Tuesday, April 01, 2025

Proposal: Careful Word Choice

In the rule Sins, replace the text

There is a publicly-tracked list of Sins, being a list of words from the EFF Wordlist. The names of Sins are flavour text.

with

There is a publicly-tracked list of Sins. The names of Sins are flavour text, and must be chosen from the possible roll results of the EFF Wordlist.

To prevent pulling from anything but the list itself when making Sins.

Proposal: [Core] Building Blocks are Non-Dynastic

In the rule Dynasties, replace the text “provided that they only have the effect of amending the non-dynastic ruleset” with

provided that they only have the effect of amending the non-dynastic ruleset and/or the Building Blocks page.

Proposal: Careful Word Choice

In the rule Sins, replace the text

There is a publicly-tracked list of Sins, being a list of words from the EFF Wordlist. The names of Sins are flavour text.

with the text

There is a publicly-tracked list of Sins. The names of Sins are flavour text, and must be chosen from the possible roll results of the EFF Wordlist.

A quick fix to prevent pulling words from the page, instead of the list itself.

Proposal: No Freebies

In the rule Golden Rule after the third bullet point, add a new bullet point:

* if the proposal was withdrawn, less than 6 hours have passed since it was posted, and the Imperator has not commented on it, that Equity stays unchanged; otherwise

I suspect I’m not the only person to see this since it feels like a blatant hole in the Golden Rule. If the queue is empty, you can create a proposal, immediately withdraw it, then repeat twice more for a free 6 equity. Sure your next proposals could be trashed as a penalty, but if you do it in the final minutes of the dynasty, it’s a free six equity. This way, even if Josh doesn’t get around to seeing it, you at least need to slow it down significantly.

Proposal: Sinfighting

In the rule “Ladder Combo”, remove the text “For each EVC on this proposal that includes a single word, add that word as a Sin.”

I don’t think it should be quite so easy to add blocking Sin entries, and this was unintentional anyway to include it in the rule. The original intention was as an instruction in the proposal enactment.

Raven1207, You Need to Mill Correctly

To Mill correctly, you need to put the actual Sin word itself in the edit comment when you Mill.

Proposal: Know the Odds

After the first paragraph of “Announcements of Attainment”, add a new paragraph:

When the game enters Lacuna, the Equity of each Nomicer is set to the value specified for that Nomicer’s Equity on the public Equity tracker. If a Nomicer believes that any of those values are incorrect, a Call for Judgement should be called to correct its value (and Calls for Judgement for this purpose can legally be made even if there is no dispute as to what the correct value is).

It’s quite probable that there are mistakes on the Equity tracker, or will be in the future – there have already been at least three incidents that cause them to be uncertain (SingularByte Laddering the flavor text field, the “is Milling legal?” discussion, and the mess-up with midnight last night). This is a problem because Roll Off requires the probabilities to be exactly correct – so if you use incorrect probabilities, e.g. because the tracker is wrong, the win isn’t actually awarded – and thus if the winner of the roll isn’t confident that the correct probabilities were used (and it seems hard to be confident of that), they can’t legally post a DoV and thus we will need a CFJ to fix the matter (or possibly the dynasty will fail to end correctly if the winner posts the DoV regardless).

Instead, let’s save time by doing an auto-“uphold” of the tracker as Lacuna is entered. That will give us 48 hours to do any corrections, which is enough time to pass a CFJ, and should hopefully ensure that the roll-off is uncontroversial.

What happened last night?

So, it turns out that the clock on my computer was wrong.

What I was attempting to do last night was – very early on Monday morning, mill Kevan at 00:00:01, then immediately after do a disc refresh (still early on Monday morning).

However, my actions instead occurred late on Sunday evening, because the clock was wrong. (A time server I contacted just recently said that my computer was set to 17:02:28 but the actual time was 17:01:45 – so my clock was 43 seconds fast.) The wiki’s clock appears to be accurate (I just tested it against a known-good time source), meaning that both my actions definitely happened on Sunday (even if the timestamp of 23:59:51 for the second action is slightly wrong, it won’t be out by 9 seconds).

As such, this means that some illegal actions were accidentally performed last night, but in order to revert-correct them, we need to work out exactly which actions were legal and which were illegal, and I am not confident that I have the right sequence, so I’d like someone to double-check before reverting. Here’s what I think happened:

- My Mill at 23:59:20 was illegal because Milling is a daily action, and I had already performed a Mill earlier that day at 13:50:30;
- My Disc Refresh at 23:59:51 was legal, even though it didn’t happen in the intended week – there was not a Disc Refresh earlier that week (as far as I can tell) and “Six Shots or Only Five” did not prevent Disc Refreshes being performed the week that it was enacted. (We really need a Warning List or the like – that particular breakage has been repeated numerous times in BlogNomic’s history, both accidentally and intentionally.)
- Kevan’s Mill at 07:55:58 was therefore an action that could legally be performed. Kevan set his Discs from 3 to 2 as part of the action, which were the correct numbers.
- Kevan’s Disc Refresh at 07:56:02‎ was, due to a core rules bug, legally performed. You cannot perform a weekly action within 24 hours of taking the same action (Appendix: “If a game action is a Weekly Action, each Nomicer able to perform it may take that action once each week, but not more than once every twenty-four hours.”) However, the same restriction does not apply to weekly communal actions, as long as the two uses of the action are performed by different players (Appendix: “A Weekly Communal action is a Weekly Action that can only be performed by one Nomicer per week.”, with no restriction on two different players teaming up to perform it both sides of midnight.)

Is all that correct, and if so, is the only action that needs reverting my Mill of Kevan? (And if so, how is the revert done? I think it should probably be done under “In the event that the Gamestate and its representations are different, any Nomicer may correct the representations to comply with the Gamestate.” because the other mechanism, “Undo the effects of any alteration that led to it, if that alteration did not follow the rules at the time it was made.”, would as far as I can tell leave me with 4 Discs.)

Proposal: Three Discs Per Week

Change the text of “Discs and Jokers” to read as follows:

Each Nomicer has a number of white perspex Discs, and a number of red perspex Jokers. These are publicly tracked and both default to 3.

As a weekly communal action named Disc Refresh, any Nomicer or the Imperator may set every Nomicer’s Discs to 3. Actions that spend or reduce a Nomicer’s Discs cannot be performed unless a Disc Refresh has happened earlier in the same week.

Change the history of the gamestate such that the first action (other than tracker corrections) performed this week that increased any Nomicer’s Discs is considered to have been a Disc Refresh action.

An alternative to “Trouble at Mill” and “Set your Watch” – this ensures that the Disc Refresh must be performed before Discs can be spent, effectively making it automatically happen at midnight, and restoring the original intention of the “three days a week” mechanic.

Proposal: [Building Blocks] Driving Engagement

Withdrawn, with 5 arrows to 3 crosses. Failed by JonathanDark.

Adminned at 01 Apr 2025 03:27:03 UTC

On the wiki page Building Blocks add a new rule named “Official Posts Required” with the following text:

An Admin may render a Nomicer Idle if that Nomicer has not posted an Official Post in the past 168 Hours (7 days).

Copy the rule “Official Posts Required” from the Building Blocks wiki page to a subrule of the same name under the Building Blocks section.

Per the discussion in the #blognomic-general channel on Discord, there may be times where active players should be determined not only by comments and votes, but also by engagement via Proposals and CfJs as a sign that those active players are actually paying attention and not just following the crowd with their votes. Might as well just lump in any Official Post as the minimum bar. Want to try that in this dynasty?

Proposal: Set Your Watch

Withdrawn. Failed by JonathanDark.

Adminned at 01 Apr 2025 03:18:26 UTC

If “Trouble at Mill” was not enacted, the rest of this Proposal has no effect.

In “Discs and Jokers”, before the text “the Imperator may set every Nomicer’s Discs to 3”, replace “As a weekly action” with “As an action named Disc Refresh”.

In the same rule, add the following text:

There is a Refresh Time which is a number privately tracked by the Imperator that defaults to 168. As a Weekly Action, the Imperator should privately roll DICE48, subtract the result of that roll from 168, set the Refresh Time to that roll. If Disc Refresh has never been performed by the Imperator, or it has been at least Refresh Time hours since the Imperator has last done so, the Imperator should perform Disc Refresh, subject to any other restrictions already mentioned.

I like Kevan’s idea, and this adds some randomness to the Imperator’s refresh of the Discs, to avoid Nomicers simply guessing the pattern of when the refresh will happen.

Proposal: Trouble at Mill

Popular, 5-1. Enacted by JonathanDark.

Adminned at 01 Apr 2025 03:16:22 UTC

In “Mill”, change “As a Daily Action, a Nomicer may spend a Disc” to:-

At any time, a Nomicer may spend a Disc

In “Discs and Jokers”, replace “As a weekly communal action, any Nomicer may set every Nomicer’s Discs to 3.” with:-

As a weekly action, the Imperator may set every Nomicer’s Discs to 3. (This action may not be performed before 7 April 2025. The Imperator may repeal this bracketed text if it is after that date.)

We’re already at the stage of Ais523 performing both of these actions at 23:59 in the hope that others wouldn’t have time to react to them. Maybe we should move towards allowing Discs to be spent freely, and giving the Imperator the bag so that players can’t control when they refresh.

Does 24 hours cross between weeks?

I know that a Week ends on a Sunday, but doesn’t Weekly’s prohibition on “not more than once every twenty-four hours” still count if the first instance was near the end of Sunday night and the next instance is less than 24 hours later Monday morning?

ais did the Weekly refresh of discs on 23:59, March 30, 2025 and then Kevan did it 07:56, March 31, 2025. I’m just trying to determine if I misunderstood the rules or not before attempting to revert Kevan’s refresh.

Proposal: No Self-Laddering

Popular, 7-0. Enacted by JonathanDark.

Adminned at 31 Mar 2025 22:38:51 UTC

In the rule Ladder Combo, reword the second paragraph to:

As a daily action, a Nomicer may claim a Ladder Combo by spending a Disc and then (within an hour) posting a Proposal, here referred to as a Claim Proposal, that contains a Ladder Word. In the comments to that proposal they should highlight the specific word that they are claiming as the target of their Ladder Combo. They then gain the value of the claimed Ladder Word as Equity and make the claimed Ladder Word a Sin. A Claim Proposal cannot be posted by a Nomicer if the proposal immediately prior to it is also authored by that Nomicer.

I know that Josh has said he’ll trash any proposal that’s blatantly attempting to score ladder combos, but this adds some extra insurance to it.
EDIT: Typo fix as discussed in the comments. If anyone objects, let me know and I’ll re-propose.

Proposal: Frequent Sinners

Unpopular due to less than a quorum not voting against, 1-5. Failed by JonathanDark.

Adminned at 31 Mar 2025 22:38:19 UTC

Reword the rule Sins to:

There is a publicly-tracked list of Sins, being a list of words from the EFF Wordlist. The names of Sins are flavour text. Each Sin has a Prevalance which is an integer, defaulting to 1.

If a Nomicer is required to Record a Sin when making a gamestate change, they must indicate in the edit summary of that wiki edit a word from the EFF Wordlist; if that word does not already appear in the Sins list, they may add it to that list at the same time. Whenever a Sin is Recorded, if it was already on the list of Sins, its prevalance is increased by 1.

If a Sin would ever be added to the list of Sins when it is already a member of that list, the prevalance is instead increased by 1. If the Prevalance of a Sin is 0, that Sin may be removed by the Imperator or by any Nomicer.

 

Sunday, March 30, 2025

Proposal: Tabula Rasa

Enacted popular, 5-0. Josh

Adminned at 31 Mar 2025 14:30:04 UTC

Decrease each Nomicer’s Equity by 5.

Maybe we should have started these at zero, so that a baseline player who has not attempted to gain any Equity at all should have a 0% chance of winning the Roll Off rather than (at time of writing) 7.8%.

Call for Judgment: Missing a Rung

Found unpopular with 1-5 and failed -SingularByte

Adminned at 31 Mar 2025 05:17:52 UTC

Remove 2 Equity from the Nomicer named SingularByte and add 1 Disc to the Spendables of the Nomicer named SingularByte.

Remove “Target” from the list of Sins.

From the Appendix:

Commentary

When posting a blog entry, a Nomicer may use the “Commentary or flavour text” field of the blog publishing form to add their own comments or description of their post. For the purposes of all other rules, such text is not considered to be part of the post.

Thus, the “Commentary or flavour text” field is not part of the post and cannot be used in a Ladder Combo.

Proposal: Edit the Edits

Withdrawn. Josh

Adminned at 31 Mar 2025 14:28:42 UTC

In the rule Wording Fixes, replace the phrase

arrow AGAINST icon

with

arrow REVISE icon

wherever it appears in the rule. Also, replace the phrase

(the “arrow” AGAINST icon)

with

(the “arrow” REVISE icon)

in the first sentence.

Suggested in a comment by Josh.

Edit the Edits

In the rule Wording Fixes, replace the phrase

arrow AGAINST icon

with

arrow REVISE icon

wherever it appears in the rule. Also, replace the phrase

(the “arrow” AGAINST icon)

with

(the “arrow” REVISE icon)

in the first sentence.

Suggested in a comment by Josh.

Proposal: [Core] Objective CFJs and DoVs

Cannot be enacted with five AGAINST votes. Josh
Proposal mistakenly marked with the Enacted status, so I’ve altered it -SingularByte

Adminned at 31 Mar 2025 14:31:35 UTC

In the core rule “Fair Play”, change

A Nomicer should not make a DoV primarily to delay the game by putting it into Hiatus.

to

A Nomicer should not make a DoV unless they believe that they have achieved victory in the current Dynasty or that other Nomicers generally believe them to have achieved victory in the current Dynasty.

In the core rule “Victory and Ascension”, change

If a Nomicer (other than the Imperator) believes that they have achieved victory in the current Dynasty, they may make a Declaration of Victory (abbreviated “DoV”) detailing this, by posting an entry in the “Declaration of Victory” category.

to

A Nomicer other than the Imperator may make a Declaration of Victory (abbreviated “DoV”) by posting an entry in the “Declaration of Victory” category. Nomicers should not do this unless they believe they have achived victory in the current dynasty; making a DoV in other situations does not invalidate the DoV, but may be a violation of the “Fair Play” rule.

In the core rule “Calls for Judgement”, change

If two or more Nomicers actively disagree as to the interpretation of the Ruleset, or if a Nomicer feels that an aspect of the game needs urgent attention, then any Nomicer may raise a Call for Judgement (abbreviated “CfJ”) by posting an entry in the “Call for Judgement” category.

to

Any Nomicer may raise a Call for Judgement (abbreviated “CfJ”) by posting an entry in the “Call for Judgement” category. The intended uses for CfJs are resolving disputes, fixing gamestate errors, and addressing matters that need urgent attention; posting a CfJ in other situations does not invalidate the CfJ, but Nomicers are encouraged to vote AGAINST.

The current rules for CfJs and DoVs can cause an attempt to make them to fail based on subjective requirements (whether the player believes they have won, whether a matter needs urgent attention), and that can make it uncertain whether or not a CfJ or DoV is valid. This proposal fixes the issue via allowing the CfJ or DoV to be valid regardless (and moves the requirement to DoV only if you think you’ve won to Fair Play).

Proposal: Correctly mistaken

Reaches quorum 5-0 and is enacted -SingularByte

Adminned at 31 Mar 2025 05:22:53 UTC

Change the text of “Golden Rule” to read as follows (where “*” represents the start of a list item):

Whenever a proposal is resolved, the Equity of the Nomicer who posted it changes as follows:
* if the Imperator’s EVC on that proposal contained the word “trash”, that Equity reduces by 2; otherwise
* if the Imperator’s EVC on that proposal contained the word “self-fix”, that Equity stays unchanged; otherwise
* if the proposal was withdrawn with an arrow AGAINST icon, that Equity stays unchanged; otherwise
* that Equity increases by 2.

Currently, making a mistake in a proposal and then fixing it yourself gains 4 Equity, whereas getting it right first time gains 2 Equity, which is something of a perverse incentive to make mistakes in proposals – that shouldn’t be rewarded more highly than getting it right first time. As such, this gives the Imperator an option to deny Equity for a proposal that is fixing another proposal by the same Nomicer.

Proposal: C-C-C-Combo Breaker

Reaches quorum 6-2 and is enacted -SingularByte

Adminned at 31 Mar 2025 05:20:25 UTC

At the end of the rule Ladder Combo, append the text:

For that Ladder Word to be considered to be in a given proposal, it must appear in the body of the proposal rather than the proposal’s “Flavour text” field.

It’s easy to hit a ladder combo target if you can just snipe it in the flavour text. Let’s make it harder.

Proposal: [Core] Making Failure Less Painful

Reaches quorum 7-1 and is enacted -SingularByte

Adminned at 31 Mar 2025 05:18:42 UTC

In the rule Victory and Ascension, replace “120 hours (5 days)” with “72 hours (3 days)”.

As discussed in ReDoVery, instead of changing the criteria for hitting the 5 day lockout, we could instead make the duration of the lockout the target of the change.

Proposal: The Middle Way

Found unpopular and failed with 2-4 and 1 unresolved def -SingularByte

Adminned at 31 Mar 2025 05:16:15 UTC

In the rule “Actions”, add a subrule named “Balance” with the following text:

As a Daily Action, a Nomicer may spend a Disc to reduce the Equity of another Nomicer by 2 provided that Nomicer had more Equity than themselves before the reduction; if they do so they may then immediately increase their own Equity by 1 and must then immediately increase the Equity of another Nomicer who has less Equity than themselves by 1.

Semi-cooperative Milling, in which you not only need to target someone doing better than you (as opposed to regular Milling in which the leaders can further push down those who are behind), but you also help out someone else who’s behind.

I intentionally did not add Record the Sin to this one. If you want to make use of that to construct a Ladder Word, you have to use the regular Mill action.

Saturday, March 29, 2025

Proposal: I Rung Back

Reaches quorum with 6-0 and is enacted -SingularByte

Adminned at 30 Mar 2025 08:31:17 UTC

If Proposal: You Rung was not enacted then this proposal has no effect.

In the rule Ladder Combo, immediately before the text “and which is not a Sin”, add:

which is on the EFF Word List,

Proposal: You Rung

Reaches quorum with 7-0 and is enacted -SingularByte
Edit: Put the wrong vote score. This is now corrected. -SB

Adminned at 30 Mar 2025 08:32:48 UTC

If Proposal: Thou Shalt Not Zipfile was not enacted then this proposal has no further effect.

Add the following as a new subrule under the rule Actions, called Ladder Combo:

A Ladder Word is a word that appears in a proposal, that also appears in the proposal immediately preceding it in the queue, and which is not a Sin. The value of a Ladder Word is the number of consecutive proposals that have included the word immediately prior to the Proposal in which it was claimed for a Ladder Combo, not including said Proposal itself.

As a daily action, a Nomicer may claim a Ladder Combo by spending a Disc and then (within an hour) posting a Proposal that contains a Ladder Word. In the comments to that proposal they should highlight the specific word that they are claiming as the target of their Ladder Combo. They then gain the value of the claimed Ladder Word as Equity and make the claimed Ladder Word a Sin.

For each EVC on this proposal that includes a single word, add that word as a Sin.

Proposal: None Shall Pass

Reaches quorum with 7-0 and is enacted -SingularByte

Adminned at 30 Mar 2025 08:25:46 UTC

In “Equity”, replace “No other publicly tracked dynastic variables held by individual Nomicers may be proposed in this dynasty.” with:-

Nomicers should not make proposals which do any of the following:

* Create any new publicly tracked dynastic variable held by individual Nomicers.
* Add any way to gain or remove Chips or Jokers, outside of Nomicers spending them to perform game actions.

Other Nomicers are encouraged to vote against such proposals, and the Imperator may freely veto them.

Per earlier comments on this, making new-variable proposals possible but doomed, rather than platonically invalid. (I had to squint at How Not To Write Proposals to decide whether “the author of the earliest-created Warning that that proposal matches” counted as a kind of publicly-tracked Nomicer variable, and whether I should mark it as an invalid proposal. I’m still not 100% sure.)

Rolling in Jonathan’s suggestion on Six Shots or Only Five, although allowing them to be spent on other actions seems okay.

Proposal: Thou Shalt Not Zipfile

Reaches quorum 6-1 and is enacted -SingularByte

Adminned at 30 Mar 2025 08:22:43 UTC

Enact a new rule, “Sins”:-

There is a publicly-tracked list of Sins, being a list of words from the [[EFF Wordlist]]. The names of Sins are flavour text.

If a Nomicer is required to Record a Sin when making a gamestate change, they must indicate in the edit summary of that wiki edit a word from the EFF Wordlist; if that word does not already appear in the Sins list, they may add it to that list at the same time.

In “Mill”, replace “reduce the Equity of another Nomicer by 1” with:-

reduce the Equity of another Nomicer by 1 and Record the Sin that they view this Nomicer as having performed

Requiring a word of context for each Mill action.

Proposal: How not to write proposals

Withdrawn and therefore failed -SingularByte

Adminned at 30 Mar 2025 08:20:47 UTC

Create a new rule, “Warnings”:

The wiki page [[Warning List]] is gamestate (but the contents of that page are not rules and have no effect on gameplay except as detailed in this rule), and may only be updated as permitted by the ruleset. The Warning List is intended to contain a list of common mistakes in proposal-writing, and Nomicers are encouraged to review it prior to submitting proposals.

As a daily action, a Nomicer may create a new section at the end of the Warning List wiki page, including the following details:
* a section heading of that Nomicer’s choice, which does not duplicate the heading of any existing section on that page; and
* a truthful statement that specifies which Nomicer created the section; and
* a description of a property that a proposal might have, that the Nomicer creating the section sees as undesirable; and
* an explanation of why the Nomicer creating the section sees that property as undesirable.

Such a section is known as a Warning. A proposal “matches” a Warning if it has the property described in that Warning.

To encourage Nomicers to avoid writing proposals that match Warnings: if a proposal that matches at least one Warning is resolved as Failed or Illegal, the author of that proposal loses 4 Equity, the author of the earliest-created Warning that that proposal matches gains 3 Equity, and (unless the proposal was failed by the Imperator) the admin who failed the proposal gains 1 Equity.

To encourage Nomicers to avoid writing Warnings that match desirable proposals: if a proposal that matches at least one Warning is resolved as Enacted, all those matched Warnings are deleted from the Warning List, and each Nomicer who created at least one of those matched Warnings loses 3 Equity.

If there is a wiki page Warning List, blank it (or leave it alone if it is already blank); if there isn’t, create it as a blank page.

I’ve been thinking for a while that it would be good to have a list of common mistakes in proposal-writing available (some mistakes seem to come up again and again), and because this is something of a “pure-nomic” dynasty I thought it might be fun to gamify it.

The 1 Equity for the enacting admin is meant as compensation for the extra work that admins may have to do – in previous dynasties with a similar mechanic, we’ve found that such a reward is helpful.

Proposal: Divide and Conquer

Withdrawn and therefore failed -SingularByte

Adminned at 30 Mar 2025 08:19:40 UTC

Add a new rule named “Challenges” with the following text:

A Challenge is a Story Post with a title that begins with the text “Challenge” in the title. A Challenge may be Open or Closed and is Open by default. While a Challenge is Open, no other Challenges may be submitted.

As a Weekly Communal Action, any Nomicer or the Imperator may submit a Challenge by performing the following steps as an atomic action:
* Roll 2DICEN, where N is the current Float. The result is the Reward for that Challenge.
* Create a Story Post with a title that begins with the text “Challenge” and a body indicating the amount of the Reward from the preceding step.

Each Nomicer has an Attack Commit and a Defense Commit, which are both numbers privately tracked by the Imperator that default to 0. While a Challenge is Open, any Nomicer may Attack any number of times by privately informing the Imperator of their Attack Commit, which is a number between 1 and their Equity, and then posting a comment on that Challenge that contains only a single instance of the text “I Commit my Attack”. Similarly, any Nomicer may Defend any number of times by privately informing the Imperator of their Defense Commit, which is a number between 1 and their Equity, and posting a comment on that Challenge that contains only a single instance of the text “I Commit my Defense”.

If there have been no Nomicers who Attacked or Defended an Open Challenge for the past 48 hours, the Imperator may perform a Tally on that Challenge. A Tally is an atomic action with the following steps:
* Post a comment to that Challenge with the text “This Challenge is Closed”.
* For each Nomicer that Attacked or Defended that Challenge, if their Equity is less than their Attack Commit plus their Defense Commit, set both their Attack Commit and Defense Commit to 0, and consider them as not having Attacked or Defended that Challenge.
* For each Nomicer that Attacked that Challenge, subtract their Attack Commit from their Equity.
* For each Nomicer that Defended that Challenge, subtract their Defense Commit from their Equity.
* Calculate the Offense, which is the sum of all Attack Commits of all Nomicers who Attacked that Challenge.
* Calculate the Defense, which is the sum of all Defense Commits of all Nomicers who Defended that Challenge.
* If the Offense is greater than the Defense of that Challenge, add the Reward to the Offense, then divide the result by the number of Nomicers who Attacked in that Challenge, rounding down to the nearest integer, then add this result to the Equity of each of the Nomicers who Attacked in that Challenge.
* If the Defense is greater than the Offense of that Challenge, add the Reward to the Defense, then divide the result by the number of Nomicers who Defended in that Challenge, rounding down to the nearest integer, then add this result to the Equity of each of the Nomicers who Defended in that Challenge.
* Post a comment to that Challenge detailing the Attack and Defense Commits of all Nomicers who Attacked and Defended that Challenge, respectively, as well as the Equity increases for each Nomicer from the previous steps.

A Challenge is Closed once a Tally has been performed on it.

You can either join Nomicers on one side of the Attack or Defend and split the Reward, or you can attempt to compete with Nomicers for the Reward by joining the other side, but you may also find that the refund of your Attack or Defense Commits gets diminished by a Nomicer on your side who committed less to Attack or Defense than you did.

Saturday, March 29, 2025

Vote Counter Live on the Blog!

Hi everyone! I’ve been working hard on the successor to the BlogNomic Utility Script, which includes a new and improved design for the vote counter. It’s now integrated into the blog, so you should start seeing the vote counter on Proposals and DoVs.

If for some reason you want to disable it, you can toggle it off/on from the sidebar, or move it above the post content instead of below. These settings are tied to your browser, not your account, so for instance you can have it below the post on desktop but above the post on mobile.

In addition to the vote counter, it also highlights EVCs on posts for your convenience. If anyone has any feedback or suggestions, please let me know!

Proposal: [Core] ReDoVery

Found unpopular with 3-5 and failed -SingularByte

Adminned at 30 Mar 2025 08:18:05 UTC

In the core rule “Victory and Ascension”, change

If a DoV is Failed and it had at least one AGAINST vote

to

If a DoV is Failed and it had more AGAINST votes than FOR votes

We’ve had occasional issues in the past in which a DoV failed despite a generally acknowledged win. This can either happen due to the DoV becoming illegal (e.g. because it was illegally edited) or because it didn’t receive enough votes (e.g. under the current rules, if some players fail to vote on a DoV, it can fail despite having mostly FOR votes; under some past rulesets the requirement was higher, making that more ilkely). Meanwhile, the 5-day lockout on consecutive DoVs is a fairly large punishment for a failing DoV (and the scam that it’s trying to solve is nowadays addressed in the Fair Play rules), which is disproportionate to how easy it is to trigger accidentally – it’s also fairly bad for the game if it does trigger, because 5 days is often enough time to win some other way when we’re late enough in the dynasty for serious DoV attempts to be made, and then a CFJ would be needed to remove the lockout in order to avoid having to wait the timer out. As such, this proposal changes the lockout to only happen if the DoV received a meaningful level of opposition.

Proposal: Six Shots or Only Five

Reached quorum 6 votes to 0. Enacted by Kevan.

Adminned at 29 Mar 2025 13:12:23 UTC

Enact a new rule, “Discs and Jokers”:-

Each Nomicer has a number of white perspex Discs, and a number of red perspex Jokers. These are publicly tracked and both default to 3.

As a weekly communal action, any Nomicer may set every Nomicer’s Discs to 3.

In “Mill”, replace “but no more than three times a week, a Nomicer may reduce the Equity” with:-

a Nomicer may spend a Disc to reduce the Equity

In “Heightened Mill”, replace “but no more than three times in the dynasty, a Nomicer may reduce the Equity” with:-

a Nomicer may spend a Joker to reduce the Equity

Getting in under the wire of Stepping In To Assist’s ban on “publicly tracked dynastic variables”, to make these two “no more than three times” limits visibly trackable, so that we (and later arrivals) can easily see who has and hasn’t used them yet.

Proposal: Equity Guard

Reached quorum 6 votes to 0. Enacted by Kevan.

Adminned at 29 Mar 2025 11:00:11 UTC

In “Equity”, replace

A Nomicer’s Equity can have any integer value between -10 and twice their Liability, inclusive.

with:-

A Nomicer’s Equity can have any integer value between -10 and 200 inclusive. If a Nomicer’s Equity would be increased above twice their Liability, it is instead set to twice their Liability.

Something strange is going to happen once a player’s Equity is at twice their Liability and we try to decrease the Equity of (or just idle) another player, because doing so will mean that first player’s Equity now holds an invalid value.

And the ruleset doesn’t seem to say how to handle that situation - it falls outside of both “the action would change one or more of those values to an illegal value” and “the rules that define a game variable are amended, and some previously valid values become invalid as a consequence”.

Proposal: Mood swings

Withdrawn. Failed by JonathanDark.

Adminned at 29 Mar 2025 05:33:00 UTC

Create a dynastic rule called Tempers:

There exists three Tempers: Ruminative, Restless and Gregarious.

Each Nomicer has their Temper publicly tracked, which may be one of these three or it may be blank. It defaults to blank.

As a daily acion, a Nomicer may change their Temper to a value which they have not held at any point in the preceding 12 hours. When they do so, if they have changed it to a Temper value that is shared between more Nomicers than any other Temper, they must change the Temper of one of those Nomicers to a valid non-blank value.

I’m not sure how deep the pure nomic theming goes, but I figure we need something to work off of. Since a lot of us can be quite contrarian, you can’t have too many people holding a given temper at once.

Proposal: Lending a Hand

Withdrawn. Failed by JonathanDark.

Adminned at 29 Mar 2025 05:31:32 UTC

If “First steps” was not enacted, the rest of this Proposal has no effect.

Add a subrule to the rule “Actions” named “Assist” with the following text:

As a Daily Action, but no more than three times a week, a Nomicer may increase the Equity of another Nomicer by 1, provided the Nomicer performing this increase has not reduced the Equity of that other Nomicer within the past 72 hours; if they do so they may then immediately increase their own Equity by 2.

In the rule “Mill”, after the text “a Nomicer may reduce the Equity of another Nomicer by 1” add the following text:

, provided the Nomicer performing this reduction has not increased the Equity of that other Nomicer within the past 72 hours

Proposal: Connecting Strings

Popular, 8-0. Enacted by JonathanDark.

Adminned at 29 Mar 2025 05:28:11 UTC

If “First steps” was not enacted, the rest of this Proposal has no effect.

In the rule “Lacunaic Actions”, add the following text:

Any actions described in subrules to this rule are considered Lacunaic Actions.

Tying up a loose end

Mentorship Announcement

DoomedIdeas will be mentored by JonathanDark.

Proposal: Stepping in to assist

Enacted 8-0, unanimous vote. -Zack

Adminned at 29 Mar 2025 02:37:26 UTC

Add a new dynastic rule above all other dynastic rules called Equity:

Each Nomicer has a publicly-tracked score called Equity. Each Nomicer also has a derived statistic called Liability, which is the sum of all Equity held by Nomicers other than themselves, and which is not tracked but is calculated when needed. The median amount of Equity in the game, rounded down, is called the Float.

A Nomicer’s Equity can have any integer value between -10 and twice their Liability, inclusive. The default starting Equity for a new Nomicer is their Libaility, divided by the number of Nomicers including themselves, rounded up to the nearest integer.

No other publicly tracked dynastic variables held by individual Nomicers may be proposed in this dynasty.

Add a new dynastic rule, Announcements of Attainment, above all other dynastic rules except Equity:

At any time, provided that they have an Equity that is at least 5 times greater than the Float, any Nomicer may make a post with a title that starts with “Announcement of Attainment” in the story post category. When a Nomicer has made such a post in this way, the game is placed into a state of Lacuna, in which the only dynastic actions that can be taken are Lacunaic Actions.

When the game has been in Lacuna for 48 consecutive hours, as a Lacunaic Action, any Nomicer or the Imperator may perform the Roll Off atomic action, which has the following steps:
* Make a post summarising the Equity held by each Nomicer. Include in the post description or table that plainly maps how the result of a dice roll will select a single Nomicer, such that each Nomicer has a chance of being selected equal to their Equity as a proportion of all Equity in the game.
* Make the dice roll as described in the post made in the first step of this action;
* Make a comment to that post announcing the Nomicer selected by the dice roll as determined by the heuristic described in the post. The Nomicer so selected has Achieved Victory.

As a Weekly Communal Action, any Nomicer or the Imperator may reduce the numeral between the words “least” and “times” in the first sentence of this rule by one.

Set the Equity of all players to 5.

Re-proposing Josh’s first proposal, since everything will likely hinge off of it. Hopefully that’s all the faults in it fixed.

Proposal: Instead of Edits

Enacted 8-0 with 3 resolved DEFs. -Zack

Adminned at 29 Mar 2025 02:04:25 UTC

Add a new dynastic rule, “Wording Fixes”:

This dynasty, the voting icons https://blognomic.com/images/vote/against.gif (the “cross” AGAINST icon) and https://blognomic.com/images/vote/arrow.gif (the “arrow” AGAINST icon) are both considered to be AGAINST voting icons. Nomicers are encouraged to use a cross AGAINST icon when voting against a proposal due to disagreement with the general idea behind the proposal; and to use an arrow AGAINST icon when voting against a proposal for which they agree with the general idea behind the proposal, but disagree with the details or with the exact wording.

If a proposal’s author withdraws it using an arrow AGAINST icon, and there were at least as many arrow AGAINST icons as cross AGAINST icons among the other (non-author) Nomicers’ Votes on that proposal at the time, then the proposal ceases to count against that author’s limit of 2 pending proposals and can be failed by any Admin, even if it is not the oldest pending proposal. The author should submit a corrected version. (If a proposal’s author is planning to withdraw a proposal, but not to submit a corrected version, they should withdraw it using a cross rather than arrow AGAINST icon.) Proposal authors are encouraged to wait at least 8 hours before withdrawing them and submitting a corrected version, in case more mistakes that need correction are discovered (although this is not a requirement).

If there is a rule “Golden Rule”, append the following sentence to the end of its only paragraph: “This Equity gain does not occur for proposals that were withdrawn with an arrow AGAINST icon (this does not prevent an Equity loss occurring).”

An edit window alternative I found lying around on my hard drive, and adapted to this dynasty – players can vote AGAINST proposals either on the principle or on the wording, and if the principle is popular but there are wording issues, the proposal can have its slot refunded and be resubmitted.

This might be a good Building Block if it works well, but I think it’s probably better to try it as a dynastic rule first.

Proposal: First steps

Enacted 8-0, unanimous vote. -Zac

Adminned at 29 Mar 2025 02:01:17 UTC

Add a new dynastic rule to the ruleset, called Actions, with no text. Add a subrule to it called Mill:

As a Daily Action, but no more than three times a week, a Nomicer may reduce the Equity of another Nomicer by 1; if they do so they may then immediately increase their own Equity by 1.

Add another subrule to the rule Actions, called Golden Rule:

Whenever a proposal is resolved the Nomicer who posted it gains 2 Equity, unless the Imperator’s EVC on that proposal contained the word ‘trash’, in which case the proposer loses 2 Equity.

Add a new dynastic rule to the ruleset, called Lacunaic Actions, with no text. Add a subrule to it called Heightened Mill:

As a Daily Action, but no more than three times in the dynasty, a Nomicer may reduce the Equity of another Nomicer other than the Nomicer who posted the Announcement of Attainment by 2; if they do so they may then immediately increase their own Equity by 2.

Add a new dynastic rule to the ruleset, called Bounties:

The Bounty Payout action for all Bounties is to increase the Equity of the Nomicer to whom it is applied by 2.

Proposal: You will have a number that tells you exactly how much you are winning

Withdrawn and failed -SingularByte

Adminned at 28 Mar 2025 12:27:09 UTC

Add a new dynastic rule, called Equity:

Each Nomicer has a publicly-tracked score called Equity. Each Nomicer also has a derived statistic called Liability, which is the sum of all Equity held by Nomicers other than themselves, and which is not tracked but is calculated when needed. The median amount of Equity in the game, rounded down, is called the Float.

A Nomicer’s Equity can have any integer value between -10 and twice their Liability, inclusive. The default starting Equity for a new Nomicer is one their Libaility, divided by the number of Nomicers including themselves, rounded up to the nearest integer.

No other publicly tracked dynastic variables held by individual Nomicers may be proposed in this dynasty.

Add a new dynastic rule, called Announcements of Attainment:

At any time, provided that they have an Equity that is at least 5 times greater than the Float, any Nomicer may make an Announcement of Attainment. When a Nomicer has made an Announcement of Attainment the game is placed into a state of Lacuna, in which the only dynastic actions that can be taken are Lacunaic Actions.

When the game has been in Lacuna for 48 consecutive hours, as a Lacunaic Action, any Nomicer or the Imperator may perform the Roll Off atomic action, which has the following steps:
* Make a post summarising the Equity held by each Nomicer. Include in the post description or table that plainly maps how the result of a dice roll will select a single Nomicer, such that each Nomicer has a chance of being selected equal to their Equity as a proportion of all Equity in the game.
* Make the dice roll as described in the post made in the first step of this action;
* Make a comment to that post announcing the Nomicer selected by the dice roll as determined by the heuristic described in the post. The Nomicer so selected has Achieved Victory.

As a Weekly Communal Action, any Nomicer or the Imperator may reduce the numeral between the words “least” and “times” in the first sentence of this rule by one.

Ascension Address: Unequal Rights

“An imbalance between rich and poor is the oldest and most fatal ailment of all republics.”
—Plutarch

“Justice will not be served until those who are unaffected are as outraged as those who are.”
—Benjamin Franklin

“The only thing that makes life unfair is the delusion that it should be fair.”
—Steve Maraboli

“Nomic is a game in which changing the rules is a move. In that respect it differs from almost every other game. The primary activity of Nomic is proposing changes in the rules, debating the wisdom of changing them in that way, voting on the changes, deciding what can and cannot be done afterwards, and doing it. Even this core of the game, of course, can be changed.”
—Peter Suber

Change the term Seeker to Nomicer and the term Custodian to Imperator, wherever they appear in the ruleset. Repeal all dynastic rules. Activate the following Building Blocks: Bounties, Reinitialisation, Precondition Unidling. Change the Gamestate Tracking page to the SNDT page in the wiki.

Imperial styles… Provocateur. Libertarian. Powerhouse. Scam-Neutral. Oblivious. Wildcard. Very happy to take on private tracking and mechanically important roles as needed.

Unidle Request

Hello! I officially request to be unidled. Thank you!

Thursday, March 27, 2025

Proposal: [Appendix] Stop Being So Negative

With 1-4, this is Unpopular and therefore fails -SingularByte

Adminned at 28 Mar 2025 12:26:34 UTC

In the Appendix, in the rule “Numbers and Variables”, add the following bullet point:

* If a variable is defined as an integer, it may not be set to a negative number unless explicitly allowed by the ruleset

 

Addressing an item in the Laundry List regarding the use of integer variables. Full discussion in Zero as a Limit for reference.

Proposal: Louche Recusants

Oh dang, this is actually illegal, as it changes the Building Blocks page which is not part of “the non-dynastic ruleset”. Well, we’re trying something new! Josh

Adminned at 27 Mar 2025 22:56:36 UTC

In the Precondition Unidling rule in both the Building Blocks section of the Ruleset and the Building Blocks wiki page, change the term “Proposal” wherever it appears to “CfJ”.

What Is Victory, Really?

In Josh’s DoV, ais suggested that achieving victory is not gamestate and thus not actionable via a Proposal enactment. If that were true, how could any dynastic rule specify a way for a player to achieve victory that would be regulated by the ruleset? Is the achievement of victory a special non-gamestate “condition”?

I’d like to understand this more and determine the nature of achieving victory as currently defined by the ruleset.

Reflecting on Life

Comments on the dynasty here

Declaration of Victory: A walking shadow, a poor player

Unanimous, 5-0. Enacted by JonathanDark.

Adminned at 27 Mar 2025 19:12:35 UTC

Through the passage of Here comes a candle to light you to bed, I have achieved Victory.

Wednesday, March 26, 2025

Proposal: Here comes a candle to light you to bed

Reached quorum, 3-0. Enacted by JonathanDark. Dice roll result was 1.

Adminned at 27 Mar 2025 04:58:22 UTC

Randomly select an integer between 1 and 2, inclusive. If the result is 1, the Seeker called Josh has Achieved Victory. If the result is 2, the Seeker called JonathanDark has Achieved Victory.

Chop time. I can’t speak for JD but I’m not super enjoying this dynasty, and we’ve flirted with Dormancy, so many time to quickly cycle through and try the next one.

Wake up nomic

I request to be unidled please

Bunana Takes the Early Retirement Package

Bunana has been idled due to lack of blog activity for the past 7 days. Quorum is unchanged.

This dynasty is now on Hiatus due to the Dormancy rule.

Story Post: [Deal] JonathanDark, have you heard the news about our Saviour?

His name is Uru and he sleeps beneath the volcano.

Given that your influence from this is going to double I think a 150 - 50 split between you and me is more than fair, what do you say?

Wednesday, March 26, 2025

Story Post: [Deal] Raven1207 It’s Your Lucky Day Again

Hey Raven1207,

I’ve got these handy little booklets that explain how to tap into your inner energies and unleash your real potential. Costs you nothing to check it out. In fact, there’s 200 Influence on the table, and I’ll split it with you, 125 to me and 75 to you, since it cost me a little to get these pamphlets made.

If you’re interested, you can vote for and then stop on by our Enlightenment Offices for more details on what our little “society” offers. What do you say?

Proposal: [Appendix] If you miss a step, the action still happens

Unpopular, 3-5, with an adjusted quorum of 5 based on three Recusant votes. Josh

Adminned at 27 Mar 2025 10:15:33 UTC

Change the Appendix rule “Representations of the Gamestate” to read as follows:

Actions specified by the rules are generally performed by updating the gamestate trackers (such as the wiki) to reflect the results of the action, unless the ruleset specifies a different way to perform them. Performing a tracker update that is clearly intended to be an attempt to take a particular action is considered to be an attempt to perform that action, even if the resulting tracker state is incorrect (perhaps because its state was incorrect before the action was performed). The legality of an action is based on the actual gamestate, not on the tracker (thus, attempting to perform an action succeeds if and only if that action is legal in the actual gamestate). One tracker update may contain one or more alterations, or one alteration may be split over multiple updates, as long as it is clear which actions are being performed.

Performing a legal action updates the gamestate to the state that it would be in after that action is correctly performed in full, even if the Seeker performing the action mistakenly updated the tracker partially or incorrectly – the tracker merely represents the Gamestate tracked there, and is not the same thing. If the state of the tracker ever does not match the gamestate, any Seeker can change the tracker to match the gamestate; this includes reverting the effect on the tracker of an attempted action that failed to change the gamestate due to being illegal, and completing an incomplete action on behalf of the Seeker who performed it (as long as doing so would not require the correcting Seeker to make any decisions on behalf of the original Seeker).

If two or more Seekers disagree about what the correct gamestate is, they are encouraged to try to come to an agreement through discussion rather than repeatedly reverting a tracking page. If the disagreement persists, Seekers are encouraged to use a Call for Judgement to set the disputed portion of the gamestate unambiguously.

The historical fact of the occurrence of a defined game action is itself considered to be gamestate, tracked in the history of whatever resource is used to track the gamestate modified by that action (where possible) or in the wiki page [[Gamestate Modifications]] (if tracking it in the history is not possible).

The primary purpose of this proposal is to resolve an issue we had three dynasties ago – our consensus at the time was that an attempt to perform an action does in fact perform that action even if the tracker is updated incorrectly (either because some steps in the action were accidentally omitted, or because the tracker was wrong beforehand and thus the action updates an incorrect value to another incorrect value), and this proposal updates the Appendix to reflect that consensus. A side effect of this is that if an action is partially performed, the player correcting the tracker no longer has a choice about whether to revert or complete the action – if the action was illegal, you revert the tracker update, if it was legal, you complete it – but this change is beneficial anyway because other actions may have been performed based on the partially completed action (which under the current rules could be retroactively invalidated by choosing to roll the partially completed action back rather than forwards).

The other substantive change made here is to encourage discussion rather than an immediate Call for Judgement when the legality of an action is disputed (this isn’t a change in what’s possible in the rules, but rather a change in what the rules advise). I’ve been experimenting with doing that over this dynasty and the previous dynasty, and it’s generally been very good both in terms of reducing acrimony and in terms of reaching a correct/consensus gamestate (the issue with CFJs is that if they’re the first step after a disputed revert rather than the last, they often end up making the wrong change, either because there was a second mistake in the gamestate that wasn’t immediately noticed, or because CFJs created unilaterally in a hurry often contain wording mistakes and the edit window isn’t always enough to fix them; having some discussion first is usually enough to produce a better CFJ).

I also reworded the rule to be clearer and to avoid duplication (some parts of the rule were previously written twice with different wording), in addition to more clearly stating “if an action changes tracked variables, by default you perform it by updating the tracker” (which has been a core gameplay principle of BlogNomic for ages, but the rules didn’t spell it out very clearly and new players kept missing it).

Story Post: [Opportunity]

You have the opportunity to throw a shoe at an American President.

The Influence Reward for this Opportunity is 106.

Sunday, March 23, 2025

Story Post: [Opportunity]

The circus is rolling through town and is advertising to allow people to be lion tamers for a day. You get to wear the big hat and the tails, and stand in the middle of the tent telling the lions what to do. It is pretty likely that you won’t get eaten.

This Opportunity has a Fame reward of 53.

Sunday, March 23, 2025

Story Post: [Deal] Hey Raven1207, Let’s Dig Up Some Dirt

This Deal is for Raven1207 to Dig Up Dirty Secrets. I’m offering a split of 60 Influence to me and 40 Influence to you, because I had to pay some Resources for this Deal. For you, it’s free Influence. All you have to do is agree to it with a for vote.

Proposal: An Event occurs

Unpopular, 1-3. Failed by JonathanDark.

Adminned at 24 Mar 2025 14:01:14 UTC

Choose a random Life Event, and apply it to each Seeker.

Although Life Events are defined, we haven’t come up with a way to use them yet. What about causing them to happen by proposal?

Thursday, March 20, 2025

Pace of Play

So far this dynasty, some of the main mechanics (e.g. Vocating) generally encouraging doing nothing most of the time, taking actions as rarely as the timer allows (in this case, once a week). That means that nothing is happening most of the time.

I’m making this post to check whether or not players are OK with that sort of pace – everyone might be fine with it, but possibly it might have happened accidentally without anyone really wanting it, and I can’t tell without asking.

Story Post: [Deal] Hey JonathanDark, let’s bribe the education commissioner

Think about it: unlimited free pens.

This is a Bribe Someone Mildly Important deal. I propose a Stakes split of 22 to me, 18 to you.

Wednesday, March 19, 2025

So Long, and Thanks for All the Fish

I would like to be idled.

Proposal: Better Safe Than Sorry

Timed out, 1-1 with reduced quorum due to Custodian voting DEF. Failed by JonathanDark.

Adminned at 21 Mar 2025 16:05:53 UTC

Add a new rule named “Insurance” with the following text:

There is a publicly tracked Insurance which is a list of one or more Policies that defaults to an empty list. Each Policy has a Seeker, a Resource, and a Covered.

At any time while Misfortune is not being performed, a Seeker may add a Policy to Insurance by spending a positive amount of one of their Resources up to the amount of that Resource they have, then adding an entry to Insurance with their name, the name of the Resource that was spent in this action, and a Covered equal to the amount spent. A Seeker who adds a Policy to Insurance is said to own that Policy. A Seeker may not add a Policy for a given Resource if one already exists with their name and that Resource.

At any time while Misfortune is not being performed, a Seeker may increase the Covered amount of a Policy they own by spending a positive amount of the Resource associated with that Policy, up to the amount of that Resource they have, and adding that amount to that Policy.

In the rule “Insurance”, add a subrule named “Misfortune” with the following text:

As a Communal Weekly Action, any Seeker or the Custodian may perform the Misfortune action, which is an atomic action with the following steps:
* Randomly select a Resource.
* Randomly select a Life Event from the list of possible Life Events.
* Roll 2DICEX, where X is the current Tension, and call the result of this roll the Damage.
* Subtract the Damage from the Covered of every Insurance Policy where that Policy’s Resource matches the Resource selected in the preceding steps, to a minimum of 0.
* Remove every Insurance Policy that has a Covered of 0.
* For every Seeker that does not own an Insurance Policy with a Resource that matches the Resource selected in the preceding steps, apply the Life Event selected in the preceding steps to that Seeker.

Consider the Misfortune action as having been performed at the time of the enactment of this Proposal, without having performed its steps.

How much are you willing to set aside to avoid a Life Event?

Wednesday, March 19, 2025

Proposal: Unproductive Adults?

Timed out and failed, 0-1 with a lowered quorum due to imperial DEF. Josh

Adminned at 21 Mar 2025 10:05:21 UTC

Replace the conditions under which a Seeker is in the Adult and Geriatric Life Stages with the following:

In the second and third weeks after performing Be Productive for the first time, a Seeker is in the Adult Life Stage.
In the fourth and all subsequent weeks after performing Be Productive for the first time, a Seeker is in the Geriatric Life Stage.

Remove all Jobs from Seekers, if any exist.

Whoops, forgot to update the other two Life Stages with the passage of Unproductive Infants

Call for Judgment: Storytime

Reached quorum, 3-0. Enacted by JonathanDark.

Adminned at 19 Mar 2025 20:58:13 UTC

Uphold the post Viral Video as a legal Opportunity.

When I posted that Opportunity, I forgot to make it a Story Post as required by the rules for Opportunities.

Story Post: [Opportunity] Quiz Me

A quiz show is coming to your town and they need contestants who can show off their smarts as well as entertain a live audience. Unfortunately, the lines to apply are really long, and it looks like not everyone is going to get a chance to audition before they close the doors for the day. Looks like you’re going to have to bribe some folks in line to jump ahead and get in to showcase your talents. Are you ready?

This Opportunity has a Savvy reward of 46 and a Fame reward of 45.

Monday, March 17, 2025

Proposal: More Tense

Reached quorum, 4-0. Enacted by JonathanDark.

Adminned at 18 Mar 2025 21:43:15 UTC

In the text “As a daily Communal Action, any Seeker or the Custodian can increase the Tension by 2.” in “Targets”, change “2” to “3”.

The Tension increase of 2 was balanced around a larger playerlist – with fewer Seekers there are fewer actions, so the pace at which the game scales should be a little higher to compensate.

Proposal: [Building Blocks] Only FOR votes prevent edits

Withdrawn. Failed by JonathanDark.

Adminned at 18 Mar 2025 21:41:02 UTC

Change the Building Blocks rule “Edit Window” to read as follows:

Recommended: An official post may be altered by its author if it is less than 4 hours old and either no Seeker has commented on it or (if it is a Votable Matter) there are no valid FOR votes on it. This rule is superseded by the rule “Protected Edit Window”, if it exists.

Make the same change on the Building Blocks wiki page.

I haven’t had much time for BlogNomic recently, and when checking proposals that might need my input, I missed that “Personal clocks” was still in edit window when I made a comment on it that contained a voting icon (the alternative would have been to delay voting until now – I didn’t visit BlogNomic in between). There’s no actual reason for AGAINST or unresolved-DEFERENTIAL votes to block editing – the primary reason to close the edit window is to stop people getting arbitrary text into the rules via editing a proposal that already has a number of FOR votes, and AGAINST and unresolved-DEFERENTIAL votes can’t be scammed that way. Meanwhile, allowing such votes to not close the window reduces the accidental damage that a hurried player can cause by mistake.

Monday, March 17, 2025

Proposal: Stonks

Reached quorum, 4-0. Enacted by JonathanDark.

Adminned at 18 Mar 2025 21:27:01 UTC

Add a new dynastic rule, titled “The Market”:

There exist three Stocks, each of which is associated with a non-Wealth Resource:
* Deep State Inc ($DSI for short) is associated with Influence;
* Celebrity Drivel News ($CDN for short) is associated with Fame;
* The Academic Research Cooperative ($ARC for short) is associated with Savvy.

Each Stock has a numeric Price, and every Seeker has a numeric amount of Shares in each Stock, both of which are publicly tracked.

As a Weekly Action, a Seeker may Trade. They do this by buying and/or selling any amount of their Shares in any amount of Stocks (with the value of each Share given by its Price and paid in Wealth). Wealth gained from selling Shares is not boosted by Aspiration.

Seekers with a Job of Investor may Trade as a Daily Action rather than a Weekly Action.

As a Communal Daily Action, any Seeker or the Custodian may Update Prices, which is the following atomic action:
* For every non-Wealth Resource:
** Calculate the percentage of non-Wealth Resources owned by all Seekers which are that Resource (a real number from 0 to 100).
** Divide the result of the previous step by 10.
** If the result of the previous step is less than 2, set it to 2.
** Set the Price of the Stock associated with that Resource to the result of the previous step, rounded to the nearest integer.

Why not do a little investment as a Wealth mechanic? The more of a non-Wealth Resource there is relative to the other Resources the more valuable the Stock for that Resource gets. My goal is to eventually have an obtaining mechanic for every resource (instead of just Influence, which is a little lopsided), maybe some others can help fill in Fame and Savvy

Proposal: Unproductive Infants

Reached quorum, 3-1 with reduced quorum due to Custodian voting DEF. Enacted by JonathanDark.

Adminned at 18 Mar 2025 20:56:48 UTC

If the proposal “Personal clocks” was enacted, then this proposal has no effect.

In the rule Vocating, change the text “Let X be the number of days between the start of the last day you performed this action” to read:

Let X be the number of days between the start of the last day you performed this action (or the date upon which you assumed the Vocation chosen in this atomic action, whichever is most recent)

In the rule “Life Stages”, replace the conditions under which a Seeker is in the Infant and Juvenile Life Stages with the following:

If a Seeker has not performed Be Productive at any point in the Dynasty then that Seeker is in the Infant Life Stage.
For the first week after performing Be Productive for the first time, a Seeker is in the Juvenile Life Stage.

 

An alternative to Josh’s “Personal clocks” which doesn’t set everyone but himself and JD back four days. To address Josh’s concern about people without Hobbies getting extra productive time before becoming Geriatric, this sets the life clock ticking from the first time you’re productive instead of when you get a Vocation (which retroactively makes everyone Juvenile)

Proposal: Personal clocks

Withdrawn. Josh

Adminned at 16 Mar 2025 22:49:34 UTC

In the rule Vocating, change the text “Let X be the number of days between the start of the last day you performed this action” to read:

Let X be the number of days between the start of the last day you performed this action (or the date upon which you assumed the Vocation chosen in this atomic action, whichever is most recent)

Revert any Be Productive actions taken between the posting and enactment of this proposal.

Standardising that you must hold the vocation for a set period before realising gains from it.

Story Post: [Opportunity] On Stage

You win a raffle at a concert for your favourite band, and before you know it you’re up on the stage with them! If you’re charismatic enough (and happened to spend enough money on looking presentable beforehand), you might just be able to win the audience’s hearts.

This Opportunity has a Fame Reward of 37

I can’t seem to find how to make a post sticky, could someone help me out there?

Friday, March 14, 2025

Proposal: New defaults dropping

Timed out and failed, 1-3. Josh

Adminned at 16 Mar 2025 22:43:54 UTC

In the rule Numbers and Variables, immediately before the string “or the list which is alphabetically earliest”, add:

false (if the range of possible outcomes is limited to “true” or “false”),

To the end of the same bullet point, add:

When an action is added to the ruleset that allows for the manipulation of a game variable based on set timescales, the first use of that action for each Seeker uses, by default, the time at which that action was added to the ruleset as the basis for assessing the most recent time at which that action was performed by that Seeker.

Proposal: Clean Up Your Life Event

Timed out and enacted, 5-0. Josh

Adminned at 16 Mar 2025 22:42:17 UTC

In the rule “Life Events”, replace the description for RIF with the text “Remove that Seeker’s Job if they have one.”

In the same rule, replace the description for Obsolete with the text “Randomly select one of that Seeker’s Hobbies and remove it.”

In the same rule, replace “to one of their empty Vocations” with “as a Vocation”.

In the same rule, replace “in any Vocation” with “as a Vocation”.

I’m still working on a way to use Life Events, but meanwhile I’d like to fix it up so that it doesn’t use the awkward language of Vocations as containers.

[Opportunity] Viral Video

You’ve heard about viral videos and people becoming influencers, but you never imagined yourself being one of those people, until today. An Opportunity has presented itself to you to pay some highly talented internet video producers to make the next viral video, starring you. Do you take them up on it?

This Opportunity has an Influence Reward of 15 and a Fame reward of 27.

Thursday, March 13, 2025

Proposal: Mainstream Media

Reached quorum, 4-0. Enacted by JonathanDark.

Adminned at 14 Mar 2025 14:09:38 UTC

Add a new dynastic rule, titled “News”:

The News is a publicly tracked list of Stories, defaulting to the empty list. Every Story has a Seeker who created it, a date and time that it will expire, and a thing that that Story is Slandering, all of which are publicly tracked.

At any time, a Seeker may spend 20 Influence, tripled for every time they have performed this action before this dynasty, to create a Story Slandering a Resource of their choice and add it to the News (or extend the expiration date of a Story they created slandering a Resource by 48 hours).

At any time, a Seeker may spend 5 Fame, doubled for every time they have performed this action before this dynasty, to create a Story Slandering a Vocation of their choice and add it to the News (or extend the expiration date of a Story they created slandering a Vocation by 48 hours).

When created, Stories expire 48 hours after their creation. If a Story in the News is past its expiration date, any Seeker or the Custodian may remove it from the News, and it no longer has any effect.

If there is a Story in the News Slandering a Resource, then any time a Seeker would gain an amount of that Resource they instead do not (regardless of Aspiration).

Stories in the News Slandering a Resource have no effect on and may be ignored by Seekers with more Savvy than the Influence of the Story’s creator. Stories in the News Slandering a Vocation have no effect on and may be ignored by Seekers with more Savvy than the Fame of the Story’s creator.

Change the first bullet point of the “Be Productive” action to the following:

* Choose a Vocation you have which there is no Story in the News Slandering (this Vocation is considered the Activity for the rest of this action).

Give every Seeker 20 Savvy.

What’re resources if there’s nothing to spend them on? This lets you report stories in the News, but just like real life they are always negative. Also just like real life, if you’re clever you ignore the News. This is a starting point, it’s intentionally left broad so people can add other things to Slander (maybe other Seekers, to force a Life Event upon them?)

Proposal: No Free Lunch

Reached quorum, 4-0. Enacted by JonathanDark.

Adminned at 14 Mar 2025 14:08:06 UTC

Replace the text of steps 2 and 3 of the “Closing the Opportunity” action with the following:

# For each Seeker other than the Purchaser, increase the Wealth of that Seeker by that Seeker’s Bid (and this increase is not affected by Aspiration).
# Increase the Purchaser’s Wealth by the difference between the highest and second-highest Bids (not affected by Aspiration, and if the difference is greater than the Tension increase by the Tension instead).

Preventing Aspiration from multiplying the Bid refund. Also reducing the cap on the refund to the Tension instead of three times the Tension to make the optimal strategy slightly less boring (not a perfect solution, but it’s something)

Proposal: Early Enrollment

Withdrawn. Failed by JonathanDark.

Adminned at 14 Mar 2025 14:07:35 UTC

In the rule “Vocating”, add a subrule named “Jump Start” with the following text:

Each Seeker has a number called “Reserve” that defaults to 0 and a “Reservation” which is a Hobby that defaults to no Hobby.

As a Daily Action, a Seeker who is in the Infant or Juvenile Life Stages may perform Jump Start. Jump Start is an atomic action with the following steps:
* Spend an amount of your Wealth greater than 0, up to your current Wealth, and add that amount to your Reserve.
* Set your Reservation to any Hobby that you do not already have as a Vocation.

For a given Hobby, if there is a Seeker who has that Hobby as their Reservation and a Reserve that is higher than any other Seeker who also has that Hobby as their Reservation, that Seeker is considered the Starter for that Hobby. Additionally, if there is a Seeker who is the only Seeker with that Hobby as their Reservation, that Seeker is considered the Starter for that Hobby.

A Seeker may not add a Hobby as a Vocation if there is another Seeker who is the Starter for that Hobby. A Seeker who is the Starter for a Hobby may not add that Hobby as a Vocation if they have performed Jump Start less than 48 hours ago.

Whenever a Seeker adds a Hobby as a Vocation, their Reserve (not boosted by Aspiration) is added back to their Wealth if they were not the Starter for that Hobby, and their Reserve and Reservation are set to their default values regardless of whether they were the Starter for that Hobby or not.

If there are no active Seekers in the Infant or Juvenile Life Stages, any Seeker or the Custodian may repeal this rule.

The current optimal play is to wait a full week, up to the last minute, to choose your Hobbies and snag something no one else has before they do, then immediately perform Be Productive to get the maximum value out of it. I’d rather the dynasty not be dull for the next 7 days, followed by an immediate timing rush.

Thursday, March 13, 2025

Help With a Betting Mechanism

So, I’ve been struggling with how to make closed-fist betting easier, or at least less wordy, without having the Custodian have to handle private communications for actions or resolution of those actions.

My initial idea was:
* Set the amount you want to bet.
* Hash your bet, but first add a “salt” of your choice so no one could reverse-engineer the hash to figure out what you bet.
* Once all bets are in (for anyone who might participate), reveal the bets by posting the bet and salt. Checking the hash of that against the original hash proves you bet what you said you did.

Wording that correctly has been a challenge. Does anyone have alternatives to this?

Proposal: Requeuesant

Reached quorum, 5-0 with 1 Recusant vote. Enacted by JonathanDark.

Adminned at 13 Mar 2025 19:45:23 UTC

Change the first sentence of the rule Recusants to read as follows:

An Idle Seeker may post or vote on a Votable Matter provided that its effect is entirely limited to amending the non-dynastic ruleset. An Idle Seeker who makes or votes upon such a Votable Matter is, for the purposes of that Votable Matter, a Recusant.

In the rule Dormancy, change “fewer than four Seekers” to “fewer than four Active Seekers”.

Clarifying the permission for idle Seekers to post proposals. Fixing Dormancy while I’m at it.

Proposal: When Things Just Happen To You

Reached quorum, 5-0. Enacted by JonathanDark.

Adminned at 13 Mar 2025 16:53:57 UTC

In the rule “Life Events”, replace the description for RIF with the following:

Remove a Job from each of that Seeker’s Vocations that contain a Job.

and in the same rule, replace the description for Obsolete with the following:

Randomly select one of that Seeker’s Vocations that contains a Hobby and remove it.

and in the same rule, append the following text:

If a Seeker loses a Job or Hobby due to a Life Event, they may add a Hobby of their choice to one of their empty Vocations, provided that they have never had that Hobby in any Vocation during this dynasty.

Patching up Life Events per the discussion in Life Happens

Heading to Real Life

I would like to be idled

Proposal: Anonymous proposals

Unpopular, 2-4. Failed by JonathanDark.

Adminned at 13 Mar 2025 16:53:23 UTC

Create a new dynastic rule, “Anonymous Proposals”, with the following text:

As a weekly action, a Seeker may privately send the Custodian the text of a hypothetical proposal, labelling it as an Anonymous Proposal submission. Upon receiving such a submission, the Custodian should rewrite the proposal in their own words (keeping the gameplay intent of the proposal approximately intact, but potentially using different wording in any created or modified rules), and then submit it as a proposal with [Anonymous] in its title. (The Custodian must not put [Anonymous] in the title of proposals except in this circumstance.) The Custodian can submit a proposal this way even if they already have 2 proposals pending or have already submitted 3 proposals this way, and proposals submitted this way do not count as proposals for the purpose of the 2-pending-proposal or 3-proposals-per-day limits.

 

A mechanic to allow proposals to be submitted anonymously via the Custodian. There are two reasons I think this would be good: a) it allows Seekers who are less confident in proposal-writing to shape the ruleset, via having the Custodian rewrite the proposal for them; b) if we want to in the future give Influence for enacted proposals, the ability to submit them anonymously might be important so that players don’t vote down proposals submitted by leading Seekers. This is restricted to a weekly action both to reduce my workload, and because these proposals don’t cost slots.

Wednesday, March 12, 2025

Story Post: [Opportunity] Be on TV!

An Opportunity has arisen. You could become the next star of TV!

This Opportunity has a Fame Reward of 24.

A reminder of how this works: you can gain Wealth using the Income action, and then spend Wealth to make a Bid (reporting the bid in comments to this post). The highest bid wins the reward (and has some or part of the gap to the second-highest bid refunded), and the other bids get refunded.

Proposal: Doing Stuff to Get Things

Reached quorum, 4-0. Enacted by JonathanDark.

Adminned at 13 Mar 2025 16:42:16 UTC

Perform the Income action once on behalf of every Seeker, regardless of any restrictions on its frequency of occurrence.

Repeal the rule “Wealth Actions”.

Add a new dynastic rule, titled “Vocating”:

As a Daily Action, a Seeker may Be Productive. This is an atomic action with the following steps:
* Choose a Vocation you have (considered the Activity for the rest of this action).
* Let X be the number of days between the start of the last day you performed this action and the start of today, to a maximum of 7.
* For every other Seeker who also has the Activity as one of their Vocations, reduce X by 1, to a minimum of 0.
* For every Resource the Activity is Strongly Correlated with, gain 20 * X of that Resource. For every Resource the Activity is Correlated with, gain 10 * X of that Resource. For every Resource the Activity is Negatively Correlated with, lose 5 * X of that Resource, to a minimum of 0.

When a Seeker updates the gamestate tracker as a result of performing this action, they are encouraged to mention in the edit summary that they are being productive.

Consider every Seeker to have performed Be Productive at the moment this proposal enacts (but do not generate any Resources for those Seekers).

Per Josh: a simple action which can be taken to generate some Resources.

Proposal: A Series of Unfortunate Events

Withdrawn. Failed by JonathanDark.

Adminned at 12 Mar 2025 15:17:50 UTC

Add a new rule named “Misfortunes” with the following text:

A Misfortune is a Story Post that starts with the title “[Misfortune]”. A Seeker may post a Misfortune if all of the following are true:
* The current date is March 20, 2025 00:00 UTC or later.
* That Seeker has not posted a Misfortune before in this dynasty.

When a Misfortune is posted, the Seeker who posted it must include the following into the contents of that post:
The text “Life Event: ” followed by the name of a Life Event of that Seeker’s choice.
The text “Resource: ” followed by the name of a Resource of that Seeker’s choice.

A Risk is a percentage expressed as an integer between 10-100 inclusive. A Bet is a string which begins with a Risk followed by a space followed by any string of 3-20 alphabetical characters. A Blind is the SHA256 hash of a Bet, which can be generated using the website https://tools.keycdn.com/sha256-online-generator

A Misfortune is considered Open if it has been less than 48 hours since it was posted. A Misfortune is considered Impending if it has been at least 48 hours since it was posted but less than 72 hours since it was posted. A Misfortune is considered Triggered when it has been at least 72 hours since it was posted but is not Closed.

Any Seeker may comment on an Open Misfortune with a Blind by choosing their Risk, creating a Bet with that Risk, generating the Blind for that Bet, then adding a comment to that Open Misfortune containing that Blind.

Any Seeker may comment on a Impending Misfortune with a Bet, but that Bet is only valid if all of the following are true:
* That Seeker posted at least one Blind in a comment while that Misfortune was Open.
* The Blind for that Bet matches the most recent Blind that Seeker posted in that Misfortune while it was Open.

If a Seeker did not comment on a Misfortune with a valid Bet while it was Impending, that Seeker’s Bet for that Misfortune is considered to be “10 aaa”, and their Risk is 10 for that Bet.

When a Misfortune is Triggered, any Seeker or the Custodian may perform Activation on that Misfortune, after which that Misfortune is considered Closed. Activation is an atomic action with the following steps:
* Add a comment to that Misfortune stating “Misfortune is Closed”.
* If there is only one Seeker whose Bet in that Misfortune contains the highest Risk among all Seekers’ Bets, consider that Seeker to be Exempt in this instance of this action.
* For each Seeker who is not Exempt, calculate the value of that Seeker’s Resource named in that Misfortune post multiplied by that Risk and dividing that by 100, rounding down to the nearest integer. Subtract this result from that Seeker’s Resource named in that Misfortune post.
* Select all of the Seekers whose Bets in that Misfortune contains the lowest Risk among all Seekers’ Bets.
* Apply the effects described in the Life Event named in that Misfortune post to those Seekers selected in the preceding step.

If “Life Happens” was not enacted, insert the following text as the first paragraph in the rule “Misfortunes”:

The rest of this rule is flavor text.

Similar to Opportunities, but generally something bad happens, although perhaps someone might want to lose a Job or Hobby and could take advantage of this instead. The Bet and Blind mechanism is to make it a little more exciting to determine how much to Risk to avoid a Misfortune.

Also, the date restriction is just to give people time to try out some dynastic actions before Misfortunes start coming in.

Proposal: Did an oopsy

Reached quorum, 5-0. Enacted by JonathanDark.

Adminned at 12 Mar 2025 15:14:48 UTC

In the rule Life Stages, change the phrase “after joining the dynasty for the first time” to “after giving themselves a Vocation for the first time” wherever it appears.

In the same rule, immediately before the line which starts “For the first week”, add the following line:

If a Seeker has not given themselves any Vocations at any point in the Dynasty then that Seeker is in the Infant Life Stage.

Misfire from an earlier proposal

Proposal: Life Happens

Reached quorum, 4-0. Enacted by JonathanDark.

Adminned at 12 Mar 2025 15:12:05 UTC

Add a new rule named “Life Events” with the following text:

Life Events are listed below, where each is named and has the described effect when it is applied to a Seeker:

;RIF: That Seeker must remove a Job from each of their Vocations that contains a Job. If they removed a Job due to this action, they may optionally pick a Hobby that they have never had in any Vocation during this dynasty and add it to an empty Vocation.
;Obsolete: That Seeker must remove a Hobby of their choice, if they have one, from one of their Vocations. If they do so, they may optionally pick a Hobby that they have never had in any Vocation during this dynasty and add it to an empty Vocation.
;Emergency: That Seeker loses 10% of each Resource they have the most of at the time this was applied.

In the rule “Vocations by Life Stage”, replace “they may once carry out the Get A Job Action” with “they may carry out the Get A Job Action if they currently do not have a Job Vocation” and after the text “the Hobby being replaced is also Correlated” add the text “, and provided that they have never had that Job in any Vocation during this dynasty”.

A way to introduce changes to a Seeker’s Life. I’m putting how this happens in my next Proposal, just in case people like this idea but don’t like my next Proposal on how to do it.

Proposal: An Offer You Can’t Refuse

Custodian voting DEF reduces quorum to 3. Reached quorum 3-0. Enacted by JonathanDark.

Adminned at 12 Mar 2025 15:08:21 UTC

Add a new dynastic rule, titled “Gathering Influence”:

A Deal is a type of Story Post whose title starts with “[Deal]”. A Deal may be open or closed, and is open initially. The author of a Deal is considered its Bargainer, and the body of a Deal must contain the name of a single other Seeker, who is considered the Authority of that Deal. The body of a Deal must also contain an amount of Influence, known as the Stakes of that Deal, and a proposed division of the Stakes of the Deal between its Bargainer and Authority.

Once the Authority of an open deal posts a comment to that open Deal containing either a FOR or AGAINST voting icon, that deal is considered closed and no longer open. When a Deal becomes closed, if its Authority closed it with a FOR voting icon, then its Bargainer and Authority gain Influence according to the division proposed in the body of the Deal (and this gain is boosted). If its Authority closed it with an AGAINST icon, then the Bargainer is refunded the Resources spent to create that Deal. If an open Deal has been open for more than 72 hours, any Seeker may make a comment with an AGAINST icon to close that Deal as if they were its Authority.

If the proposal “More Resourceful” failed, remove the text “(and this gain is boosted)” from the above, and add the text “(and this refund is not boosted by Aspiration)” after “the Bargainer is refunded the Resources spent to create that Deal”.

Add a subrule to “Gathering Influence”, titled “The Price of Power”:

If a Seeker has not created a Deal in the past 72 hours, then they they may choose an entry in the following list and spend some Resources as indicated in that entry to create a Deal (where the amount of Resources to be spent is indicated after the colon, and the Stakes the created Deal must have is indicated in parentheses):
Bribe Someone Mildly Important (Stakes 40): 5 Wealth
Dig up Dirty Secrets (Stakes 100): 10 Influence, 10 Fame, 10 Savvy
Incite your Fans to Join a Cult (Stakes 200): 100 Fame
Steal Highly Confidential Knowledge (Stakes 300): 150 Savvy
Buy the Government (Stakes 1000): 500 Wealth, 100 Influence

The Authority of a Deal created in this way must be selected randomly among the Seekers other than that Deal’s Bargainer. The Bargainer may decide the division of the Stakes for a Deal, and may do so after rolling for its Authority.

A second take on an Influence mechanic, inspired by the ultimatum game. You can bargain with authority figures to accumulate power, but the authority figure is selected at random to prevent excessive cooperation.

Monday, March 10, 2025

Proposal: Tinkerers

Enacted popular, 4-1. Josh

Adminned at 12 Mar 2025 12:37:18 UTC

Rewrite the rule Seekers as follows:

A human with access to the blog who is not already a Seeker may make a blog post making clear their wish to be a Seeker (plural form Seekers); in response, an Admin shall add them to the roster in the sidebar, at which moment they become a Seeker. (See the FAQ for guidance on how to apply for access to the BlogNomic blog.)

Some Seekers are Admins, responsible for updating the site and the Ruleset, and are signified as such in the sidebar. Seekers who wish to become Admins should submit a Proposal or CfJ to that effect. Existing Admins may be voluntarily resignation by making a post to the blog.

A Seeker may cease to be a Seeker at any time by posting an entry to the BlogNomic weblog requesting such an action. A human who has ceased to be a Seeker in this way may not become a Seeker again within the following two weeks.

Add the following to the beginning of the last bullet point of the rule Names:

A Seeker’s name may only be changed as a result of a Proposal approving the change.

Rewrite the rule Idle Seekers as follows:

A Seeker may be either Active or Idle. A Seeker is only Active if their name is on the list of currently active Seekers in the Sidebar; otherwise they are Idle.

A Seeker may request to become Idle at any time by making a post or comment to that effect. An Admin may render a Seeker Idle if that Seeker has asked to become Idle in an entry or comment from the past 96 hours (4 Days), or if that Seeker has not posted an entry or comment in the past 168 Hours (7 days). Admins may render themselves Idle at any time, but should announce it in a post or comment when they do so.

For the purposes of all Gamestate and the Ruleset, excluding the core and appendix Rules “Ruleset and Gamestate”, “Seekers”, “Dynasties”, “Fair Play”, “Imperial Tracking”, “Mentors” and any of those Rules’ subrules, Idle Seekers are not counted as Seekers. The combined term “Idle Seekers” can be used to refer to Seekers who are Idle even in Proposals or rules that do not treat them as Seekers, and any votable matter that specifically refers to a named Idle Seeker can affect them as if they were Active. Idle admins may act as Admins as if they were Active.

An Admin may make a Seeker Active if that Seeker is Idle and has asked to become Unidle in an entry or comment from the past 96 hours (4 Days), and Idle Admins may make themselves Active at any time, unless the Seeker who would become Active has become Idle within the past 96 hours (4 days), and within the current Dynasty. Admins who are making any Seeker Active should highlight the changed status of the relevant Seeker and any changes to Quorum to have come about as a result of it as a comment to the entry requesting the change, or as part of their next vote comment if making themselves Active.

When a Seeker is made Active, if they went Idle in the same Dynasty, their personal gamestate retains the last legally endowed values it had, if they are still valid. Otherwise (including if a value is invalid, does not exist, or the Seeker Idled in a different Dynasty), the Seeker is given the default value for new Seekers, if such a value exists.

When a Seeker becomes idle due to inactivity, 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 Seeker during the current and subsequent dynasty.

Add a new subrule to the rule Seekers, called Recusants, with the following text:

When an Idle Seeker makes or votes on a Votable Matter whose only effect is to amend the non-dynastic ruleset, that Idle Seeker is, for the purposes of that Votable Matter, a Recusant. When resolving a Votable Matter, all Idle Seekers who are Recusants on that matter are considered to be Active solely for the purposes of determining whether it was legally posted, and for determining Quorum on that matter; and all otherwise valid votes cast by Recusants are considered to be valid votes cast by Active Seekers.

Add the following to the end of the second paragraph in the rule Dynasties:

Additionally, Proposals may be submitted and resolved as normal, provided that they only have the effect of amending the non-dynastic ruleset.

Long. Sorry. A minor restructuring of the horribly written Seekers rule that also allows idle players to change the core ruleset without becoming Active.

Proposal: More Resourceful

Timed out and failed, 2-2. Josh

Adminned at 12 Mar 2025 12:36:59 UTC

Create a new subrule, “Boost”, of “Resources” (in the blockquote below, * is MediaWiki markup for the start of a list item):

Each Seeker has a Boost for each Resource, a positive integer defaulting to 1 (different Resources can have different Boosts for the same Seeker). Boost is publicly tracked via writing “x” followed by the Boost after each Seeker’s Resource value (for example, if a Seeker has 50 Wealth and a Weatlh Boost of 2, their Wealth is written as “50x2” on the Tracker).

When a rule defines a change as “boosted”, this means that if the change increases a Seeker’s value for a Resource, the size of the increase is multiplied by that Seeker’s Boost for that Resource.

There is a list of Boost Conditions, each of which may apply to a particular combination of a Seeker and a Resource. The list of Boost Conditions is as follows:
* At least two of the Seeker’s Vocations are Correlated or Strongly Correlated with the Resource, and none of the Seeker’s Vocations are negatively Correlated with the Resource;
* At least one of the Seeker’s Vocations is Strongly Correlated with the Resource, and none of the Seeker’s Vocations are negatively Correlated with the Resource;
* That Seeker’s Aspiration is associated with that Resource, and that Aspiration is not the most common Aspiration among all Seekers;
* That Seeker is the only Seeker with that Aspiration.

If a Seeker meets at least two Boost Conditions for a Resource, that Seeker may set their Boost for that Resource to the number of Boost Conditions they meet for it.
If a Seeker meets fewer Boost Conditions for a Resource than their Boost for that resource, any Seeker may reduce their Boost for that Resource by 1, to a minimum of 1.

If there is a rule “Aspirations”, remove the paragraph starting “If a Seeker has an Aspiration” from it. Otherwise, delete the list items containing “Aspiration” from the new “Boost” subrule.

If there is a rule “Influence”, add a paragraph “Gains due to this rule are boosted.” at the end of that rule.

If there is a rule “Opportunities”, add the sentence “This gain is boosted.” immediately after “For each Resource for which a Reward was chosen as part of the process creating that Opportunity, increase the Purchaser’s value for that Resource by that Resource’s Reward.”, within the same list item.

Change “Wealth Actions” to read as follows (in the blockquote below, * is MediaWiki markup for the start of a list item):

As a daily action called “Income”, a Seeker may increase their own Wealth by an amount of their choice, subject to the following restrictions on what values the amount of the increase can have:
* The chosen amount is at most 36;
* That Seeker has not performed the Income action within the previous X hours, where X is twice the chosen amount.

This increase is boosted (and the restrictions above apply to the amount before the boost).

 

Lots of proposals have been experimenting with having resources gained at different rates for different players, but such mechanisms can get hard to track. So here’s a generic mechanism for handling resource-gain multiplication that’s easier to track – anything that multiplies gains is a Boost Condition, and Boost is displayed in the correct place on the tracker so that increases become much easier to perform. In order to avoid needing to recalculate Boost on every resource gain, Seekers are now responsible for claiming their Boosts rather than gaining them automatically.

Increases that are boosted are explicitly specified in the ruleset as being boosted, to avoid accidentally boosting things like rewards of failing Bids at Auctions and the initial setting of variables for new players.

This also halves Income because the previous rate of gain was too high to handle being boosted.

Proposal: Opportunity

Reached quorum, 4-0. Enacted by JonathanDark.

Adminned at 11 Mar 2025 17:43:07 UTC

Create a new dynastic rule, “Opportunities”, positioning it in the ruleset immediately before “Vocations” (in the blockquote below, “#” is MediaWiki formatting for the start of a numbered list item):

If there is no open Opportunity, any Seeker or the Custodian can perform the following Atomic Action:
# Randomly choose DICE2 non-Wealth Resources.
# For each chosen Resource, generate a random number between 1 and three times the Tension.
# Create a Story Post whose title starts with “[Opportunity]”, which specifies the chosen Resources, and the random numbers that were generated for them in the previous step.

A post created this way is known as an Opportunity; nothing else is an Opportunity. An Opportunity is initially open when it is created. For each Resource chosen when creating an Opportunity, the random number corresponding to it is known (in the context of that Opportunity) as the Reward for that Resource.

While there is an open Opportunity, each Seeker has a Bid, a nonnegative integer defaulting to 0 that is tracked in the comments to the open Opportunity. (The tracking is done as follows: whenever a Seeker’s Bid changes, the new value is posted as a comment to the Opportunity, e.g. a Seeker might post “My Bid is 50” upon increasing their Bid to 50.)

While there is an open Opportunity, any Seeker can reduce their own Wealth by any amount less than their current Wealth, and increase their own Bid by the same amount, as long as doing so causes that Seeker to have the unique highest Bid. This action may not be performed while the “Closing the Opportunity” atomic action is ongoing.

While there is an open Opportuntiy, the Seeker (if any) who has the highest Bid is known as the Purchaser.

If an open Opportunity has been continuously open for 48 hours, and no Bid has changed within the previous 24 hours, any Seeker or the Custodian can perform the following Atomic Action, known as “Closing the Opportunity”:
# Add a comment to that Opportunity stating “Bidding is closed.”
# For each Seeker other htan the Purchase, increase the Wealth of that Seeker by that Seeker’s Bid.
# Increase the Purchaser’s Wealth by the difference between the highest and second-highest Bids (except that if the difference is higher than three times the Tension, increase by three times the Tension instead).
# For each Resource for which a Reward was chosen as part of the process creating that Opportunity, increase the Purchaser’s value for that Resource by that Resource’s Reward.

Once the “Closing the Opportunity” action is completed for a given Opportunity, that Opportunity is no longer considered Open, and the Bid variable loses its value and is no longer tracked. (When the next Opportunity is created, it will start at its default value again.)

 

An auction mechanic to let us start gaining Resources other than Wealth (although I still think they should have their own ways to gain them separate from Auctions). I chose a second-price auction so that there would be no advantage from staying constantly online and trying to snipe.

Proposal: Slow Starter

Reached quorum, 4-0. Enacted by JonathanDark.

NOTE: The instructions in this Proposal said to change the text in Vocations by Life Stage, but it seems that some of the text to change are in a different rule, “Life Stages”, thus the results are likely not what was intended.

Adminned at 11 Mar 2025 17:42:12 UTC

In the rule Vocations by Life Stage, change the phrase “after joining the dynasty for the first time” to “after giving themselves a Vocation for the first time” wherever it appears.

In the same rule, immediately before the line which starts “For the first week”, add the following line:

If a Seeker has not given themselves any Vocations at any point in the Dynasty then that Seeker is in the Infant Life Stage.

Add the following as a new first line to the rule Vocations by Life Stage:

When a Seeker is in the Infant Life Stage, they may add a single Hobby as a Vocation.

Sunday, March 09, 2025

Proposal: The Tax Man

Withdrawn. Failed by JonathanDark.

Adminned at 11 Mar 2025 17:33:54 UTC

If “Supporting the Community” was not enacted, the rest of this Proposal has no effect.

Add a new rule named “Taxes” with the following text:

If the date is on or after September 16, 2025 00:00 UTC, any Seeker or the Custodian may remove this paragraph. The rest of this rule is flavor text.

As a Weekly Communal Action, any Seeker or the Custodian can perform Collect Taxes as an atomic action with the following steps:
* Start with a Taxes, which is a number rounded down to 2 decimal places, of 0.00.
* For each Seeker, multiply their Wealth by 0.10 and add the result to Taxes.
* Divide the Taxes equally by the number of Resources that exist and add that result to the Funding of each Resource.

Taxes increase the Funding for Resources, with a clause so that it will be a week before this kicks in. Starting off with a flat tax rate spread equally, but the intention is that somehow the rates will be adjustable between Resources and the tax structure could become progressive taxes if desired.

Proposal: Supporting the Community

Withdrawn. Failed by JonathanDark.

Adminned at 11 Mar 2025 17:33:22 UTC

In the rule “Resources”, add a subrule named “Public Funding” with the following text:

For each Resource, there is a publicly tracked non-negative number named Funding and a non-negative number named Benefit, both of which are rounded down to two decimal places. For each Resource, Funding defaults to 0.00 and Benefit defaults to 1.00. Whenever a Seeker gains an amount of a Resource, after performing any other mathematical operations on that gain per other rules, that gain is multiplied by the Benefit for that Resource, with the result rounded down to the nearest integer.

As a Daily Communal Action, any Seeker or the Custodian can perform Investment as an atomic action. Investment has the following steps that must be performed once for each Resource during that instance of Investment:
* Divide the Funding for that Resource by 100.00 and add the result to that Resource’s Benefit
* Set the Funding for that Resource to 0.00

A way to prioritize certain Resources over others. How to increase Funding will be handled in other Proposals.

Proposal: The Road Less Traveled

Reached quorum, 5-0. Enacted by JonathanDark.

Adminned at 11 Mar 2025 17:30:24 UTC

Add a subrule to the rule “Resources”, titled “Aspirations”:

If a Seeker has at least 50 of a Resource and more of that Resource than any of their other Resources, then that Seeker is considered to have an Aspiration of:
Rich, if that Resource is Wealth;
Famous, if that Resource is Fame;
Powerful, if that Resource is Influence;
Clever, if that Resource is Savvy.

If a Seeker has an Aspiration and that Aspiration is not the single most common Aspiration among all Seekers, then that Seeker’s gains of the Resource associated with that Aspiration are doubled. If that Seeker is the only Seeker with that Aspiration, their gains of the associated Resource are instead quadrupled.

If the Proposal “The Most Important Thing” passed, add a new Aspiration to the above list of Aspirations:

Joyful, if that Resource is Happiness.

 

Allowing players to obtain a massive pile of one resource (for extra fool’s gold), and encouraging them to choose different resources.

Proposal: Proposing is Power

Unpopular, 1-4 with Custodian voting DEF. Failed by JonathanDark.

Adminned at 11 Mar 2025 17:29:50 UTC

Add a new dynastic rule, titled “Influence”:

When a proposal authored by a Seeker is enacted or failed and at any point had at least one FOR vote on it from a Seeker other than its author, its author gains 5 Influence.

If the Proposal “A Life’s Ambition” passed, replace the text of “Influence” with the following:

When a proposal authored by a Seeker is enacted or failed and at any point had at least one FOR vote on it from a Seeker other than its author, its author gains 5 Influence. If they have a Hobby of BlogNomic or a Job of Politician, they instead gain 10 Influence.

Why not have some incentive to propose?

Proposal: The Golden Mean

Timed out, 3-3. Failed by JonathanDark.

Adminned at 11 Mar 2025 17:29:11 UTC

In the rule Targets, replace

For each Resource, there is a Target for that Resource, a publicly tracked positive integer defaulting to 500.

with

For each Resource, there is a Target for that Resource, a publicly tracked range of positive integers defaulting to 450—500. The upper and lower boundary are included in the range.

In the same rule, replace

A Seeker can choose any Resource, and subtract any number between 1 and the Tension from the Target for that Resource, as long as both of the following conditions are true:
* That Seeker has not changed any Targets in the previous 72 hours;
* The change in Targets does not cause two or more Seekers to achieve victory simultaneously.

with

A Seeker can choose any Resource, and subtract any number between 1 and the Tension from the lower or upper bound of the Target for that Resource, as long as all of the following conditions are true:
* That Seeker has not changed any Targets in the previous 72 hours;
* The change in Targets does not cause two or more Seekers to achieve victory simultaneously.
* The change in Targets does not cause the lower bound of a Target being greater than or equal to the upper bound of that Target

In the same rule, replace all instances of “Seeker has as least as much” with “Seeker’s” and replace all instances of “as the Target for” with “is within the range of the Target for”

Proposal: The Most Important Thing

Unpopular, 1-4 with Custodian voting DEF. Failed by JonathanDark.

Adminned at 10 Mar 2025 16:01:35 UTC

To the beginning of the rule Resources, add

Each Seeker has a Happiness, a publicly tracked non-negative integer.

To the beginning of the next paragraph in the same rule, add “Happiness, “

In the rule Targets, after the text “A particular Seeker achieves victory if all four of the following are simultaneously true for that Seeker:”, add

* That Seeker has as least as much Happiness as the Target for Happiness;

In the rule Vocations, if it exists, add the following to the end of the paragraph that begins “Vocations are associated with Resources”:

All Vocations are Neutral with respect to Happiness.

Proposal: Simple Income

Enacted popular, 5-0. Josh

Adminned at 10 Mar 2025 09:47:08 UTC

Create a new dynastic rule, “Wealth Actions”:

As a daily action called “Income”, a Seeker may increase their own Wealth by an amount of their choice, subject to the following restrictions on what values the amount of the increase can have:
* The amount of the increase is less than 72;
* The amount of the increase is less than the number of hours since that Seeker last performed the Income action, and
* The amount of the increase is less than the number of hours since this rule was added to the ruleset.

 

Although not a required part of the dynasty, I think the dynasty will be more interesting if the various Resources are gained in different ways. Here’s a simple way to gain Wealth – you only need to do it once every three days in order to avoid falling behind. I’m imagining that some Seekers will stockpile it, and others will spend it (once we’ve added rules for things to spend it on).

Proposal: The Wheel of Time

Enacted popular, 7-0. Josh

Adminned at 10 Mar 2025 09:45:03 UTC

Add the following as a new rule, called Life Stages:

Each Seeker occupies a Life Stage, which is publicly tracked and should be kept up to date by the Seeker in question.

For the first week after joining the dynasty for the first time, a Seeker is in the Juvenile Life Stage.
In the second and third weeks after joining the dynasty for the first time, a Seeker is in the Adult Life Stage.
In the fourth and all subsequent weeks after joining the dynasty for the first time, a Seeker is in the Geriatric Life Stage.

If there is a rule called Vocations, add the following as a subrule to it, called Vocations by Life Stage:

When a Seeker is in the Juvenile Life Stage, they may freely add Hobbies up to the maximum number of Vocations that they may have.
When a Seeker is in the Adult Life Stage they may once carry out the Get A Job Action, which allows them to remove one Hobby and replace it with a Job, provided that that Job is either Correlated or Strongly Correlated with a Resource with which the Hobby being replaced is also Correlated.
When a Seeker is in the Geriatric Life Stage they my not have any Job Vocations and may not change their Hobby Vocations.

Proposal: A Life’s Ambition

Enacted popular, 7-0. Josh

Adminned at 10 Mar 2025 09:42:30 UTC

Add a new rule to the ruleset, called Vocations:

Each Seeker may have, at any time, up to two Vocations, of which at most one may be a Job and any number of which may be Hobbies, and all of which are publicly tracked, defauling to having no Vocations. A Seeker may only set or change a Vocation when specifically permitted by the ruleset, and when any restrictions, should any exist, that apply to that change are met.

Vocations are associated with Resources, and may be either Strongly Correlated (noted as ++), Correlated (+), Neutral (no mark), or Negatively Correlated (-).


{| class="wikitable sortable"
|-
! Vocation Type !! Vocation Name !! Wealth !! Fame !! Influence!! Savvy
|-
| Job || Academic || + || || - || ++
|-
| Job || Artist || - || ++ || || +
|-
| Job || Politician || + || || ++ || -
|-
| Job || Investor || ++ || - || + ||
|-
| Hobby || Debate || || || + ||
|-
| Hobby || Amateur Dramatics || || + || ||
|-
| Hobby || Collectables || + || || ||
|-
| Hobby || BlogNomic || || || || +
|-
| Hobby || Sport || + || + || || -
|-
| Hobby || Dating || - || || + || +
|-
| Hobby || Progamming || + || - || + ||
|-
| Hobby || Philosophy || || + || - || +
|}

Proposal: Life Targets

Reached quorum and enacted, 7-0. Josh

Adminned at 10 Mar 2025 09:37:46 UTC

Create a new dynastic rule, “Resources”:

Each Seeker has a Wealth, a publicly tracked non-negative integer.
Each Seeker has a Fame, a publicly tracked non-negative integer.
Each Seeker has an Influence, a publicly tracked non-negative integer.
Each Seeker has a Savvy, a publicly tracked non-negative integer.

Wealth, Fame, Influence, and Savvy are known collectively as Resources, and each of them is a Resource. There are no other Resources.

For each Resource, the default value of that Resource for new Seekers is the median value of that Resource among the other Seekers.

Create a new dynastic rule, “Targets”:

The Tension is a publicly tracked positive integer, defaulting to 2. As a daily Communal Action, any Seeker or the Custodian can increase the Tension by 2.

For each Resource, there is a Target for that Resource, a publicly tracked positive integer defaulting to 500. (Targets are common to all Seekers, rather than specific to individual Seekers, but separate for each Resource.)

A Seeker can choose any Resource, and subtract any number between 1 and the Tension from the Target for that Resource, as long as both of the following conditions are true:
* That Seeker has not changed any Targets in the previous 72 hours;
* The change in Targets does not cause two or more Seekers to achieve victory simultaneously.

A particular Seeker achieves victory if all four of the following are simultaneously true for that Seeker:
* That Seeker has as least as much Wealth as the Target for Wealth;
* that Seeker has as least as much Fame as the Target for Fame;
* that Seeker has as least as much Influence as the Target for Influence; and
* that Seeker has as least as much Savvy as the Target for Savvy.

Set each Seeker’s value for each Resource to 0.

The main mechanic – the victory condition is to get a target amount of each resource, but you can manipulate the targets over time to emphasise certain resources as more important than others.

Ascension Address: Our Goal in Life

Plenty of people have sought the meaning of life. One way to look at the problem is – if life were a leaderboard, then who would be on top? It’s hard to compare success. Some people want to become rich, others to become famous, others to become knowledgeable, some to make their mark on the world.

But if you want to keep score, you need a way to pick a single winner. If you have a group of people, they will naturally all claim that it’s their own achievements that are most important. And to be acknowledged as the best? Just make sure you move the goalposts in the right direction.

Of course, everyone else will be trying to move them too.


Change Meeple to Seeker and Monarchple to Custodian. Do not keep any dynastic rules. Retain the Building Blocks “Precondition Unidling” and “Edit Window”, but remove “Reinitialisation”. Change the gamestate tracking page to “Life Goal Progress”.

Imperial style (unofficial, because an “official” imperial style has to be in terms of the Imperial Styles page):

I don’t want to constrain myself in terms of what proposals I make this dynasty – I’ll likely be doing a combination of trying to improve the game design, keeping the dynasty tidy, and injecting new ideas. However, note that unlike many of my dynasties, I don’t have a firm idea of where this one is going, so I’ll be looking forward to seeing where the rest of you take it.

For player protection, I will attempt to protect players with FOR/AGAINST votes but will not attempt to protect with my veto. (I may deploy the veto for other reasons, most likely trying to prevent rules breakage.)

I don’t want to have to dedicate too much time to imperial duties; I may volunteer for some that I find interesting, but am not in the mood for handling complex update actions (which means that we should probably try to avoid those).

My attitude to scams this dynasty is Averse to wording scams (or to unbalanced mechanics hidden using overly complicated wording) but Neutral to mechanics that are unbalanced/exploitable in ways other than their wording.

If I notice what I think is an error in the gamestate, I will probably make a blog post about it rather than trying to correct the tracking page directly (largely because there are often disputes about whether something actually is or isn’t an error, and because making a correction CFJ before determining what actually went wrong often ends up causing further trouble).

I will try to be a little more Methodical than usual (but probably not fully Methodical).

I do not want to make this into a fully Solitaire game, but I also don’t want easy/direct trading mechanics to exist, i.e. any cooperative mechanics should be primarily based around trading actions rather than trading resources, and should aim for a balance where two cooperaing players are less than twice as effective as a single solo player.

The Longest Ladder

A post-dynastic chat thread.

Friday, March 07, 2025

Declaration of Victory: The Winning Team

Reached quorum after at least 24 hours, 5-1 with 1 DEF. Enacted by JonathanDark.

Adminned at 09 Mar 2025 04:17:48 UTC

As the author of an enacted Kingmaker post (with that post having been upheld as legal by CFJ), I have achieved victory.

Thursday, March 06, 2025

Proposal: [Appendix] Let Names Be Names

Cannot be enacted with 4 votes AGAINST. Josh

Adminned at 07 Mar 2025 11:58:29 UTC

In the subrule “Names” of the Appendix rule “Clarifications”, add a new list item after the first list item:

Within the Ruleset, a word or phrase cannot refer to the name of a gamestate entity unless the Rules explicitly define what name that gamestate entity has.

To prevent, e.g., a team named “Winning” from being considered the Winning Team – it’s unclear from the current core rules whether or not this sort of thing works, but it would probably be better for the future if it clearly didn’t work.

Call for Judgment: Is it Winning if You Say So?

Reached quorum, 5-1. Enacted by JonathanDark.

Adminned at 07 Mar 2025 17:48:39 UTC

If “Is the Oxford Comma Dead?” was enacted, the rest of this CfJ has no effect.

Uphold the Story Post - Votable Matter “Kingmaker: Conditionally flavour text?” as a valid Kingmaker per the rule “Winning”.

From the comments on the other CfJ, there’s a disagreement as to whether ais’ “Winning” Team is a Winning Team or the Winning Team. We might as well settle this concurrently with the other CfJ, since that will be the next debate. If the other CfJ is enacted and ais is forced to remove “Winning”, this becomes a moot point.

Call for Judgment: Is the Oxford Comma Dead?

Timed out, 3-3. Failed by JonathanDark.

Adminned at 07 Mar 2025 17:48:01 UTC

Set ais523’s Team to empty.

In the rule “Teams” replace ” As a Weekly Action, a Meeple can set their Team to any string of between 3 and 20 alphanumeric characters, where this string is considered flavor text, as long as all of the following criteria are true” with the following:

A Meeple’s Team is considered flavor text. As a Weekly Action, a Meeple can set their Team to any string of between 3 and 20 alphanumeric characters as long as all of the following criteria are true

I think commas impart important meaning to a sentence, but nevertheless this CfJ is also rewriting the rule to make it more clear. Details in the comments.

Story Post: Kingmaker: Conditionally flavour text?

Has FOR votes from every Meeple on the same team as its Author. Enacted by JonathanDark.

Adminned at 07 Mar 2025 17:49:14 UTC

The newly enacted “Teams” rule says “As a Weekly Action, a Meeple can set their Team to any string of between 3 and 20 alphanumeric characters, where this string is considered flavor text, as long as all of the following criteria are true:”.

I attempted to set my Team to “Winning”. Because the following criteria are not all true, the team name is not considered flavor text (because the string contains the word “Winning”, which is one of the criteria for the name to not be flavor text).

I am unsure whether the team name not being flavor text implies that I am in fact on the Winning Team. If so, this Kingmaker post is legal. If not, it isn’t. I think it would make sense to use this post to discuss whether the post is legal or not.

Monday, March 03, 2025

Proposal: Teamwork Makes the Dream Work

Timed out, 4-1. Enacted by JonathanDark.

Adminned at 05 Mar 2025 16:49:11 UTC

Add a new rule named “Teams” as the first rule under “Dynastic Rules” and give it the following text:

Each Meeple has a publicly tracked Team which is empty by default. If a set of Meeples each have the same non-empty Team, where this comparison is case insensitive, those Meeples are said to be on that Team and are considered to be on the same Team. A Meeple with an empty Team is never considered to be on a Team.

When a Meeple sets their Team, they are said to Join that Team. As a Weekly Action, a Meeple can set their Team to any string of between 3 and 20 alphanumeric characters, where this string is considered flavor text, as long as all of the following criteria are true:
* That string does not contain the word “Winning” or the name of any Meeple.
* Setting that Meeple’s Team to that string would not result in more than 3 Meeples being on the same Team.
* That Meeple was not already on a Team with any other Meeple.

When a rule mentions the word “Team”, it applies to all Meeples on that Team. Any action that a Team can take or perform can be performed by any Meeple on that Team, and when a Meeple performs such an action, they are performing it on behalf of that Team. A rule that mentions the word “you” or “your” applies to the Team (and all of the Meeples on that Team) on whose behalf the action is being performed or the rule is being applied.

In the rule “Teams”, add a subrule named “Placeholder Variables” with the following text:

The variables defined in this rule cannot be affected by any dynastic rule other than this rule and cannot affect any action taken if that action is defined any dynastic rule other than this one.

Each Meeple has three Tokens: a Small Token, a Medium Token and a Big Token. Each Meeple’s Token has a publicly tracked Position, which is a number that defaults to 1.

Each Meeple has a publicly tracked numeric amount of Energy, which defaults to three times the Rounds.

Each Meeple has a publicly tracked Dice Type, which can be any type of Sicherman Dice, defaulting to Blue and White Dice.

Each Meeple’s Token has number of Kittens publicly tracked in The Island of Kittens that defaults to 1.

Merging is an atomic action performed by a Meeple who is on a Team and has the following steps:
* Optionally replace one or more of the values of that Team’s publicly tracked variables with the same-named values of that Meeple’s publicly tracked variables.
* Optionally replace one or more of that Team’s Token’s values by that Meeple’s Token’s values, as long as the type of Token whose variables are being replaced are also the same between that Meeple and that Team.
* Reset that Meeple’s publicly tracked variables and that Meeple’s Token’s publicly tracked variables to their default values.

Any Meeple on a Team may post a Story Post - Votable Matter whose title starts with “Merge Matter” and is known as a Merge Matter. This is a votable matter on which only votes from Meeples on the same Team as its author are counted. If a Merge Matter has FOR votes from every Meeple on the same team as its Author, it can be enacted by any Admin; if it has an AGAINST vote from any of those Meeples, it can be failed by any Admin. The author of an enacted Merge Matter may perform Merging if that author has not performed a Merging before in this dynasty.

In every dynastic rule except the rule “Teams” and the rule “Placeholder Variables”, replace the text “Meeples” with “Teams” and the text “Meeple” with “Team”.

In the rule “Winning”, replace “A Team has achieved victory” with “A Team is considered to be the Winning Team”.

In the same rule, add the following text:

When a Team becomes the Winning Team, no Meeple may take any dynastic actions except for actions mentioned in this rule.

Any Meeple on the Winning Team may post a Story Post - Votable Matter whose title starts with “Kingmaker” and is known as a Kingmaker. This is a votable matter on which only votes from Meeples on the same Team as its author are counted. If a Kingmaker has FOR votes from every Meeple on the same team as its Author, it can be enacted by any Admin; if it has an AGAINST vote from any of those Meeples, it can be failed by any Admin. The author of an enacted Kingmaker has achieved victory.

Meeples on the Winning Team are strongly encouraged to play a game amongst themselves on Board Game Arena, posting the link to that game as a non-official blog post, and select the winner of that game as the Meeple who should make the Kingmaker post.

This is more in line with the idea of a Team taking Turns rather than individual Meeples. A Team can transfer the variables of a Meeple on that Team to that Team’s variables, so that as Teams form up, they can take the best values of the members that have Joined, although this can only happen once per Meeple.

Sunday, March 02, 2025

Proposal: [Building Blocks] By Our Powers Combined

Withdrawn. Failed by JonathanDark.

Adminned at 03 Mar 2025 15:37:55 UTC

Copy the rule “Declared Alliances” and its contents from the Building Blocks wiki page to a rule with the same name in the Building Blocks section.

In the rule “Isles of BoardGamia”, add a subrule named “Alliances” with the following text:

A set of Meeples who are each named in the other’s Alliance are considered to be in a Verified Alliance.

A Meeple in a Verified Alliance with the Current Meeple may perform actions described in the rule “The Turn” on behalf of the Meeple who is the Current Meeple; whenever they do so, those actions are performed as if the Meeple who is the Current Meeple is performing them.

This allows Meeples to join Alliances and effectively control each other’s Tokens and Turns, which should speed things up if some Meeples are willing to let others take Turns for them. The “Verified Alliance” option keeps Meeples from doing this maliciously to other Meeples; if you put a Meeple in your Alliance, you are consenting to let them control your Turn for the potential benefit of achieving victory with their help.

Proposal: International Law

Reached quorum, 4-0 with 1 DEF and Monarchple voting FOR. Enacted by JonathanDark.

Adminned at 03 Mar 2025 15:35:18 UTC

In the rule “Island Local Rules”, in the second paragraph, at the end of the third sentence, add the following text:

; the exception to this is when a paragraph in a Local Rule starts with ‘’‘Treaty:’‘’, in which case the rest of the text in that paragraph is not flavor text and applies to all Tokens and all non-idle Meeples.

In the rule “Forbidden Island Local Rules”, replace the text “Whenever a square’s color is changed from White to either Turquoise, Magenta, or Purple, add the name of that color to the end of the Path.” with the following text:

‘’‘Treaty:’‘’ Whenever the color of a square in Forbidden Island is changed from White to either Turquoise, Magenta, or Purple, the name of that color must be added to the end of the Path.

In the rule “Hellapagos Local Rules”, before the text “The color of the squares with values”, add the text:

‘’‘Treaty:’‘’

As I was patching the Forbidden Island Local Rules, I realized that the rule about Island Local Rules being flavor text causes some problems in the cases where you actually want to enforce those rules for Meeples regardless of whether they have Tokens on that Island or not. Rather than junking up other rules with enforceable Island rules, I thought we could introduce the notion of a “Treaty” rule in the Island Local Rules that is not flavor text at any time.

Bigger, Better, Faster, More!

Josh brought up a good point that this dynasty is a bit slow and dull. I’ve been already thinking about ideas to make it more interesting and kick up the pace.

One thought is around free form turns. The problem is that we have first mover advantages with several of the mechanics having token on token action, and square coloring could be considered an advantage to get in first as well. Might have to re-envision some of those.

Another thought is around teams, so that turns don’t take as long if anyone on the team can take them. The idea is to merge tokens so that the team owns the small, medium, and big token. A team victory would require the team to choose the Meeple among them to achieve victory, or there could be a Board Game Arena playoff between team members.

These are very basic thoughts with little meat behind them. What’s on everyone else’s minds about this?

Darknight Falls Off the Board

Darknight has been idled due to lack of activity for the past 7 days. Quorum remains unchanged at 5.