Proposal: Luluization
Reached quorum 8 votes to 0. Name changed. Enacted by Kevan.
Adminned at 01 Jun 2023 16:53:13 UTC
Change the name of the player known as Misty to Lulu.
yeah so i found another name i liked more lol
Reached quorum 8 votes to 0. Name changed. Enacted by Kevan.
Adminned at 01 Jun 2023 16:53:13 UTC
Change the name of the player known as Misty to Lulu.
yeah so i found another name i liked more lol
I unidle. Quorum is still 4.
Reached quorum 8 votes to 0. Chiiika is now an admin. Enacted by Kevan.
Adminned at 01 Jun 2023 16:50:37 UTC
Make Chiiika a Admin.
usermod -aG sudo Chiiika
i would like to be unidled, please!
looking at the wiki, i’m quite sad that i missed the Battlebots Dynasty, that sounds very up my alley.
Withdrawn. Failed by Kevan.
Adminned at 01 Jun 2023 16:48:56 UTC
In the Core rule “Proposals”, in the subrule “Resolution of Proposals”, after this text:
the Admin Enacting it shall update the Gamestate and Ruleset,
add this text:
using the gamestate as it was at the timestamp of the enactment (this timestamp being the one recorded when the Admin edited the Proposal blog post to state that the Proposal is enacted),
Before we forget, let’s fix the issue that hung up the end of the previous metadynasty
I unidle. Players to 6, quorum to 4.
Reached quorum 7 votes to 1. Enacted by Kevan.
Adminned at 01 Jun 2023 11:30:00 UTC
If Proposal: Level Knevel was not enacted then this proposal has no effect.
Add the following as a subrule to the rule Levels of Reality, called Avatars:
There exist Avatars, which are privately tracked by the Ascendant and which have the following properties: a unique Name, a home Tier (which must be the Tier of a currently-extant Rule other than 1), and an occupancy Tier (which must also be the Tier of a currently-extant Rule, and must be lower than that Avatar’s Home Tier).
If at any time there are fewer than 10 Avatars then the Ascendant may make new Avatars until there are exactly 10.
Add the following as a subrule to the rule Yanking, called Mindjacking:
A Mindjacker may carry out a Mindjacking as a daily action. A Mindjacking is the act of making a post in the Story Post Category with the title Mindjacking: x, where x is the flavour-text string of its author’s choice; the contents of that post are at the author’s discretion but are not gamestate.
If a Mindjacking has a value for x which exactly matches the name of an Avatar whose occupancy Tier is exactly the author’s Level then the Ascendant should, at their earliest opportunity, make it with a FOR symbol. The author of that Mindjacking then Ascends and the Avatar is destroyed.
Enacted Popular, 7-0. Josh
Adminned at 01 Jun 2023 10:50:51 UTC
Add a new rule to the dynastic ruleset, with the title Levels of Reality:
Each Mindjacker has a Level, which is a publicly-tracked non-negative integer defaulting to 1.
Each top-level dynastic rule except this one has a Tier, which must be in its title; such rules are called Tier Rules. A Mindjacker is only required to obey, can only be affected by, and may only utilise the actions of Tier Rules whose Tier is equal to or lower than their Level. Where a Mindjacker is subject to Tier Rules that make contradictory statements, the higher-Tiered rule has priority over the lower. A Mindjacker treats all Tier Rules with a higher Tier than their Level as if they were flavour text.
Subrules beneath a Tier Rule always have the same Tier as their parent rule.
Whenever a Mindjacker Ascends their Level increases by 1, and when they Descend their Level decreases by 1. A Mindjacker may not Ascend more than once in any 24 hour period. A Mindjacker may not Ascend if doing so would set their Level to a value greater than the highest Tier of any dynastic rule in the ruleset, and may not Descend if it would set their Level to a value lower than 1. A Mindjacker may not Ascend unless they meet the Ascension Criteria in every Tier they are affected by.
Add a new dynastic rule, called Tier 1: Yanking:
Yanking is an action in which a Mindjacker switches Level with another Mindjacker whose Level was, immediately prior to the Yanking, exactly one greater than their own.
If a Mindjacker carries out an Action associated with a Tier one lower than their current Level, then they may be Yanked by any Mindjacker whose Level is equal to that Tier, provided that the Yanking takes place within 10 minutes of the inciting action.
The Impossible Drive. An engine for a spaceship that could fold through three-dimensional space and travel across unlimited distances in an instant. No-one knew how it worked, only that it had been made by accident. You could replicate the same steps to get the same result but other than that, a mystery. No-one minded much. Overnight, the human commitment to explore the far reaches of space became reality.
Those first pilots were heroes, celebrities, legends. They stood on the launchpad, waving at the crowds, taking in the cheers, ushering in a new era of human peace and prosperity. Bunting, ticker-tape, firecrackers - all of humanity united to pierce that veil of infinite night and nigh-infinite distance. We would see other worlds and report back in real time; all the great questions of existence would be answered.
And how.
Every planet they found was dead. But that wasn’t the worst thing. The first ones were just dead, were merely dead, were dead in an ordinary way: devoid of life, dusty and dull. But the explorers discovered that there are more wretched ways to be lifeless. They found worlds with no geology - just solid rocks or empty clouds of gas, floating in space, in defiance of all physics, no core, no tectonics, no elements. They found planets whose surfaces were smooth and textureless… They found worlds that were nothing but unfinished polyhedral blocks. At the furthest reaches of their home planet’s visual range, they found worlds that were nothing at all - shapes in space with no mass or solidity, ghosts of worlds designed only to be seen from afar, through a telescope.
Naturally, society collapsed. The implications of that discovery have taken generations to unpack. A whole new system of ethics and philosophy has had to be built from the ground up.
It has now been… hundreds of years, since then, and we have come to terms with the truth. Our world is simulated, and we are simulated, and what we called “physics” is just the law of the simulation we live in, software running on some celestial iMac for the gratification of a higher observer. But what about those beings from a higher level of existence? We know they walk among us. We know they have avatars here, avatars connected directly to their own alien cognitive morphology. We have… Now, at least, we have the knowledge and the know-how to take that connection, to feed it back, to ride it.
In other words, to steal the bodies of the ones who made us, leaving their consciousnesses trapped in this existence, like they planned for us.
Who knows? Perhaps they live in a simulation as well, and there’s another even higher level of existence above that. But if they do, I’ll know. I know the signs now. And I’ll find more avatars and I’ll keep stealing bodies all the way up. I’ll ride this all the way up to the top. One way or another, I’ll get to the true reality.
Repeal all dynastic rules. Make the Special Case rules No Collaboration and Reinitialisation active. Change the term ‘City Architect’ to Mindjacker and the term Urbifex Maximus to Ascendant throughout the ruleset. Change the gamestate tracking page to Reality.
Post dynasty chat
Enacted popular, 4-0. Josh
Adminned at 31 May 2023 17:39:11 UTC
Consider Declaration of Victory: I’m Spartacus never to have been failed, but to have been enacted instantly upon the enactment of this CFJ.
There appears to be some kind of consensus that either Josh or I won, and I think we both have plausible arguments to work through, but we’re not going to get there without either a lot of wrangling… or something like this. So with condolences to Bucky and his clever plan, and to myself, let me propose this.
Is unpopular, 2-3. Failed by Josh
Adminned at 31 May 2023 17:38:17 UTC
I have achieved victory in this dynasty, and I’ll tell you for why.
So, first, some ruleset concepts:
* From “Enacting and Failing”, ‘A votable matter is resolved by an admin setting its status through use of the “status” field in the blog post editing form’. Therefore the first person to edit the form is the enactor and only that person is the enactor; any person doing enactment-like things thereafter is doing illegal actions that can be disregarded.
* However, enactment is not an atomic action. There are in fact two actions: the one above, which is the act of enactment, and ‘When a Proposal is Enacted, its stated effects are immediately applied in full”, from Resolution of Proposals, which is a separate action. None of this is atomic and all of it can be interrupted.
Here is the timeline of events, as I understand it:
* Redtara enacts the proposal by marking the form.
* Bucky enacts the proposal by marking the form, but as they do it second, they are not the enactor; none of their enactment is valid.
* Bucky carries out a Growth Tick action.
* Redtara makes the roll as directed in the proposal, but because Redtara has made a Growth Tick in the interim, that roll reflects improper information about the gamestate.
* Redtara makes a second roll correcting the above step, and it makes me the winner.
All of this together means that… I am the winner. I have won. Please vote for me. Please. Thank you.
{NB:
Bucky posted this to Discord about my path to victory:
* Redtara's original enactment-mark was valid even if the changes were applied incorrectly;
* My growth tick should have been taken into account in the victory roll because it happened before any version of the victory roll did, even though it happened after the enactment mark
* My enactment attempt was entirely invalid because redtara had already marked the proposal enacted, even though none of its changes had been performed yet and they were performed incorrectly.
* Redtara's failure to actually publish the list that the proposal required the creation of is immaterial.
This post has answered the first three points; on the fourth, the list of names is not an orphan variable because it can be derived from the from the gamestate, and the proposal did not require the list to be otherwise published.}
Failed due to the passage of CfJ: A Less Messy Resolution and its enactment of DoV: I’m Spartacus. Josh
Adminned at 31 May 2023 17:39:49 UTC
I have achieved victory per the first dice roll I made following my legal enactment of https://blognomic.com/archive/no_pun_contended#comments - Bucky’s would-be “enactment” and “growth tick” occurred after this, rendering them illegal.
Failed Upopular, 0-3. Josh
Adminned at 30 May 2023 22:11:08 UTC
Uphold redtara’s enactment of Proposal: No Pun Contended, including dice roll.
redtara and Bucky “simultaneously” enacted the proposal. However, the later version of the enactment record’s Bucky’s edits, demonstrating that it followed (and thus overwrote) redtara’s initial enactment.
But now the winner is Josh.
Congrats!
27… 22!
Oh, my God. I won.
I won!
Recapping our day’s top story: The winner of today’s nomic dynasty is…
me, Red Tara.
Thanks to a last second growth tick, the list of citizens was:
Bucky,
Bucky,
Bucky,
Bucky,
Chiiika,
Chiiika,
Chiiika,
Chiiika,
Chiiika,
Chiiika,
JonathanDark,
JonathanDark,
JonathanDark,
JonathanDark,
JonathanDark,
JonathanDark,
Josh,
Josh,
Josh,
Josh,
Josh,
Josh,
redtara,
redtara,
redtara,
redtara,
redtara,
redtara
And the winner was: Bucky
While No Pun Contended didn’t require this list to be in a blog post, it didn’t say what else to do with it either.
Enacts 3-2 with quorum in favor. -Bucky
Adminned at 30 May 2023 17:52:30 UTC
Each City Architect who was not idle when this Proposal was posted and whose EVC on this proposal contains the word “Contender” has a number of Citizens equal to their current Population.
Make a list of Citizens, in alphabetical order by owner (i.e. so player A’s 4 Citizens are the first 4 on the list, player B’s 7 Citizens are 5 through 11, and so on).
Randomly select one of the Citizens in the list. Its owner has Achieved Victory. Make a post announcing the result.
Self-killed. -Bucky
Adminned at 30 May 2023 17:52:17 UTC
In the core rule “Votes”, after
It has been open for voting for at least 48 hours, it has more than 1 valid Vote cast on it, and more valid Votes cast on it are FOR than are AGAINST.
Add this text:
Exception: Proposals which would change the text of a Core or Appendix rule if enacted can only be Popular on this basis if at least three more valid FOR votes than valid AGAINST votes are cast on it.
Blocking close proposals from changing core rules again, but in a way that doesn’t care about extra apathetic voters at all. Also declining to add back the restriction for Special Case rules, since they’re often acting like dynastic rules in practice.
Proposals can still be popular with QUORUM for and QUORUM-1 against; that’s covered under the other popularity clause.
This Region’s Capability is 19.
I put forth these 3 Motions to be voted on. Our Active value is 4 for consideration of the Motions below:
Cadence [Procedural]: Change the Development Cycle of the Region to 2
Build [Effortful Active]: Build a Residential Zone in Vitagrande
Build [Effortful Active]: Build a Commercial Zone in Vitagrande
Times out and fails 1-1. -Bucky
Adminned at 28 May 2023 20:13:59 UTC
In the rule “Emigration”, replace this text:
choose two random Underserved cities, or all Underserved cities if there two or fewer.
with this text:
choose two random Underserved cities that are not in Abandoned Regions, or all Underserved cities not in Abandoned Regions if there are two or fewer.
If the Emigration rule is supposed to spur development in Cities, there’s no point in using it to impact Cities that are in Abandoned Regions.
withdrawn - rt
Adminned at 28 May 2023 19:38:55 UTC
Remove the sentence “A City Architect should not use a Core, Special Case, or Appendix rules scam to directly or indirectly cause a City Architect to achieve victory.” from the Fair Play rule in the Core Rules.
Fails 1-0 due to total apathy. -Bucky
Adminned at 28 May 2023 02:25:29 UTC
Add a new Dynastic rule called “Vehement Votes” to the ruleset, with the following text:
Each City Architect may cast a single Vehement AGAINST vote per dynasty. The list of City Architects who have already cast such votes this dynasty, together with which proposals they have cast those votes on, is publicly tracked. A City Architect casts a Vehement AGAINST vote by including the word “VEHEMENT” in their EVC that contains an AGAINST vote, and also adding their name and the URL of the proposal they voted on to the list.
A Vehement AGAINST vote on a Core Proposal has no effect beyond that of an ordinary AGAINST vote. A Vehement AGAINST vote on a non-Core Proposal counts as three AGAINST votes and increases Quorum on that proposal by one.
Enacted unanimously, 5-0. Josh
Adminned at 26 May 2023 09:55:53 UTC
Remove the phrase “Exception: Proposals which would change the text of a Core, Special Case or Appendix rule if enacted cannot be Popular on this basis.” from the rule Votes in the Core Rules.
fails - unpopular 1-3 - rt
Adminned at 25 May 2023 22:57:10 UTC
Add a new dynastic rule to the ruleset. Call it “Royalty” and give it the following text:
One City contains the Heir to the Throne, or Heir for short. The City that is the location of the Heir, if known, is publicly tracked. His location can be, and initially is, unknown, in which case the fact that it is unknown is also publicly tracked.
As a daily communal action that may only be taken while the location of the Heir is unknown, a City Architect may Search for the Heir. This is an atomic action with the following steps:
* Choose a random unit of Population from those among all cities whose controller is not idle.
* Set the location of the Heir to the City holding that Population, making it known in the process.While the Heir’s location is known, any City Architect who controls that City may achieve victory by making a blog post saying so; this action is called a Coronation.
While the Heir’s location is known, and the controller of the Heir’s location has not performed a Coronation during the current dynasty, the controller of the Heir’s location may move the Heir to another City, or make the location of the Heir unknown again.
Set the location of the Heir to be unknown.
If Josh is so vehemently “Against complexifying / extending this dynasty further”, here’s an offer to end it simply.
fails - unpopular 2-3 - rt
Adminned at 25 May 2023 22:56:39 UTC
If the Rule “Monuments” exists, repeal it.
In the rule “Regional Development Fora”, remove the bullet point that begins with “Award” if it exists. In the same rule, after the bullet that begins with “Invite”, add these two bullet points:
* Recruit [Effortful Active + 2]: A Motion to subtract an amount from a City’s Population in this Region that would reduce the City’s Population to no less than 1, and add that amount to the Region’s Soldiers
* Declare War [Procedural]: A Motion to add this Region and another non-Abandoned Region named in the Motion to the list of Regions in the At War variable, removing any repeated instance of the same Region in the At War list.
Add a new rule named “War” and give it the following text:
Each Region has a publicly-tracked number named “Soldiers”, defaulting to 0.
There is a publicly-tracked variable named “At War” that contains a list of Regions and defaults to empty. If a Region’s name is in the list At War, then every City in that Region with a Population of at least 1 is considering to be Warring.
There is a publicly-tracked variable named “War Victories”, which is a table with one column named “Winner” and defaulting to no rows.
When there is only one non-Abandoned Region that has at least 1 City with non-empty Zones, any City Architect may execute the War Victory action by rolling DICEX, where X is the number of rows in the War Victories table. The result of this roll is R. The City Architect whose name is in the Winner column of row number R of the table achieves victory.
In the rule “War” add a subrule named “Combat” and give it the following text:
As a Weekly Action, a City Architect who controls a City that is Warring may execute the Combat action, which is an atomic action with the following steps:
* Choose a City that is Warring and is not the same Region as the City that this City Architect controls. Consider the chosen City to be the Defender and the City that this City Architect controls to be the Attacker.
* Prep Phase: Calculate D = PD + SD + 1, where PD is the Population of the Defender and SD is twice the number of Soldiers of the Defender’s Region, and A = PA + SA, where PA is the Population of the Attacker and SA is twice the number of Soldiers of the Attacker’s Region.
* Combat Phase: Roll DICEX, where X is D + A from the previous step, and call the result of the die roll L.
* Resolution Phase: If L is greater than D, subtract 1 from the Defender’s Region’s Soldiers, to a minimum of 0, or if the Defender’s Region’s Soldiers is already 0, subtract 1 from the Defender’s Population, to a minimum of 0. If L is less than or equal to D, subtract 1 from the Attacker’s Region’s Soldiers, to a minimum of 0, or if the Attacker’s Region’s Soldiers is already 0, subtract 1 from the Attacker’s Population, to a minimum of 0.
* Optionally, if both the Attacker and the Defender each have a Population of at least 1, repeat the steps starting at the step beginning with text “Prep Phase”
* Add a row to the War Victories table. If the Attacker has more Population than the Defender, set this row’s Winner to the name of the City Architect who controls the Attacker. Otherwise, set this row’s Winner to the name of the City Architect who controls the Defender, unless that City Architect is idle, in which case remove this row from the War Victories table instead.If a City is reduced to 0 Population as a result of the Combat atomic action, set its Zones to empty.
After realizing that my previous Proposal was only delaying the inevitable, I’m proposing a different idea that gives every City Architect a literal fighting chance for victory.
Unanimously rejected, withdrawn, you name it. Josh
Adminned at 25 May 2023 20:19:35 UTC
Create a city called Boringsville, BN.
Create a dynastic rule called Bunchosquares:
If the city called Boringsville, BN has not been assigned to the control of a City Architect, any City Architect may assign it by rolling dice 99 and assigning the city as follows, replacing any city already controlled by that City Architect:
Result: 1-25: Assign the city to the player named Josh
Result: 26-49: Assign the city to the player named redtara
Result: 50-74: Assign the city to the player named JonathanDark
Result: 75-99: Assign the city to the player named ChiiikaIf a player controls the city called Boringsville, BN, they may declare victory at any time. For the purposes of this rule and any declaration of victory resulting therefrom, any valid vote of FOR must have “This is boring and you are extremely boring” in its EVC, otherwise it counts as a vote AGAINST. This overrides all other rules as well as the sentiments of anyone who considers this rule to be boring, or whatever.
If any player achieves victory as a result of this rule, any City Architect may forever consider them to be the Boringest Player of All Time.
Timed out and enacted, 2-1. Josh
Adminned at 25 May 2023 20:13:35 UTC
In the rule “Population”, after
decrease the Productive Citizens of each City, to a minimum of 0, by the number of Residential Zones in that City.
Add
This action is a Growth Tick.
Add a new dynastic rule to the ruleset. Call it “Emigration” and give it the following text:
Cities with Commercial Zones less than one-eighth of their population, or whose region has no Industrial Zones, are Underserved. As an atomic communal daily action that may only be taken after the day’s Growth Tick, a City Architect may take the following steps:
* choose two random Underserved cities, or all Underserved cities if there two or fewer.
* remove one Population from each of the chosen cities for each of their respective Residential Zones.
* If either chosen Underserved City now has a population of 0, set its population to 1.
This Region’s Capability is 18.
I put forth these 3 Motions to be voted on. Our Active value is 3 for consideration of the Motions below:
Develop [Effortful Active + 2]: Discover Nitrate as a Primary Resource
Develop [Effortful Active + 2]: Discover Pyrite as a Secondary Resource
Invite [Procedural]: Invite the City named Vitagrande into UnnamedRegion1
Timed out and enacted, 4-0. Josh
Adminned at 24 May 2023 20:03:52 UTC
Repeal the rule “Running for President”
In the rule “Regional Development Fora”, remove the bullet point that begins with “Support Politician”
Add a new rule named “Monuments” and give it the following text:
Each Region has a publicly-tracked number named “Monuments”, defaulting to 0.
If a City is Producing both the Primary Resource and Secondary Resource of its Region, at any time the City Architect who controls that City may add any positive amount that is not greater than the number of Unemployed Population of that City to that Region’s Monuments and then increase that City’s Productive Citizens by that same amount.
In the rule “Regional Development Fora”, add the following bullet point after the bullet that begins with “Invite”:
* Award [Effortful Active + 2]: A Motion to award a City in this Region the title of “Best City to Live In”. This Motion can only be added if this Region has a Monuments value of at least 10. A City that is awarded this title as a result of enacting this Motion is marked in bold text in the gamestate.
Add a new rule named “Awards” and give it the following text:
A City is considered as “Best City to Live In” if an action has caused the City’s name to be marked in bold text in the gamestate.
As a Weekly Action, if there is at least one City Architect controls a City that is considered as “Best City to Live In”, any City Architect may execute the Top Architect action, which is an atomic action with the following steps:
* End all other Regional Development Forums that are Open and execute each of their Ending Actions
* Roll a die in the public Dice Roller where the faces of the die are the names of every City Architect who controls a City that is considered as “Best City to Live In”
* The City Architect whose name matches the result of the die roll of the preceding step achieves victory
An attempt at a merit-based WinCon that won’t take too long, but yet is long enough that any non-Idle City Architect should have a chance at it if they want it.
Cannot be enacted with three votes AGAINST. 2-3, Josh
Adminned at 22 May 2023 11:52:45 UTC
Each City Architect who was not idle when this proposal was posted, and whose EVC on this proposal does not contain the word “defer”, has a Beret. Roll DICEX, where X is the number of EVCs from City Architects with Berets on this proposal. Sort the City Architects with Berets into a list in order of their EVCs on this proposal, chronologically from oldest to newest. The City Architect on this list whose position corresponds with the result of the dice roll has achieved victory; make a post to that effect.
It hasn’t come together, has it?
Snisbo has been made idle after nine days of inactvity. Quorum drops to 4.
Timed out and enacted, 3-0. Josh
Adminned at 22 May 2023 08:40:32 UTC
In the rule “Regions”, add the following paragraph:
A Region in which every City in that Region is controlled by an Idle Architect is considered Abandoned. No dynastic actions may be taken that would modify any gamestate variables of an Abandoned Region. In a Presidential Declaration of Victory, an Abandoned Region and its Cities are treated as if they do not exist when determining vote counts and Quorum. If a Idle Architect who becomes un-Idle controls a City in an Abandoned Region, that Region is no longer Abandoned.
UnnamedRegion4 only contains Cities with Idle Architects. Rather than leaving it open to be scavaged through the allowance of some future rule, let’s just preserve it as-is, in case SingularByte or jjm3x3 come back. It also shouldn’t hold back any Presidential Declaration of Victory.
Timed out and failed, 1-1. Josh
Adminned at 20 May 2023 22:21:36 UTC
In the Special Case rule “Event Types”, replace this text:
A post with the Event type’s name as a tag
with this text:
A non-categorized post with the Event type’s name as a tag or with the Event type’s name in the name of the post
Treat every non-categorized post where the name contains the text “Regional Development Forum” in that exact order and capitalisation and the post was created between the date and time of May 14 2023 00:00 UTC up to the enactment of this Proposal as meeting the criteria for the first bullet point of the “Event Types” Special Case rule.
Let’s settle this issue of whether or not tags are required for Events
To the people of my region: Apparently, despite all efforts to work on advancing our region, all 3 of our citizens instead did nothing. Therefore, we will make a mega-hotel to entice more workers such that we can make them do all the work.
I make a Motion to Build a Residential Zone in Scamsville.
I make a Motion to Build a Residential Zone in Scamsville.
I make a Motion to Build a Residential Zone in Scamsville.
Fails to be popular 4-0, lacking Quorum after more than 48 hours. -Bucky
Adminned at 20 May 2023 16:08:09 UTC
In the rule Resolution of Proposals, change “It has been Vetoed or Withdrawn” to “It has been Vetoed and/or Withdrawn”.
Clarifying that this is an inclusive or rather than an exclusive one, to forestall the possible argument that a proposal that has been both vetoed and withdrawn is actually not unpopular.
Times out and passes 2-0. -Bucky
Adminned at 19 May 2023 16:53:06 UTC
In the subrule “Population”, replace this text:
As a daily communal action, a City Architect may increase the Population of each City by the number of different types of non-Dilapidated Zone in that City.
with this text:
As a daily communal action, a City Architect may increase the Population of each City by the number of different types of non-Dilapidated Zone in that City, and decrease the Productive Citizens of each City, to a minimum of 0, by the number of Residential Zones in that City
On a thematic level, it doesn’t make much sense that the Unemployed Population who have become Productive Citizens by being used in a Effortful Motion remain Productive Citizens in perpetuity. Eventually, the tasks have been completed, and those Productive Citizens should go back to being Unemployed.
On a practical level, if a Region uses Effortful Motions for anything except building Residential Zones, they will run out of Unemployed Citizens and will not be able to pass any more Effortful Motions. This forces Regions into only building Residential Zones, which is boring. If you don’t like this mechanism of decreasing Productive Citizens over time, then we need some other way to solve this issue.
Fails 2-3 after more than 48 hours. -Bucky
Adminned at 19 May 2023 15:16:24 UTC
Uphold the Responses and the dynastic actions taken as a result of those Responses in the Regional Development Forum for UnnamedRegion1 created on 14 May 2023 19:18:00 UTC
As SingularByte pointed out in his comments on the other CfJ, there was no attempt at a scam and it was a reasonable, if slightly inaccurate, following of the rules. The basic tenants of resource spending and player participation were followed, so the only real thing of issue was the exact format.
Enacts 2-0 after more than 48 hours. -Bucky
Adminned at 19 May 2023 15:16:45 UTC
Undo the purported effects of Ending the Regional Development Forum at https://blognomic.com/archive/regional_development_forum_unnamedregion1 on May 15th, including the increases in population in the cities of Automata and Arkham resulting from the Residential Zones purportedly built.
It was purportedly ended after less than 48 hours because all relevant City Architects had posted valid responses. However, a valid Response to a Regional Development Forum must have a single response to each Motion, and none of the purported Responses responded to the “Build [Effortful Active] a Residential Zone in Ballynamadan” motion. Therefore, there were no valid Responses and the Regional Development Forum’s Motions’ Effects were illegally applied.
Enacts 2-1 after 48 hours. -Bucky
Adminned at 18 May 2023 19:40:06 UTC
In the rule “Regional Development Fora”, change
May only be posted by a City Architect who was the Controller of a City in that Region at the time when the Regional Development Forum was posted
to
May only be posted by a City Architect who was the Controller of a City in that Region at the time when the Regional Development Forum was posted, and who has not already posted a valid Response on the same Regional Development Forum
Invalidate all Responses on open Regional Development Fora whose author has an earlier Response on the same Regional Development Forum.
UnnamedRegion2’s current capability is 9.
Motions included:
Cadence (Procedural): Change the Development Cycle of UnnamedRegion2 to 6 and cause Kevan to achieve victory.
Build (3 Effort): Build a Residential Zone in Szolnok.
Build (3 Effort): Build a Residential Zone in Nagelburg.
Remove the text ‘Exception: Proposals which would change the text of a Core, Special Case or Appendix rule if enacted cannot be Popular on this basis.’ from rule 1.4.
Timed out 1 vote to 3. Failed by Kevan.
Adminned at 18 May 2023 07:55:56 UTC
Create a new rule entitled “May is Fava Season”:
Any player may make an event according to the following format:
* Type name: [Fava]
* Response format: Any comment which would be a legal vote on the post, were it a proposal which did not modify the core rules, is a Response for such an Event.A Fava post may propose any change to the rules, as though it were a proposal. If the valid Responses to a Fava post would, were they votes on a normal proposal that would not affect the core rules, be sufficient for that proposal to be enacted, then the proposed change by the Fava post shall be duly enacted.
Times out 4 votes to 2, making it Unpopular as a core amendment while quorum is 5. Failed by Kevan.
Adminned at 18 May 2023 07:55:23 UTC
Remove the text ‘Exception: Proposals which would change the text of a Core, Special Case or Appendix rule if enacted cannot be Popular on this basis.’ from rule 1.4.
Times out 1-3 and fails -SingularByte
Adminned at 17 May 2023 18:46:24 UTC
If the proposal ‘Running for Office (after building that office building)’ was enacted, replace the text from the rule Running for President:
Quorum for a Presidential Declaration of Victory is calculated as if the sum of all current Political Power values were being added to the player count, and Presidential Declarations of Victory do not put the game into Hiatus as a result of being ongoing.
with the text:
For the purpose of Enacting and Failing, the following changes are to be made:
* The number of votes of a type are considered to be the sum of the number of valid votes of that type provided by the Regions and by the City Architects.
* The number of City Architects is replaced by the Aggregate which is the sum of the number of City Architects and the total of the political power of all Regions
* The Presidential Declaration of victory is considered to be Unpopular if the number of Against votes on it is at least equal to half the AggregateThe Presidential Declarations of Victory do not put the game into Hiatus as a result of being ongoing.
Incentivising larger regions. It also makes sense since the original Running for President rule says that the ‘sum of all current Political Power values were being added to the player count’ for calculating the quorum.
Edit: Closed a potential hole brought forward by SingularByte. Also attempting to close a scam that I think is possible because of the original proposal.
Reached quorum 6 votes to 0. Enacted by Kevan.
Adminned at 17 May 2023 07:46:49 UTC
In the subrule “Regional Development Fora”, replace this text:
if the sum of all Effort allocated to it by Cities in their Responses is greater than the Effort Value
with this text
if the sum of all Effort allocated to it by Cities in their Responses is at least equal to the Effort Value
Times out and fails 2-5. -Bucky
Adminned at 17 May 2023 05:00:04 UTC
Rename the region “UnnamedRegion1” to “Balautark”.
Rename the region “UnnamedRegion2” to “Szolcornag.
Rename the region “UnnamedRegion3” to “Zanivit”.
Rename the region “UnnamedRegion4” to “Banascam”.
Amend any open regional development fora so that they refer to the same regions that they did prior to the renaming.
Capability: 9
Motions:
Brand: Ivazanita
Develop: Crystal (primary)
Build: Industrial Zone in Vitagrande
To the people of my region, I would like to request new, (now legal) planning permission to expand the Scamsville city which is part of Unnamed Region 4 along with BananaLand. With our Capability of 6, we should be able to achieve our objectives. Namely:
I make a Motion to Build a Residential Zone, such that our people can have space to live, as crowding is getting out of control.
I make a Motion to Build an Industrial Zone, to better process our Pyrite reserves.
I make a Motion to Build a Residential Zone, as I expect the new industry should encourage migration above and beyond our previous levels.
As pointed out, my last one was illegal. I could cfj it, but there’s no real cost to just repeating it instead.
This Regional Development Forum will come to order. This Region’s Capability is 9.
I put forth these 3 Motions to be voted on. Our Active value is 3 for consideration of the Motions below:
* Build [Effortful Active] a Residential Zone in Automata
* Build [Effortful Active] a Residential Zone in Arkham
* Build [Effortful Active] a Residential Zone in Ballynamadan
Popular 5-0 after more than 48 hours. -Bucky
Adminned at 17 May 2023 00:25:05 UTC
Add a motion to the list of motions in the rule Regional Development Fora:
* Invite [Procedural]: A Motion to invite a given city into this Region. The City Architect who owns the targetted city is permitted to move their City to that Region after this Motion passes. This permission lasts until either 168 hours have passed since the motion was passed or the targetted city’s region changes, whichever comes first. If the targetted City has no owner, then any City Architect is permitted to move that City to that Region (subject to those same permission restrictions).
There’s currently discussions about permitting people to leave regions, but the reverse is just as necessary so that we don’t end up with a literal dozen fractured regions,
To the people of my region, I would like to request planning permission to expand the Scamsville city which is part of Unnamed Region 4 along with BananaLand. With our Capability of 6, we should be able to achieve our objectives. Namely:
I make a Motion to Build a Residential Zone, such that our people can have space to live, as crowding is getting out of control.
I make a Motion to Build an Industrial Zone, to better process our Pyrite reserves.
I make a Motion to Build a Residential Zone, as I expect the new industry should encourage migration above and beyond our previous levels.
Withdrawn. Failed by Kevan.
Adminned at 16 May 2023 09:29:45 UTC
To the rule “Regions”, add a paragraph:-
As a daily action, a City Architect may remove a City they control from all Regions that it is in, and create a new Region which contains only that City.
Times out 3-2 and is enacted -SingularByte
Adminned at 16 May 2023 09:22:53 UTC
If the proposal https://blognomic.com/archive/idle_hands_are_the_devils_playthings failed, delete “Active + 1” and replace it with “3” in the proposal text below.
Create a new motion in the list of Motions in the rule Regional Development Fora:
* Support Politician [Effortful Active + 1]: A Motion to increase the Political Power of this Region by 1. This Motion can only be added if at least one of the Author’s cities in the region is at or above the Prefecture Municipal Authority.
Create a new Rule called Running for President:
Each Region has a Political Power, which is a number defaulting to 0.
Any City Architect who owns at least one City that has the Canton level of Municipal Authority may take the Run for President action as a weekly action. When they do so, they may make a Declaration of Victory tagged with [Presidential], known as a Presidential Declaration of Victory. In a Presidential Declaration of Victory, each region provides a number of votes for the DoV equal to their Political Power; if that City Architect owns at least one city in that region, or if all owners of the cities in that region are voting FOR, then the votes from the region itself are considered to be FOR, otherwise, the votes from that region are considered to be AGAINST.
All City Architects other than the one declaring victory are encouraged but not obligated to vote against it.
Quorum for a Presidential Declaration of Victory is calculated as if the sum of all current Political Power values were being added to the player count, and Presidential Declarations of Victory do not put the game into Hiatus as a result of being ongoing.
I’m thinking the most logical showdown we’ll likely reach here is in the various regions building up key members who will each be shooting for victory. Therefore, I figure that it might be interesting giving the regions themselves intrinsic power greater than the sum of their parts. The region(s) of the winner have to be strong enough to push through any opposition by the other players and their regions.
Fewer than a quorum not voting AGAINST. Failed 1 vote to 6 by Kevan.
Adminned at 14 May 2023 09:09:56 UTC
Idle all players who did not vote on this post.
Okay, this one is gamespersonship.
Fails with barely any against votes, due to an outrageous and horrible rule (3-3) RT
Adminned at 15 May 2023 21:53:25 UTC
Remove the text ‘Exception: Proposals which would change the text of a Core, Special Case or Appendix rule if enacted cannot be Popular on this basis.’ from rule 1.4.
Times out 5-0 and is enacted -SingularByte
Adminned at 15 May 2023 04:45:46 UTC
In the subrule “Commercial Zones”, replace “A City Architect can create a Commercial Zone in their City at any time, up to their maximum.” with “As a weekly Burgh action, a City Architect can create a Commercial Zone in their City, up to their maximum.”
In that same subrule, replace “Industry Zone” and “Industry Zones” with “Industrial Zone” and “Industrial Zones”, respectively.
Not sure if the latter is a correctable typo or not, so I’ll just tack it on here.
Metadynasty enthusiasts Misty and Benbot idle out having made no posts or comments since the metadynasty started a week ago. Quorum drops to 6.
Under the current idling rule their timeout is now considered to be reduced to 96 hours “during the current and subsequent dynasty”.
Times out 3-2 and is enacted -SingularByte
Adminned at 14 May 2023 16:47:12 UTC
If the subrule “Regional Development Fora” exists, remove the following bullet point from it:
* The Region’s current Municipal Authority level;
And replace the text:
For Effortful motions, the number in the square brackets with the word ‘Effortful’ is its Effort Value.
with this text:
For Effortful motions, the text in the square brackets following the word ‘Effortful’ is the formula used to calculate the Effort Value at the time that this Regional Development Forum event was created, where the value “Active” is the number of non-idle City Architects who control Cities in that Region.
And replace this text:
when all City Architects who control Cities in that Region have posted a valid response to it.
with this text:
when all non-Idle City Architects who control Cities in that Region have posted a valid response to it.
And replace this text:
Build [Effortful 3]
with this text:
Build [Effortful Active]
And replace this text:
Develop [Effortful 5]
with this text:
Develop [Effortful Active + 2]
After recent discussion that Idled Architects leave behind Cities that are all but abandoned, I realized that those cities will be a drag on others in the Region. They could remove the City, but then they would lose some advantages of having the City around. This provides another option: using the Regional Development Forum, if it ever exists, to manage Cities left behind in this way. This requires some changes in the way that the Regional Development Forums work, especially with Effortful Motions.
Reaches quorum 6-2 and is enacted -SingularByte
Adminned at 14 May 2023 16:41:06 UTC
In the rule change:
each City may be controlled by exactly one City Architect; the Cities controlled by each City Architect are publicly tracked.
to:
each City may be controlled by exactly one City Architect or Idle City Archetect; the controller of each City is publicly tracked. An idle City Architect may not take actions that are premised on their control of a City.
If there exists a city called “BananaLand”, and an Idle City Architect named “jjm3x3”, make that jjm3x3 the controller of BananaLand. If not, create a city named “BananaLand” with the last tracked gamestate of any formerly existing city of the same name, and make jjm3x3 its controller.
Timed out and failed, 2-4. Josh
Adminned at 14 May 2023 16:10:26 UTC
Make the rule “Industry” a subrule of the rule “Population”.
Add a new subrule “Specialties” to the rule “Population” and give it the following text:
The following types of Zones are Specialty Zones: Fortress, Harbor, Mining, Tourism, and University.
A City Architect whose City has no Specialty Zones but more Population than total Zones may add a Specialty Zone of any type to their City as a daily action, so long as at most one other City is in the same Region and has the same Specialty Zone.
If a City has two or more types of Specialty Zone, it may not gain a Specialty Zone of a type it does not already have.
Cannot be found popular with 1-6 and therefore fails -SingularByte
Adminned at 13 May 2023 05:50:46 UTC
Remove the city of Bananaland.
Create a subrule of Architected Cities called Idle Cities with the following text:
When a City Architect idles when they own a city, their city is removed. It is restored when they return, as if it were a variable that belongs to them. This also applies to cities that are removed as part of the same votable matter that created this rule.
So I just realised that technically, the city of Bananaland is sitting in an illegal state; it’s a city that has to have exactly one owner, but jjm3x3 is no longer a player due to being idle. Luckily the idling action itself isn’t blocked since it’s non-dynastic, but the city should probably either be forced to cease to exist, or be allowed to be unowned, or be idled along with the idling player. Idling the city feels like the option that works closest to what’s normally intended by the rules.
Timed out and failed, with 5 for votes insufficient to meet the quorum requirements set out. Josh
Adminned at 14 May 2023 16:03:52 UTC
If the proposal “Ruleset Tracking” was enacted, move the sentence “This document is considered to be, in effect, the only Ruleset for BlogNomic, so long as it is located at at the URL https://wiki.blognomic.com/index.php?title=Ruleset.” from Rule 1.1 to instead be a new bullet point before the first of the Appendix rule “Prioritisation”.
Undoing an apparently tangential aspect of Ruleset Tracking. From Redtara’s comments, this seems to be an agree-to-disagree aesthetic issue rather than something that impacts how the ruleset functions.
I don’t think a microscopically niche technical clarification about ruleset URLs should be presented in Rule 1.1 as basically the fourth thing that anyone needs to know about the game.
Times out 3-0 and is enacted -SingularByte
Adminned at 14 May 2023 08:30:59 UTC
If it was not enacted, enact Proposal: Local Government Dynasty. Then make the following changes to the rule Regional Development Fora:
* Change the second paragraph to read as follows:
If the number of days that have elapsed since the the resolution of the most recent Regional Development Forum for that Region is equal to or greater than its Development Cycle, and if there are no currently open Regional Development Fora for that Region, then any City Architect who controls a City in that Region may call a Regional Development Forum for that Region. If no Regional Development Forum has ever been called for that Region then any City Architect who controls a City in that Region may call a Regional Development Forum for that Region.
* Remove the words “in a named City” from the Develop motion.
* Change the bullet point that starts “One or more Motions” to read as follows:
* One or more Motions, but not more Motions than the current Development Cycle of the Region, of the author’s choosing; and, in addition, any Motions that were the subject of an Uptake motion in that Region’s previous Regional Development Forum.
SingularByte’s points from the last proposal. There are still two outstanding issues: how the spend of Unemployed Citizens can be consistently handled, and how Unincorporated Territories claw their way back into a Region.
Times out 2-0 and is enacted -SingularByte
Adminned at 14 May 2023 08:28:17 UTC
Create a new dynastic rule called Variable Tracking:
All named variables in the dynastic ruleset, if they do not define how they are tracked, are considered publicly tracked unless they meet one or more of the following conditions:
* They have a reasonable means of determining their value from the gamestate. (A value simply having a default is not enough to meet this condition.)
* They are defined and used only within a defined action.
* The value is determined privately, or otherwise relies on private information.
This is my attempt at fixing the whole orphan variable problem that keeps cropping up. I’m intending to make it an appendix rule once we have it balanced and working, but I figure it’s best to make it a dynastic rule first in case it turns out to be scammable.
I would like to be idled.
Enacted with quorum, 6-1. Josh
Adminned at 13 May 2023 17:40:39 UTC
Move the following text to the rule “Ruleset and Gamestate” after the sentence “The Ruleset and Gamestate can only be altered in manners specified by the Ruleset.”:
This document is considered to be, in effect, the only Ruleset for BlogNomic, so long as it is located at at the URL https://wiki.blognomic.com/index.php?title=Ruleset.
Delete the subrule “Archives” from the Appendix.
Replace the sentence:
If the Ruleset does not properly reflect all legal changes that have been made to it, any City Architect may update it to do so.
With:
If the text of the Ruleset document does not reflect all legal changes that have been authorised to be made to it, any City Architect may update it to do so.
In the rule “Representations of the Gamestate in the Appendix”, replace
For gamestate which is tracked in a specific place (such as a wiki page), any alteration of that gamestate as a result of a City Architect’s action is (and can only be) applied by editing that data in that place.
with
If authorised by the rules as a result of a City Architect’s action, changes to gamestate which is tracked in a specific place (such as a wiki page) do not take effect until the representation of that gamestate has been updated to match the authorised change.
As I have mentioned several times on Discord, the sentences
If the Ruleset does not properly reflect all legal changes that have been made to it, any City Architect may update it to do so.
and
For gamestate which is tracked in a specific place (such as a wiki page), any alteration of that gamestate as a result of a City Architect’s action is (and can only be) applied by editing that data in that place.
could be interpreted as freezing the Ruleset. The Ruleset (document) cannot be changed unless the (actual) Ruleset has been changed, but changes to the (actual) Ruleset do not take effect until the Ruleset (document) has been updated. Of course, we’re free to handwave this and I wholeheartedly encourage doing so as long as necessary. But better to fix it.
This proposal resolves the problem by cleaning up the wording to make it more unambiguous that the Ruleset document really is the actual Ruleset, and by making it clear that changes to tracked gamestate which have been authorised are, until effected, merely authorised.
As far as I can tell, this is the way the rules are already supposed to be, and it’s the way we treat them as being, so this brings things into somewhat better alignment.
Reaches quorum 7-0 and is enacted -SingularByte
Adminned at 12 May 2023 16:08:51 UTC
If the subrule “Regional Development Fora” exists, remove the following bullet point from it:
* The Region’s current Municipal Authority level;
In the rule “Resources”, replace this text:
Each Region has a primary resource and a secondary resource
with this text:
Each Region has a primary resource and a secondary resource, both of which are publicly-tracked
If the subrule “Regional Meetings” exists, replace every instance of the text “City Architect that has a suitably high Municipal Authority level” with:
City Architect who controls a City that has a suitably high Municipal Authority level
Some more cleanup regarding Regional Meetings or Regional Development, whichever winds up surviving, and Region resources.
Timed out 3 votes to 3 with 1 unresolved DEF. Failed by Kevan.
Enactment status overridden by Let’s Get Down To Regional Business (To Defeat The Hun Region). This is proposal now enacted. -SingularByte
Adminned at 14 May 2023 08:32:14 UTC
Repeal the rule Prosperity. Remove the sentences “Then, for each region that has a negative Prosperity, transfer a Population from a random city in it to a random city in a region that has the highest non-negative Prosperity, if such a region exists.” from the rule Population. Remove the sentence “City Architect may set a blank primary or secondary resource of their region to any non-blank legal value, provided they have secured the assent of every City Architect who controls a city in the same region (this may be secured privately with a public post made to dispute if necessary).” from the rule Resources.
If Proposal: Expand the Red Tape was enacted then revert its changes, as well as the rule Found, if it exists. If Proposal: Regional Culture was not enacted then enact the change to the rule Regions that it would have made.
Add a new subrule to the rule Regions, called Regional Development Fora:
Each Region has a publicly tracked variable called Development Cycle, which must be an integer between 2 and 7 inclusive, defaulting to 3.
If the number of days that have elapsed since the the resolution of the most recent Regional Development Forum for that Region is equal to or greater than its Development Cycle then any City Architect who controls a City in that Region may call a Regional Development Forum for that Region.
A Regional Development Forum is an Event whose name must include the phrase “Regional Development Forum” and some signifier to identify the Region to which it refers, such as its name, if it has one, or the names of the Cities it includes.
The body of a Regional Develolment Forum must include the following information:
* The Region’s current Municipal Authority level;
* The Region’s current Capability, which is defined as the sum of the current Unemployed Population of its constituent Cities;
* One or more Motions, which must include any Motions that were the subject of an Uptake motion in that Region’s previous Regional Development Forum but which can include any other Motions desired by the author.Motions that can be included in a Regional Development Forum are as follows. For Effortful motions, the number in the square brackets with the word ‘Effortful’ is its Effort Value.
* Cadence [Procedural]: A Motion to change the Development Cycle of the Region to a new valid value.
* Uptake [Procedural]: A Motion to enforce that a specific other Motion be included on the immediately subsequent Regional Development Forum.
* Expel [Procedural]: A Motion to remove a specific City from this Region.
* Brand [Procedural]: A Motion to change the name of the Region.
* Build [Effortful 3]: A Motion to build a specific Zone in a specific City in this Region.
* Develop [Effortful 5]: A Motion to discover a new named Resource (primary or secondary, where the name follows the requirements set out in the rule Resources) in a named City in this Region.A Response to a Regional Develolment Forum must take the following format:
* May only be posted by a City Architect who was the Controller of a City in that Region at the time when the Regional Develolment Forum was posted;
* Must have a single response to each Motion in that Regional Develolment Forum, where a response to a Procedural motion is either FOR or AGAINST, and a response to an Effortful motion is an integer equal to or greater than zero;
* Must not have values allocated to Effortful Motions that add up to a greater than that City’s Unemployed Population.A Regional Develolment Forum may only be Ended by any member of that Region after 48 hours, or when all City Architects who control Cities in that Region have posted a valid response to it. The Ending Action for a Regional Develolment Forum is an atomic action, as follows:
* Resolve each Motion in order, from top to bottom, as follows:
** For each Procedural Motion, if it has more FOR votes than AGAINST votes then it is enacted and its change is immediately applied; otherwise it is ignored.
** For each Effortful Motion, if the sum of all Effort allocated to it by Cities in their Responses is greater than the Effort Value for that Motion then it is enacted and its change is immediately applied; otherwise it is ignored.
* Increase the Productive Citizens of each City by its Allocation to Effortful Motions that were enacted.
In the rule Population, change “A City’s Unemployed Population is considered to be its Population minus the number of non-Dilapidated non-Residential Zones it has, to a minimum of zero” to read as follows:
Each City has a number of Productive Citizens, which is a publicly tracked non-negative integer defaulting to zero, and a number of Unemployed Population, which is a derived value that is not publicly tracked. A City’s Unemployed Population is considered to be its Population, minus the number of non-Dilapidated non-Residential Zones it has, minus the number of Productive Citizens it has, to a minimum of zero.
If Proposal: Blaze the Trails was enacted then remove the phrase “As an atomic Weekly Action” from the rule Links and add another type of Motion to the list in the rule Regional Development Fora:
* Connect [Effortful 8]: A Motion to Pathfind on behalf of a City in that Region, which will act as its Hub.
Pushing the Regional Meeting concept a little further, basically centralising all actions as having to be done with Regional assent.
Reached quorum 8 votes to 0. Enacted by Kevan.
Adminned at 12 May 2023 08:22:04 UTC
Create a rule called Commercial Zones as a subrule of Architected Cities:
A city architect can create a commercial zone in their city at any time, up to their maximum. The default maximum number of commercial zones for the city (known as the Commercial Cap) is 0, but is increased by the following factors:
* A city has +1 Commercial Cap if they have at least 1 Industry Zone, and their Region has a Primary Resource. (They are said to be Producing this Primary Resource, if they meet this condition.)
* A city has +1 Commercial Cap if they have at least 2 Industry Zones, and their Region has a Secondary Resource. (They are said to be Producing this Secondary Resource, if they meet this condition.)
* A city has +1 Commercial Cap for each distinct Resource that they themselves are not Producing, but is Produced in cities that they have a Transit Link to.If a City ever has more Commercial Zones than their Commercial Cap, the excess Commerical Zones are turned into Dilapidated Zones in that city.
If the proposal Blaze the Trails failed, delete the third bullet point in the rule Commerical Zones.
This is intended to be a nice and simple addition of new zones, to take advantage of the primary/secondary resources and (optionally) the roads.
Reaches quorum 8-0 and is enacted -SingularByte
Adminned at 12 May 2023 03:50:18 UTC
Reword the sentence that reads “If the title of a Special Case Rule includes “[Rare]”, its Default Status is Inactive, otherwise, its Default Status is Active” in the rule “Special Case” to:
If the title of a Special Case Rule includes “[Standard]” then its Default Status is Active; otherwise, its Default Status is Inactive.
Remove the text “[Rare]” from the title of every Special Case rule that includes it.
Append the text “[Standard]” to the titles of the Special Case rules currently entitled “Seasonal Downtime [Active]”, “Dormancy [Active]”, “Imperial Deferentials [Active]”, “Dynastic Distance [Active]”, “Dynastic Tracking [Active]”, “Mantle Limitations [Active]” and “Event Types [Active]”.
Basic user-experience stuff that has bothered me for a while: it makes more sense to single out the on-by-default settings than it does exceptions, when we’re already inside a rule that is framed as “these things are kind of exceptional.” Also, I want emperors to make use of the off-by-default rules more often as building block constraints, and I think the Rare tag implies that they HAVE to be rare, when they don’t.
Timed out and enacted, 7-1. Josh
Adminned at 11 May 2023 21:19:41 UTC
In the rule “Regions”, add the following paragraph:
Each Region may have a name, which is publicly tracked flavour text. Within the Ruleset, a word only refers to the name of a Region if it is explicitly stated that it refers to a Region name. A Region may not have the same name as an active City Architect, a City, or another Region. Regions without a legal name default to “UnnamedRegion”, suffixed with the lowest positive integer necessary to make that name legal.
In the rule “Architected Cities”, replace this text:
A City may not have the same name as an active City Architect or another City.
with this text:
A City may not have the same name as an active City Architect, a Region, or another City.
If the subrule “Regional Meetings” exists, add a subrule to the rule “Municipal Authority” named “Found” and give it this text:
Found is a Township action which can be done at any time by any City Architect that has a suitably high Municipal Authority level to have unlocked Township actions. When a City Architect Founds, they create a Regional Meeting which declares that they are Founding, and declaring a name for the Region that is associated with that Regional Meeting. The name declared must follow the rules for the name of a Region. If that Regional Meeting is closed as Popular, any City Architect may change the name of the Region associated with that Regional Meeting to the name declared in that Regional Meeting’s creation.
It will probably be easier to refer to a Region by its name later on, especially if City Architects wind up owning multiple Cities in different Regions. It’s also just more interesting if the members of the Region can name their Region.
Timed out and failed, 3-3. Josh
Adminned at 11 May 2023 16:52:33 UTC
Add a new keyword to the “Other” section of the Keywords rule in the Appendix, appropriately in alphabetical order:
Suspension
When the game is in Suspension (or Suspended), no dynastic actions may be taken, and all information that is tracked as part of the game must be preserved in the location and form it took immediately before the Suspension, including disputed information and information that may or may not be being tracked in the correct way. If the game has been Suspended for 96 consecutive hours then it ceases to be Suspended.
Add the following as a new second paragraph to the rule Calls for Judgement in the Core Rules:
If a CfJ states that it puts the game into Suspension then the game is Suspended while it is pending; however, that clause has no effect if and when that CfJ is resolved, and the game ceases to be Suspended for that reason when that CfJ is resolved (but may continue to be Suspended if some other effect causes it to be). Such a CfJ may be referred to as a High-Priority CfJ.
In the Core Rule Fair Play, change “A City Architect should not make a DoV primarily to delay the game by putting it into Hiatus” to read:
A City Architect should not make a DoV, or a High-Priority CfJ, primarily to delay the game by putting it into Hiatus or Suspension.
times out fails 1-7 - rt
Adminned at 11 May 2023 12:34:16 UTC
If the Proposal ‘Blaze the Trails’ was enacted add a subrule called ‘Journeys’ to the rule ‘Links’ with the following text:
There is a publicly tracked boolean variable called ‘Allow_Journeys’ that defaults to False.
A Journey has the following attributes:
* A publicly tracked nonempty string called Name
* A publicly tracked boolean value called Ongoing that defaults to False
* A publicly tracked Source that defaults to blank
* A publicly tracked Destination that defaults to blank
* A publicly tracked Mode that defaults to blank
* A publicly tracked number called Passengers that defaults to 0If there are two distinct Journeys sharing the same Name, the ‘Allow_Journeys’ variable automatically reverts to False if it is set to True.
If ‘Allow_Journeys’ is set to True and the Ongoing of atleast one Journey is set to False, any City Architect may perform the Commence_Journey action. The City controlled by the City Architect performing a Commence_Journey action is called the Conductor for the purposes of said action.
Commence_Journey is an atomic action with the following steps:
* Make a blog post or comment saying “Commencing journey named (Name of J)” where J is a Journey whose Ogoing is set to False
* Set the Ongoing of J to True
* Set the Mode of J to an existing Transit Link T which is between the Conductor and another City C
* Set the value of Passengers of J to be the minimum of the three quantities which are the Capacity of T, the Population of the Conductor and the Population of C
* Roll a DICE2. If the result of the die roll is 1, set the Source of J to be the Conductor and the Destination of J to be C, otherwise set the Source of J to be C and the Destination of J to be the Conductor
* Reduce the Population of the Source of J by the Passengers of J.A Journey is called overdue if the Mode of the Journey is a Trasit Link and the Ongoing of the Journey has been continuously set to True for atleast as many hours as the Length of the Mode of that Journey.
If atleast one Journey is overdue, any City Architect may perform the End_Journey action which is an atomic action with the following steps:
* Make a blog post or comment saying “Ending journey named (Name of J)” where J is an overdue Journey
* If the Destination of J is set to a City, increase the Population of that City by the Passengers of J
* Set all the attributes of J except the Name of J to their default values.
The enactment of this proposal will automatically create a Journey with Name ‘J1’.
Trying to come up with a mechanism for traveling. A provision has been made so that people cannot suddenly start using this mechanic.
Times out and fails 6-0 due to being a core rule change which didn’t hit quorum. Previous enactment by Redtara has been overridden. -SingularByte
Adminned at 11 May 2023 12:19:08 UTC
In the rule “Idle City Architects”, replace:-
An Admin may render a City Architect Idle if that City Architect has asked to become Idle in an entry or comment from the past 96 hours (4 Days), or if that City Architect 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, and the 168 Hour idle timeout is considered to be reduced to 96 hours for that City Architect during the current and subsequent dynasty.
with:-
An Admin may render a City Architect Idle if that City Architect has asked to become Idle in an entry or comment from the past 96 hours (4 days). A City Architect is considered timed out if they have not posted an entry or comment in the past 168 hours (7 days), or in the past 96 hours (4 days) if they were idled for being timed out during the previous dynasty; an Admin may render a timed out City Architect Idle by announcing this in a blog post.
Removing the “subsequent” idling ambiguity raised when this idle change was implemented back in March, and flipping the phrasing around from “remember to time them out early next time” to the possibly sturdier “time them out early if they timed out last time” in the process.
Timed out 4 votes to 4. Failed by Kevan.
Adminned at 10 May 2023 17:50:44 UTC
Add a new dynastic rule to the ruleset. Call it “Links” and give it the following text:
A Transit Link is a thing uniquely identified by an unordered pair of Endpoints (each the identity of a City) and Type (which may be “Road”, “Rail” or “Ferry”). A Transit Link is between its Endpoints.
Existing Transit Links are publicly tracked, and have the following additional publicly tracked information:
* A Capacity, an integer strictly greater than zero, defaulting to 1.
* A Length, an integer strictly greater than zero, defaulting to 10 if the Endpoints share a Region and 40 otherwise.As an atomic Weekly Action, a City Architect may Pathfind, an atomic action with the following steps:
* Choose a City, the action’s Hub, that is controlled by City Architect performing the action or by nobody.
* Choose a random City that does not already have a Road Transit Link between it and the Hub; this is the action’s Spoke. If no valid Spokes exist, the action ends; make a blog post declaring that it failed.
* Create a new Transit Link of type “Road” between the action’s Hub and its Spoke.
* Set the new Transit Link’s Length to 2DICE6 plus its default Length.
* Optionally, increase or decrease the new Transit Link’s Length by up to 2.
* Set the new Transit Link’s Capacity to 2.
Now seeding links by random walk; I expect a supplementary mechanism for planned transit to appear later.
Times out and fails 4-4. -Bucky
Adminned at 10 May 2023 17:48:16 UTC
Create a subrule of Municipal Authority called Regional Meetings:
There is a kind of event post called a Regional Meeting, which may be created by applicable Canton, Prefecture, Burgh, and Township actions. Where it is created by such an action, it is considered to belong to the Region in which the City Architect who performed the action has a city. If their city has no Region, a Region is created and the city is placed into is as part of the action of creating the Regional Meeting.
Regional Meetings, by default, may only be voted on by City Architects who have a city in that meeting’s Region, and the Quorum of the Regional Meeting is calculated as being a Quorum of only the City Architects that are permitted to vote on it.
The Response Format of a Regional Meeting is a valid Voting Icon as per the rule Votes, and the Regional Meeting is treated as a Votable Matter for the purposes of the rest of that rule too. A Regional Meetings is found to be Popular rather than Unpopular if it has been open for 48 hours or longer and the only valid vote that has been cast on it is a single FOR vote. A Regional Meeting is found to be Popular if it has been made by the only City Architect that is permitted to vote on it.
A Regional Meeting may be ended by any City Architect who is permitted to vote on it, so long as it is either Popular or Unpopular. A Regional Meeting that has been open for one week or longer may be considered Unpopular and closed by any City Architect.
If the majority of EVCs contain the text “Just the basics”, ignore the rest of this proposal below.
Create a subrule of Municipal Authority called “Separate”:
Separate is a Township action which can be done at any time as a weekly action by any City Architect that has a suitably high Municipal Authority level to have unlocked Township actions. When a City Architect Separates, their city is removed from their Region.
Create a subrule of Municipal Authority called “Invite”:
Inviting is a Burgh action which can be done at any time by any City Architect that has a suitably high Municipal Authority level to have unlocked Burgh actions. When a City Architect Invites, they create a Regional Meeting which declares that they are Inviting, and declaring which City is being invited. Only cities without a Region, or cities in a Region that contains no other cities are considered valid targets for this. If that Regional Meeting is closed as Popular, the City Architect who owns the targetted city is permitted to remove their city from its Region then add their City to the Region of the Regional Meeting. They can do this a single time within the 168 hours following the meeting’s closure.
Create a subrule of Municipal Authority called “Expel”:
Expel is a Burgh action which can be done at any time by any City Architect that has a suitably high Municipal Authority level to have unlocked Burgh actions. When a City Architect Expels, they create a Regional Meeting which declares that they are Expelling, and declaring which City is being expelled. Only cities in the Regional Meeting’s region are considered valid targets for this. If that Regional Meeting is closed as Popular, the targetted city is immediately removed from the Regional Meeting’s region.
Think of these actions as less about leaving or joining a literal geographical region, and more like redrawing the borders of the region to include the city. The main intent of this proposal is to allow the management of a region by suitably powerful members, though they need majority approval to do anything of note. Removing members does come at a cost however, as your prosperity will suffer compared to regions with a lot of members.
Times out 4-2 and is enacted -SingularByte (also enacted by Kevan moments beforehand)
Adminned at 10 May 2023 07:48:40 UTC
Replace the text of the rule Prosperity with:
Each Region with one or more Cities has a Prosperity which is an integer that is allowed to be negative, and which is calculated as the sum of the Populations of Cities within the Region, subtracting twice the sum of the Unemployed Populations of Cities within the Region, and also subtracting triple the sum of all Dilapidated Zones in cities within the region.
In the rule Population, replace “As a daily communal action, a City Architect may increase the Population of each City by the number of different types of Zone in that City. The capacity of a City is equal to three times the number of Residential Zones it has; if a City’s Population would be increased above its Capacity, it is instead set to its Capacity.” with:
As a daily communal action, a City Architect may increase the Population of each City by the number of different types of non-Dilapidated Zone in that City. Then, for each region that has a negative Prosperity, transfer a Population from a random city in it to a random city in a region that has the highest non-negative Prosperity, if such a region exists.
The capacity of a City is equal to three times the number of Residential Zones it has; if a City’s Population would be increased above its Capacity, it is instead set to its Capacity.
If the proposal “Working for a living” was enacted, replace the text “A City’s Unemployed Population is considered to be its Population minus the number of non-Residential Zones it has, to a minimum of zero.” with
A City’s Unemployed Population is considered to be its Population minus the number of non-Dilapidated non-Residential Zones it has, to a minimum of zero.
If the proposal “From Each According To their Ability” was enacted, after the sentence “Any City Architect taking an action that would reduce the Population of a City must also adjust the number of Industrial Zones of that City to meet the maximum based on the resulting Population.” append:
Any Industrial Zones in a city that are lost in this way are replaced by Dilapidated Zones.
Timed out at quorum, 9 votes to 0. Enacted by Kevan.
Adminned at 09 May 2023 19:48:21 UTC
In the rule “Architected Cities”, add a subrule named “Industry” with the following text:
Each City may have a maximum of 1 Industrial Zone for every 3 Population of that City. Any City Architect taking an action that would reduce the Population of a City must also adjust the number of Industrial Zones of that City to meet the maximum based on the resulting Population. At any time, a City Architect may add any number of Industrial Zones to the Zones of each City that they control such that the total number of Industrial Zones for each City does not exceed the maximum.
The Production of a City is the number of Industrial Zones listed in the Zones of that City.
If Population increases rely on having Zones other than Residential Zones, let’s have a different type of Zone. I’m deliberately not introducing what Production does yet.
Timed out 6 votes to 1. Enacted by Kevan.
Adminned at 09 May 2023 17:17:23 UTC
If the Proposal “Get a job” is not enacted, this Proposal has no effect.
In the rule “Population”, replace this text:
Each City has a publicly tracked Unemployed Population which is an integer that defaults to the City’s Population. Whenever the Population of a City increases or decreases, the Unemployed Population also changes by the same amount. If it would ever be set to a value above the City’s Population, it is instead set to the City’s Population. If it would ever be set to a value below 0, it instead becomes zero.
with this text:
A City’s Unemployed Population is considered to be its Population minus the number of non-Residential Zones it has, to a minimum of zero.
Simplified the Unemployed Population, thanks to Kevan’s suggestion.
Enacted 8-0. Josh
Adminned at 09 May 2023 10:37:43 UTC
If Proposal: Let’s get down to business (to defeat the Huns) was not enacted then this proposal has no effect.
If the Kickstart action has been carried out then fully revert it and any subsequent changes that have been made that were based upon its effects.
In the rule Kickstart, change the first bullet point to read:
Create a number of Regions equal to the number of extant Cities divided by 3, plus one of there is a remainder;
Unpopular 3-7 after more than 48 hours. -Bucky
Adminned at 09 May 2023 04:21:01 UTC
If there is no “Victory Points” special case, add a new dynastic rule called “Points” with the following text:
Each City Architect has a publicly tracked number of Points, which defaults to 1 and cannot be negative. New players start with a number of Points equal to the number held by the City Architect (aside from themself) with the fourth most Points, or 1 if there are less than four other players.
No City Architect can gain more than five Points in a day; if they would, gained Points beyond the fifth don’t count.
If a majority of EVCs on this Proposal contain the phrase “early victory”, add the following to the end of the rule “Points” as a new paragraph:
A City Architect, the Top Scorer, has achieved victory if they have at least ten Points, and no three other Architects have at least as many combined Points as the Top Scorer has.
Passes 5-4 - redtara
Adminned at 08 May 2023 20:10:54 UTC
Add a subrule to the rule “Regions” entitled “Resources”:
Each Region has a primary resource and a secondary resource. A primary resource’s legal values are blank or a text string which is a valid English noun phrase which does not appear anywhere in the Ruleset. A secondary resource’s legal values are blank or the name of any other region’s primary resource which is not the secondary resource of another region. City Architect may set a blank primary or secondary resource of their region to any non-blank legal value, provided they have secured the assent of every City Architect who controls a city in the same region (this may be secured privately with a public post made to dispute if necessary).
If there are any Regions but none of them have any non-blank primary resource, as an atomic action, any City Architect may set one Region’s primary resource to any non-blank legal value and remove this sentence from the ruleset.
Reaches quorum 8-0 and is enacted -SingularByte
Adminned at 08 May 2023 14:15:24 UTC
To the end of Architected Cities, append as a new paragraph:
Within the Ruleset, a word only refers to the name of a City if it is explicitly stated that it refers to a City name. A City may not have the same name as an active City Architect or another City. Cities without a legal name default to “UnnamedCity”, suffixed with the lowest positive integer necessary to make that name legal.
Times out and passes 7-1 - redtara
Adminned at 08 May 2023 13:25:09 UTC
Add a subsection to the rule “Architected Cities” entitled “Municipal Authority”:
Cities have a Municipal Authority determined by their population and number of zones, defaulting to Township. A City automatically has the highest level Municipal Authority for which it meets the eligibility criteria. Different levels of Municipal Authority grant different numbers of Permits (equal to their level) and may unlock certain actions or effects for the City or its controller.
Municipal Authority specification table:
Level | Municipal Authority | Requirements | Effects
0 | Ghost Town | The City exists | None
1 | Township | 1 population and 1 zone | Unlocks Township actions
2 | Burgh | 4 population and 2 zones | Unlocks Burgh and Township actions
3 | Prefecture | 16 population and 8 zones | Unlocks Prefecture, Burgh, and Township actions
4 | Canton | 64 population and 32 zones | Unlocks Canton, Prefecture, Burgh, and Township actions
Reaches quorum 9-0 and is enacted -SingularByte
Adminned at 08 May 2023 09:24:43 UTC
In the rule Architected Cities, change the text
Each City may have a name, which is publicly tracked flavour text. Each City Architect may control up to one City; the Cities tracked by each Architect are publicly tracked. Whenever a City Architect would start to control a new City they may give it the name of their choosing, following the requirements set out for a legal player name in the rule Names.
to
Each City may have a name, which is publicly tracked flavour text. Each City Architect may control up to one City and each City may be controlled by exactly one City Architect; the Cities controlled by each City Architect are publicly tracked. Whenever a City Architect would start to control a new City they may give it the name of their choosing, following the requirements set out for a legal player name in the rule Names.
In the rule Regions, replace the text
Cities are grouped into Regions; all Regions and the Cities that they contain are publicly tracked.
with
Cities are grouped into Regions, with each City being contained in atmost one Region. All Regions are publicly tracked, as are the lists of which Cities are contained within a given Region.
Correcting the language in architected cities as suggested by JonathanDark on Discord. Also adding a sentence preventing multiple city architects from controlling the same city.
Even though the regions and the cities they contain are publicly tracked, it is ambiguous whether the containment itself is publicly tracked. Trying to fix the language to avoid another dynastic collapse because of orphan variables cropping up due to semantic issues.
Since this is my first proposal here, please correct me wherever I’ve made even the slightest of mistakes.
Edit: Incorporated suggestions by SingularByte to change the wording of the Regions rule.
Times out 6-0 and is enacted -SingularByte
Adminned at 08 May 2023 09:22:15 UTC
Add a new dynastic rule, called Kickstart:
Any City Architect who does not control a City may create a City at any time. No City Architect may carry out the daily communal population increase action.
If more than 80% of City Architects control a City, or if it is after 11 May 2023, any City Architect may carry out the Kickstart action, which is a communal atomic action with the following steps:
* Create enough Regions that all Regions except one would contain exactly three Cities;
* Randomly assign Cities to those Regions, such that no Region has more than three Cities in it;
* Repeal this rule.
Times out 7-0 and is enacted -SingularByte
Adminned at 08 May 2023 09:12:28 UTC
In “Population”, replace “As a daily communal action, a City Architect may increase the Population of every City by the number of Zones in that City.” with:-
As a daily communal action, a City Architect may increase the Population of each City by the number of different types of Zone in that City. The capacity of a City is equal to three times the number of Residential Zones it has; if a City’s Population would be increased above its Capacity, it is instead set to its Capacity.
Adding some nuance to the potential different Zone types before we start building any: a variety of Zones increases population faster, but that population is limited by the amount of residential space available.
Timed out 4 votes to 6. Failed by Kevan.
Adminned at 07 May 2023 21:11:23 UTC
Add a new Special Case rule entitled “Victory Points [Active]” as follows:
Each City Architect has a publicly tracked number of Victory Points, which defaults to 1.
A City Architect has achieved victory if they have a number of Victory Points greater than or equal to the sum of all other City Architects’ Victory Points.
With mantle passing disabled by default, it seems to me that a number of recent dynasties have struggled with the timing of when and how to propose a victory mechanic, and suspicion around whose interests such proposals best serve. Having a simple point tracker that can be hooked up when it’s ready, and a condition that is difficult to meet but can be modified by dynastic rules, seems like it would alleviate some of that.
Timed out 2 votes to 6. Failed by Kevan.
Adminned at 07 May 2023 21:10:08 UTC
Add a new dynastic rule to the ruleset. Call it “Links” and give it the following text:
A Transit Link has the following information:
* The identities of a pair of cities as its Endpoints.
* A type, which is one of Road, Rail or Ferry, defaulting to Road.
* A Capacity, an integer strictly greater than zero, defaulting to 1.
* A Length, an integer strictly greater than zero, defaulting to 10 if the Endpoints share a Region and 40 otherwise.A Transit Link is uniquely identified by its Endpoints and Type. All existing Transit Links are publicly tracked. A proposal whose sole effect is to create a single Transit Link is Popular if the created Link’s Capacity is less than the number of FOR votes, it has not been Vetoed or Withdrawn, its length is greater than or equal to the default, and no previous link of the same type exists between its Endpoints.
Timed out 5 votes to 0. Enacted by Kevan.
Adminned at 07 May 2023 21:09:19 UTC
To the end of the rule Population, append:
Each City has a publicly tracked Unemployed Population which is an integer that defaults to the City’s Population. Whenever the Population of a City increases or decreases, the Unemployed Population also changes by the same amount. If it would ever be set to a value above the City’s Population, it is instead set to the City’s Population. If it would ever be set to a value below 0, it instead becomes zero.
Create a subrule of Regions called Prosperity:
Each Region with one or more Cities has a Prosperity which is an integer that is allowed to be negative, and which is calculated as the sum of the Populations of Cities within the Region, subtracting twice the sum of the Unemployed Populations of Cities within the Region.
Timed out 4 votes to 3. Failed by Kevan, as an Appendix amendment requires quorum.
Adminned at 07 May 2023 16:51:40 UTC
Add each of the following to the “Other” section of the Keywords rule in the Appendix, each in the correct position when organising entries by alphabetical order:
Endgame Lockdown
When a dynastic rule contains text stating that the game is in an Endgame Lockdown, no Proposal may be posted that proposes to make any changes to the dynastic ruleset except for the following two cases: Proposals that only make changes to that rule, and Proposals that contain a repeal of that rule.
Full Hiatus
If BlogNomic is on Full Hiatus, the conditions of a Hiatus apply, and in addition, no Idle City Architect may be made unidle, and no new player joining requests may be administered.
I’m trying to formalise the notion of Endgame Lockdown so that we can prevent last-minute unidled players and new players from coming in to fundamentally change the dynasty when they weren’t invested in it earlier, e.g. The Jenga Dynasty
Suggestions are welcome on how to make this more acceptable if there are any egregious parts.
Reached quorum 8 votes to 0. Enacted by Kevan.
Adminned at 06 May 2023 07:33:19 UTC
To the rule “Engineers” add the text, “An Engineer may cease to be an Engineer at any time by posting an entry to the BlogNomic weblog requesting such an action. A human who has ceased to be an Engineer in this way may not become an Engineer again within the following two weeks.”
Or, if the Proposal “We are all City Architects now” passed, to the rule “City Architects” add the text, “A City Architect may cease to be a City Architect at any time by posting an entry to the BlogNomic weblog requesting such an action. A human who has ceased to be a City Architect in this way may not become a City Architect again within the following two weeks.”
A straight revert of The only way out is in a casket
Reach quorum 8 votes to 0. Enacted by Kevan.
Adminned at 06 May 2023 07:32:08 UTC
In the rule “Population”, if it exists, replace “a publicly-tracked number named Growth, defaulting to 1” with:-
a publicly-tracked list of Zones, defaulting to a single Residential Zone
Also replace “As a Daily Action, a City Architect may increase the Population of each of their Cities that they control by the Growth of that City.” with:-
As a daily communal action, a City Architect may increase the Population of every City by the number of Zones in that City.
If any Cities somehow exist, set each of their lists of Zones to a single Residential Zone.
Sandpapering the proposed daily action grind down into to a communal one, and renaming the abstract “growth” number to a list of named zones within a city, to open up some directions on that.
Reached quorum 8 votes to 2. Consider it! Enacted by Kevan.
Adminned at 06 May 2023 07:30:55 UTC
Consider the Third Dynasty of Misty to have ended, and for the current dynasty to be a separate dynasty, namely the Eleventh Metadynasty.
There’s some disagreement about how we should regard the current metadynasty, so here’s a vote.
Reached quorum 8 votes to 0. Enacted by Kevan.
Adminned at 06 May 2023 07:29:59 UTC
Add a new dynastic rule, called Regions:
Cities are grouped into Regions; all Regions and the Cities that they contain are publicly tracked. Cities in the same Region are said to be Neighbours to each other. A Region may hold up to four Cities; if ever a Region contains no Cities then it may be destroyed by any City Architect.
If the rule Architected Cities contains the phrase “which is flavour text”, change it to “which is publicly tracked flavour text”.
Small teams
Please unidle me.
Unidle me please :D
Reached quorum 8 votes to 0. Enacted by Kevan.
Adminned at 06 May 2023 07:28:26 UTC
If “Infernal Desire Machines” was not enacted then this proposal has no effect.
If the rule “Architected Cities” exists, add a subrule named “Population” with the following text:
Each City has a publicly-tracked number named Population, defaulting to 0, and a publicly-tracked number named Growth, defaulting to 1.
As a Daily Action, a City Architect may increase the Population of each of their Cities that they control by the Growth of that City.
Passes 10-0. Enacted by Brendan.
Adminned at 05 May 2023 20:56:05 UTC
If Proposal: We are all City Architects now was not enacted then this proposal has no effect.
Add the following to the rule Architected Cities:
Each City may have a name, which is flavour text. Each City Architect may control up to one City; the Cities tracked by each Architect are publicly tracked. Whenever a City Architect would start to control a new City they may give it the name of their choosing, following the requirements set out for a legal player name in the rule Names.
Change the dynastic tracking page to be the Architected Cities page of the wiki.
Withdrawn. Failed by Brendan.
Adminned at 05 May 2023 20:46:12 UTC
Remove Misty from the game of BlogNomic.
I think I’ve had enough.
Post-dynastic(?) commentary thread for Misty 3.
Passes 9-0. Enacted by Brendan.
Adminned at 05 May 2023 20:43:09 UTC
Replace “City Architect” with “Urbifex Maximus” wherever it appears in the rules. Then, replace “Engineer” with “City Architect” wherever it appears in the rules.
Add a new rule entitled “Architected Cities”:
There may be entities called Cities.
Fails due to Failed Ultimatum - Misty
Adminned at 04 May 2023 21:49:52 UTC
In the rule “The Chopping Block”, change
The game is in a state of Endgame Lockdown.
to
The game is not in a state of Endgame Lockdown. The Building, the Building Number and Building Stability are all publicly tracked.
Cannot be enacted, 1-7. Josh
Adminned at 04 May 2023 22:33:25 UTC
If Proposal: Failed Ultimatum was enacted, this CfJ does nothing. If it or any other DoVs are pending, fail them.
If any CFJs have been enacted since the posting of this CFJ, revert their changes; if any are still pending, fail them.
The City Architect named Misty ceases to be the City Architect.
Start a new Metadynasty by removing all dynastic rules, and by posting an Ascension Address with the title of “The Engineer Slam” and following body text:
TWO ENGINEERS ENTER. ONE ENGINEER LEAVES.
Add the following as a new rule to the ruleset:
In this dynasty, only the Engineers called Josh or Kevan may achieve Victory. If any other Engineer achieves Victory then they have instead not achieved Victory. This dynasty has no City Architect.
The Engineer called Josh may also be referred to as the Heel. The Engineer called Kevan may also be referred to as the Face.Each Engineer is a member of a team; the teams are each captained by either the Heel or the Face, and the Heel and the Face may name their teams as they please, although the names of the teams are flavour text. Each Engineer’s team is publicly tracked.
As soon as possible, the Heel and the Face should conduct a public snake draft in the comments to a story post posted for that purpose, with the Heel picking first, selecting from the other Engineers in the game, until each Engineer in the same is in one or the others’ team. They should then update public tracking so that each Engineer’s team information is correct.
Whenever a Engineer becomes unidle for the first time in this dynasty they are added to the team of the Engineer who would have been next to pick in the initial snake draft.
Each Engineer has a Contribution score, which is a non-negative integer that defaults to zero. When the Heel or the Face achieve Victory in this dynasty they are encouraged to retain the Contribution scores of their team and ensure that they confer meaningful advantages to their holders in the next dynasty.
Idea and Most Text Stolen from Josh, and Heel and Face gotten from Tr4th is In The Biddle. This gives Josh their 50/50, ends the dynasty with a meta, and keeps some level of gamestate importance.
Cannot be enacted 0 votes to 7. Josh
Adminned at 04 May 2023 22:34:03 UTC
By the passage of this CfJ, the player called jjm3x3 has achieved victory in this dynasty.
When you have eliminated the probable, whoever remains, however impossible, must be the winner. In other words, why not?
1-7 / redtara
Adminned at 05 May 2023 00:07:31 UTC
By the passage of this CfJ, the player called Josh has achieved victory in this dynasty.
Compromise seems to be impossible, so we’re left with a binary choice: either we accept a metadynasty or we find some other way, that doesn’t involve a chop, start a new dynasty with a new Emperor. I don’t love metadynasties, and I don’t think I’m alone in that, so here’s my alternative: as the player with the highest quantity of the merit resource in the current dynasty, I am the only player with a reasonable (social) claim to come out of this as an Emperor-candidate. I don’t think I necessarily deserve an outright win but I don’t think that a fair chop is possible, so. Here we are.
Cannot be enacted with 7 votes against. Josh
Adminned at 04 May 2023 22:09:00 UTC
Add the following to the end of the rule The Chopping Block:
Once during this dynasty, as a communal action, any Engineer may carry out a Final Topple action, which consists of rolling a DICE100; the result of this roll is the Victory Lot. If the Victory Lot does not fall within one of the numeric ranges (inclusive) matching a given Engineer in the list below, then any Admin may, as an atomic action, resolve all active proposals as if they had failed; repeal all Dynastic Rules; and declare a Metadynasty with no theme. If, however, the Victory Lot does fall within the numeric ranges (inclusive) matching a given Engineer in the list below, then that Engineer has achieved victory.
* 1-10: Habanero
* 11-20: jjm3x3
* 31-40: JonathanDark
* 41-50: Taiga
* 51-56: summai
* 57-58: Titanic
* 59-60: redtara
I find it to be an urgent matter that the City Architect has decided to remove the proposal mechanic from the game unless her demands are met. No idea if this has a chance of passing or not, but I think it’s at least worth a vote.
(assumes another votable matter has repealed dynastic rules and started a metadynasty first. If not, do that here)
In the rule “Dynastic Tracking”, change “Construction Site” to “Generic Nomic Data Document”.
Add a new dynastic rule, “Theme Mutation”, to the ruleset. Give it the following text:
As long as it currently is a metadynasty, the theme is always two words. The dynasty’s theme appears at the top of the Generic Nomic Data Document, with the word “The” before it, and the word “Metadynasty” after it.
Votable Matters shall be considered on-theme or off-theme based on the dynastic theme at the time they were posted rather than the current theme.
There exists a publicly tracked list of words called the Adjective Pool. If a the same word is in the Adjective Pool more than once, the quantity is tracked as a number after the first instance of that word and further instances are omitted.
As a Weekly Communal Action that can only be taken on a Monday, Tuesday or Wednesday and only if the Adjective Pool contains at least three words, a Player may Draw an Adjective. They randomly select a word from the Adjective Pool, which replaces the first word of the dynasty’s theme. This removes all instances of that word from the Adjective Pool.
There exists a publicly tracked list of words called the Noun Pool. If a the same word is in the Noun Pool more than once, the quantity is tracked as a number after the first instance of that word and further instances are omitted.
As a Weekly Communal Action that can only be taken on a Thursday, Friday or Saturday and only if the Noun Pool contains at least three words, a Player may Draw a Noun. They randomly select a word from the Noun Pool, which replaces the first word of the dynasty’s theme. This removes all instances of that word from the Noun Pool.
If there is ever a word in the Adjective Pool that is not an English adjective, or a word in the Noun Pool that is not an English noun, it ceases to be part of that Pool and any Player may adjust the tracking document accordingly.
As a Weekly Action, a Player may add a noun to the Noun Pool or an adjective to the Adjective Pool, or remove a word from either Pool.
Set the dynasty’s theme to “Mutable Theme”.
Comments welcome.
Fails due to Failed Ultimatum - Misty
Adminned at 04 May 2023 21:48:58 UTC
Repeal the rule “The Chopping Block”.
Add the following text to the end of the first paragraph of the rule The Building:
The Building, the Building Number and Building Stability are all publicly tracked.
Make all Open Demolitions Ended without performing their Ending Action. Repeal the dynastic rule “Demolition”.
Set the Building Number, the Building Stability, the quantity of Stone in the Quarry, and every Engineer’s personal dynastic gamestate variables to their respective default values. Set the Threat to an empty list.
Set the the Building to be seven Levels, each of which contains three Wooden Blocks.
I’m unidling myself. Quorum rises to 7.
Fails due to Failed Ultimatum - Misty
Adminned at 04 May 2023 21:47:45 UTC
Add the following to the end of the rule The Chopping Block:
Once during this dynasty, as a communal action, any Engineer may carry out a Final Topple action, which consists of rolling a DICE100; the result of this roll is the Victory Lot. If the Victory Lot does not fall within one of the numeric ranges (inclusive) matching a given Engineer in the list below, then any Admin may, as an atomic action, resolve all active proposals as if they had failed; repeal all Dynastic Rules; and declare a Metadynasty with no theme. If, however, the Victory Lot does fall within the numeric ranges (inclusive) matching a given Engineer in the list below, then that Engineer has achieved victory.
* 1-10: Habanero
* 11-20: jjm3x3
* 31-40: JonathanDark
* 41-50: Taiga
* 51-56: summai
* 57-58: Titanic
* 59-60: redtara
I think we have an interesting tension here, with two of the longest-active veterans in a standoff, a third (me) with a vested interest in neither of them winning, and the rest of the eligible players all having joined within the last year (and quite a few within this dynasty). I like to see people getting a first or second chance at emperor, and I’m willing to go full optimistic-Spanish-prisoner if Josh and Kevan are too.
Passes 7-2 - Misty
Adminned at 04 May 2023 21:45:32 UTC
Fail all other pending non-Core Proposals, repeal all Dynastic Rules, and declare a Metadynasty with no theme.
I’m disappointed in you.
Vetoed. Josh
Adminned at 04 May 2023 12:11:28 UTC
To the rule “The Chopping Block”, add:-
Each Engineer holds a number of Permits, tracked in this rule.
If nobody has already done so during the current dynasty, any Engineer or the City Architect may perform a Final Topple by randomly selecting a Permit from all those held by Engineers. Upon doing so, the Engineer who holds the selected Permit achieves victory.
The Engineer named Brendan holds 216 permits.
The Engineer named Habanero holds 208 permits.
The Engineer named jjm3x3 holds 194 permits.
The Engineer named JonathanDark holds 158 permits.
The Engineer named Josh holds 427 permits.
The Engineer named Kevan holds 218 permits.
The Engineer named redtara holds 107 permits.
The Engineer named Summai holds 122 permits.
The Engineer named Taiga holds 193 permits.
The Engineer named Titanic holds 22 permits.
If any Engineer’s EVC on this proposal includes the word “pass”, remove the sentence with that Engineer’s name from “The Chopping Block”.
How did I arrive at these values? I took the number of stone as a baseline, added the square roots of focus and expertise (to normalise them a bit, subtracting in the case of jjm3x3’s expertise), knocked off 50 for JonathanDark’s accident, and gave 100 to anyone with a non-zero value for safety checks. Then I gave Josh 200 extra permits.
Vetoed. Josh
Adminned at 04 May 2023 12:10:56 UTC
To the rule “The Chopping Block”, add:-
Each Engineer holds a number of Permits, tracked in this rule.
If nobody has already done so during the current dynasty, any Engineer or the City Architect may perform a Final Topple by randomly selecting a Permit from all those held by Engineers. Upon doing so, the Engineer who holds the selected Permit achieves victory.
The Engineer named Josh holds 30 Permits.
The Engineer named Taiga holds 10 Permits.
The Engineer named Kevan holds 8 Permits.
The Engineer named Brendan holds 5 Permits.
The Engineer named jjm3x3 holds 5 Permits.
The Engineer named Summai holds 2 Permits.
Then, if Brendan included the phrase “Safety First” in their EVC on this proposal, increase their and Josh’s Permits by 5.
The Bargaining Table has been laid out for 32 hours now and the only chops proposed have been those which went up for voting yesterday (Josh/other at 80/20, or a pure random), so here’s mine.
Both of these outcomes are 50% Josh and a 50% split between Brendan/Kevan/jjm3x3/Taiga, with Taiga and myself receiving twice the split of Brendan and Jjm3x3 based on our stated awareness and intention to block Josh’s loophole with a second loophole and stalemate the game. Habanero was in my originally proposed split but said in comments at the Table they do not want any share of the chop. Summai also gets 20% of my split to honour how a private conversation about the game informed my understanding of the Demolition loophole.
Adding a window for Brendan to claim that they also saw and confidently intended to use a loophole, since at time of proposing they hadn’t yet commented on the Bargaining Table.
Reached quorum, 7-3. Josh
Adminned at 04 May 2023 12:09:31 UTC
Add the following to the end of the rule The Chopping Block:
If the game is no longer in a state of Endgame Lockdown, and the rule for Demolitions exists, immediately remove the rule for Demolitions and treat any existing open Demolition as illegal.
It’s not likely that the game will exit Endgame Lockdown. The actual intention of this Proposal is to gauge whether or not there would be enough support to repeal Demolitions if it were possible to allow the game to continue in a fair way and Demolitions were the only thing standing in the way.
Vetoed. Josh
Adminned at 04 May 2023 09:11:25 UTC
Add the following to the end of the rule The Chopping Block:
Once in the dynasty, as a communal action, any Engineer may carry out a Final Topple action.
A Final Topple is an atomic action with the following steps:
* Roll DICE100
* Compare the result to the table below
* The Engineer whose name is associated with the dice roll result on the table below has Achieved Victory, and the Engineer carrying out this action should make a blog post announcing that outcome.The Final Topple dice roll is evaluated as follows:
* 1-10: Brendan
* 11-20: Habanero
* 21-30: jjm3x3
* 31-40: JonathanDark
* 41-50: Josh
* 51-60: Kevan
* 61-70: redtara
* 71-80: summai
* 81-90: Taiga
* 91-100: Titanic
Unless you’re Josh, this is a better deal for you. And based on the greedy guts numbers that have been bandied about, for the majority of players, this is likely to be as good a deal as you will get.
Vetoed. Josh
Adminned at 04 May 2023 09:10:21 UTC
Add the following to the end of the rule The Chopping Block:
Once in the dynasty, as a communal action, any Engineer may carry out a Final Topple action.
A Final Topple is an atomic action with the following steps:
* Roll DICE100
* Compare the result to the table below
* The Engineer whose name is associated with the dice roll result on the table below has Achieved Victory, and the Engineer carrying out this action should make a blog post announcing that outcome.The Final Topple dice roll is evaluated as follows:
* 1-79: Josh
* 80: Redtara
* 81-84: Kevan
* 85-88: Summai
* 89-92: Taiga
* 93-96: Brendan
* 97-98: jim3x3
* 99-100: JonathanDark
Per comments on The Bargaining Table, it’s hard to see how the Demolition business would have changed the fundamental outcome of the dynasty - which is that I had a commanding position and that the union-led efforts to break through were failing to achieve quorum. A 20% slice for the peloton feels more than fair.
Requesting a review Board so I can be authorised.
Timed out and enacted, 5-4. Josh
Corrected to failed, since amendments to the Appendix require a quorum, which was 7 at the time. Updated by Kevan.
Adminned at 04 May 2023 18:17:45 UTC
In the rule Things that a mentor should do, under the Mentors rules of the Appendix, change
The mentor and mentee may work together to achieve victory. If a mentor achieves victory with support of their mentee then they should, if the mentee wishes it, pass the baton to the mentee.
to
The mentor and mentee may work together to achieve victory, but, should the mentee wish it, the mentor should strive to ensure that the mentee achieves Victory rather than themselves. If a mentor achieves victory with support of their mentee then they should, if the mentee wishes it and it is legally possible, pass the mantle to the mentee.
I do not intend this change to impact Kevan and Summai in this dynasty, which should hopefully play out before this resolves. The fact that it’s all “should” clauses should be adequately protective.
We’re in Endgame Lockdown now, and the most likely path forward is to end the dynasty by awarding victory through a roll in the Dice Roller. For the newer folks, this would be done by making each face of the die the name of an Engineer. Some Engineers may deserve to have more that one face on that die, to give them better odds of their name coming up in the roll. What counts as “deserved” and how much it should count is the subject that should be discussed here.
Someone could just put up a Proposal with starting numbers, but rather than waste time with back-and-forth that will likely exceed the 4-hour edit window, maybe we can hash out a rough agreement in this thread first and then have a Proposal posted based on the discussion.
Reply in the comments with your thoughts on a fair distribution of die faces. A flat distribution for everyone, such as {Brendan,Habanero,jjm3x3,JonathanDark,Josh,Kevan,redtara,summai,Taiga,Titanic}, is not likely to be agreed upon, so some other distribution giving certain Engineers more faces is needed.