Peer Review
With unanimity reached by players on the DoV, it seems safe to start a post-dynastic discussion thread.
With unanimity reached by players on the DoV, it seems safe to start a post-dynastic discussion thread.
Unanimous and has been open for 12 hours. Enacted by JonathanDark.
Adminned at 20 Nov 2024 21:56:26 UTC
As a result of the proposal Break-Even, I have achieved victory.
Reached imperially-reduced quorum 3 votes to 1. Enacted by Kevan. Desertfrog has achieved victory.
Adminned at 19 Nov 2024 12:29:27 UTC
Give Desertfrog 4 Research Points and JonathanDark 1 Research Point.
Select a random Research Point from those held by Genetic Engineers (excluding Genetic Engineers who have included the word “pass” in a comment on this proposal). The Genetic Engineer who holds the selected Research Point achieves victory.
Remove 4 Research Points from Desertfrog and 1 from JonathanDark.
Reproposal of the Breakthrough chop with +1 to Jonathan and Desertfrog for their RP spends.
Fewer than a quorum not voting AGAINST. Failed 1 vote to 3 by Kevan.
Adminned at 19 Nov 2024 08:54:51 UTC
Add a new rule named “Success” with the following text:
Every Genetic Engineer has Success Points which is the number of Mutations submitted by that Genetic Engineer since the beginning of this dynasty that have resulted in a change in the Genome, except for the Genetic Engineer named Josh whose value of Success Points is fixed at 3. Success Points are publicly tracked by the Head Researcher, who should keep the gamestate updated with the current values for each Genetic Engineer at their earliest convenience. There is a publicly-tracked Updated, which defaults to empty and must be set to the string “Yes” when the Head Researcher has updated the gamestate with the most current values of Success Points for all Genetic Engineers.
If Updated contains “Yes”, any Genetic Engineer or the Head Researcher may perform a Breakthrough, if it has not yet been performed in this dynasty, by randomly selecting a Success Point from the Success Points held by all Genetic Engineers. The Genetic Engineer who holds the selected Success Point achieves victory.
It’s not as fast as Kevan’s proposal, but this proposal offers a more “fair” chop by giving those who’ve had more successful Mutations a larger share of the chop. Because Josh joined late and missed out on some mutation opportunities, he gets some compensation in this chop. There have been 5 syntheses, so it seems reasonable that had Josh participated at the beginning, he would have had successful Mutations a little more than half the time.
Withdrawn. Failed by Kevan.
Adminned at 18 Nov 2024 16:53:41 UTC
Give Desertfrog 3 Research Points.
Select a random Research Point from those held by Genetic Engineers (excluding Genetic Engineers who have included the word “pass” in a comment on this proposal). The Genetic Engineer who holds the selected Research Point achieves victory.
Remove 3 Research Points from Desertfrog.
Proposals tailed off a couple of weeks ago, and we’ve been waiting six days for three players to submit moves, so maybe we should just call this and move on. Here’s a proposed chop based on Research Points, with Desertfrog’s Understanding being temporarily converted back into 3 RP.
Reached quorum 4 votes to 0. Enacted by Kevan.
Adminned at 17 Nov 2024 16:13:52 UTC
Add a new Building Block to the Building Blocks page, called “Precondition Unidling”:-
Idle Genetic Engineers may submit Proposals as if they were not idle; such proposals are known as Precondition Proposals, and should suggest terms (in the form of amendments to the ruleset and/or gamestate) on which the proposer would be willing to join the current dynasty. The proposer of a Precondition Proposal is not considered to have a vote on that Proposal while they remain idle.
If a Precondition Proposal enacts, the enacting admin must unidle its proposer before applying the proposal’s effects.
Add this block to the Building Block section of the ruleset.
Might be interesting to formalise the idea of idle players being able to specifically say what rules they’d like to see amended (or what gamestate compensation they’d consider fair, if the defaults seem unappealing) before they’d want to join the current dynasty.
Reached quorum 4 votes to 0. Enacted by Kevan.
Adminned at 15 Nov 2024 15:04:48 UTC
Add a new step to the start of the list in “Synthesis”:-
* For each valid Mutation submitted, reduce the submitter’s Research by its Cost. (In cases where this is not possible, that Mutation submission becomes invalid.)
Replace “which is the amount of Research Points that must be spent to submit the Mutation request and may be 0” with:-
which is an amount of Research Points that may be 0
Having the Research cost deducted during Synthesis, rather than publicly in advance. This would allow players to change their mind without having to pay twice, and remove the incentive to always submit orders late, after seeing if any public costs have been paid by others.
Somewhat surprisingly, there were no conflicts among the 5 Mutations, resulting in 3 new Organisms. Codons processed: TGG, ACT, ACT, ACT.
Genome comparison before and after the Mutations:
TGTACTTCTTCTCT
TGGACTACTACTTA
Reached quorum 4 votes to 0 with 1 DEF. Enacted by Kevan.
Adminned at 14 Nov 2024 08:21:59 UTC
After “Processing them from left to right: for each set of three consecutive Nucleotides in the Genome, follow the corresponding instructions in the rule “Codons”” in Synthesis, add:-
and award 1 Research to every Genetic Engineer who is Observing the applied instruction of that Codon
Add an “Observed by” column to the table in Codons, with the following values:-
ACT: Every Genetic Engineer in the chosen Containment Cell.
ACC: Every Genetic Engineer in those Rooms.
CGA: Every Genetic Engineer in the same Room as that Organism, if it gained a Stage.
ATC: Every Genetic Engineer in those Rooms.
TGG: Every Genetic Engineer in the selected Rooms.
AGG: Every Genetic Engineer in those Rooms.
CAT: Every Genetic Engineer in the Materials Airlock.
Stronger encouragement to go and look at the Organisms.
Reached quorum 4 votes to 0. Enacted by Kevan.
Adminned at 14 Nov 2024 08:19:45 UTC
In “Synthesis”, replace “For each Genetic Engineer who Discovered a Codon which is currently present in the Genome, give that Genetic Engineer 1 Research.” (if it exists) with:-
For each Codon in the Genome, give 1 Research to each Genetic Engineer whose Mutation affected any of the Genome’s Nucleotides that form part of that Codon, during this action.
(If the proposal “Brushcutting” enacted, add the above quoted text as a new bullet point at the end of the list in “Synthesis”, instead.)
Remove the “Discoverer” column from the table in the rule Codons, and the text “and optionally the name of a Genetic Engineer (or idle Genetic Engineer) who Discovered them” from the same rule, if they exist.
Remove “The Genetic Engineers (if any) who most recently caused a Mutation in this Codon gain 3 Research Points each if they are in the Computer Room, 6 Research Points each if they are in any Room whose name starts with “Containment Cell” in which there is at least 1 Organism, and 0 Research Points otherwise..” from the ACT Codon in “Codons”.
Removing the ongoing Discovery reward, and making the current ACT bonus apply to all Codons instead - but as a milder one-off wherever you are, rather than an ongoing payout so long as you stay in the Computer Room or a Cell.
Withdrawn. Josh
Adminned at 13 Nov 2024 11:16:36 UTC
Add a new subrule to the rule Synthesis, called Physical Actions:
Physical actions can be undertaken at any time by any Genetic Scientist who meets their requirements. Where a physical action has a requirement of “Loud”, the Genetic Scientist carrying it out must make a post to the blog announcing that they have done so. Where a physical action has a requirement of “Quiet”, the act of carrying it out is privately tracked by the actor.
Available physical actions are as follows:
{| class="wikitable"
|-
! Physical Action !! Effect !! Requirement
|-
| Credential Lockout || The Head Researcher must count as valid but disregard the next Mutation they received from a single named Genetic Researcher. || Loud; Must be in the Computer Room
| -
| Arm self || The acting Genetic Researcher becomes Armed || Quiet; Must be in Storage or the Kitchen
| -
| Attack other || The acting Genetic Researcher sets the Status of another Genetic Researcher in the same location as themselves to Injured, increases their Understanding by 1, and rolls DICE2; on a result of 2 they cease to be Armed. || Loud; Must be armed
|}
You all seem to have been playing a very peaceful game so far! What if there was more bopping about the head
Enacted 2-1, with 1 unresolved imperial DEF. Josh
Adminned at 13 Nov 2024 11:12:33 UTC
Remove “For each Genetic Engineer who Discovered a Codon which is currently present in the Genome, give that Genetic Engineer 1 Research.” from the Synthesis atomic action.
Remove the “Requirements” column from the table in the rule Mutations.
Remove the “Discoverer” column from the table in the rule Codons, and the text “and optionally the name of a Genetic Engineer (or idle Genetic Engineer) who Discovered them” from the same rule.
To the rule Research Points add the following to the end of the second paragraph:
If any Genetic Engineer has ten or more Understanding then the Genetic Engineer with the highest unique value of Understanding has achieved Victory.
Add the following to the end of the rule Dormancy Plus One:
When a Genetic Engineer joins the dynasty for the first time (i.e. becomes unidle having never been unidle previously during this dynasty) they may once gain 6 Research points.
I have unidled; quorum rises to 4
Timed out 2 votes to 0, with the Emperor and two players voting DEF. Enacted by Kevan.
Adminned at 10 Nov 2024 16:45:36 UTC
Add a new rule, “Dormancy Plus One”:-
If there are fewer than five Genetic Engineers (not including the Head Researcher), then BlogNomic is on Hiatus. This rule may be repealed at any time by any Genetic Engineer whose name is not Darknight, Desertfrog, JonathanDark or Kevan.
It’s perhaps a side-effect of the very subtle hidden orders, but I can’t tell if I’m playing a three-player Nomic or a four-player one right now. If it feels like a three-player game to three of us, maybe we should treat it as that, pause the game and try to get some more players.
Timed out 2 votes to 2. Failed by Kevan.
Adminned at 08 Nov 2024 19:06:52 UTC
Remove “Some Codons may be assigned to one or more Rooms, Organisms, and/or Genetic Engineers. There is a publicly tracked table that lists all such assignments.” from the rule “Codons”.
Remove ” and assign that Organism a (not necessarily unique) random Codon” from the table entry for ACT.
Remove “If an Organism’s Stage is at least 3, a dynastic action may not increase that Organism’s Stage unless that Organism’s Codon can be found in the Genome at the time the dynastic action is performed.” from the rule “Evolution”.
Putting the Codon assignations up for a repeal vote, we’re still not using them and it doesn’t seem like we need to.
Reached quorum 4 votes to 0. Enacted by Kevan.
Adminned at 08 Nov 2024 16:44:03 UTC
Add the Codon “CAT” to the table in the rule Codons, with “Desertfrog” as Discoverer and an Effect of:
If there is at least one Organism in the Wet Lab, randomly choose one of them and move it to the Materials Airlock. Additionally, if there is at least one Organism in the Hallway, randomly choose one of them and move it to the Materials Airlock.
Timed out 1 vote to 2 with an Imperial DEF. Failed by Kevan.
Adminned at 08 Nov 2024 16:43:04 UTC
Add a new rule named “Needs” with the following text:
Each Genetic Engineer has a publicly-tracked number named “Needs” which defaults to 0.
In the rule “Synthesis”, in the Synthesize atomic action insert the following steps just before the step “For each Genetic Engineer with a Status of Injured who is in the Medlab, set their Status to Healthy”:
* For each Genetic Engineer who has a Needs greater than 5, set their Status to Injured.
* For each Genetic Engineer, if they are in the Kitchen or Restrooms, set their Needs to 0, otherwise add 1 to their Needs.
We have a perfectly good Kitchen and Restrooms that don’t currently have a purpose. We also could use more incentives to not camp out in the Computer Room forever.
Reached quorum 3 votes to 0. Enacted by Kevan.
Adminned at 07 Nov 2024 09:40:57 UTC
In the rule “Mutations”, replace the text “Must be in the Computer Lab” with “Must be in the Computer Room”.
There is no room named “Computer Lab”, and everywhere else in the ruleset, the room is named “Computer Room”, so fixing this one spot which would technically have prevented any legal Nucleotide insertions.
I’m not aware of any attempted Nucleotide insertions, but if Lukas is aware of any, we should have a separate Proposal or CFJ to uphold those due to this issue.
One new Organism synthesized. Two non-conflicting Mutations were processed, one of which overrode an existing ACT Codon. One ACT Codon was processed.
Genome Comparison:
GTACTTCTCCACT
GTACTTCTTCTCT
Reached quorum 4 votes to 0. Enacted by Kevan.
Adminned at 06 Nov 2024 09:15:43 UTC
To the table in “Mutations”, add a Mutation of:-
Remove the Nucleotide at a specific position
With a Cost of 2, and a Requirement of “Must be in the Autoclave”.
Then add a Mutation of:-
The Genome is Refrigerated for the duration of this Synthesis
With a Cost of 0, and a Requirement of “Must be in the Freezer”.
Then in Synthesis, replace “Add a random Nucleotide to the beginning of the Genome” with:-
If the Genome is not Refrigerated, add a random Nucleotide to the beginning of the Genome
Some reasons to move around the facility.
Reached quorum 4 votes to 0. Enacted by Kevan.
Adminned at 06 Nov 2024 09:14:12 UTC
In the rule “Codons”, in the Effect for the ACT Codon, after the text “Add a new Organism to a random Containment Cell” add the following text:
and assign that Organism a (not necessarily unique) random Codon
Assign a (not necessarily unique) random Codon to each existing Organism.
Somehow, we missed assigning random Codons to recently created Organisms, assuming we want the idea of assigned Codons to still be a thing.
If this is no longer wanted, we should do the opposite and get rid of all assigned Codons.
Timed out 2 votes to 2. Failed by Kevan.
Adminned at 06 Nov 2024 09:05:04 UTC
In the rule “Organisms”, add a subrule named “Overpopulation” with the following text:
When 5 or more Organisms are in the same Room, that Room is considered Overpopulated.
Survival is an atomic action with the following steps that apply only to the Organisms in a specific Room:
* Select all the Organisms with the lowest Stage in that Room and consider that group of Organisms the Prey.
* Randomly select an Organism from the Prey and remove it from the gamestate.
* Select all the Organisms with the highest Stage in that Room and consider that group of Organisms the Predators.
* Randomly select an Organism from the Predators and increase its Stage by 1 if it is legal to do so.
In the rule “Synthesis”, add the following as the last step in the Synthesize atomic action:
* For each Room that is Overpopulated, perform the Survival atomic action for that Room, repeating the action until that Room is no longer Overpopulated.
This is different from the CGA and AGG Codons in that the Overpopulation leading to Stage increase is a “natural” evolutionary phenomenon, whereas increases in Stages from Codons created by Genetic Engineers is genetically-engineered evolution.
I considered a more complicated approach where an Organism consuming another Organism would gain Resources and after X number of Resources would then increase its Stage, similar to the game Spore. I’m not opposed to this idea if anyone thinks the above Proposal will cause Stage increase too quickly.
Two more Organisms created! There was only one non-conflicting Mutation this time around. Two ACT Codons were processed.
Genome comparison:
TACTTCTGCACT
TACTTCTCCACT
Reached quorum 5 votes to 0. Enacted by Kevan.
Adminned at 03 Nov 2024 19:34:50 UTC
Add a new entry to the table in Codons with a Codon of “AGG”, a Discoverer of “Kevan” and an Effect of:-
For each Room which has multiple Organisms in it, remove all but one of those Organisms at random and add the combined Stages of the removed Organisms to the Stage of the Organism left in that Room.
Reached reduced quorum 3 votes to 0. Enacted by Kevan.
Adminned at 03 Nov 2024 19:33:57 UTC
Remove “, or the fact that they do not want to perform any Mutations” from the rule “Synthesis”.
Fewer than a reduced quorum not voting AGAINST. Failed by Kevan 1 vote to 2 with an IMP DEF.
Adminned at 03 Nov 2024 15:54:18 UTC
In the rule “Synthesis” after this text “if two or more Mutations specify the same position, those Mutations are instead not performed” add the following text:
and the Nucleotide at that position must be changed to a randomly-selected Nucleotide (repeat this step for each position that was specified in more than one Mutation)
It’s a bit boring if we’re just constantly blocking each other with no other effect. I’d rather make “collisions” more interesting.
Exceeded quorum, 4-0. Enacted by JonathanDark.
Adminned at 03 Nov 2024 06:12:34 UTC
In the rule “Codons”, add the Codon TGG with JonathanDark as the Discoverer and the Effect as follows:
For each Organism with a Stage of at least 2, randomly select a Room connected to their current Room containing at least 1 Genetic Engineer (excluding all Rooms with the word “Airlock” or “Freezer” in their names), and if there is such a Room, move that Organism to that Room.
On our third synthesis attempt, we have finally created two viable lifeforms! Please treat them well.
Two ACT Codons were processed. Genome before and after the Mutations:
GCTTGTGCACA
ACTTCTGCACT
Reached quorum 3 votes to 0. Enacted by Kevan.
Adminned at 01 Nov 2024 18:29:38 UTC
In the rule “Synthesis”, replace “Genetic Researcher” with “Genetic Engineer”.
Uphold the two Synthesis actions attempted by the Head Researcher at 14:21 on 25 October 2024 and 14:50 on 30 October 2024.
The Synthesis rule has been using the wrong term for players, in a way that would have prevented the Synthesis actions from being performed.
Exceeded quorum, 4-0. Enacted by JonathanDark.
Adminned at 02 Nov 2024 03:44:52 UTC
To the second paragraph of Synthesis, add:-
If there are one fewer Submissions than the number of Healthy Genetic Engineers, then the Head Researcher is encouraged to publicly remind the remaining Engineer (on Discord or the blog) that they need to submit a Mutation.