with 3 or more Bravery loses 3 Bravery, each Attendee with 2 or less Bravery gets set to 0 Bravery, then each Attendee with 5 or less Bravery ceases to be an Attendee.
Let’s get some poky bits flying around!
I wish to become a player!
13 Dade Street
Withdrawn. Failed by Kevan.
Adminned at 27 Oct 2021 10:56:38 UTC
In “Open House”, modify the following;
Each remaining Attendee makes an Offer that is equal to their Bucks.
to be
Each remaining Attendee makes an Offer that is equal to their Bucks plus twice their Desired Quality plus the Seller’s Charisma score.
It’s obvious that if you want a better house, you’d need more money, right?
Also a use for Charisma, y’all happy now??
55 Dade Street
Reached quorum 8 votes to 4. Enacted by Kevan.
Adminned at 27 Oct 2021 10:53:45 UTC
Add the following to the end of the first bullet point in the rule Fair Play:
This extends to exerting full control over the actions of another Realtor, defined here as the controlled Realtor’s game behavior being functionally indistinguishable from if the controlling Realtor was logged into their account and playing through it, over a period of more than a day.
let’s not give up so easily!! here’s a clarification for “full control” as suggested by Kevan in the comments of Autonomy (the first).
and let’s try not to split hairs more than is necessary, y’all– i would really expect that fair play, more than anywhere else in the ruleset, is where social interpretation & common sense r more important than the exact rulestext. what matters here isn’t whether the fair play rules are immune to logical twists and bad-faith interpretations; its just making sure that it clearly communicates to the playerbase what is to be expected. i think this does that!
Passes 9-0. Enacted by Brendan.
Adminned at 26 Oct 2021 21:44:06 UTC
Enact a new subrule of the rule “Buyers” entitled “Buyer Eligibility” as follows:
If a Buyer has 0 Bucks, 0 Bravery, or 0 Health, they are not an eligible Buyer, and any Realtor may remove them from the list of Buyers.
If there is a rule entitled “Seller Day Actions,” rename it “Seller Day And Night Actions” and insert the following immediately before its final paragraph:
A Realtor may also, as a Daily Night Action, opt out of an Auction Post on which they have not yet submitted a Valid Bid and which has not yet been closed. They may do so by making a single comment in one of the formats in the following list; depending on the format of the comment, the Night Action has a specific effect, as follows:
* “Too busy frightening X” - If X is the name of a Buyer, that Buyer’s Bravery is reduced by 2.
* “Too busy poisoning X” - If X is the name of a Buyer, that Buyer’s Health is reduced by 2.
I have too much to keep up with for right now, please idle me.
Withdrawn - Adminned by Trapdoorspyder
Adminned at 26 Oct 2021 21:25:51 UTC
In “Estate Agents”, add a subrule named “Unblank Realtors”:
If a Realtor has not done so, they may Get A Reroll and set their Charisma to 3.
If no other Realtor had done so, any Realtor may Unblank Realtors as a Atomic Action after 28th October, 2021 1200 UTC and perform the following:
* For each Realtor whose Charisma is 1 to 3, roll 4DICE4 for them and set their Charisma to the value rolled.
* Repeal Unblank Realtors.
Hey, I do want more Realtors to be Charismatic.
Failed by Trapdoorspyder with 1 for and 8 against.
Adminned at 26 Oct 2021 14:51:02 UTC
In “Whose to Sell?”, modifies
A Valid Bid on an Auction Post is a comment on that Post which contains a single, whole number and which was submitted by a Realtor who has at least that number of Bucks. A Bidder is the submitter of a Valid Bid.
into
A Valid Bid on an Auction Post is a comment on that Post which, in it’s content contains only a single, whole number and which was submitted by a Realtor who has at least that number of Bucks. A Bidder is the submitter of a Valid Bid.
Currently, bids submitted by a player named 5 and contains whatever text(possibly “Busy renovating somewhere”) or bids submitted like “I’m gonna fry 5 eggs” are all valid bids of value 5.
Nope.
(Scam letdown counter: 2)
Withdrawn, tragically. Failed by Brendan.
Adminned at 26 Oct 2021 13:53:25 UTC
Change my name to 5.
100 Dade Street.
Passes 9-0. Enacted by Brendan.
Adminned at 26 Oct 2021 13:52:19 UTC
In Open House, replace the opening “As a weekly action,” with “If they have not done so in the last hour,”
The speed at which this happens is already constrained by needing the selling rights.
80 Arveg Lane
Passes 8-0. Enacted by Brendan.
Adminned at 26 Oct 2021 13:47:45 UTC
Enact a new subrule of “Whose to Sell?” entitled “Seller Day Actions” as follows:
A Realtor who is listed as the Seller of a House may, as a Daily Day Action, opt out of an Auction Post on which they have not yet submitted a Valid Bid and which has not yet been closed. They may do so by making a single comment in one of the formats in the following list; depending on the format of the comment, the Day Action has a specific effect, as follows:
* “Too busy repairing X” - If X is the Address of a House for which this Realtor is the Seller, that House’s Condition is increased by 1.
* “Too busy staging X” - If X is the name of a House for which this Realtor is the Seller, that House’s Appeal is increased by 1.Once a Realtor has opted out of an Auction Post, they may not opt out of it again, nor may they submit any Bids on that Auction Post.
Unpopular at 3-8. Failed by Brendan.
Adminned at 26 Oct 2021 13:43:22 UTC
Add the following to the end of the first bullet point in the rule Fair Play:
This extends to exerting full control over the actions of another Realtor.
Cuddlebeam’s ‘lazy mode’ is an almost game-breaking strategy.
In essence, the idea is that a player (herein ‘Cuddlebeam’), snoozing but active in a dynasty, can, in exchange for whatever the favour of the day is, perform the actions dictated to them by another player. Cuddlebeam gets a reward, the purchaser gets the operating power of controlling two game entities, it’s a win-win. All Cuddlebeam has to do is snooze through the game, and in almost any dynasty he can likely enjoy a 30% change of winning (while winshare is possible to trade, of course).
Getting rid of winshare is only a piece of the puzzle; we also have to ban this kind of quasi-sockpuppeting, and get back to a place where working together as equal participants in a mutual strategy might be viable but buying an extra player’s worth of actions and resources is not. It’s hard to ban that outright so I think it has to go into Fair Play.
Full disclosure: I have been the beneficiary of Cuddlebeam lazy mode.
Popular at 9-0. Enacted by Brendan.
Adminned at 25 Oct 2021 18:42:44 UTC
Modify (or create, if it doesn’t exist,) the dynastic rule named “Mantle Limitations” to read:
The mantle may not be passed. (Players should also not make deals based on being made Emperor of the next dynasty by other means than achieving victory.)
So that it’s very clear that new emperors aren’t expected to be allowed to uphold such deals, by CfJ or otherwise.
Enacted popular, 10-0. Josh
Adminned at 25 Oct 2021 14:04:49 UTC
Throughout the rule “Buyers”, replace each instance of the word “Fear” with the word “Bravery”. Set the Bravery value for each Buyer equal to that Buyer’s Fear characteristic prior to this proposal passing.
Not really a huge deal but both of the other buyer characteristics are “bigger is better”, might as well make this one that way as well. It’ll make it easier for consistency and writing rules.
1 Arveg Lane
Adminned at 25 Oct 2021 14:03:53 UTC
Add a dynastic rule named “Mantle Limitations”:
The mantle may not be passed.
Timed out and enacted, 9-3. Josh
Timed out and enacted, 8-0. This message by Josh, actual admining done by pokes
Adminned at 25 Oct 2021 12:39:52 UTC
Add the following as a fourth bullet point to the Atomic Action described in the rule Buyers:
*Secretly randomly order the integers 2 through 16 twice and assign the numbers in that order to those same Buyers as their Desired Quality.
Add the following as a new rule to the ruleset, called Open House:
As a weekly action, a Realtor may hold an Open House, which is an atomic action with the following steps:
*Select a House for which they are the Seller; that House is the Property for this Open House.
*Advertise, by publicly stating that they are holding an Open House, naming the Property, in the #current-dynasty channel on Discord, in a comment on any open Proposal, or as a comment in the BlogNomic dice roller.
*Randomly select ten Buyers; these Buyers are the Attendees for the Open House.
*For each Attendee, compare their Desired Quality to the sum of the Property’s Condition and Appeal; any Attendee for whom their Desired Quality is the higher value are not interested and leave, ceasing to be Attendees.
*Each remaining Attendee makes an Offer that is equal to their Bucks.
*The Realtor conducting this Open House may (but does not have to) select a single Offer to accept. If they do then the Property and the Attendee whose offer they accepted are removed from the gamestate, and that Realtor’s Bucks are increased by the value of the Offer.
*The Realtor must then make a post to the blog summarising the events of this Open House.
Generate a Desired Quality for any Buyer who doesn’t have one, as a random value between 2 and 16. Remove the last paragraph of the rule Buyers.
A reimplementation of House of Pain, which takes out the impact of ghosts and traps in the interest of initial legibility - those will have to be added back in by later proposal, I guess
Timed out, 10-0. Enacted by TyGuy6.
Adminned at 25 Oct 2021 07:46:52 UTC
In the Rule “Whose to Sell?”, change “and has a Top Bid which is at least 12 hours old, any Realtor may close it by” to
and has a Top Bid which is at least 24 hours old, any Realtor may close it by
If the Proposal “Let’s Go Slow” did not pass, change “As a Daily Action, a Realtor may Auction the rights to sell a House” to
If they have not done so in the last 72 hours, a Realtor may Auction the rights to sell a House
As per requests, let’s adjust the pace of these Auctions, or Bucks and Houses will be flying like flapjacks.
Timed out 2 votes to 7. Failed by Kevan.
Adminned at 24 Oct 2021 19:47:38 UTC
Create a new rule called “Traps” with:
A Realtor can add one of the Traps listed below to a House of their choice by paying its Cost in Bucks. Costs are listed below in brackets. Traps can have effects, listed below.
- Tourist Trap [30]: Buyers with the lowest Fear value among Buyers Like this Trap’s House.
- Bear Trap [10]: Buyers with the highest Fear value among Buyers Dislike this Trap’s House.
- Fly Trap [5]: The House this Trap is in is always full of flies, and its Appeal is always 1. If it would ever become a value other than 1, it becomes 1 instead.
Add to “Buyers”:
Buyers can Like Houses or not (they Dislike it). By default, Buyers Dislike all Houses
Fewer than a quorum not voting AGAINST. Failed 1 vote to 9 by Kevan.
Adminned at 24 Oct 2021 19:09:41 UTC
Add to the list of possible ghosts:
- Ghost in The Shell: The House this Haunts has a shell that prevents it from gaining any further Ghosts.
- The Ghost of Christmas Future: If the Seller of the House this is Haunting becomes the Realtor with the least Bucks, then that Realtor gains 20 Bucks.
Timed out 5 votes to 7. Failed by Kevan.
Adminned at 24 Oct 2021 19:08:14 UTC
Add a new special case rule called “Anti-Pooling”, which by default is active but is currently inactive unless the Eli Curf’s EVC on this proposal includes the phrase “Turn it on.”
Give it the following text
In order to Pass the Mantle, the new Eli Curf must make a story post to the blog titled “Mantle Offering”
A Realtor is considered to be Eligible if all of the following are true:
-They have been a (possibly idle) Realtor for the entirety of the last two dynasties (including the one that just completed)
-They have been not idle for at least a portion of each of the last two dynasties (including the one that just completed)
-They have not been the Eli Curf of either of the last two dynasties (including the one that just completed)If done within 24 hours of the Mantle Offering being made, an Eligible Realtor may declare their claim to the mantle by making a comment on the Mantle Offering which includes a FOR voting icon. At this point, the Eligible Realtor becomes a Mantle Candidate.
24 hours after a Mantle Offering has been made, it is closed and no new Eligible Realtors may declare their claim to the mantle. If there are no Mantle Candidates, the Eli Curf remains the Eli Curf but may now pass the mantle to any Realtor of their choosing (which they must announce by blog post). If there are one or more Mantle Candidates, and no Realtor has resolved the Mantle Offering in question, a Realtor may resolve the Mantle Offering by randomly chosen one of the Mantle Candidates. That Realtor becomes the new Eli Curf (the Realtor who does the random roll must announce the result by blog post). At this point all Mantle Candidates cease to be Mantle Candidates.
Pools with win shares are often times bad for the game. Why don’t we just get rid of them?
Fewer than a quorum not voting against. Failed 3 votes to 9 by Kevan.
Adminned at 24 Oct 2021 14:23:15 UTC
Enact a new Special Case Rule entitled “Public Collaboration [Active]” as follows:
Each Realtor may have a set of up to two Allegiances, defaulting to an empty set, and this set is publicly tracked. At any time, a Realtor may change their Allegiances to be the names of one or two other Realtors, or may set their Allegiances to be empty.
A Realtor may not Pass the Mantle to another Realtor unless the passing Realtor had the name of the recipient in their Allegiances for at least the 48 hours immediately prior to the most recent successful Declaration of Victory..
If Eli Curf included the word “deactivate” in their EVC, set this rule to Inactive instead of Active.
Useful in this specific dynasty as a foundation for some kind of realty-firm mechanics, I think. Also more broadly useful as an option to reduce the amount of suspicion and speculation on motives that tends to crop up in chat and commentary, and for complicating the plans of large cabals.
Reached quorum 11 votes to 0. Enacted by Kevan.
Adminned at 24 Oct 2021 14:21:49 UTC
In “Estate Agent”, modifies;
A Realtor can Decide To Make Some Poor Life Choices and lower their Charisma by 1. A Realtor can Buy Pointless Merchandise and lower their Bucks by 1.
into
As a Daily Action, a Realtor can Decide To Make Some Poor Life Choices and lower their Charisma by 1. As a Daily Action, a Realtor can Buy Pointless Merchandise and lower their Bucks by at most 25.
I don’t believe anytime actions is safe, anyway.
Withdrawn. Failed by Kevan.
Adminned at 24 Oct 2021 12:40:15 UTC
If Approximauction passed, change the following in “Whose to Sell?”
As a Daily Action
into
As a Weekly Action
Adds a new Type of Ghost, named Realtor’s Bane, with the following Effect:
When a Realtor becomes the Seller of this house, they lose 20% of their Bucks, rounded up.
Is going quick good?
Reached quorum 9 votes to 1 with 1 unresolved DEF. Enacted by Kevan.
Adminned at 24 Oct 2021 09:58:29 UTC
In “Victory and Ascension”, replace:-
If the game is in an Interregnum then the new Eli Curf must either Pass the Mantle, by making a post naming another Realtor - in which case the Eli Curf ceases to be the Eli Curf and the Realtor so named becomes the Eli Curf - or start a new dynasty by completing the following Atomic Action:
with:-
If the game is in an Interregnum then the new Eli Curf must either Pass the Mantle (by making a post naming a Realtor who was not the last dynasty’s Eli Curf, in which case the passing Realtor ceases to be the Eli Curf and the Realtor so named becomes the Eli Curf) or start a new dynasty by completing the following Atomic Action:
Coming back to this per comments on This Campsite Is In Tents: that CfJ didn’t actually make Imperial mantle-passes illegal, it just removed the clarification that they were legal. Let’s actually change the rule to say that they simply can’t be performed when the Malign Emperors rule is switched off.
Withdrawn by proposer. Failed by TyGuy6.
Adminned at 24 Oct 2021 06:36:55 UTC
If Proposal: Estate Sales were not enacted then this proposal has no effect.
Add the following as a fourth bullet point to the Atomic Action described in the rule Buyers:
*Secretly randomly order the integers 2 through 16 twice and assign the numbers in that order to those same Buyers as their Desired Quality.
Add the following as a new rule to the ruleset, called Open House:
As a weekly action, a Realtor may hold an Open House, which is an atomic action with the following steps:
*Select a House for which they are the Seller; that House is the Property for this Open House.
*Advertise, by publicly stating that they are holding an Open House, naming the Property, in the #current-dynasty channel on Discord, in a comment on any open Proposal, or as a comment in the BlogNomic dice roller.
*Randomly select ten Buyers; these Buyers are the Attendees for the Open House.
*For each Attendee, roll nDICE10, where n is the number of Ghosts in the Property. Any Attendee whose roll result is higher than their Fear is too afraid and leaves, ceasing to be an Attendee.
*For each Attendee, roll nDICE4, where n is the number of Traps in the Property. Any Attendee whose roll result is higher than their Health is brutally slain by a Trap. For each such Attendee, roll DICE4; on a result of 1 they become a Ghost of a random Type, Haunting the Property. They then cease to be an Attendee and are removed from the list of Buyers.
*For each remaining Attendee, compare their Desired Quality to the sum of the Property’s Condition and Appeal; any Attendee for whom their Desired Quality is the higher value are not interested and leave, ceasing to be Attendees.
*Each remaining Attendee makes an Offer of a random value between 80% and 120% of their Bucks.
*The Realtor conducting this Open House may (but does not have to) select a single Offer to accept. If they do then the Property and the Attendee whose offer they accepted are removed from the gamestate, and that Realtor’s Bucks are increased by the value of the Offer.
*The Realtor must then make a post to the blog summarising the events of this Open House.
If Proposal: There’s No I In Team was enacted, change the description of the Listing Agent in the rule Specialisms to read:
A Listing Agent may chose any 10 from 15 randomly selected Buyers to be the Attendees for their Open House.
Generate a Desired Quality for any Buyer who doesn’t have one, as a random value between 2 and 16.
Withdrawn by proposer. Adminned by TyGuy6.
Adminned at 24 Oct 2021 06:35:02 UTC
If “Actuaries Unleashed” enacted, replace the sentence beginning “The Appraised Value of a House is determined by the function” with:-
The Appraised Value of a House is equal to 15 Bucks for each of its Bedrooms, plus 10 Bucks for each of its Bathrooms, plus 20 Bucks for each of its Special Rooms. If a House’s Condition and Appeal are both 6 or higher then the House is Sought-After and its Appraised Value is doubled.
Per Josh’s objection to Appraised Value equalling “10 * (c + 1.5*b + t + 2f) * a”, which isn’t much fun to read even if you’re comfortable with equations. This new calculation is equivalent for rooms, and simplifies the impact of Condition and Appeal. It also adds that Value is in Bucks, rather than being in unspecified units.
I think it’s a good rule of thumb that if an equation is too complex to be expressed in a plain English sentence, then it’s too complex to play a game with: a quick game decision like “Would it be better to add a Bathroom or two points of Appeal to 13 Dade Street?” should be easy to think about, rather than requiring a calculator and some double-checking of which letter means what. There’s a reason that boardgames don’t have these kinds of equations in their rules.
Timed out, enacted 8:2. Adminned by TyGuy6.
Adminned at 24 Oct 2021 06:32:54 UTC
Make the player named Trapdoorspyder an Admin.
I know that I haven’t been here a while, but since I’m the emperor of this dynasty I feel like it makes sense. Other qualifications: been part of 3 full dynasties plus this one, active in the community, frequent Zendo enjoyer. Not gonna be mad or anything if this fails.
I am, of course, referring to the board game about bidding on houses that you then sell in another round of bidding.
Unidle me please.
Reached quorum 9 votes to 3. Enacted by Kevan.
Adminned at 23 Oct 2021 16:15:47 UTC
Create a rule, titled “Whose to Sell?”:
As a Daily Action, a Realtor may Auction the rights to sell a House (aka Auction a House) by making a Auction Post. An Auction Post is a Story Post with “Auction” in the title, which names a single, available House to be Auctioned in its body text. Only Houses without a Seller and which have not been Auctioned are available to be Auctioned.
A Valid Bid on an Auction Post is a comment on that Post which contains a single, whole number and which was submitted by a Realtor who has at least that number of Bucks. A Bidder is the submitter of a Valid Bid.
The Top Bid on an Auction Post is the oldest Valid Bid on that Post among the Valid Bids which contain the highest number of any Valid Bid on that Post. The Top Bidder is the submitter of the Top Bid.
While an Auction Post has not been closed, and has a Top Bid which is at least 12 hours old, any Realtor may close it by decreasing the Bucks of the Top Bidder by the number in the Top Bid, and making that Bidder the Seller of the House being Auctioned in the Post. They should then make a comment on the Post to notify the market that they have closed the Post.
Based on the idea from Chiiika’s Enterprising Realtors proposal.
Unidle me, please.
Popular at 11-0. Enacted by Brendan.
Adminned at 21 Oct 2021 23:04:26 UTC
If the sentence “Realtors have an amount of publicly tracked Bucks, defaulting to 100” exists in the Dynastic Rules, reword it to
Each Realtor has an amount of publicly tracked Bucks, defaulting to 100.
As belated noted in the comments of “Loadsamoney,” the rule as written could be interpreted to describe a single pool or a per-player attribute. Only a matter of minor urgency, but the queue is long and this newly established mechanic already has dependencies in that queue, so it seems right to use a CFJ to clarify the ambiguity.
Reached quorum 11 votes to 0, with four deferential. Enacted by TyGuy6.
Paragraph “Let X be the number of Realtors plus two…” was changed by Bed Bath and Beyond, and hence, was not replaced. But the proposal seems to have accounted for that, and replaced a line (“Set the House’s name to be a name using any one of the name formats described above”) from the new text, instead.
Adminned at 22 Oct 2021 20:23:50 UTC
In the rule House Market, remove
Each House has a publicly tracked name which may be used to refer to that house, which may either be in the format of “N Dade Street” or in the format of “M Arveg Lane”, and defaults to one of those two formats, where N and M are arbitrary numbers between 1 and 100 not already used for that respective variable.
add a new subrule to “House Market” called “Addresses” and give it the following text
An address consists of a Road and a House Number. A House’s Address (also know as its Name) is considered to be [N] [R] where [N] is their house number and [R] is the name of their road. No two houses can share the same Road and House Number.
Each Road has a name, a list of rules for what the House Numbers on that road can be, and an effect which houses on that Road have (which may be empty). The list of valid roads, their house number rules, and effects are listed below:
* Dade Street. Houses on Dade Street must have integer house numbers between 1 and 100 inclusive. Effect: The condition of houses on Dade Street is increased by one (to a maximum of 10)
* Arveg Lane. Houses on Arveg Lane must have integer house numbers between 1 and 100 inclusive. Effect: If any attribute of a house on Arveg Lane is ever 1, it is instead set to 2.
* Bizome Blvd. Houses on Bizome Blvd must have integer house numbers between 1 and 10. Effect: When adding a house on Bizome Blvd, its attributes always start at 5 rather than using any prescribed dice rolls.
Update any houses whose name prior to enactment of this proposal was X Dade Street to have their road be Dade Street and their house number be X.
Update any houses whose name prior to enactment of this proposal was Y Arveg Lane to have their road be Arveg Lane and their house number be Y.
In “House Market” replace
If at any point there are less than X Houses listed, then any player may add another House to the list of Houses, with a name using one of the name formats described above of that player’s choice and rolling a DICE10 for each Attribute of the new House and setting that Attribute as the result.
with
If at any point there are less than X Houses listed, then as a daily action any player may add another House to the list of Houses, with a valid address of that player’s choice and rolling a DICE10 for each Attribute of the new House and setting that Attribute as the result.
and replace
Set the House’s name to be a name using any one of the name formats described above
with
Set the House’s Address to be a valid address
Everything on two roads sounds like it might be a little boring (but it should stay an unformal rule that all road names are anagrams of something spooky)
Popular at 9-0. Enacted by Brendan.
Adminned at 22 Oct 2021 17:50:57 UTC
For each house that existed when the proposal “Bed Bath & Beyond” passed, if it passed, set each term of that House’s size to a separate roll of 2DICE3 - 1.
What do you mean, “You have to have a bathroom”?
SupernovaStarbright idles out after eight days of inactivity. Quorum remains 8.
Fewer than a quorum not voting against at 5-8. Failed by Brendan.
Adminned at 22 Oct 2021 17:40:16 UTC
Before the sentence “Each House also has a publicly tracked list of Traps, which defaults to empty,” in the rule House Market, add the text:
The Appraised Value of a House is determined by the function v = 10 * (c + s) * a, rounded to the nearest integer, where v is Appraised Value, c is condition, s is size, and a is appeal.
If the proposal Bed Bath & Beyond passed, replace “s” in the above formula with “1.5*b + t + 2f”, and replace “s is size” in the text to be added with “b is the number of bedrooms, t is in the number of bathrooms, and f is the number of special rooms”.
Reached quorum 9 votes to 2. Enacted by Kevan.
Adminned at 22 Oct 2021 17:08:31 UTC
Add to “Estate Agents”:
A Realtor can Decide To Make Some Poor Life Choices and lower their Charisma by 1. A Realtor can Buy Pointless Merchandise and lower their Bucks by 1.
Cannot be popular without a vote change, 2-8. Josh
Adminned at 22 Oct 2021 16:58:49 UTC
If there is a rule called Firms, rewrite it to read as follows; otherwise, add a new rule called Firms with the following text:
A Firm is an organisation of Realtors. Each Firm has a name (which is flavour text) and a number of Realtors who are Partners in that Firm. The Wealth of a Firm is the sum of all the the Bucks of Realtors who are Partners in that Firm; the Wealth of each Firm is publicly tracked.
Each Realtor may belong to either no or one Firm, defaulting to no Firm, and the name of their Firm is publicly tracked. If a Realtor belongs to a Firm then they are a Partner in that Firm. Each Partner in a Firm has one Share in that Firm; a Realtor may not be a Partner in more than one Firm, or have more than one Share in total, under any circumstances.
Whenever a Realtor who is a Partner in a Firm is the author of a DoV that was enacted in this dynasty, they must, as an action in the Interregnum, randomly select a Relator who has, for at least the preceeding seven days, held a Share in the Firm to which the winning Realtor is a Partner (which can be themselves, if they are otherwise eligible), and then pass the mantle to that Realtor.
As a Weekly Action, a Realtor may Start a Firm by choosing a Name which does not belong to any other Firm and setting their Firm to be a newly created Firm with that name.
As a Daily Action, a Realtor may Apply to join a Firm. To do so, they must make a Story Post to the blog naming the firm that they wish to join; that Story Post is called an Application and is active until it is either Approved or that Realtor posts another Application. Parters of a Firm may vote on Applications to their Firm. When every Partner of a Firm has responded to an Application to their Firm with a FOR vote then the Application is Approved; the Applicant may update their Firm to be the target Firm, and when they have done so they become a Parter in that Firm, and cease to be a Partner in any Firm that they were previously a Partner of.
Add a new subrule to the rule Firms, called Specialisms:
A Realtor can have a Specialism, which is publicly tracked, and which defaults to None. Valid Specialisms are as follows:
None: No Specialism.
Renovator: Specialist in improving the Condition of Houses.
Stager: Specialist in improving the Appeal of Houses.
Negotiator: Specialist in gaining more Bucks from a sale.
Purchaser: Specialist in aquiring Houses for fewer Bucks.
Medium: Specialist in summoning Ghosts to Houses.
Exorcist: Specialist in removing Ghosts from Houses.
Trapper: Specialist in setting or removing Traps.
If Proposal: Bed Bath & Beyond was enacted, add “Remodeler: Specialist in changing the Size of each House” to the list in Specialisms. If Proposal: Estate Sales was enacted, add “Listing Agent: Specialist in attracting Buyers” to the list in Specialisms.
Specialisms are a bit of a stub at the moment, but the idea is that you have to make a team that will succeed in today’s cut-throat market.
Cannot be popular without a vote change, 1-8. Josh
Adminned at 22 Oct 2021 16:58:15 UTC
If “Estate Agent” exist in the Ruleset, append the following:
A Realtor may auction the rights to sell off a House. As a Daily Action, a Realtor may make a Story Post to Agent a non Agented and not in Auction House, including the name of the House and the amount of Bucks they intend to pay. A Realtor may reply such Story Post with another number of Bucks more than the previous comment or Post. If such Story Post has no new Reply in 12 hours counting from the latest Reply (or the Posting of the Story Post if there is no Comment), the Realtor who made the last Comment(if there is no Comment, the Realtor who made the Story Post) pays the amount specified in their latest Post or Comment and puts their name as the Agent of said House.
Directly after the list of Attributes, in that same rule, append the following:
Each House may be Agented by a Realtor, which default to none.
Enacted popular, 11-0. Josh
Adminned at 22 Oct 2021 16:56:46 UTC
If the proposal here: https://blognomic.com/archive/theres_a_ghoost_loost_aboot_this_hoost does not pass, this proposal does nothing
Add the following type of Ghost
* Remnant of [X]: [X] must be the name of an idle Realtor. Such Ghosts are known as Remnants, and a Remnant of [X] is said to be a Remnant of the idle Realtor whose name is [X]. Effect: None (for now…)
Add the following subrule to “Hauntings” called “Remnants” with the following text
There may only be one Remnant of any given idle Realtor Haunting any house (that is, one across all houses). If there is ever more than one, all such Remnants are removed from the houses they are haunting. Likewise, any Remnant of a previously idle Realtor is immediately removed from the house it is haunting if that Realtor ceases to be idle.
As a weekly action, an idle Realtor who does not have a Remnant may add a Remnant of themselves to start haunting any House. An idle Realtor who does have a Remnant, as the same weekly action, may switch the house their Remnant is haunting to any house.
We’ve experimented in the past with stuff that idle players can do. Spooky ghosts seem like the perfect spot to try this again! (And I’m not just saying that because I have vacation coming up in a week so will likely have to go idle)
I’ve noticed that we have a new face: Axemabaro
I have not seen any new player post nor any indication of idle/unidle thing involving them
Enacted 11-0. Josh
Adminned at 22 Oct 2021 16:55:00 UTC
This proposal only applies if the proposal “Let the Contest begin!” has passed.
Remove the Attribute “Size” from the list of Attributes in the rule “House Market”.
Directly after the list of Attributes, in that same rule, the text:
Each House has a Size, which is a publicly list of two positive integers, and defaults to (3, 2). The first is the number of Bedrooms the House has, while the second is the number of Bathrooms.
Each House has a publicly tracked list of Special Rooms, which defaults to empty. A House’s Number of Rooms is equal to the number of Special Rooms + the number of Bedrooms + the number of Bathrooms.
Change the text of the last paragraph in that rule to:
If at any point the number of houses Houses listed is less than the number of Realtors plus two, then any Realtor may add another House to the list of Houses, by completing the following Atomic Action:
*Set the House’s name to be a name using any one of the name formats described above
*Roll a DICE10 for each Attribute of the new House and set that Attribute as the result
*Set each term of the House’s size to a separate roll of 2DICE3 - 1
*Roll a DICE4; if it is 1, add “Basement” to the House’s list Special Rooms
*Roll a DICE4; if it is 1, add “Attic” to the House’s list Special Rooms
*Roll a DICE10; if it is 1, add “Pool” to the House’s list Special Rooms
I know this could lead to a house with 5 bathrooms and one bedroom; some people piss a lot; don’t @ me.
Enacted popular, 14-0. Josh
Adminned at 22 Oct 2021 16:53:10 UTC
Add to the bulleted list in the rule “Fair Play” the following:
* A Realtor should not trade actions in BlogNomic for favors or compensation outside of BlogNomic, nor trade actions in any other game for favors within BlogNomic.
Per Kevan, no need to start out a new dynasty with too many controversial proposals over constitutional reform, but this one seems to have unanimous assent.
Enacted popular, 12-0. Josh
Adminned at 22 Oct 2021 16:52:18 UTC
Make TyGuy6 an Admin.
Qualifications: Played in seven dynasties, (168-173 and 194,) up to this point, in two of which I played as Emperor. I also got some practice adminning proposals in the latest round of Fastnomic. Would like to help maintain the game.
Enacted 12-0. Josh
Adminned at 22 Oct 2021 16:50:09 UTC
Enact a new rule entitled “Buyers” as follows:
There exists a list of Buyers, which is publicly tracked in an ordered list. Each Buyer is individually distinguished by a unique Name, which consists of three initials, or two initials and a proper noun. Each individual Buyer also has an amount of Bucks, an amount of Fear, and an amount of Health, each of which is a publicly tracked nonnegative integer.
If they have not yet done so in this Dynasty, Eli Curf may create 30 Buyers via the following Atomic Action:
* Secretly randomly create 30 distinct triplets of initials to be the Buyers’ names
* Optionally, for each such name, change the last initial to be a proper noun
* Secretly randomly order the integers 2 through 16 twice and assign the numbers in that order to the Buyers represented by the list of initials, as their Bucks
* Secretly randomly order the integers 2 through 16 twice and assign the numbers in that order to those same Buyers as their Fear
* Secretly randomly order the integers 2 through 16 twice and assign the numbers in that order to those same Buyers as their Health
* List the Buyers thus created on the Dynastic Tracking wiki pageBuyers may be Looking or not Looking, and this is publicly tracked. If there are fewer than 5 Buyers that are Looking, any Realtor may set the next non-Looking Buyer, as ordered from the top of the public list of Buyers, to Looking.
I like cards better than dice.
Withdrawn. Josh
Adminned at 22 Oct 2021 16:48:37 UTC
Replace the core ruleset with the version found here: https://wiki.blognomic.com/index.php?title=User:Pokes/IdleSandbox&oldid=17574
Replace “A New Realtor is defined as a Realtor who has been a Realtor for fewer than seven days or a Realtor that has unidled in the past seven days after being idle for at least 3 months.” with “A New Realtor is defined as a Realtor who has not been a Realtor for more than seven days in the previous 3 months.”
I’ve always been confused by where idle Realtors count as Realtors or not, and I think adding a new noun would improve things. A ‘registrant’ is an idle or non-idle realtor, and a ‘realtor’ or ‘player’ is always specifically a non-idle realtor.
For some reason EE was swallowing the URLs with the wiki diff.
Reached quorum, 9-3. Josh
Adminned at 22 Oct 2021 16:47:43 UTC
Add the following rule to the ruleset under the name “Day and Night”
There are two additional types of actions: Night actions and Day actions. Night and Day actions are worded in the same manner as normal types of actions, but with an additional Night or Day classifier. In example, a Day Weekly Communal Action, or a Night Daily Action. Any actions that could possibly affect the House(s) being Sold by the Realtor carrying out those actions are Day actions, and any actions that could possibly affect House(s) not not being sold by the Realtor carrying out those actions are Night Actions. An action need not affect Houses to be Day or Night, but all actions that do must be either Day or Night. If an action would be both Day and Night, it is instead Night. Only possible outcomes of an action that affect houses in a directly stated manner are considered for deciding whether an action is Day or Night.
The general gist of this is that there are two types of actions: ones that are carried out in broad daylight, like fixing up your house, and others that are best done under cover of darkness. It would ruin your credibility if you were found setting up bear traps in an opponents lawn, after all. I’m willing to go with public opinion here, not going to try and force this one through if it isn’t popular.
Popular at 12-0. Enacted by Brendan.
Adminned at 21 Oct 2021 19:19:24 UTC
If there is a rule called House Market, add the following to it as a subrule called Hauntings:
Each House is Haunted by a number of Ghosts, which is publicly tracked (split out per House by the number of each Ghost of each different Type) and defaults to zero.
Each Ghost is of a specific Type, and has an effect based on the Type of Ghost it is. The available Types of Ghost and their effects are listed in this rule.
* Apparition: The most basic type of Ghost. Reduces the Appeal of any House that it is Haunting by 1.
Popular, 12-0. Enacted by Brendan.
Adminned at 21 Oct 2021 19:07:28 UTC
Create a new rule called “Bucks”:
Realtors have an amount of publicly tracked Bucks, defaulting to 100. As a weekly communal action, a Realtor can make all Realtors gain 10 Bucks.
Fewer than a quorum not voting AGAINST. Failed 4 votes to 7 by Kevan.
Adminned at 21 Oct 2021 16:58:58 UTC
Add a dynastic rule called “Firms” and give it the following text
Each Realtor may belong to a Firm, or no Firm at all (and by default belong to no firm at all). Each Firm has a name, which may only contain letters, numbers, and spaces, cannot be empty, and is considered to be flavor text. The name of the Firm a Realtor belongs to is publicly tracked (if they belong to no firm, this field is blank). Each Firm also optionally has a Leader, which is a Realtor belonging to that Firm. A Firm’s Leader is tracked by appending a * next to the Firm’s name for that realtor. Two Realtors who share the same Firm are said to be Partners.
As a Weekly Action, a Realtor may Start a Firm by choosing a Name which does not belong to any other Firm and setting their Firm to be a newly created Firm with that name, at which point they become that Firm’s Leader.
If a firm does not have a Leader, any Realtor who belongs to that Firm may choose to become its Leader. If the Leader of a Firm goes idle, or ceases to belong to that Firm, they cease to be its Leader.
As a Daily Action, a Realtor may request to join a Firm. To do so, they must make a Story Post to the blog naming the firm that they wish to join. If a Realtor (The Requester) has requested to join a Firm (The Target) within the last 24 hours, and has not had their firm changed in the last 24 hours, then the Leader of the Target may set the Requester’s firm to be the Target.
Reached quorum 9 votes to 1. Enacted by Kevan.
Adminned at 21 Oct 2021 12:57:52 UTC
Add a new rule entitled Estate Agents:
Each Realtor has a publicly tracked Charisma skill, which may have any integer value between 1 and 20 inclusive, defaulting to 1. If a Realtor’s charisma is 1, and they have not yet done so, they may change their charisma score by rolling 4DICE4 and setting its value to the result.
Reached quorum 13 votes to 0. Enacted by Kevan.
Adminned at 21 Oct 2021 11:09:24 UTC
Add the following rule called “House Market” to the ruleset:
There is a publicly tracked list of Houses, each with a publicly tracked Seller, which defaults to None and may be the name of any one Realtor. If the Seller of a House becomes idle, then all houses they were Selling have their Seller set to None. Each House has a publicly tracked name which may be used to refer to that house, which may either be in the format of “N Dade Street” or in the format of “M Arveg Lane”, and defaults to one of those two formats, where N and M are arbitrary numbers between 1 and 100 not already used for that respective variable.
Each of the terms in the following list is an Attribute that each House also has. Every Attribute is publicly tracked for each House. Attributes may be any number ranging from 1 to 10, and default to 5.
*Condition
*Size
*AppealEach House also has a publicly tracked list of Traps, which defaults to empty.
Let X be the number of Realtors plus two. If at any point there are less than X Houses listed, then any player may add another House to the list of Houses, with a name using one of the name formats described above of that player’s choice and rolling a DICE10 for each Attribute of the new House and setting that Attribute as the result.
Let’s get the ball rolling!
Greetings!
I have sent this letter to you today to inform you of a marvelous opportunity! I will soon be starting a massive town-wide competition to see which of our renowned realtors can sell the most houses, in the least time. The prize will be beyond your wildest imagination! (Think money. Lots and lots of money.) All you have to do is pay the entry fee* and abide by most of the terms and conditions! (listed below). Best of luck!
Terms and conditions:
No realtor may cheat.**
No realtor may sabotage another realtor’s efforts. **
All houses sold must be abandoned properties. (To avoid unnecessary suspicion.)
No realtor may sell more than one house a week. **
Nothing important to me may happen on Sundays. (No need to anger the Big Guy. He’s scary.)Sign here to join today!***
______________________________________
Cordially,
Your Friend Eli Curf*Only your soul. Nothing to worry about. May cause minor side effects such as not needing to sleep ever again. Only 90% of contestants experience withdrawals.
**Not one hundred percent necessary.
***Sign in blood, that is. A mixture of ketchup and Tabasco has also been found to work.
Change the synonym for Emperor to Eli Curf. Change the synonym for Player to Realtor. Set the Dynastic Tracking page to “Abandoned House Market”
I plan on being provocateur/gardener, depending on how active I can be at the moment. I would prefer casual in terms of upkeep and will try to stay scam-neutral. I’ll be restrained with vetoes and laissez-faire. I’ll try to be somewhat methodical but may end up being instinctual, not sure since I’ve never been emperor before.
Unpopular, 2-9. Josh
Adminned at 20 Oct 2021 20:58:16 UTC
If a valid Ascension Address has been posted since the posting of this CfJ then this CfJ has no effect.
Add the following rule to the Special Case rules, called Constitutional Convention [Active]:
During Interregnum, a Proposal may be posted, voted on or resolved if its effects are limited to changing the non-Dynastic ruleset. An Ascension Address may not be posted until this Special Case rule is made Inactive. If it is after 26 October 2021 then any Citizen may set this rule to Inactive.
Quite a few constitutional questions arising after this last dynasty, and I think it would be unfair to have that overwhelm the new dynasty with their resolution.
Another one in the books, and I think we all agree that it was a pretty quiet, uneventful dynasty, without much of incident to discuss.
Here is a thread for us all to talk about how the ending in particular was a massive snoozefest.
After 12 hours and with 10 votes in favour, including the drone: Enacted. Josh
Adminned at 19 Oct 2021 16:23:21 UTC
As a result of the rule “Earthlink Shatters”, I have achieved victory.
The Earthlink Tower shatters as the additional power from the antimatter cables overloads the Earthlink itself, warped time and space itself. Who knows what will happen next?
Timed out and failed, 2 votes to 5. Josh
Adminned at 20 Oct 2021 20:57:10 UTC
Delete the sentence “A Proposal which moves a Citizen holding an Antimatter Cable, or multiple such Citizens, to a floor in the Earthlink Zone, and which would have no other effects, is automatically Popular, and is not Unpopular” from the Dynastic Rules.
I always thought this was a bad idea.
WIthdrawn. Josh
Adminned at 20 Oct 2021 20:56:30 UTC
Add to the list of items in “Fair Play”, after the bullet point containing “A Citizen should not edit the “Entry Date” field of a blog post”, the following bullet point:
“* A Citizen other than the author should not cast a vote on a votable matter while it is still legal to alter the post.”
This is generally how we’ve been playing I think so may as well (semi) formalise it.
Enacted 7-5 - redtara
Adminned at 19 Oct 2021 04:20:12 UTC
Enacts a new Rule, named Earthlink Shatters, as follows.
The Player named Trapdoorspyder has achieved Victory.
Reconstructing the Status Quo, no more no less.
This is separated into two parts as the discussion on Discord is very heated.
Let’s wipe and begin anew.
Failed 1 vote to 7. Failed by Kevan.
Adminned at 19 Oct 2021 08:21:58 UTC
Remove the parenthetical statement after the text “If the game is in an Interregnum then the new Drone must either Pass the Mantle, by making a post naming another Citizen” in the rule Victory and Ascension.
Add a new Special Case rule immediately under Dynastic Distance, called “Malign Emperors [Rare]”; if the Drone’s EVC on this CfJ includes the phrase “Maximum Suppression Mode Activated”, add the [Active] tag to its title, otherwise, add the [Inactive] tag to its title. Give it the following text:
The Drone may be recipient of the Mantle, as if they were a Citizen, during an Interregnum, as per the rule Victory and Ascension. The Drone may not cast a vote of VETO on any Proposal whose effect is limited to the dynastic rules or gamestate; any such vote is disregarded for the purposes of proposal resolution.
Fewer than a quorum not voting against. Failed 1 vote to 7 by Kevan.
Adminned at 19 Oct 2021 17:44:33 UTC
[Core] [Appendix]
Remove the text “other than VETO” from the rule Votes.
Remove the text “vetoed or” both times it appears in the rule Resolution of Proposals.
Remove the text “or vetoed” and the text “When a Failed proposal has been Vetoed it may optionally have the Vetoed status upon resolution, which is considered to be the same as Failed for the purposes of all other rules.” from “Enacting and Failing”.
Remove the text “, and a crossed-out circle http://blognomic.com/images/vote/seal.gif shall represent a vote to VETO.” from the appendix keyword entry “voting icons” and add the word “and” before “a DEF”
Remove the text “The Drone may use VETO as a voting icon to cast a Vote on a Proposal; when the Drone casts a vote of VETO on a Proposal, this renders the Proposal Vetoed, even if the Drone later changes their Vote. ” from “Special Proposal Voting”
Since the emperor - and BN’s most important player - has decided that abuse of power is a good thing, actually, let us limit those powers by removing this outmoded and rarely used ability.
Enacted popular, 7-0. Josh
Adminned at 19 Oct 2021 08:45:23 UTC
Remove the parenthetical statement after the text “If the game is in an Interregnum then the new Drone must either Pass the Mantle, by making a post naming another Citizen” in the rule Victory and Ascension.
Add a new Special Case rule immediately under Dynastic Distance, called “Malign Emperors [Rare]”; if the Drone’s EVC on this CfJ includes the phrase “Maximum Suppression Mode Activated”, add the [Active] tag to its title, otherwise, add the [Inactive] tag to its title. Give it the following text:
The Drone may be recipient of the Mantle, as if they were a Citizen, during an Interregnum, as per the rule Victory and Ascension. The Drone may not cast a vote of VETO on any Proposal whose effect is limited to the dynastic rules or gamestate; any such vote is disregarded for the purposes of proposal resolution.
Failed, 2-7.Josh
Adminned at 19 Oct 2021 09:45:45 UTC
Amend “If the game is in an Interregnum then the new Drone must either Pass the Mantle, by making a post naming another Citizen (who may be the Drone of the dynasty that has just ended)” to:
If the game is in an Interregnum then the new Drone must either Pass the Mantle, by making a post naming another Citizen (who may not be the Drone of the dynasty that has just ended)
Timed out and failed, 4 votes to 8. Josh
Adminned at 20 Oct 2021 20:53:50 UTC
Move Trapdoorspyder, TyGuy6, and Cuddlebeam to Floor 50.
If the Emperor is a “player” now, I suppose we have to use CfJs for gameplay purposes?
It is a requirement of posting a DoV that the player believe they’ve actually won, which TyGuy6 clearly does not, so this is not a legal DoV. - redtara
Adminned at 18 Oct 2021 15:50:14 UTC
I believe it was clear I was headed for victory, or my teammates were, who were going with me to the Dirac-Anderson Summit when Kevan (current Drone) revealed his plan to arrest our ability to do so, by placing VETO votes one both measures intended to arrange said victory. I assert these VETO votes were in bad faith, misusing the emperor’s privilege which is expected to be used in the interest of the players,, not of this dynasty alone, but of Blognomic at large. Having thus reduced his station to a tyranny, on the mere basis of proposals which would allow emperors wins, he expects his allies with whom he has conspired to arrange a high probability of his own victory.
Is this the intention of these proposals, that powers only held by the emperor should be used in the course of normal play, and in particular, as an underhanded surprise in the last day possible? Was it not always within the emperor’s power to control the course of the game, and why should he change how he would use this power?
I call upon Kevan to return the powers of the emperorship to their intended use, and the players to reject the opposite course if he continues in it.
If I have not won by the rules, had my team not won in your minds, at least, prior to some of your alliance with the GM? Had not the speed of proposals been ebbing for some time, and the dynasty been in want of the usual return to its simpler base?
I had not intended to declare victory personally, until this moment. Nor was my share in it to be more than that of my other three teammates. Nor would it be, if this is passed. I do not expect this to pass. I only ask for a return to sanity.
Timed out and failed, 5-5. Josh
Adminned at 20 Oct 2021 20:56:03 UTC
Give the Citizen named Brendan a Flashlight.
Give the Citizen named Chiiika a Blaster.
Move the Citizen named Josh to floor 47.
Give the Citizen named lemon a Blaster.
Give the Citizen named redtara a Medical Supplies.
Move the Citizen named SupernovaStarbright to Floor 30.
Move the Citizen named Zack to Floor B8
A small cabal is trying to win! It feels very in keeping with a dynasty about proposals to therefore exclude them from this.
Withdrawn. Josh
Adminned at 20 Oct 2021 20:55:38 UTC
In the rule Idle Citizens, change
An Admin may render a Citizen Idle if that Citizen has asked to become Idle in an entry or comment from the past 96 hours (4 Days), or if that Citizen has not posted an entry or comment in the past 168 Hours (7 days). In the latter case, the Admin must announce the idling in a blog post. Admins may render themselves Idle at any time, but should announce it in a post or comment when they do so. An Admin may Unidle a Citizen if that Citizen is Idle and has asked to become Unidle in an entry or comment from the past 96 hours (4 Days), and Idle Admins may Unidle themselves at any time, unless the Citizen who would be Unidled asked to become (or rendered themselves) Idle within the past 96 hours (4 days), and within the current Dynasty.
to read
An Admin may render a Citizen Idle if that Citizen is Absent (see Appendix); if they do, they must announce the idling in a blog post. Admins may render themselves Idle at any time, but should announce it in a post or comment when they do so. An Admin may Unidle a Citizen if that Citizen is Idle and has asked to become Unidle in an entry or comment from the past 96 hours (4 Days), and Idle Admins may Unidle themselves at any time, unless the Citizen who would be Unidled asked to become (or rendered themselves) Idle within the past 96 hours (4 days), and within the current Dynasty.
Add the following definition to the Other section of the Keywords rule in the Appendix:
Absent:
A Citizen is Absent if: they have asked to become Idle in an entry or comment from the past 96 hours (4 Days), OR if it has been more than 96 hours (4 days) since the last Ascension Address was posted and either of the following are true: they have not made a post or comment in the past 168 Hours (7 days), or they have failed to cast a Vote at least 7 of the most recent 10 votable matters to be resolved.
Popping up to vote once every 7 days, or waiting until you get nudged by Kevan in Discord, is no way to play the game and just ends up creating a drag on quorum. This is aimed at tightening up rules on idleness so that meaningful participation is required to stay in the game.
Vetoed. Josh
Adminned at 20 Oct 2021 20:54:44 UTC
Move Trapdoorspyder, TyGuy6, and Cuddlebeam to Floor 50.
Timed out and failed, 4 votes to 5. Josh
Adminned at 20 Oct 2021 20:54:19 UTC
Rename “Mind over Antimatter” to “Antimatter Research”.
Add a paragraph to it:-
While multiple Citizens meet the criteria for achieving victory, none of them are considered to be achieving victory.
In the continued absence of a tiebreaker, perhaps we should flip the current “if two or more players win, they all get to make DoVs, there are no guidelines on the etiquette of how to vote on those DoVs” to “if two or more players win, none of them win, one of them has to agree to back down by moving, dropping items or idling”.
Fails. - redtara
Adminned at 18 Oct 2021 16:09:17 UTC
Move Trapdoorspyder, TyGuy6, and Cuddlebeam to Floor 50.
Paul Dirac theorized the existence of antiparticles. Carl Anderson confirmed their existence in a 1932 experiment. They were awarded Nobel prizes for these achievements. (https://www.exploratorium.edu/origins/cern/ideas/antimatter.html)
In our day, antimatter can be produced via large colliders, and then siphoned into nearby electromagnetic fields for storage (since it can’t touch normal matter without annihilating). I saw a tour of such a facility on Youtube!
Unpopular due to Zack voting against - redtara
Adminned at 18 Oct 2021 16:06:00 UTC
Enact the proposed effects of the failed proposal “The Clocktower”, except for the change to the Infirmary rule.
Taking another mild run at this, omitting the Infirmary edit so that the player in the Infirmary can’t veto it again. It didn’t get much feedback otherwise, though.
Popular on timeout 6-0. redtara
Adminned at 18 Oct 2021 15:57:40 UTC
In Electricity, replace “No more than 20 floors may be Powered at any time. If at any time a citizen causes more than 20 floors to be Powered, they must randomly select enough Powered floors to become Unpowered until only 15 floors remain Powered.” with:
No more than 20 floors should be Powered at any time; If at any time a citizen causes more than 20 floors to be Powered, they must randomly select enough Powered floors to become Unpowered until only 15 floors remain Powered.
Since “no more than 20 floors may be powered,” people are saying that proposals which would power more than 20 floors have no effect on powering/unpowering floors. Despite my misuse of the word “may,” the intention was clearly to allow it, but require that enough floors to be unpowered to bring us back below the maximum of 20. Otherwise the second sentence never applies, despite having an obvious function.
Timed out / quorumed, 7 votes to 2. Enacted by Kevan.
Adminned at 18 Oct 2021 07:51:31 UTC
Add to “Earthlink”:
Jerry is always at a Floor within the Earthlink Zone, and this is very publicly tracked.
If Katelyn Dubose is ever within a Zone directly below the Earthlink Zone or a Floor above it, Jerry is Cowardly. Jerry is Brave when he isn’t Cowardly.
Add at the following to the bottom of the list in The Clock:
- If Jerry is at the same Floor as a non-empty set of Citizens and Jerry is Brave, all members of that set are Tossed Out (syn. “Yeeted”) by Jerry, setting their Floor to 1, and then they are Harmed, then Harmed again.
- Be Jerry’s current Floor X, if Jerry is Brave, set Jerry’s Floor to be a random Floor of the Earthlink Zone that isn’t X.
Lower by 10 (if possible) the Floor of each Citizen who has the string “Going Down” in their EVC.
Just camping at the top and praying that people are dumb/inattentive enough to just let Katelyn rise has gotten too obnoxiously obvious for me.
Timed out 6 votes to 2. Enacted by Kevan. Powering step is impossible to perform at present, so is skipped
Adminned at 18 Oct 2021 07:39:55 UTC
Randomly select 10 distinct Unpowered Floors and set them to Powered.
Give the Citizen Raven1207 a Smoke Grenade.
Advance Time.
I’d be glad to offer you your Goal, Raven, if you would like to set one within the edit window here.
Popular 7-1. redtara
Adminned at 17 Oct 2021 15:14:51 UTC
Remove the sentence “Katelyn Dubose and her Punk-Neo-mutualists cannot exist in the same location as a Copbot Swarm.” from the rule “Security”.
Resolving the issue mentioned in the previous blog post: that whenever the Zones change, Katelyn and the Punks risk having their positions reset to default values.
The enactment of Katelyn’s First Move has renumbered the Zones, meaning that Infirmary Zone (with Katelyn Dubose on Floor 3) expanded to take in the Copbots on Floor 5, which it didn’t before. But the Security rule says that “Katelyn Dubose and her Punk-Neo-mutualists cannot exist in the same location as a Copbot Swarm”.
The ruleset sometimes uses the term “location” to mean Zone, and sometimes Floor. Given the context of the Security rule (the next sentence starts “If a Copbot Swarm ever shares a Zone ...”), though, I think Zone is the appropriate reading here.
It looks like the relevant rule to recover from this is that “If the rules that define a game variable are amended, and some previously valid values become invalid as a consequence, any existing variables whose current values would become invalid are instead set to their starting value.” The game variable that is Dubose’s Floor is defined by rules of “is on a Floor” and “cannot exist in the same [Zone] as a Copbot Swarm”, with that Zone being defined by what rules exist and what zones they occupy. Repealing Surveillance Systems changes “the rules that define” Dubose’s Floor, so the value that would become invalid is instead reset.
The default Floor for a Citizen is Floor 1, so I’ve moved Dubose to Floor 1. If anyone has a different reading to offer, please raise a CfJ.
Reached quorum 7 votes to 1. Enacted by Kevan.
Adminned at 17 Oct 2021 09:23:28 UTC
Between the rules “Earthlink” and “Floors”, create a rule, Mind over Antimatter:
After months of additional work and study, Lead Mechanic Jerry has determined that the Earthlink’s Instability can be converted to effectiveness using the Antimatter Cables found in every zone of Earthlink Tower. A Citizen in the Zone titled “Earthlink” who has four Antimatter Cables and a Toolbox in their Inventory has achieved victory.
An Antimatter Cable is an Item. A Citizen in the same Zone as an Antimatter Cable can spend a Toolbox to remove the Antimatter Cable from that Zone and add it to their inventory, but only if that Citizen has more toolboxes than any other Citizen in that Zone. (This is to avoid a timing race for who gets the Cable.)
A Proposal which moves a Citizen holding an Antimatter Cable, or multiple such Citizens, to a floor in the Earthlink Zone, and which would have no other effects, is automatically Popular, and is not Unpopular.
Add an Antimatter Cable to the lowest floor of each Zone.
Unpopular due to TyGuy6 voting AGAINST. Failed by Kevan.
Adminned at 16 Oct 2021 17:41:31 UTC
To “The Clock”, add:-
If the effects of a proposal are limited to naming a single Queued Action and any options that it requires, and if that proposal would not make any other changes to the ruleset or gamestate, then that proposal is a Queued Action Proposal. Such a proposal is always Popular, unless either of the following is true:
* The Queued Action is part of a Zone Rule and the proposal’s proposer is not in that Zone.
* A Citizen occupying the same Zone as the proposal’s proposer has a valid vote of AGAINST on the proposal.
When such a proposal is enacted, the effect of its Queued Action is applied with its proposer as the performer.
In “Earthlink”, replace “A Citizen with a Toolbox can spend a Taser or Flashlight to Jerry Rig the Earthlink to set it to Stable or Unstable.”
Jerry Rigging the Accelerator is a Queued Action with options of either Flashlight or Toolbox, and Stable or Unstable; its effect is to remove an instance of the chosen item from the performer if they have it, and then if that item was removed, to set the Earthlink to the option specified.
In “Breaker Access”, remove “If this subrule is not at the bottom of the rule Electricity, any Citizen may move it there at any time.”
Remove everything after the Zone Rule in “Breaker Access”, and add to its Zone Rule:-
Flip: Flipping is a Queued Action with any Floor as its option; its effect is to change the Powered/Unpowered status of that Floor to the opposite.
In “Electrical”, remove “If this rule is not at the bottom of the Dynastic Ruleset, any Citizen may move it there at any time.”
And replace the paragraph beginning “A Citizen who is on an Unpowered floor and has a flashlight” and the bullet list after it with:-
Resetting a Breaker is a Queued Action; its effect is to roll DICE6 and make the performer’s Floor Powered (if the result was an even number and the performer has a Flashlight) or remove a Flashlight from the performer (if the result was a 1 and the performer has a Flashlight).
In “Supply Requisitions”, replace “A Citizen may destroy an item by removing it from their inventory at any time. A Citizen may drop an item by removing it from their inventory and adding it to the contents of the floor they currently occupy. Likewise, a Citizen may pick up an item from the floor they are currently on by removing it from that floor’s contents and adding it to their inventory.” with:-
Passing an Item is a Queued Action, with a named Item and a named Citizen as its options; its effect is to move the named Item from the performer to the named Citizen, if that Item exists and if the named Citizen shares a Floor with the performer.
Discarding an Item is a Queued Action, with a named Item as its option; its effect is to remove the named Item from the performer’s inventory, if it’s there.
Replace the text of “Trading Post” with:-
This Zone has been abandoned, metal shutters drawn down over the glass shopfronts.
If “Organic Lifeform Conservation Procedures Reupload” enacted, replace “A Citizen may destroy a Medical Supplies item from their inventory to remove up to two total Wounds from Citizens in the Infirmary.” with:-
Healing is a Queued Action, with a named Citizen as its option; its effect is to remove a Medical Supplies item from the performer’s inventory, and then (if such an item was removed) all Wounds from the named Citizen if they are in the Infirmary.
The new Breaker Access mechanic that puts the action into an auto-popular proposal seems a good idea, and an improvement on the various at-any-time actions currently scattered around the ruleset. This replaces all of those actions with proposal-speed actions (except the “move this rule to the end” ones, which I think we can just drop given that we’ve already been proposing new rules into specific places).
This also closes the Trading Post, without shuffling the zones around, since it’s already redundant to the dropping and picking up mechanic.
Reached quorum 7 votes to 0. Enacted by Kevan.
Adminned at 16 Oct 2021 17:39:43 UTC
Append the following to the rule “Infirmary”:
If a Citizen in the Infirmary with a Wound would be moved to any floor outside of the infirmary, they instead remain on their current floor.
A Citizen may destroy a Medical Supplies item from their inventory to remove up to two total Wounds from Citizens in the Infirmary.
A Citizen with an Unpleasant memory is Endangered whenever they share a non-Infirmary floor with a Citizen who has a Blaster or a Taser.
A Citizen with a Tinfoil hat doesn’t believe in such things as Wormholes, or “Earth”. They don’t have a doppleganger, and if they ever do it is removed and has no location.
A second attempt to upload the popular item uses and item-based restrictions from “...Medical Emergency”
Reached quorum 7 votes to 1. Enacted by Kevan.
Adminned at 15 Oct 2021 11:21:06 UTC
Repeal the rule “Surveillance Systems.”
Am I mistaken to think this mechanic has never been used?
Reached quorum 9 votes to 0. Enacted by Kevan.
Adminned at 15 Oct 2021 09:18:34 UTC
Move Citizens to Floors as follows:Cuddlebeam to 31; redtara to 60; SupernovaStarbright to 30; Zack to 61; and Trapdoorspyder to 13.
Give Josh a Taser, Brendan a Flashlight; lemon a Blaster, and TyGuy6 a Smoke Grenade.
Advance Time.
Automatic Anti-Infiltration Procedures… Copbots deployed to Floor 5.
Unpopular with Redtara voting AGAINST from the Earthlink Zone. Failed by Kevan.
Adminned at 14 Oct 2021 21:35:51 UTC
Remove “If ever Katelyn Dubose’s location is the Zone represented by the rule Earthlink then she and her Punk-Neo-mutualists attempt to invade Earth; any Citizen whose location is the same Zone and who possesses at least one Toolbox or EMP Grenade has achieved Victory.” from the rule “Security”.
To the end of the “Earthlink” rule’s Zone Rule, add a paragraph break and then:-
Prevent the Rebellion: A Citizen occupying the Earthlink and carrying a Toolbox or EMP Grenade will automatically Overclock the Accelerator, if they outgun every other Citizen occupying the Earthlink, and if Katelyn Dubose is occupying the Earthlink. (A Citizen with a Blaster outguns everyone who does not have a Blaster; a Citizen with a Taser outguns everyone who has neither a Blaster nor a Taser.) The first Citizen to Overclock the Accelerator prevents the Punk-Neo-mutualists from invading Earth: that Citizen achieves victory. Katelyn Dubose cannot Overclock the Accelerator herself.
Blundering in with a tiebreaker, if nobody else is going to suggest one. We should probably avoid the possible endgame where multiple players meet the victory criteria in the same Time Advance.
This moves the Earthlink victory condition up to the Earthlink rule, and tiebreaks on “have the best gun” (with a standoff if tied, which can only be resolved by someone leaving). Acting security chief Josh currently has a veto here, as this proposal would modify the Security Zone.
Reached quorum 8 votes to 0. Enacted by Kevan.
Adminned at 14 Oct 2021 21:03:57 UTC
In “Victory and Ascension”, replace “Pass the Mantle, by making a post naming another Citizen” with:-
Pass the Mantle, by making a post naming another Citizen (who may be the Drone of the dynasty that has just ended)
Picking this loose thread back up. Passing the mantle back to the Emperor is legal under the current ruleset. We took a vote on whether to disallow that last month, which the group voted down, so we should at least clarify the existing rule instead.
Reached quorum 7 votes to 0. Enacted with no effect, quoted paragraph no longer exists. Enacted by Kevan.
Adminned at 14 Oct 2021 21:01:27 UTC
In Infirmary, to the paragraph, “If any Floor represented by this rule would be caused to contain a Copbot Swarm, that Copbot Swarm is assigned to another, randomly selected Floor. Citizens occupying this Zone may not achieve victory, even if another rule would allow them to.”
append
If a Citizen in the Infirmary with a Wound would be moved to any floor outside of the infirmary, they instead remain on their current floor.
A Citizen may destroy a Medical Supplies item from their inventory to remove up to two total Wounds from Citizens in the Infirmary.
A Citizen with an Unpleasant memory is Endangered whenever they share a non-Infirmary floor with a Citizen who has a Blaster or a Taser.
A Citizen with a Tinfoil hat doesn’t believe in such things as Wormholes, or “Earth”. They don’t have a doppleganger, and if they ever do it is removed and has no location.
Giving the Infirmary items some meanings.
Timed out 5 votes to 2. Enacted by Kevan. Replacement of “If every Floor in this Zone is Shorted Out…” doesn’t happen as this text is not present in the current ruleset.
Adminned at 14 Oct 2021 19:17:11 UTC
If the Proposal Amid the Breakers was not enacted, randomly select 2 players, give them each a flashlight, Advance Time, and ignore the rest of this proposal.
Add the following to the rule Electrical:
Due to the recent catastrophe, Earthlink Tower is running on power from auxiliary generators. No more than 20 floors may be Powered at any time. If at any time a citizen causes more than 20 floors to be Powered, they must randomly select enough Powered floors to become Unpowered until only 15 floors remain Powered.
A Citizen who is on an Unpowered floor and has a flashlight may roll a DICE6 to look for the circuit breaker.
- If the result is even, they find and reset the breaker for that floor, making the floor Powered.
- If the result is 1, their flashlight runs out of batteries and is removed from their inventory.
Add the following to the rule Breaker Access:
If a proposal made by a Citizen in this Zone would modify the powered/unpowered status of a floor and would not make any other changes to the ruleset or gamestate, that proposal is automatically popular, unless any of the following are true:
- A citizen occupying this zone has a valid vote of AGAINST on the proposal
- A Citizen occupying any of the floors which would become unpowered upon the proposal’s enactment has a valid vote of AGAINST on the proposal
Replace the Zone Rule of Breaker Access with the following:
Switch Control: Any citizen occupying this zone may Veto a Proposal which would modify the powered/unpowered status of a floor. This does not apply to Proposals which would cause such changes only by virtue of containing the phrase “Advance Time.”
In Earthlink, replace “If every Floor in this Zone is Shorted Out, the Earthlink is always Unstable and cannot be made Stable. If every Floor in this Zone is a different Current’s Breaker, the Earthlink is always Stable and cannot be made Unstable.” with:
If at any point all of the floors in this Zone become unpowered, the Earthlink is becomes Unstable until measures are taken to stabilize it. If every floor in this Zone is Powered, the Earthlink is Stable and cannot be made Unstable.
Set each floor in the Earthlink zone to be Powered.
Note that this will advance time even if Amid the Breakers did pass
Fewer than a quorum not voting AGAINST. Failed 4 votes to 6 by Kevan.
Adminned at 13 Oct 2021 17:21:45 UTC
Add the following as a subrule to the rule Floors, called Hacked Copbots:
Floors may contain Hacked Copbots; these are publicly tracked in the same place as the locations of Citizens are tracked. A Hacked Copbot is not considered to be a Copbot Swarm for the purposes of any dynastic rule.
Whenever a Citizen (other than Katelyn Dubose) would change their Location from one Floor to another for any reason, if there is a Hacked Copbot on any Floor between their Floor of Origin and their Destination, their Location is instead set to the closest Floor to their Origin that contains the Hacked Copbot and they are immediately Endangered.
If Proposal: Come out to the coast was enacted then, in the rule Hacked Copbots, after the text ‘for any reason’, add ‘(except moving through Ducts)’.
Rewrite the rule Security as follows:
Katelyn Dubose is an entity that is considered to be a Citizen, for the purposes of Dynastic Rules, with a Floor and an Inventory. Floors may also contain Punk-Neo-mutualists, which are tracked like Copbot Swarms.
Katelyn Dubose is a terrorist who is the enemy of the State; as such she has an adversarial relationship with the Copbot Swarms in the building. When Katelyn Dubose Progresses, her Location is set to the bottommost floor of the Zone directly above her current Zone, with the following notes:
* If the Floor that Katelyn Dubose would move to contains a Citizen but not a Coptbot Swarm then that Citizen is immediately Harmed.
* If the Floor that Katelyn Dubose would move to contains a Copbot Swarm but not a Citizen then that Copbot Swarm becomes a Hacked Copbot and Katelyn Dubose’s Location does not change as a result of this Progress.
* If the Floor that Katelyn Dubose would move to contains a Citizen and a Coptbot Swarm then the Citizen is immediately Endangered, the Copbot Swarm is destroyed and Katelyn Dubose’s Location changes as normal.Any Citizen (other than Katelyn Dubose) that moves into any Zone (other than those represented by the rules Infirmary or Earthlink) containing Katelyn Dubose or Punk-Neo-mutualists is immediately moved to the Infirmary, and is Harmed, unless that Citizen has a Taser or Blaster in their inventory, in which case a single Taser or Blaster (randomly selected) is removed from their inventory and they are instead Endangered.
Katelyn Dubose has the goal of reaching the Earthlink and invading Earth. If ever Katelyn Dubose’s location is the Zone represented by the rule Earthlink then she and her Punk-Neo-mutualists attempt to invade Earth; any Citizen whose location is the same Zone and who possesses at least one Toolbox or EMP Grenade has achieved Victory.
In the rule The Clock, change the last bullet point to read “Progress Katelyn Dubose, and change the Location of all Hacked Copbots to be a randomly selected Floor”.
Unpopular, as this would modify Surveillance Systems and TyGuy6 “is both occupying the Zone associated with that rule and has a valid Vote of AGAINST on that Proposal”. Failed by Kevan.
Adminned at 13 Oct 2021 09:37:03 UTC
Add the following as a Zone Rule to the rules Floors, Security, Trading Post and Surveillance Systems:
Ducts: A Citizen is Prepared if they haven’t changed their Goal in the last 12 hours. Any Prepared Citizen in this Zone immediately moves to the lowest floor of the Zone with a Ducts Zone Rule that is closest to the first Zone or Floor named in their Goal, moving to the lowest applicable Zone if there is a tie. If they don’t have a Zone or Floor named in their Goal then this has no effect.
We’ll get together, have a few laughs
Reached quorum 7 votes to 0. Enacted by Kevan.
Adminned at 13 Oct 2021 08:16:34 UTC
Add to the end of the rule “Floors” the following:
If the enactment of a Proposal would directly change the value of a Citizen’s Floor, and that Citizen’s final Vote on that Proposal is AGAINST, then instead, that Citizen’s Floor is not changed by the enactment of that Proposal; this provision does not apply to effects that would only indirectly change the Citizen’s Floor, such as a Proposal that moves a Copbot Swarm and thereby causes a Citizen to be Endangered.
Reached quorum 8 votes to 0. Enacted by Kevan.
Adminned at 13 Oct 2021 08:15:41 UTC
Replace the second, third and fourth paragraphs of “Electrical” with:-
Each Floor is either Powered or Unpowered; this is publicly tracked, and defaults to Unpowered.
When a Floor is Shorted Out, that Floor becomes Unpowered, each Citizen on that Floor is Harmed and all Copbot Swarms on that Floor are removed from the game.
Make each Floor which had a Breaker under the previous version of this rule Powered.
In “The Clock”, replace “Dark” with “Unpowered”.
In “The Clock”, replace the “Randomly select a Current and set its Breaker to a randomly selected floor.” bullet point with:-
* If there are 12 or more Powered Floors, randomly select one of them and make it Unpowered.
* Randomly select a Floor: if it is already Powered, it is Shorted Out; otherwise it becomes Powered.
In “Breaker Access”, replace “would modify the status of any Currents and/or their Breakers” with “would modify the Powered/Unpowered status of any Floors”.
In “Earthlink”, remove “If every Floor in this Zone is Shorted Out, the Earthlink is always Unstable and cannot be made Stable.” and replace “If every Floor in this Zone is a different Current’s Breaker” with “If every Floor in this Zone is Powered”.
Simplifying Breakers into a more obvious Powered/Unpowered status, and allowing them to be tracked in the Tower grid (which would make life easier when Advancing Time and seeing whose Cache searches are affected).
This is losing the “always Unstable” Earthlink clause in the process, as it doesn’t work under this wording. But I think it’s impossible under the current ruleset anyway - “every Floor in this Zone is Shorted Out” can only happen if Breakers change to become doubled up on all of the Earthlink’s floors at the exact same time, which can’t happen yet.
Passes 8-0. Enacted by Brendan, and, it would appear, simultaneously by Kevan.
Adminned at 12 Oct 2021 19:09:46 UTC
In “Zoning”, to the end of the paragraph beginning “Floors may also contain Copbot Swarms”, add:-
If a Floor contains more than one Copbot Swarm, they coalesce: all but one of those Swarms are removed from that Floor.
In “Infirmary”, remove “If any Floor represented by this rule would be caused to contain a Copbot Swarm, that Copbot Swarm is assigned to another, randomly selected Floor.”
In “The Clock”, replace “Add a Copbot Swarm to each Floor that is occupied by a Citizen with a Heat Signature, and which does not already contain a Copbot Swarm.” with:-
Add a Copbot Swarm to each Floor that is occupied by a Citizen with a Heat Signature, excluding Floors which are part of the Infirmary.
Merging swarms once and for all (the Infirmary just created a duplicate on Floor 55), and simplying the Infirmary forcefield to just “Copbots don’t appear here when Advancing Time”.
Brendan argues “redtara’s enactment of “Going Down” was incorrect: no provision was made for those of us already in the Debris Zone, and there is no Zone that is “below” it, so I don’t believe its enactment should have changed my Floor. CfJ if you disagree.” Since floors 63 and 64 are allocated to the Debris Zone, Earthlink (which contains Floor 62) is clearly below it. As Zack points out on Discord, if Brendan’s interpretation is upheld then lemon can’t be moved either.
Timed out 6 votes to 2, and oh look, commentary was in the admin field all along. Enacted by Kevan.
Adminned at 12 Oct 2021 17:56:20 UTC
Place Brendan and lemon on floor 62, if they are not already there. If Brendan or lemon has been moved as a result of another votable matter which was resolved after the posting of this CfJ, that Citizen instead remains in their current location.
I think this is very clearly the intent of the rule, but on a strict reading I should gain a second Heat Signature on moving to the Zoning Zone. Let’s repudiate and repair that reading.
Adminned at 12 Oct 2021 17:46:40 UTC
If any Citizen has more than one Heat Signature, they are changed to have one Heat Signature.
In the zone rule “Breach”, after the text “Citizens who occupy this Zone automatically gain a Heat Signature” add “if they do not already have one”.
Timed out 4 votes to 4. Failed by Kevan.
Times out and fails 2-6. redtara
Adminned at 12 Oct 2021 17:34:34 UTC
Do the following:
* Advance Time.
* Move Brendan to floor 63, redtara to floor 60, Cuddlebeam and Zack to floor 20, TyGuy6 to floor 3, and SupernovaStarbright to floor 30.
* Place a Blaster in Zack’s inventory (if he does not already have one), Medical Supplies in redtara’s, a Flashlight in lemon’s, and a Taser in Josh’s.
* Remove Heat Signatures from any Citizens whose EAVs on this proposal are FOR and contain the letter x, or who vote against it.
Withdrawn. Failed by Kevan.
Adminned at 12 Oct 2021 16:56:38 UTC
Add to the end of the rule “Floors” the following:
If a Citizen’s Goal includes one or more Floors or Zones, and the enactment of a Proposal would update that Citizen’s Floor so that it is not among those Floors or Zones, and that Citizen’s final Vote on that Proposal is AGAINST, then instead, that Citizen’s Floor is not updated by that Proposal.
If you’ve updated your Goal since “Automated Deliveries” and would like me to revise this proposal to bribe you with it, feel free to comment to that effect.
Timed out 5 votes to 3. Enacted by Kevan.
Adminned at 12 Oct 2021 16:55:39 UTC
Add the following before the first sentence in “The Clock”.
The Current Turn is a publicly tracked integer that represents the passage of Time in Earthlink Tower.
Add the following step to the beginning of the atomic action in “The Clock”:
* Increment the Current Turn by 1.
In “The Clock”, replace the term “Chiming the Hour” with “Advancing Time”.
In “Surveillance Systems”, replace “where N is the number of Camera Feeds that have been posted plus 1” with “where N is the Current Turn”.
Set the Current Turn to 6.
Two packages arrive via the automated delivery system; Give the players Zack and Chiiika each a Blaster.
It’s always bothered me that the clock doesn’t implement an actual clock.
Timed out 6 votes to 0 with one unresolved DEF. Enacted by Kevan.
Adminned at 12 Oct 2021 07:51:37 UTC
In “Security”, change “Any Citizen that occupies or moves into any Zone (other than those represented by the rules Infirmary or Earthlink) containing Katelyn Dubose or Punk-Neo-mutualists is immediately moved to the Infirmary.”
to
Any Citizen (other than Katelyn Dubose) that occupies or moves into any Zone (other than those represented by the rules Infirmary or Earthlink) containing Katelyn Dubose or Punk-Neo-mutualists is immediately moved to the Infirmary, and is Harmed.
Change “If Katelyn Dubose would move into a Zone that contains a Copbot Swarm without an EMP Grenade in her inventory, she instead does not, and gains an EMP Grenade. If Katelyn Dubose would move into a Zone that contains a Copbot Swarm with an EMP Grenade in her inventory then she moves into that Zone and the Copbot Swarm in that Zone is destroyed. If a Copbot Swarm would be added to a Zone that contains Punk-Neo-mutualists then both the Copbot and the Punk-Neo-mutualists in that location are destroyed.”
to
If a Copbot Swarm ever shares a Zone with Katelyn Dubose or a Punk-Neo-mutualist, that Copbot Swarm is destroyed.
Change “Katelyn Dubose is an entity who has a location and an inventory, both of which are tracked as if she was a Citizen, and may have a Doppelganger. Whenever a proposal causes Time to Advance, Katelyn Dubose moves into the bottommost floor of the Zone directly above the Zone she was inhabiting immediately before that Proposal was enacted. She leaves members of her Cell in every Floor that she has previously occupied; the presence of Punk-Neo-mutualists is tracked in the same way as Copbot Swarms.”
to
Katelyn Dubose is a Citizen, for the purposes of Dynastic Rules, with a Floor and an Inventory. She may also have a Doppelganger. Floors may contain Punk-Neo-mutualists, which are tracked like Copbot Swarms.
In “The Clock”, add a bullet to the Chiming the Hour action:
• Move Katelyn Dubose to the bottommost floor of the Zone directly above her current Zone. If that Zone contains a Copbot Swarm, and Katelyn Dubose doesn’t already have an EMP Grenade, instead of moving her add one to her inventory. If she moved, add a Punk-Neo-mutualist to the floor she previously occupied.
1) Clarifying what happens when you (or a bot) run into Katelyn or the Punks. (It doesn’t go well for you.)
2) Making sure Katelyn gets proper treatment as an actual Dynastic Citizen, especially regarding a doppleganger.
3) And consolidating Katelyn’s movement into The Clock, with the other things that happen when an admin must Advance Time.
Fewer than a quorum voting against. Failed 1 vote to 6 by Kevan.
Adminned at 11 Oct 2021 13:51:22 UTC
Amend “Citizens” to:
== Citizens ==
The process of applying for access to the BlogNomic blog is outlined in the [[FAQ]]. A human with access to the blog who is not already a Citizen may make a blog post making clear their wish to be a Citizen (plural form Citizens); in response, an Admin shall add them to the roster in [Core Tracking], at which moment they become a Citizen.A Citizen may only change their name as a result of a Proposal approving the change.
Some Citizens are ‘’‘Admins’‘’, responsible for updating the site and the Ruleset, and are signified as such in [Core Tracking]. Citizens who wish to become Admins may sign up with a username for the Ruleset Wiki, and submit a Proposal to make themselves Admins. Existing Admins may be removed from their posts by Proposal, CfJ, or voluntary resignation.
===Idle Citizens===
A Citizen can be Idle or not. Current Non-idle Citizens are listed in [Core Tracking]. For the purposes of all Gamestate and the Ruleset, excluding the core and appendix Rules “Ruleset and Gamestate”, “Citizens”, “Dynasties”, “Fair Play”, “Mentors” and any of those Rules’ subrules, Idle Citizens are not counted as Citizens. The combined term “Idle Citizen” can be used to refer to Citizens who are Idle even in rules that do not treat them as Citizens.
If a Proposal contains a provision that targets a specifically named Idle Citizen, then that Idle Citizen is considered to be Unidle solely for the purposes of enacting that specific provision.
When a Citizen is unidled, if they went Idle in the same Dynasty, their personal gamestate retains the last legally endowed values it had, if they are still valid. Otherwise (including if a value is invalid, does not exist, or the Citizen Idled in a different Dynasty), the Citizen is given the default value for new Citizens, if such a value exists.
A Citizen can Unidle or Idle themselves if their Idle/Unidle status hasn’t changed in the last 96 hours and within the current dynasty. They should announce when they do this in a blog post or comment.
An Admin can Idle a Citizen that hasn’t posted an entry or commented in the last 7 days (168 hours). They should announce when they do this in a blog post or comment.
Quorum and the total amount of players should be tracked at [Core Tracking].
Idle admins can resolve Votable Matters as if they were not idle.
Turning the Active Player list into a wikipage, and making anyone able to Unidle and Idle themselves, removing it as an Admin-only thing.
Reached quorum 9 votes to 0. Enacted by Kevan.
Adminned at 11 Oct 2021 09:35:28 UTC
In the rule “Supply Requisitions”, after the first paragraph rule add the sentence, “The following items are Afflictions, and may not be removed from a player’s inventory except by a rule which specifically permits the removal of Afflictions: Unpleasant memory.” If the proposal “Danger and Harm” passed, insert “, wound” after “Unpleasant memory” in that sentence.
Timed out 6 votes to 2. Enacted by Kevan.
Adminned at 11 Oct 2021 09:33:55 UTC
Add a new rule, “Defence Control”, after Engineering, and with the following content:
Earthlink Tower’s defence grid is able to override drone control in the airspace around it. If a proposal includes the [Defence] tag and would not directly amend any Core or Appendix rules, it is a Defensive Proposal. The Drone may not cast a vote of DEF or AGAINST on a Defensive Proposal, and should vote FOR it.
{{zone rule|If a Defensive Proposal was posted by a Citizen who was not located in Defence Control at the time of its posting, the Drone should cast a vote of VETO on it.}}
Belated callback to the ascension address.
Timed out 5 votes to 1, with 1 unresolved DEF. Enacted by Kevan.
Adminned at 11 Oct 2021 09:16:18 UTC
Give Brendan a Smoke Grenade, Josh a Taser, Trapdoorspyder, Raven1207 and redtara each a Blaster, and lemon a Flashlight. Move Cuddlebeam to Floor 20, SupernovaStarbright to Floor 30, and TyGuy6 to Floor 5.
Advance Time.
Your [ITEM] Has Arrived.
Teleportation Module… Engaged.
Delivery Drone Tip Procedure… Offline. Resetting…
Timed out 7 votes to 1. Enacted by Kevan.
Adminned at 11 Oct 2021 08:50:38 UTC
Add the following text to the beginning of the rule “Infirmary”:
When a Citizen is Endangered, they are forced into one of the Floors directly above and below their own (selected randomly), excepting Floors which, if moved to, would also immediately result in their being Endangered. If, when Endangered, there are no valid Floors to move to, or the Citizen remains on the same Floor, that Citizen is Harmed.
A Citizen who is Harmed has one randomly-selected non-Wound Item from their Inventory replaced with a Wound (or has a Wound added to their Inventory if no such Items exist), then is moved to an individually determined random Floor that is represented by the zone Infirmary.
In the rule “Electrical”, replace “is moved to an individually determined random Floor that is represented by the zone Infirmary” with “is Harmed”.
In the rule “The Clock”, add the following new step to the atomic action known as “Chiming the Hour”, immediately before the step beginning with “Add a Copbot Swarm”:
* Remove Heat Signatures from all Citizens who are occupying only Floors with “B” in their designation.
Additionally, in the same rule, add the following new step immediately after the step beginning with “Add a Copbot Swarm”:
* Endanger all Citizens who are occupying Floors that contain a Copbot Swarm and do not have at least one Blaster.
a set of rules where citizens can be harmed, copbots inflict harm if ur surrounded by them, and u can clear a heat signature by hiding underground.
Times out and passes 5-2 - redtara
Adminned at 10 Oct 2021 17:19:12 UTC
Move every Citizen to the top floor of the Zone below the one they currently occupy, or to the top floor of the zone beneath the Debris Zone if they are already in the bottom-most zone. If it is not possible to move a Citizen to the specified floor, move them to the first floor below that floor to which it is possible to move them.
Times out 6-0. Enacted by Brendan.
Adminned at 10 Oct 2021 16:48:32 UTC
In “Floors”, replace “Each Citizen has a publicly tracked Goal, being a Floor that they wish to travel to and/or an Item that they wish to obtain.” with:-
Each Citizen has a publicly tracked Goal, which may be blank (trackable as a single hyphen), or any number of the following:
* The numbers of up to three Floors that they wish to travel to.
* The names of up to three Zones that they wish to travel to.
* The names of up to three Items that they wish to obtain.
* The names of up to three Citizens that they wish to follow.
Add a paragraph break before “A Citizen may update their Goal at any time.”
For each Goal which is “Blaster”, set it to blank.
Trying that one again, and adding some more life goals.
Reached quorum 9 votes to 0. Enacted by Kevan.
Adminned at 10 Oct 2021 10:43:42 UTC
Add a new rule as a subrule to the rule Floors, called Security:
The notorious Punk-Neo-mutualist insurrectionist Katelyn Dubose has entered the building with the rest of her revolutionary cell, with a view towards securing it for herself.
Katelyn Dubose is an entity who has a location and an inventory, both of which are tracked as if she was a Citizen, and may have a Doppelganger. Whenever a proposal causes Time to Advance, Katelyn Dubose moves into the bottommost floor of the Zone directly above the Zone she was inhabiting immediately before that Proposal was enacted. She leaves members of her Cell in every Floor that she has previously occupied; the presence of Punk-Neo-mutualists is tracked in the same way as Copbot Swarms.
Katelyn Dubose and her Punk-Neo-mutualists cannot exist in the same location as a Copbot Swarm. If Katelyn Dubose would move into a Zone that contains a Copbot Swarm without an EMP Grenade in her inventory, she instead does not, and gains an EMP Grenade. If Katelyn Dubose would move into a Zone that contains a Copbot Swarm with an EMP Grenade in her inventory then she moves into that Zone and the Copbot Swarm in that Zone is destroyed. If a Copbot Swarm would be added to a Zone that contains Punk-Neo-mutualists then both the Copbot and the Punk-Neo-mutualists in that location are destroyed.
Any Citizen that occupies or moves into any Zone (other than those represented by the rules Infirmary or Earthlink) containing Katelyn Dubose or Punk-Neo-mutualists is immediately moved to the Infirmary.
If ever Katelyn Dubose’s location is the Zone represented by the rule Earthlink then she and her Punk-Neo-mutualists attempt to invade Earth; any Citizen whose location is the same Zone and who possesses at least one Toolbox or EMP Grenade has achieved Victory.
Set Katelyn Dubose’s Location to be Floor 1. Change the Gun Rack cache to have the following outcomes:
1-50: Blaster
51-75: Taser
76-95: Smoke Grenade
96-100: EMP Grenade
Fewer than a quorum not voting against. Failed 5 votes to 6 by Kevan.
Adminned at 09 Oct 2021 22:26:37 UTC
Each Citizen who did not vote on this Proposal, or whose final vote on this Proposal was anything other than FOR, gains a Heat Signature.
Advance Time.
The fact that it took like a day and a half between deciding that I should idle, and being able to do it, is pretty good indication that I should. Quorum is unchanged.
Reached quorum 9 votes to 0. Enacted by Kevan.
Adminned at 09 Oct 2021 07:59:56 UTC
To the second paragraph of “Electrical”, add:-
A Floor is Lit if it is a Breaker, otherwise it is operating on minimal emergency lighting and is Dark.
In “The Clock”, replace “For each Citizen in a Zone which has a Cache, if that player has a Flashlight or is on a Floor which is a Breaker, take the result of a DICE100: that Citizen gains an instance of the corresponding Item from the Cache. Otherwise, reduce the upper limit of the Range of each Item in the Cache by 5 for the purposes of applying the results of the next die roll corresponding to that Citizen, then take the result of a DICE100: that Citizen gains an instance of the corresponding Item from the Cache, if there is one. If reducing the upper limit of an Item in that Cache would place the upper limit below or equal to the lower limit for that Item, then instead remove that Item from the Cache for the purposes of applying the results of the corresponding die roll.” with:-
For each Citizen in a Zone which has a Cache, take the result of a DICE100: that Citizen gains an instance of the corresponding Item from the Cache, unless they already have an instance of that Item, in which case they gain the earliest-listed Item from the Cache that they do not already have (if any such items exist). If a Citizen is on a Dark Floor and does not have their own Flashlight, however, a roll which is a multiple of 10 yields no Item here.
Reducing the randomness of cache searches, so that they become more predictable over time: if you find something you’ve already got, you instead get an item you haven’t.
Also swapping the “-5% for each Cache chunk” darkness penalty for “-10% to all searches”, and defining Lit/Dark keywords for the breaker effects.
Withdrawn. Failed by Kevan.
Adminned at 08 Oct 2021 09:07:23 UTC
In “Floors”, replace “being a Floor that they wish to travel to and/or an Item that they wish to obtain” with:
being a Floor that they wish to travel to and/or an Item that they wish to obtain, or neither of these things
For any Citizen who has made no post or comment since “Supply Requisitions or Bust” enacted, and whose wish is “Flashlight”, set their Wish to nothing.
Allowing Citizens to wish for nothing (and defaulting to this).
Reached quorum 9 votes to 0. Enacted by Kevan.
Adminned at 08 Oct 2021 09:00:35 UTC
If Proposal: Zenith failed, enact it.
In the rule “Earthlink”, replace “A Citizen is considered to be occupying their Doppelganger’s Floor for rules other than this one.” with the following:
Each Doppelganger’s Floor is publicly tracked in a manner which unambiguously communicates which Citizen each Doppelganger belongs to. For rules other than this one, a Citizen with a Doppelganger is considered to be occupying their Doppelganger’s Floor in addition to their own.
a brief addendum to my previous proposal!
Withdrawn. Failed by Kevan.
Adminned at 08 Oct 2021 08:41:28 UTC
Add the following paragraph to the beginning of the rule “Earthlink”:
If this rule is not at the top of the Dynastic Ruleset, any Citizen may move it there at any time.
In the rule “Earthlink”, after “This is publicly tracked.” add the following:
If every Floor in this Zone is Shorted Out, the Earthlink is always Unstable and cannot be made Stable. If every Floor in this Zone is a different Current’s Breaker, the Earthlink is always Stable and cannot be made Unstable.
In the same rule, replace the paragraph that begins “Each first time a Citizen changes location after the Earthlink becomes Unstable” with the following:
Each first time a Citizen changes Floor after the Earthlink becomes Unstable, their Doppelganger appears at their former Floor. Each subsequent time a Citizen changes Floor, their Doppelganger’s Floor is set to the previous Floor the Citizen was occupying. A Citizen is considered to be occupying their Doppelganger’s Floor for rules other than this one.
Move the rule “Earthlink” to the top of the Dynastic Ruleset.
Remove the Zone Rule “Blockade” from the Dynastic Ruleset.
Move lemon to Floor B4. Add a Taser to the Inventory of Brendan.
i think it’s very thematic if the earthlink system is always located at the top of the tower/ruleset; that way we’ve got our two fixed points set!
EDIT: added a rules fix, the repealment of “Blockade”, and the arranged-upon taser requested by my good pal brendan!
Reached quorum 8 votes to 0. Enacted by Kevan.
Adminned at 08 Oct 2021 08:34:31 UTC
To the list of actions that comprise the atomic action “Chiming the Hour” in the rule “The Clock”, add:
Randomly select a Current and set its Breaker to a randomly selected floor.
Remove the text “unless it is Shorted Out” from “Armoury”.
In the rule “Electrical Panel”, after the text “If two or more Currents’ Breakers are the same Floor, that floor immediately becomes Shorted Out, and all Currents cease to have that Floor as a Breaker.” add:
Each Citizen on that Floor is moved to an individually determined random Floor that is represented by the zone Infirmary and any Copbot Swarms on that Floor are removed from the game. The responsibility for these updates lies with the person whose action most immediately led to the floor becoming Shorted Out.
Add a new Dynastic rule entitled “Infirmary”:
If any Floor represented by this rule would be caused to contain a Copbot Swarm, that Copbot Swarm is assigned to another, randomly selected Floor. Citizens occupying this Zone may not achieve victory, even if another rule would allow them to.
Add a Zone Rule to “Infirmary” with the following text:
Medicine Cabinet: This Zone has a Cache containing:
* 1-75: Medical supplies
* 76-95: Unpleasant memory
* 96-100: Tinfoil hat
In the rule “Breaker Access”, after the text “A Proposal which would modify the status of any Currents and/or their Breakers if enacted is Unpopular if any Citizen is both occupying this Zone and has a valid Vote of AGAINST on that Proposal.” add:
This does not apply to Proposals which would cause such changes only by virtue of containing the phrase “Advance Time.”
Advance Time.
Adding some gameplay around breakers and creating a safe zone which might give us the ability to nullify certain kinds of adverse effects.
Reached quorum 8 votes to 0. Enacted by Kevan.
Adminned at 08 Oct 2021 08:03:14 UTC
In “The Clock”, replace “Add a Copbot Swarm to each Floor that is occupied by a Citizen with a Heat Signature.” with:-
Add a Copbot Swarm to each Floor that is occupied by a Citizen with a Heat Signature, and which does not already contain a Copbot Swarm.
Remove one Copbot Swarm from Floor 57.
Unpopular with Brendan voting AGAINST from Floor 63, where “any Citizen is both occupying the Zone associated with that rule and has a valid Vote of AGAINST on that Proposal”. Failed by Kevan.
Adminned at 08 Oct 2021 08:02:01 UTC
Move the text of “Household Unit” to the rule “Floors”, placing it after the text “Each Citizen is on a Floor of Earthlink Tower, defaulting to Floor 1. A Citizen’s Floor is publicly tracked.”
Repeal “Household Unit” and enact a new rule entitled Laser Tag in the same position in the ruleset:
Each Citizen may have a publicly tracked Buddy, which can either have no value or be the name of any other Citizen. Citizens may change their Buddy to any legal value as a daily action. If two Citizens have each other’s names as their Buddy, those two citizens are Partners with each other. If they are Floormates, Citizen may move any number of items from their Inventory to their Partner’s Inventory.
If “Now I Have A Blaster” passed, replace “A Citizen with a Blaster or Taser may use VETO as a voting icon to cast a Vote on a Proposal created by another Citizen with whom they are Floormates at the time the vote is cast, if that proposer does not have a Smoke Grenade” with:
A Citizen with a Blaster or Taser may use VETO as a voting icon to cast a Vote on a Proposal created by another Citizen with whom they are Floormates and not Partners at the time the vote is cast, if that proposer does not have a Smoke Grenade.
Reached quorum 8 votes to 0. Enacted by Kevan.
Adminned at 07 Oct 2021 07:24:08 UTC
To “Floors”, add:-
Each Citizen has a publicly tracked Goal, being a Floor that they wish to travel to and/or an Item that they wish to obtain. A Citizen may update their Goal at any time. Proposals are discouraged from referencing Goals directly (eg. “move every Citizen to the Floor stated in their Goal”), for timing reasons, but are encouraged to do so indirectly (eg. “move the following Citizens to the following Floors, as these were their Goals at the time of writing”).
A more mechanical version of Brendan’s “Feel free to request an alternative item, or a floor reassignment, in the comments here”: a public noticeboard for what Floors and Items people want.
Passes 9-0. Enacted by Brendan.
Adminned at 07 Oct 2021 00:14:52 UTC
Add a Toolbox to the Inventory of each Citizen whose final vote on this Proposal was FOR.
Feel free to request an alternative item, or a floor reassignment, in the comments here. If I see if before the edit window closes, I’ll update the proposal to account for your request.
Jumble idles out for real this time, leaving 13 citizens and a quorum remaining at 8.
Withdrawn. Failed by Kevan.
Adminned at 06 Oct 2021 18:22:42 UTC
Add the following to the end of the rule Zoning:
Each Zone has a level of Damage; a Zone may be Operational, Compromised, Damaged, or Wrecked. By default, a Zone is Compromised. Each Zone’s Damage is tracked by appending its Damage Level to the end of its title as a Floor Marker.
Whenever a Citizen or the Drone causes the Damage of a Zone to change they should change its Floor Marker accordingly.
A Zone’s Damage Level is defined as follows:
Operational: A Zone may only be made Operational through the completion of criteria set out in its Zone Rule.
Compromised: A Zone is Compromised by default; if no other Damage conditions are true then the Floor is Compromised.
Damaged: A Zone is Damaged if it is Shorted Out.
Wrecked: A Zone is Wrecked if a Copbot Swarm is present.
Add the following as a Zone Rule to the rule Surveillance System:
Security Desk: This Zone becomes Operational if it would otherwise be Compromised and there are no Copbot Swarms present in any Zones.
Reached quorum 7 votes to 0, with 1 unresolved DEF. Enacted by Kevan.
Adminned at 06 Oct 2021 18:22:02 UTC
Advance Time.
in the calm before the storm, everyone is still gathering their bearings (and wasting precious time trying to diagnose the earthlink tower’s failing electrical systems).
Reached quorum 7 votes to 0. Enacted by Kevan.
Adminned at 06 Oct 2021 18:14:06 UTC
Append the following bullet to the atomic action known as “Chiming the Hour”:
* Add a Copbot Swarm to each Floor that is occupied by a Citizen with a Heat Signature.
im not missing some obvious detail, am i?
Reached quorum 8 votes to 0. Enacted by Kevan.
Adminned at 06 Oct 2021 18:06:26 UTC
Change the Zone Rule of “Armoury” to:-
Gun Rack: This Zone has a Cache containing:
1-50: Blaster
51-75: Taser
76-100: Smoke Grenade
In the same rule, replace “When a Floor contains a Copbot Swarm, no Citizen may set their Floor to that Floor” with:-
When a Floor contains a Copbot Swarm, a Citizen without a Blaster may not have their Floor changed to that Floor
In “Household Unit”, replace “A Citizen may use VETO as a voting icon to cast a Vote on a Proposal created by another Citizen with whom they are Floormates at the time the vote is cast” with:-
A Citizen with a Blaster or Taser may use VETO as a voting icon to cast a Vote on a Proposal created by another Citizen with whom they are Floormates at the time the vote is cast, if that proposer does not have a Smoke Grenade
Add a Zone Rule to “Electrical”:-
Tool Room: This Zone has a Cache containing:
1-50: Flashlight
51-100: Toolbox
In “The Clock”, replace “if that player is on a Floor which is a Breaker” with:-
if that player has a Flashlight or is on a Floor which is a Breaker
If “Inspired by Real Events” passed, put the final paragraph of the Earthlink rule into a Zone Rule template, adding “Accelerator:” to the start of its text.
Giving citizens stronger reasons to move around the Tower: the Gun Rack now potentially gives you a gun object which can be used to bypass Copbots (rather than allowing you a one-off move to a Copbot location); proximity VETOing now requires a weapon and can be blocked with a Smoke Grenade; Electrical has some stuff in it; Flashlights have a version of their effect from “Time only moves when you move”; if the Earthlink Accelerator enacts, you’ll have to be standing there to interact with it.
14 players remain so quorum stays at 8
Reached quorum 7 votes to 0. Enacted by Kevan.
Adminned at 06 Oct 2021 18:04:05 UTC
In the rule Zoning replace
Any Floors not allocated to a Zone as a result of this calculation are not currently accessible, due to an intermittent electrical failure in the elevator shaft brought about by the ongoing unrest.
with
Any Floors not allocated to a Zone as a result of this calculation are instead allocated to the Debris Zone. No dynastic rule can be called Debris; if any game action would cause a dynastic rule to be called Debris, it is instead skipped.
It is not at all clear what “not currently accessible” means and because of the way the zoning calculation works we currently have 6(!) floors that are not assigned to a zone. This way, the entire building is zoned.
With the passage of Devil’s Hands, Jumble and SupernovaStarbright are suddenly teleported over the idle threshold, falling out of play…. Both idle, leaving 13 active Citizens. Quorum is now 7.
Fewer than a quorum not voting AGAINST. Failed 2 votes to 7 with one unresolved DEF. Failed by Kevan.
Adminned at 06 Oct 2021 18:01:08 UTC
Add the following to “Zoning”
When a Citizen Moves to a Zone, their Floor becomes the topmost floor in that Zone.
When a proposal authored by a Citizen is enacted, after the ruleset and zones have been updated, then if a single Zone was added or modified by that proposal then the proposal’s author moves to that Zone.
Utina idles out after seven days with no posts or comments. Quorum drops to 8.
Times out 5 votes to 3 with one DEF. Enacted by Kevan. TyGuy moves to Floor 36, Josh to 37, Trapdoor to 21, Brendan doesn’t move due to Blockade. Time advances.
Adminned at 06 Oct 2021 17:54:49 UTC
A timely comment is a comment on this Proposal, made within 24 hours of this Proposal’s time of posting, and which also contains a floor number (1-64 or B1-B8). For each Citizen with a timely comment, make that Citizen’s Floor become X, if X is a valid floor, where X is the last floor number in their last timely comment.
If it still means something, Advance Time.
Feels like it’s time to shuffle people around. I’m also testing the scope of the limitations of the new Clock rule from “Time only moves when you move”.
Withdrawn. redtara
Adminned at 06 Oct 2021 04:36:42 UTC
In “The Clock”, replace “For each Citizen in a Zone which has a Cache, if that player is on a Floor which is a Breaker, take the result of a DICE100: that Citizen gains an instance of the corresponding Item from the Cache. Otherwise, reduce the upper limit of the Range of each Item in the Cache by 5 for the purposes of applying the results of the next die roll corresponding to that Citizen, then take the result of a DICE100: that Citizen gains an instance of the corresponding Item from the Cache, if there is one. If reducing the upper limit of an Item in that Cache would place the upper limit below or equal to the lower limit for that Item, then instead remove that Item from the Cache for the purposes of applying the results of the corresponding die roll.” with:-
For each Citizen in a Zone which has a Cache, take the result of a DICE100 roll: that Citizen gains an instance of the corresponding Item from that Cache - unless the Floor they are on is a Breaker and the result was a multiple of 10, in which case they gain nothing
Simplifying the elaborate range reduction (currently knocking 13% off of Supply Requisitions searches) into just a 10% chance of not finding anything when a Breaker has tripped.
Times out and passes 5-2. redtara
Adminned at 06 Oct 2021 04:34:43 UTC
After “When a Floor contains a Copbot Swarm, no Citizen may set their Floor to that Floor” in the rule Armoury, add “unless it is Shorted Out”.
Reached quorum 8 votes to 2. Enacted by Kevan.
Adminned at 05 Oct 2021 11:32:15 UTC
Create a new rule called “Earthlink”:
The Earthlink is a massive vertical, linear dark matter accelerator designed to fire and pierce a hole in spacetime - a wormhole, to Earth.
The Earthlink is Stable or Unstable, and is by default Stable. This is publicly tracked.
Each first time a Citizen changes location after the Earthlink becomes Unstable, their Doppelganger appears at their former location. Each subsequent time a Citizen changes location, their Doppelganger’s location, is set to their previous Location. A Citizen is also considered to be at their Doppelganger’s Location
While the Earthlink is Stable, all Doppelgangers are removed and cannot be in play.
A Citizen with a Toolbox can spend a Taser or Flashlight to Jerry Rig the Earthlink to set it to Stable or Unstable.
Always bothered me how Earthlink Tower didn’t have an Earth link yet.
Fewer than a quorum not voting against. Failed 1-7 by Kevan.
Adminned at 05 Oct 2021 11:29:02 UTC
Replace the rule The Clock with the following, leaving its subrules unchanged:
The Current Turn is a publicly tracked integer which indicates the passage of time in Earthlink Tower.
If a proposal has the [Action] tag, it is an Action Proposal. If an Action Proposal by a given Citizen is Pending, that Citizen may not create another Action Proposal.
A Turn Action is a kind of Dynastic Action which may only be performed through enactment of an Action Proposal. If an Action Proposal explicitly states one or more Turn Action(s) that the Proposer intends to perform, the Enacting Admin must perform the action(s) on behalf of the Proposer as part of the proposal’s enactment.
Immediately after Enacting an Action Proposal, the Enacting Admin must perform the following atomic action known as “Advancing Time”:
* Increment the Current Turn by 1.
* If the Current Turn is an even number, add a Copbot Swarm to each Floor that is occupied by a Citizen with a Heat Signature, except floors that already have a Copbot Swarm.
Set the Current Turn to 3.
Replace the second paragraph of Supply Requisitions with the following.
Each Zone may have a cache which contains a list of items. Each item in a Cache is assigned a range of numbers between 1 and 100 inclusive, known as that item’s Chance. Each item’s Chance may not overlap within a single Cache, and the collection of all Chances in a given Cache must as written include all numbers in between 1 and 100, inclusive.
As a Turn Action, a Citizen may Loot an item from a Cache in the Zone they occupy. To Loot an Item, perform the following atomic action:
* If the Citizen is on a floor which is Shorted Out and the Citizen does not have a Flashlight, reduce the upper limit of the Chance of each Item in the Cache by 10 for the purposes of applying the results of die roll in the next step. If doing so would place the upper limit below the lower limit for that Item, instead remove that Item from the Cache for the purposes of applying the results of the die roll in the next step.
* Take the result of a DICE100; the Citizen gains an instance of the corresponding Item from the Cache, if there is one.
If the ruleset contains a rule called Logistics, remove it’s Zone Rule and reword it as follows. Otherwise, add the following as a subrule to Floors called Machine Room:
As a Turn Action, a citizen may Take the Elevator to any valid floor. Doing so sets their Floor to the specified floor, unless a citizen occupying this Zone during the Enactment of the Action Proposal has an EVC of FOR or DEFERENTIAL on that proposal which contains the phrase “elevator malfunction”.
I like the idea of primarily doing actions through proposals, but I still think some actions should be defined in a standard way, so we can say things like “A citizen may not Take the Elevator if XYZ” or “When a Citizen takes the elevator, XYZ happens”. An Action proposal doesn’t necessarily always need to explicitly perform a Turn Action, but it always Advances Time. Think of the Action tag less as a requirement to do something, and more of a way to announce “hey, I’m actually doing something here, not just modifying the ruleset.” This also implements an actual clock, and explicitly ties game actions to the clock, so time only moves when we move.
Reached quorum 8 votes to 0. Enacted by Kevan.
Adminned at 05 Oct 2021 09:06:43 UTC
In the rule Random Generators, and throughout the Clarifications section of the Appendix, change all instances of the term “Proposal” to “Votable Matter”.
Giving up one of my back-pocket scams: “Where a Proposal would amend the effects of Proposal Enactment, this does not apply to its own enactment unless explicitly stated” doesn’t cover CfJs - so a CfJ that upheld its own enactment would always have been legal, theoretically. The landscape has never existed where I could have gotten away with that scam, but I always dreamed.
Hits quorum and becomes popular 7-2. RT
Adminned at 05 Oct 2021 04:40:40 UTC
Repeal “Logistics”.
How do we feel about the whole “vote to move” Movement Proposal mechanic, when other voters can potentially change their move quicker than you can change your vote on whether you want them to take that move? Straight proposals of “move everyone on Floors 1-10 to Floor 50” or “move Clucky to 37, move Brendan to 22…” (where the list of floors have been informally negotiated beforehand by those involved) would be less of a timing headache for players.
Hits quorum and passes 9-0. RT
Adminned at 05 Oct 2021 03:49:01 UTC
Edit the Zone Rule in Logistics into the following:
Priority Personnel: Any Movement proposal authored by a Citizen occupying this Zone at the time of its posting may name one or more other Citizens in its commentary field; if it does then only those named Citizens have their EVCs considered when changing Floors as a result of that Proposal’s Enactment.
Reword the Zone Rule “Breach” into the following:
Breach: Citizens who occupy this Zone automatically gain a Heat Signature, which lasts even after they cease to occupy it. Whether or not a Citizen has a Heat Signature is publicly tracked.
In the rule “Breaker Access”, make the text “A Proposal which would modify the status of any Currents and/or their Breakers if enacted is Unpopular if any Citizen is both occupying this Zone and has a valid Vote of AGAINST on that Proposal.” into a Zone Rule named “Switch Control:”.
Not actually popular due to the “Exception: Proposals which would change the text of a Core, Special Case or Appendix rule if enacted cannot be Popular on this basis.” clause. Fixed by Clucky
Adminned at 05 Oct 2021 04:39:45 UTC
In “Idle Citizens” replace
An Admin may render a Citizen Idle if that Citizen has asked to become Idle in an entry or comment from the past 96 hours (4 Days), or if that Citizen has not posted an entry or comment in the past 168 Hours (7 days).
with
An Admin may render a Citizen Idle if that Citizen has asked to become Idle in an entry or comment from the past 96 hours (4 Days), or if that Citizen has not posted an entry or comment in the past 96 Hours (4 days).
I think it was pokes who suggested doing this on the discord.
Players who go idle for 4+ days rarely go unidle in the next three days. Those who wish to can always unidle. But this prevents them from slowing down the game in that 4-7 day span.
Times out and passes 5-0. RT
Adminned at 05 Oct 2021 00:43:44 UTC
Add the following text to Floors:
A Proposal which would modify the text of any dynastic rule (or subrule of a dynastic rule) if enacted is Unpopular (and not Popular) if any Citizen is both occupying the Zone associated with that rule and has a valid Vote of AGAINST on that Proposal.
Reached quorum 9 votes to 0. Enacted by Kevan.
Adminned at 03 Oct 2021 12:44:41 UTC
Make any floors that are currently shorted out not shorted out.
Set the Breaker for Current A to B2, the Breaker for Current B to B7, the Breaker for Current C to B8.
Then, for current’s D-K, in order, set its Breaker to a random floor which is not already the Breaker for another Current.
https://blognomic.com/archive/iunno_the_fire_marshall_said_we_need_these passed with flying colors, but it had a few problems.
First, it didn’t specify which Currents/Breakers I should be placing. Which I think means I might not have been able to actually set them.
Secondly, it uses the phrase “Place a Breaker” but while the intent is clear, I don’t think the rules actually outline what “placing a breaker” does.
Finally, “Place each remaining breaker on a randomly chosen Floor that does not have a breaker.” arguably, if it did anything, would’ve placed all the other breakers on the same randomly chosen floor instantly shorting it out. Which I don’t think was the intent, and was saved just by the fact that Breakers can’t be placed.
So I think technically the proposal enactment did nothing, hence why I did nothing upon enactment, and this CfJ covers all the bases of what if actually the proposal did something else (like shorting out a random floor) and instead does what I believe the proposal meant to do—at the time of enactment, lemon was on B2, I was on B7 and Spyder was on B8. So those three get a breaker and everything else gets randomly applied to its own floor.
I would like to be un-idled, please.
Timed out 4 votes to 3, which amounts to Unpopular as a proposal which would “change the text of a Core, Special Case or Appendix rule if enacted cannot be Popular on this basis”. Failed by Kevan.
Adminned at 03 Oct 2021 20:54:22 UTC
Replace the rule Synonyms with the following:
Terms that have designated synonyms are tracked in the Synonym Table below. Terms in the Primary Term column are interchangeable with terms in the corresponding Synonyms column, and vice versa. Terms are not case-sensitive, and different forms of a term (plurals, verb tenses, spelling variations, etc) are considered to be the same term. Synonyms are separated by commas.
{| class="wikitable"
|+Synonym Table
|-
! Primary Term || Synonyms
|-
| Citizen || Player
|-
| Drone || Emperor
|}If a votable matter includes a directive such as “Add S as a synonym for T” or “Rename S to T”, where S is the Synonym and T is the Primary Term, the Enacting Admin must perform the following atomic action:
* If S is already a Primary Term, replace S with T in the Primary Term column. Otherwise, add a new row to the Synonyms Table with T as the primary Term.
* Add S to the Synonyms column corresponding to the Primary Term T. If doing so would cause two or more Primary Terms to become synonymous with each other, undo and abort this action.
* Replace all instances of S throughout the Ruleset with T.A dynasty may provide extra theming by using alternative terms for words like “Citizen” and “Drone”. When a new Dynasty is started, the Ascension Address may specify new replacements for any Primary Terms, under the following conditions:
* The newly chosen term(s) may not appear anywhere in the ruleset outside of the Synonym Table, with the exception of rules which are being repealed as part of the Ascension Address.
* The newly chosen term(s) may not cause two or more Primary Terms to become synonymous with each other.
The term(s) must also be replaced everywhere else in the ruleset outside of the Synonym Table.If a term in the Synonyms column appears anywhere in the ruleset, any player may replace it with its corresponding Primary Term at any time.
If at any point a Primary Term has no synonyms, any player may delete that row from the Synonym Table. Additionally, if a row in the Synonym Table contains only words that do not appear anywhere else in the ruleset, any Citizen may delete that row at any time.
This allows more freedom in defining flavor terms, and improves the mechanism for changing/renaming terms. The big idea is that we won’t have to walk on eggshells with our terminology to account for cases where the replacement does/doesn’t pass (eg. taking care of all the side effects of renaming “self-kill” to “withdraw”). This way all Synonyms eventually resolve into their Primary Terms wherever they appear.
Reached quorum 12 votes to 0. Enacted by Kevan.
Adminned at 03 Oct 2021 08:00:23 UTC
Throughout the ruleset, change each instance of ‘self-killed’ to ‘withdrawn’.
Any pending proposals that were posted after this one which are Self-Killed at the time at which this proposal is enacted become Withdrawn.
Always been a bit weird, this bit of unnecessarily violent language. Time to change it, I think.
Reached quorum 10 votes to 1. Enacted by Kevan.
Adminned at 03 Oct 2021 07:58:32 UTC
If “Locking the Penthouse” Passed, then set the Floor of the Citizen named Clucky to 64.