Welcome to BlogNomic, a self-modifying game where changing the rules is a move. Players make blog posts proposing alterations to the ruleset, discussing and casting votes in the comments: if enough vote in favour, the rules are changed and play continues.

The game has been running since 2003 and resets every month or so. Have a look around the wiki for more information and history, or join our Discord. New players are always welcome to join the game at any time.

Sunday, June 22, 2025

Proposal: Feedback

Replace the text “A Scoring should reflect how much the commenter likes the Backronym” with the phrase “A Scoring should reflect how much the commenter likes the Backronym and its flavor text”.

We’ve been giving explanations for our Backronym choices, so why not allow those to be included in Scoring as well?

Story Post: Blood Bath Arena

Hopefully this counts

Proposal: Blognomicle

In “Scoring”, replace the bullet “For each word in the title of that Backronym that matches a word in the Buzzwords, increase the Points of the author of that Backronym by 2.” with these two:-

* For each word in the title of that Backronym that includes all the letters of a Buzzword, increase the Points of the author of that Backronym by 1.
* For each word in the title of that Backronym that matches a Buzzword, increase the Points of the author of that Backronym by 3 and remove that word from the Buzzwords.

And replace “If a Backronym is Open and was posted at least 48 hours ago” with:-

If the oldest Open Backronym was posted at least 48 hours ago

In “Buzzwords”, replace “If Buzzwords is an empty list, the Puzzler should secretly randomly select 5 words from the [[EFF Wordlist]] and add the selected words to the Buzzwords.” with:-

A word on the Buzzwords list is known as a Buzzword. If there are fewer than five Buzzwords, the Puzzler should secretly randomly select a word from the [[EFF Wordlist]] and add it to the Buzzwords.

Some letter-based feedback clues on the Buzzwords, and also making them disappear (to be replaced with others) when successfully guessed.

Story Post: Blunderbuss Badassery Anytime

Have you ever felt the need for a blunderbuss? How about badassery??? You can now get them both* for only 49.99! Get this deal before it’s gone!

*badassery may or may not be included. See terms and conditions for more details.

Saturday, June 21, 2025

Proposal: Thrill of the Hunt

If https://wiki.blognomic.com/index.php?title=EFF_Wordlist fails to pass, this proposal does nothing

Add a subrule to “Buzzwords” called “Queries” with the following text

The distance between two words on the EFF Wordlist is equal to the absolute value of the difference of the numbers next to those words on the word list.

As a weekly action, a Wordsmith may privately send the Puzzler a message consisting of “Query: ” followed by a single word from the EFF Wordlist

The puzzler should then calculate the distance from that word to each word in Buzzwords, take the minimum of those value and then do the following:

- If that value is 0, reply with “EXACT”
- If that value is between 1 and 10 inclusive, reply with “CLOSE”
- If that value is between 11 and 100 inclusive, reply with “NEAR”
- If that value is between 101 and 1000 inclusive, reply with “SOMEWHAT”
- Otherwise reply with “FAR”

 

Proposal: Bring Back Alf

In “Backronym” replace “English words that can be found in a dictionary search at https://www.merriam-webster.com/, and” with “words”

To me, Bring Back Alf should’ve been a perfectly fine Backronym for this round. I think we should remove the limits on what people can put in their Backronyms, and instead if someone uses gibberish that’ll just probably produce a bad score

Story Post: Big Bear Auction

Have you ever wanted your own big bear? Well now you can get one through the big bear auction! Whoever bids the highest number of points will win the big bear. (ties randomly selected)

Story Post: British Broadcast Association

Boop

Action done

Be Back Again

Please idle me.

not feeling like playing nomic right now

Story Post: Bad Biscuits Adjudicator

One who decides on who, in fact, does not take home the biscuits

Story Post: Borderlands Broadcast Agency

March 5th, 2028 - BBA broadcasting room, The Borderlands.

It’d been a rough morning. Sara’s one of the few people who still owns a car in the Borderlands, a rusted 1983 Toyota Pickup, but that doesn’t seem to free her from traffic during her commute. There’s always some other use for the roads. Plus the bridge collapsed again, and the only way around is always crowded by wagons and herds of sheep and motorcycles. She’s exhausted. Bad sleep, skipped making coffee, and today’s a Sunday, so they start the radio show earlier than normal. She shoves open the door, stuck like it always is, and steps into the crowded space.
David’s already here. Probably slept in the office, again. Sara could swear he knows the jumbled wires that run along the space like a spider knows its web, the way he can fix an outage in the middle of a broadcast without anyone even hearing a difference. The space itself is dark, lit mostly by blinking red and green indicators, thick power cables weaving through the ceiling beams and forcing anyone walking through to crouch slightly. David’s got a permanent hunch from doing just that, making him look smaller than he already is. The show can’t run without him, of course, but he acts like it can, like someone’s going to fire him if he screws up. That’s not going to happen, of course. They’ve only got 3 employees anyways.
Speaking of 3 employees, though, something’s wrong. It’s quiet. There’s a thousand different electrical hums, of course, and a fan is running somewhere in the background, but there’s no loudmouthed idiot greeting her from across the room. In fact, the loudmouthed idiot doesn’t seem to be here at all.
“Surely he’s not late again, right?”
“Um, well…” David gestures to the booth, a tiny space that manages to hold several microphones, chairs, display screens, and landlines. It contains basically everything needed for the job- except, of course, for their broadcaster. The show starts at 7:30. If he forgot about Sundays being earlier than usual again, Sara is going to kill him.
Thankfully for Jonah, he shoves the door open right before she can decide what to use as the murder weapon. “Sorry I’m late, horrible traffic, the bridge collapsed and you would not believe-” She’s not listening, just shoving him along, then rushing over to her place at the switchboard, getting ready to run the show like she always does. David nods at them both, flicks a switch, and the show begins.
“Hello, listeners! It is 7:32 AM here in the Borderlands, and today is Sunday, March 5th-”

Broadcast is a different word than Broadcasting, and so this does not defy The Word Bank. Also I clearly need to start writing faster so I don’t have to edit my Backronym last second :P

Story Post: British Broadcasting Association

From a parallel universe where the Great British Fry-Off is a surprise transatlantic smash hit.

Story Post: Basic Beginning Acronym

A self-describing opening move.

Your first Acronym is BBA

I’ve performed the first Acrogenerate. Good luck!

Proposal: The Back Room Buzz

Replace the text of the rule “Buzzwords” with the following:

Buzzwords is a list of English words that are privately tracked by the Puzzler and defaults to an empty list. If Buzzwords is an empty list, the Puzzler should secretly randomly select 5 words from the [[EFF Wordlist]] and add the selected words to the Buzzwords.

In the rule “Scoring”, add the following as the last step of the Resolving atomic action:

* For each word in the title of that Backronym that matches a word in the Buzzwords, increase the Points of the author of that Backronym by 2.

Refining Raven’s idea for Buzzwords. I’ll leave it open as to if and when to generate a replacement set of Buzzwords.

Proposal: It Takes Many Types

Repeal the rule “Acroname”.

In the rule “Acronym”, replace the text “three to seven alphabetical letters” with “three to thirty alphabetical letters”.

In the same rule, insert the following as the second paragraph:

There is a publicly tracked Acrotype, which is one of the types listed in the table below, defaulting to “Letters”:

{| class="wikitable"
|-
! Acrotype !! Steps
|-
| Letters ||
* Publicly randomly choose a Size, which is a number from 3-7 inclusive.
* Select that Size amount of alphabetical letters by publicly randomly selecting each one using the DICE roll and table described on the [[Starting Letter Frequency]] wiki page.
* Set the Acronym to the selected alphabetical letters in the order in which they were selected.
|-
| Words ||
* Set the Acronym to a publicly randomly selected word from the [[EFF Wordlist]]
|-
| Names ||
* Create a set containing the names of all active Wordsmiths.
* In that set, remove the name of the Wordsmith selected in the most Acrogenerate action performed with an Acrotype of "Names", if there was such an action.
* Publicly randomly select a Wordsmith's name from that set.
* Set the Acronym to that Wordsmith’s name, with any characters other than alphabetical letters removed.
|}

In the same rule, replace the bulleted list of steps after the text “Acrogenerate is an atomic action with the following steps:” with the following:

* Perform the Steps listed in the table that are associated with the current Acrotype, in the order in which they are listed for that Acrotype.
* Make a Story Post with a title that starts with the text “New Acronym: ” followed by the value of Acronym.

If “Hot Topics” was enacted, insert the following bullet point just before the last bullet point for the steps for Acrogenerate:

* Set the Prompt to any text

Consolidating DoomedIdeas’ proposal into types of Acronyms, so that the overall actions to generate, play, and score remain the same for any type. How to change the type is for another Proposal.

Proposal: Special Wordings

In the rule denoted as “Backronym” add a sub rule denoted as “Word Bonus” with the description:

Words used in the Acronym may have attributes that may reward additional points based on the criteria they accomplish. The table in this subrule denotes the name of the Bonus(first column), the attribute of that respected Bonus(second column) and the amount of points that respected Bonus rewards(third column).

Proposal: Hot Topics

Reached quorum 5 votes to 0. Enacted by Kevan.

Adminned at 22 Jun 2025 11:31:49 UTC

After the first paragraph of the rule “Acronym”, add another:-

There is a publicly tracked Prompt, which is a piece of flavour text. The Prompt defines what sort of phrases the Backronyms should be, such as “a slogan for a brand of soft drink” or “something a newscaster might say”.

If the Puzzler included the all-caps word CORPORATE in any comment on this proposal, replace “a slogan for a brand of soft drink” with “a new, high-tech company product”, and “something a newscaster might say” with “a workplace safety mnemonic”, in that rule.

To the Acrogenerate action, add a bullet point to the end:-

* Set the Prompt to any text

In “Scoring”, after “Wordsmiths are strongly encouraged to include the reasons why they chose the number that they did in their Scoring.”, add:-

A Scoring should reflect how much the commenter likes the Backronym, and how well they think it fits the Prompt (if the Prompt is not blank).

Requiring that each round of acronyms be on some topic called by the Puzzler. (I’m not sure whether that should be restricted to the “a new corporate team” narrative stuff of the Ascension address, or breezier jokes; the Puzzler is free to choose either, and wouldn’t be bound by the examples anyway.)

Friday, June 20, 2025

First Acrogenerate on Saturday

I’d like to let the first swath of Proposals get enacted and then I’ll do the first Acrogenerate. The rules for Scoring and generating will undoubtedly change, but a round of play will let us figure out what needs changing and will help spark new ideas as well.

Please vote for Tedious exactitude

We need Josh’s CfJ to pass in order for the pending Proposals to be enacted. Otherwise, we’ll remain in an illegal state.

Suggestion #1

Since I am out of proposal slots but can still put some thoughts out there to help.

With the the add onto Buzz Words, one idea I thought about if JD doesn’t mind is point stuff involving stuff about the words used. For example, an idea that came to mind was getting points from words that are either extremely consonant heavy or extremely vowel heavy. Or words with double consecutive letters getting a bonus.

Anyways, just a thought.

Proposal: Let’s get creative

Withdrawn. Failed by Kevan.

Adminned at 21 Jun 2025 11:47:25 UTC

If proposal named “Word Play” fails, the rest of this proposal ignored.

Otherwise,

Add a subrule to rule “Scoring” and denote that subrule as “Words in Words” with add the following description to that subrule:

If the abbreviated letters in Acronym chronologically (in order of placement make a 3[or more] Letter word denoted in EFF Wordlist(https://wiki.blognomic.com/index.php?title=EFF_Wordlist), then the Wordsmith who made the Acronym scores 10 points.

Call for Judgment: Tedious exactitude

Popular, 6-0. Enacted by JonathanDark.

Adminned at 20 Jun 2025 16:57:27 UTC

If Call for Judgment: City Sedated was not enacted, enact it.

Uphold that the dynastic reset action for this dynasty was completed at at 19 Jun 2025 17:14:00 UTC, and that all subsequent actions whose legality relies on the dynastic reset having been completed at that time were not undertaken illegally due to the dynastic reset not having been completed.

Call for Judgment: City Sedated

Popular, 5-0. Enacted by JonathanDark.

Adminned at 20 Jun 2025 14:32:56 UTC

Set the synonym for Player to “Wordsmith” and the synonym for Emperor to “Puzzler”.

Treat the Dynastic Reset performed by JonathanDark on 19/06/25 as having been successfully performed

Seems like JD accidentally didn’t update the player terms. Not sure if this means the Dynastic Reset was never successfully performed (so we never technically left Interregnum), or it was successfully performed and “City” and “Capitol” are still technically the “right” terms. Or maybe this CfJ is entirely unnecessary and someone can just go and change it. But I’d rather properly button everything up.

Proposal: Back At It Again

Reached quorum 6 votes to 1. Enacted by Kevan.

Adminned at 21 Jun 2025 11:46:37 UTC

Add the following to “Acronym”

If there are no open Backronyms and either a) it has been at least 96 hours since the last time Acrogenerate was performed or b) every Wordsmith has posted a Backronym since the last since the last time Acrogenerate was performed, then the Puzzler may Acrogenerate

Proposal: Copper No Copying

Reached quorum 6 votes to 0. Enacted by Kevan.

Adminned at 21 Jun 2025 10:34:40 UTC

Add a subrule to “Backronym” called “The Word Bank” with the following text

The Word Bank is a publicly tracked, alphabetically sorted list of words.

A Wordsmith may not post a Backronym if the title contains any words currently found in The Word Bank.

When a Wordsmith posts a Backronym, all words in that posts Title are added to The Word Bank

Add the following step to the end of the Acrogenerate Atomic Action

Clear the Word Bank

Proposal: Buzz Words

Reached quorum 6 votes to 0. Enacted by Kevan.

Adminned at 21 Jun 2025 10:29:50 UTC

If proposal named “Word Play” fails, the rest of this proposal ignored.

Otherwise,

Add a subrule to rule “Scoring” and denote that subrule as “Buzzwords” with add the following description to that subrule:

Buzzwords are special words that reward additional Points to the Wordsmith who uses them in their Acronym. The following table denotes the list of Buzzwords and their reward.

Friday, June 20, 2025

Proposal: Even Cooler Acronyms

Reached quorum 5 votes to 0. Enacted by Kevan.

Adminned at 21 Jun 2025 10:27:47 UTC

Add a subrule to the rule “Acronym” called “Acroname”, with the following text:

There is a publicly tracked Acroname, which is either empty or a flavor text string of two to thirty alphabetical letters, defaulting to empty.

Acrospecify is an atomic action with the following steps:
* Choose whether to use an English word from the [[EFF Wordlist]], or the name of a currently active Worsmith.
* If the first option is chosen, set the Acroname to a publicly randomly chosen word from the [[EFF Wordlist]].
* If the second option is chosen, publicly randomly select a currently active Wordsmith and set the Acroname to that Wordsmith’s name, with any characters other than alphabetical letters removed.


If the Acroname is empty, the Puzzler may Acrospecify.

We can set up a way to make Backronyms for the Acroname later- I simply wanted to set up the potential for word-based acronyms as well as randomly generated ones, since the Ascension Address uses DRAGON as an example. The reason for the Acroname being up to 30 letters is because that seems to be the character limit for Wordsmith names.

Proposal: Mary Sue

Fewer than a quorum not voting AGAINST, failed 2 votes to 5 by Kevan.

Adminned at 21 Jun 2025 10:23:50 UTC

Add the following to the end of the rule Backronym:

Whenever an Acronym contains the letter that is the first letter of their own name, a Wordsmith must use their own name for at least one instance of that letter in any Backronym they make in response to it; in that circumstance only, the Wordsmith’s name is considered to be a valid word to include in a Backronym title for the purposes of this rule..

Proposal: Word Play

Popular, 7-0. Enacted by JonathanDark.

Adminned at 20 Jun 2025 18:02:49 UTC

Add a rule named “Backronym” with the following text:

A Backronym is a blog post with the Story Post category in which the only words in the title of that post are English words that can be found in a dictionary search at https://www.merriam-webster.com/, and where the letter that begins each word in that title must match a letter in the Acronym where the position of the word in the title is the same as the position of the matching letter in the Acronym, e.g. the beginning letter of the first word must match the first letter in the Acronym, the beginning letter of the second word must match the second letter in the Acronym, and so on. A Backronym’s title must have the same number of words as there are letters in the Acronym. The body of a Backronym may contain any flavor text of the author’s choosing. For the purposes of this rule, the title of a Backronym is the text that its author wrote and does not include autogenerated text by the blog software.

If they have not done so since the last time Acrogenerate was performed, a Wordsmith may post a Backronym. A Backronym is either Open or Closed and defaults to Open.

In the rule “Backronym” add a subrule named “Scoring” with the following text:

Each Wordsmith has a publicly tracked number named Points that defaults to 0.

A Scoring is a comment on a Backronym with a single instance of the text “Score X”, where X is a number between 1 and 5 inclusive, along with any flavor text. Any Wordsmith may make a Scoring on a Backronym as long as all of the following are true:
* That Wordsmith did not author that Backronym
* That Backronym was posted less than 48 hours ago
* That Backronym is not Closed

Wordsmiths may make multiple Scorings on a Backronym, but only the most recent will be considered as that Wordsmith’s Scoring on that Backronym. Wordsmiths are strongly encouraged to include the reasons why they chose the number that they did in their Scoring.

If a Backronym is Open and was posted at least 48 hours ago, the Puzzler should perform a Resolving on that Backronym. A Resolving is an atomic action with the following steps:
* Post a comment to that Backronym with the text “This is closed”
* For each Wordsmith that posted a Scoring to that Backronym, select the most recent such Scoring by that Wordsmith and record the number X in “Score X” of that Scoring
* Calculate the median value among all of the recorded numbers of that Backronym, rounded down to the nearest integer, and add the result to the Points of the author of that Backronym

Once the Puzzler has performed a Resolving on a Backronym, that Backronym is Closed.

This may seem like a complete game, and it is if that’s all you want out of it, but there are avenues of expansion such as: more scoring criteria than just the one, backronyms on specific topics, hidden agenda scoring, rounds with specific acronym sizes, a different way to choose acronym letters. Get creative!

Proposal: What Does It Stand For?

Popular, 7-0. Enacted by JonathanDark.

Adminned at 20 Jun 2025 17:55:07 UTC

Add a rule named “Acronym” with the following text:

There is a publicly tracked Acronym, which is either empty or a flavor text string of three to seven alphabetical letters, defaulting to empty.

Acrogenerate is an atomic action with the following steps:
* Publicly randomly choose a Size, which is a number from 3-7 inclusive
* Select that Size amount of alphabetical letters by publicly randomly selecting each one using the DICE roll and table described on the [[Starting Letter Frequency]] wiki page
* Set the Acronym to the selected alphabetical letters in the order in which they were selected

The Puzzler may Acrogenerate if the Acronym is empty.

Ascension Address: Cool Acronym Bro

Edgar looked at the memo that was put on his desk. “The D.R.A.G.O.N. team has requested that you submit your TPS reports…” DRAGON? Everyone in the business was so fascinated with acronyms that he suspected that they created a cool-sounding acronym first and then tried to justify it later by coming up with words to fit it. What could DRAGON mean? Department Reducing All Grime Over Night? Who knew what “they” would come up with to justify the name? Edgar pondered it for a while. At least it was more interesting to think about than filling out stupid TPS reports.

The dynasty’s theme shall be “Backronyms”.

Repeal all dynastic rules.

Set the synonym for Player to “Wordsmith” and the synonym for Emperor to “Puzzler”.

Change the gamestate tracking page to “Acronymbus”.

Include the following Building Blocks: “Precondition Unidling”, “Revisions Allowed”, “No Private Communication”

Imperial Styles: Gardener, Protective, Powerhouse, Scam-Neutral, Servile, Methodical.

Inspired by an old online game called Acrophobia. An acronym is presented and you suggest the words that would form that acronym, scoring points from your fellow players based on how well you did. Hopefully light and fun enough for summer.

Captain’s Log

Discussion of the Containers dynasty here

Declaration of Victory: The Capital’s Chosen One

FOR vote from every City, 6-0. Enacted by JonathanDark.

Adminned at 19 Jun 2025 16:59:34 UTC

Per the enactment of A Thick Fog Rolls In and Josh’s roll in the Dice Roller when he enacted it that selected me, I have achieved victory.

Thursday, June 19, 2025

Call for Judgment: Sound the All Clear

Popular, 5-0. Enacted by JonathanDark.

Adminned at 19 Jun 2025 12:06:56 UTC

Repeal the rule “One Blog for All”

If we go through a DoV and Interregnum, the dynastic rules in place might not allow us to announce or otherwise talk about a new dynasty on Discord, since it could be considered dynastic gameplay. While we could just wait for the AA, if we’re ending the dynasty, there’s really little point in keeping dynastic conversation to specific blog posts.

Destination Unknown

Phosphatidylinositol has been idled due to not posting a comment or post in the past 168 hours. Quorum remains unchanged at 4.

Proposal: A Thick Fog Rolls In

Reached quorum and enacted, 4-0. Josh

Adminned at 19 Jun 2025 07:38:46 UTC

Randomly select one of DoomedIdeas and JonathanDark. That City has achieved Victory.

There’s a variety of reasons why this dynasty isn’t hitting, I think; a relatively composed and complicated ruleset from the outset, me having been off sick a bit. But the biggest is just: it’s summer, and BN always has a summer slowdown. I’ve been thinking about how to retool this dynasty for summer vibes but I think what’s actually needed is for a much simpler game to be on the table, so I’m inclined to take the imperial L and pivot, asking a new Emperor to come up with something lightweight and breezy that people can play in the sun.

Tuesday, June 17, 2025

Telegram Office: 17 June 3225

A mist rolls over the sea as the radio operators watch the instruments at their posts, waiting for important messages to relay.

Monday, June 16, 2025

Proposal: Speedboat

Popular, 4-0. Enacted by JonathanDark.

Adminned at 17 Jun 2025 15:02:10 UTC

Replace the text

a publicly randomly selected minute between two and five days after the time at which that Timed Action was initiated (such as through the use of DICE4320 + 2880 in the roller).

in the subrule “Routes” with the text

a publicly randomly selected minute between one and three days after the time at which that Timed Action was initiated (such as through the use of DICE2880 + 1440 in the roller).

In the subrule “Types”, replace the description of the Speed Type with the following:

When Setting Sail with a Boat of this Type, a City may choose to randomly generate the Arrival Time of this Boat as though the phrase “between one and three days” in the subrule “Routes” was replaced with the phrase “between one and two days”.

To speed up the game, and hopefully draw more interest.

Proposal: Quicktime

Popular, 4-0. Enacted by JonathanDark.

Adminned at 17 Jun 2025 15:00:29 UTC

In the rule “Timed Actions”, replace the phrase “Each individual City may only have 3 incomplete Timed Actions active at once” with the phrase “Each individual City may only have 5 incomplete Timed Actions active at once”.

To speed up the game, and hopefully draw more interest from players.

Looking for Phosphatidylinositol

Phosphatidylinositol, are you still around and intending to participate?

Proposal: Changing Course

Popular, 4-0. Enacted by JonathanDark.

Adminned at 17 Jun 2025 14:05:09 UTC

In the rule “Timed Actions”, add the following paragraph:

If resolving a Timed Action would cause an illegal change to gamestate, the Timed Action must instead be left unresolved until its resolution would not cause an illegal change to gamestate. If it is on or past the time at which a Timed Action should be resolved, but that Timed Action cannot be resolved due to the resolution causing an illegal change to gamestate, the City who initiated that Timed Action may choose to revert that Timed Action and all of the gamestate changes that were made to initiate that Timed Action, with the exception that all gamestate values that were spent to initiate that Timed Action must remain spent for initiating that Timed Action.

Per an idea that Dooomed suggested, a way for a City to nullify a Timed Action if it’s clear that it can’t be resolved any time soon. The resources paid to initiate it are still paid, but any other part of the Timed Action can be reverted.

Saturday, June 14, 2025

Proposal: Use It or Lose It

Withdrawn. Failed by JonathanDark.

Adminned at 16 Jun 2025 13:51:55 UTC

In the rule “Timed Actions”, after the text “A Timed Action may not require a decision or choice be made at the time of its resolution.” add the following text:

If resolving a Timed Action would cause an illegal change to gamestate, the Timed Action is instead resolved by no changes to gamestate other than the Timed Action being considered resolved and completed, unless otherwise explicitly specified in the rules for that Timed Action.

Several of us have queued up Timed Actions to add Praxis to our Warehouses, which are already full. Rather than just leaving those Timed Action pending, they should simply be resolved with no effects to clear out the queue.

Telegram Office: 14 June 3225

The marbled back offices are heavy with quiet purpose.

Proposal: Direction without purpose

Timed out, 3-0. Enacted by JonathanDark.

Adminned at 16 Jun 2025 13:37:09 UTC

Enact Proposal: Special Economic Zone, then remove the last paragrah from the rule Treasure Fleet.

Story Post: Harbourmaster’s Report: 14 June 25

The DaveKat, registered to DoomedIdeas, is due to make port in its home City today after a voyage to Darknight.

The Praxis farms of lendunistus, JonathanDark and DoomedIdeas are all set to produce.

Friday, June 13, 2025

Shipwrecked

I’ve started a summer class that’s turned out to be pretty intensive, much more so than I expected. I’m idling for the time being just for sake of sanity preservation.

Quorum drops to 4.

Proposal: Standard Format

Timed out, 3-0. Enacted by JonathanDark.

Adminned at 16 Jun 2025 13:35:18 UTC

In the Tenet Syntax for Production Line, as well as in each City’s Culture, replace each instance of the phrase “every 3 days” with the text “concluding 2 days after it was initiated”.

If a quorum of EVCs on this proposal include the word “slow”, instead replace each instance of the phrase “every 3 days” in the Ruleset and each City’s Culture with the text “concluding 3 days after it was initiated”.

“Every 3 days” doesn’t fit with the format of the rest of the Tenet Syntaxes, so I recommend we change it. I also think it might help with player interest if we speed up the game a little, but if the rest of the playerbase doesn’t agree, we can keep it at 3 days using “slow”.

Proposal: Left to Rot

Timed out, 2-0. Enacted by JonathanDark.

Adminned at 16 Jun 2025 13:29:25 UTC

In the rule “Culture and Tenets”, add the following Tenet Syntaxes to the table:

-
| Expiration Date || ‘As a Timed Action, every 2 days, remove two {x} from your first available Warehouse that contains the maximum Resources for that Warehouse type {y}’ || 2 || For 0 additional Praxis, {x} is the text “publicly randomly selected Resources”, and {y} is blank. For 3 additional Praxis, {x} is a Resource other than Praxis, and {y} is the text “and add 1 Praxis to that same Warehouse”

Add the Expiration Date tenet to the Capital’s Culture with {x} and {y} set as if 0 additional Praxis was spent when adding this Tenet.

A alternative idea to make room in your Warehouses. You can either use the Capital’s tenet to remove random Resources for no gain, or spent some Praxis to be able to convert specific Resources to Praxis.

Proposal: A Leg Up

Withdrawn. Failed by JonathanDark.

Adminned at 14 Jun 2025 19:04:34 UTC

Add the following Tenet to the Culture of the City known as Phosphatidylinositol:

As a Timed Action, every 3 days, remove two Coal and one Waste from your first available Warehouse and add one instance of Machinery to your first available Warehouse.

 

Chosen based on Phosphatidylinositol’s current Resources and Specialization. Should allow for some storage-clearing and a leg up after joining later in the Dynasty.

Proposal: Unanimous Fast DoVs [Core]

Popular, 5-1 with 1 DEF and Capital voting FOR. Enacted by JonathanDark.

Adminned at 14 Jun 2025 13:35:46 UTC

In “Victory and Ascension”, replace the following bullet point:-

* It has a number of FOR Votes greater than 2/3rds of the number of Cities, it has been open for at least 12 hours, and either the Capital has Voted FOR it or it has no AGAINST Votes.

with:-

* It has a FOR Vote from every City

A recusant proposal.

It seems a bit of a mismatch that we’ve slowed proposal enactment from 12 to 24 hours, giving more players a chance to contribute and to potentially turn the voting around on big issues, but a DoV (the biggest issue of all!) can still pass after 12 hours with some players yet to speak.

Looking over the last ten victories, this bullet fired nine times: seven of those DoVs were unanimous after 12 hours, and two were enacted after 12 hours with some players (in one case a single player, in another three) yet to comment on it. So setting the bar at “unanimity” for a quick DoV seems doable.

Thursday, June 12, 2025

Proposal: More Dupes, More Glitches

Popular, 5-0. Enacted by JonathanDark.

Adminned at 14 Jun 2025 13:33:38 UTC

In each City’s Culture, replace every instance in each Tenet of the text “your Warehouse” with “your first available Warehouse”.

Changing the rule didn’t change the existing Tenets because those are “constructed” from the Tenet Syntax.

Call for Judgment: Rules are Rules

Popular, 4-0. Enacted by JonathanDark.

Adminned at 13 Jun 2025 18:42:09 UTC

In the rule “Warehouses”, replace each instance of the phrase “May contain” with the phrase “Can only contain”. If any Warehouses contain more Resources than their Blueprint permits, remove the Resources most recently added to said Warehouses until each Warehouse only contains the amount of Resources it’s Blueprint allows.

The fix for Fields, but also for Warehouses.

Call for Judgment: Agricultural Zoning

Popular, 4-0. Enacted by JonathanDark.

Adminned at 13 Jun 2025 18:40:48 UTC

In the rule “Resources”, replace the text “If a City has fewer than ten Resources in its Fields” with “If a City has fewer than five Resources in its Fields”.

I think it makes it more interesting to stick with the five-resource limit for the Fields. I didn’t want to correct the illegal gamestate until I knew whether or not we can get agreement on Fields only having five Resources, or if we needed to backtrack and make Fields hold ten Resources and uphold the illegal gamestate changes.

Proposal: Special Economic Zone

Unpopular, 1-4. Failed by JonathanDark.

Adminned at 13 Jun 2025 18:39:35 UTC

Add a new bullet point to the first list in the rule The Cities and the Sea, bolding the word Lucre:

* An amount of Lucre, defaulting to zero.

Add a new subrule to the rule Resources, called Lucre:

A City’s Lucre is a representation of its overall wealth. Whenever a City moves a Resource from the Manifest of their own Boat to a Warehouse owned by another City they increase their Lucre by 1, plus 1 if it is a Produced Resource. Whenever a City moves a Resource from the Warehouse of a City other than themselves to the Manifest of their Boat they increase the Lucre of the City whose Warehouse they moved the Resource from by 1, plus 1 if it is a Produced Resource.

In the rule Cargo change the word ‘good’ to ‘Resource’.

Add a new rule to the ruleset, called Treasure Fleet:

A City’s Trading Heft is calculated as follows:
* A starting value of 0
* +1 for each Lucre held by that City
* +1 for every three Resources held in Warehouses or Manifests by that City
* +2 for each Boat owned by that City

If a single City has the highest Trading Heft on or after 4 July 2025 then no further dynastic actions may be taken, no initiated Timed Actions may resolve, and that City has achieved Victory.

Telegram Office: 12 June 25

The desk operators in the Telegram Office are coolly courteous and unfailingly professional.

Story Post: Harbourmaster’s Report, 12/06/25

No boats are due to arrive today. DoomedIdeas’ City will be producing one Vehicles.

Sorry for having been absent yesterday, I’m grappling with a spot of illness.

Wednesday, June 11, 2025

Proposal: Dupduplication Gliglitch

Popular, 5-0. Enacted by JonathanDark.

Adminned at 12 Jun 2025 22:16:53 UTC

In the rule “Culture and Tenets”, replace each instances of the phrase “your Warehouse” in the Tenet Syntaxes with the text “your first available Warehouse”.

At the end of the first paragraph in the rule “Warehouses”, add the following sentence:

Warehouses are ordered by age, with the earliest created Warehouse being considered the first Warehouse.

Tuesday, June 10, 2025

Announcement of Mentorship

Phosphatidylinositol is to be mentored by JonathanDark.

Josh: I’m volunteering to be a Mentor to Phosphatidylinositol

I’d like to volunteer to mentor Phosphatidylinositol, whenever you have the time to officially assign the Mentorship

Intention to Become a City

I hope that this post is sufficient for me to join the game. I apologise if there was a template or category I was meant to post this in.

Proposal: Duplication Glitch

Revisable, 0-0 with 2 REVISE votes. Failed-revise by JonathanDark.

Adminned at 11 Jun 2025 18:08:55 UTC

In the rule “Culture and Tenets”, replace all instances of the phrase “your Warehouse” in the Tenet Syntaxes with the text “one of your Warehouses”.

Duplication Glitch

In the rule “Culture and Tenets”, replace all instances of the phrase “your Warehouse” in the Tenet Syntaxes with the text “one of your Warehouses”.

To solve the issue of having multiple Warehouses prevent Tenets from working properly.

Call for Judgment: Sailing is Special

Timed out, 3-1 with 1 DEF and Capital voting AGAINST. Enacted by JonathanDark.

Adminned at 12 Jun 2025 16:35:28 UTC

Uphold the Setting Sail Timed Actions and the Active Timed Actions that have been publicly tracked as initiated, and the changes to gamestate from resolving those Timed Actions that were completed, from the beginning of the dynasty through June 10, 2025 13:03

In the rule “Timed Actions”, after the text “Each individual City may only have 3 incomplete Timed Actions active at once” add the following text:

, except for Setting Sail Timed Actions, which do not count towards this limit.

Ever since we added a rule for a limit of 3 incomplete Timed Actions, we forgot to consider that Setting Sail is a Timed Action and should have limited the other Active Timed Actions to 2 + any Boats that were still Setting Sail. Rather than enforcing that limitation for Setting Sail, I think we should carve out an exception for Boats.

If folks would rather go the other way, I’d recommend a competing CfJ, as either way we need to handle the currently illegal gamestate representation.

Proposal: Cultural Tourist

Popular, 5-0. Enacted by JonathanDark.

Adminned at 11 Jun 2025 21:54:40 UTC

In the rule “Routes”, after the text “the Destination it had when it was In Transit during that Setting Sail action”, add the following text:

, and if there is a set of Tenets in the Culture of the Location of that Boat that is not in the Culture of the City that owns that Boat, a publicly randomly selected Tenet from that set is added to the Culture of the City that owns that Boat

Tenets in the Culture from other Cities gets copied to your Culture automatically and mandatorily through your Boats, as suggested by Josh

Story Post: Harbourmaster’s Report, 10/06/25

We have received docking requests from the following craft:

Shadow of Arkham, registered to Darknight, arriving at DoomedIdeas City.

Furthermore we register a delivery of 3 Praxis to ais523 City’s Warehouses.

Monday, June 09, 2025

Telegram Office: 09 June 3225

Messages transmitted to you, through the air waves.

Call for Judgment: Ghost Ship

Popular, 6-1. Enacted by JonathanDark.

Adminned at 10 Jun 2025 13:52:34 UTC

If the EVC of the City called ais523 on this CfJ contains the name of a single City then they may set the Location of their Boat to that City.

Add the following to the end of the rule Routes:

If a Boat whose Location is In Transit ever has their Location become an invalid value (for instance, because the Destination City has become idle) then they may freely change their Destination to another legal value.

Story Post: Harbourmaster’s Report, 09/06/25

Ships! Ships on the horizon!

At 11:16, DoomedIdeas’ DaveKat will arrive at Darknight City.
At 12:46, ais523’s unnamed ship will dock with Kevan, although it’s unclear what that means with Kevan being idle.
At 21:11, Darknight’s Night Stalker will arrive at Darknight City.

Monday, June 09, 2025

Proposal: Cultural Appropriation

Revisable, 0-0 with 5 REVISE votes. Failed-revise by JonathanDark.

Adminned at 10 Jun 2025 13:57:30 UTC

In the rule “Culture and Tenets”, add the following to the Tenet Syntaxes:

|-
| Assimilation || When a Boat that you own is Docked at a City other than your own, you may copy a Tenet from that City’s Culture to your Culture, if you do not already have that exact Tenet and if you have not copied any Tenets from any City’s Culture in the past 48 hours, by paying Praxis equal to the base cost of that Tenet plus {x} || 1 || {x} is 5 minus the amount of Praxis spent above the base cost to add this Tenet to your Culture, but {x} can be no lower than 2
|-
| Appropriation || When a Boat that you own is Docked at a City other than your own, you may remove a Tenet from that City’s Culture and add it to your Culture, if you do not already have that exact Tenet and if you have not removed a Tenet from any City’s Culture in the past 48 hours, by paying Praxis equal to the base cost of that Tenet plus {x} || 3 || {x} is 10 minus the amount of Praxis spent above the base cost to add this Tenet to your Culture, but {x} can be no lower than 4

Copy or steal another City’s Tenet by choosing to spend more Praxis up front or more for each copy

Proposal: Capital Cravings

Withdrawn. Failed by JonathanDark.

Adminned at 10 Jun 2025 13:56:27 UTC

Each City has a publicly tracked number of Honors defaulting to 0.

There is a publicly tracked Demand which is either empty or a list of Produced Resources, defaulting to empty. If the Capital has not done so in the past 168 hours, or if the Demand is empty, they should set the Demand to empty and then add 3 publicly randomly selected Produced Resources to the Demand, in which the Demand may contain duplicates.

When a City moves Produced Resources from a Boat that they own into the Warehouse of the Capital, as an atomic action for each Produced Resource moved in this way, if an instance of that Produced Resource is currently in the Demand, that City may remove one instance of that Produced Resource from the Demand and increase their Honors by 1.

Satisfying the Capital’s current Demand gets you Honors. Could be Fool’s Gold, a spendable resource, or a path to victory.

Story Post: Harbourmaster’s Report 8 June 25

Still no ships, but I see that the Praxis mines are spun up - forecasting 3 completed Praxis generation actions each for ais423, JonathanDark and Trapdoorspyder, and one for DoomedIdeas.

Proposal: Cultural Capital

Popular, 5-0. Enacted by JonathanDark.

Adminned at 10 Jun 2025 13:54:17 UTC

In the rule Construction, change “As a Daily Action, a City may create a Construction as defined by the table below, with the Resource Cost being taken from any of their Warehouses.” to read:

The following is a list of Constructions that can be build. The listed Resources must be spend when building any given Construction.

In the rule Culture and Tenets, add the following as new Tenet Syntaxes:

| Construction Crews || ‘As a Timed Action, concluding 1 day after it was initiated, spend Resources from your Warehouse to build a Warehouse Construction.’ || 2 || None
| Shipyard Crews || ‘As a Timed Action, concluding 1 day after it was initiated, spend Resources from your Warehouse to build a Boat Construction.’ || 3 || None

Saturday, June 07, 2025

Story Post: Habourmaster’s Report 7 June 25

Calm seas.

Friday, June 06, 2025

Proposal: Queue Limit

Enacted popular, 5-0. Josh

Adminned at 08 Jun 2025 10:44:14 UTC

At the end of the first paragraph contained in the rule “Timed Actions”, add the following text:

Each individual City may only have 3 incomplete Timed Actions active at once.

For each City that has more than 3 incomplete Timed Actions at the time of this Proposal being enacted, delete all of their Timed Actions except for their 3 earliest Timed Actions.

Proposal: Millpond

Enacted popular, 7-0. Josh

Adminned at 07 Jun 2025 18:48:54 UTC

In “The Cities and the Sea”, replace “Update the destination of their starting Boat to be the name of a City other than themselves, of their choice.” with:-

Update the Location of their Boat to be themselves

And remove “Set Sail with their starting Boat, as defined in the rule “Boats”.”

Replace “Set their Specialization to be one of the Produced Resources.” with:-

Set their Specialization to a randomly-selected Produced Resource.

Per my comment at the telegram office, proposing to change the two things that may be causing players to wait to see what others do before initialising.

(I do think the great unrepeated lesson of the Royal Succession dynasty was that random initial values can save us from a lot of this kind of late-mover agonising, at the start of a dynasty.)

Telegram Office: 06 June 3225

A hundred banks of morse code receivers, each clacking out a message from the other end of the Inland Sea.

Proposal: Acquiposition

Enacted popular, 7-0. Josh

Adminned at 07 Jun 2025 18:47:14 UTC

In the rule Resources, remove the following bullet points:

* From its Warehouse, to the Manifest of a Docked Boat which has the Loader as its Location
* From the Manifest of a Docked Boat which has the Unloader as its Location, to its Warehouse

Add the following to the end of the rule Routes:

When a Setting SailTimed Action resolves, the Location of the Boat that was the subject of the action is set to the Destination it had when it was In Transit during that Setting Sail action.

Add the following as a sub-rule to the rule Resources, called Cargo:

No more than once per day, when its Location is set to the name of any City, a City may move any number of goods (up to its own carrying capacity) from the Warehouse of the City where their Boat is located to the Manifest of that Boat, or vice-versa.

Inclined to think that grabbing resources should be at the discretion of the Boat, not the host City. Thinking about ways to counterbalance that - a currency that Cities get when a Boat loads up?

Story Post: Harbourmaster’s Report, 06/06/25

Nothing on the horizon.

Thursday, June 05, 2025

Proposal: All for one and none for all

Enacted popular, 6-0. Josh

Adminned at 07 Jun 2025 18:46:10 UTC

If the proposal “Sulfur Dioxide” failed, this proposal does nothing. Otherwise in the list of blueprints change the following

Bank: May contain up to 5 Resources. Once a week, when creating a Tenet, the City in possession of this Warehouse may reduce the Praxis cost of a Hook by 2. If this would result in a negative Praxis cost, the cost is instead reduced to 0.



to read,

Bank: May contain up to 5 Resources. When creating a Tenet, the Praxis cost of a Hook counts as being 2 Praxis lower for the City in possession of this warehouse. If this would result in a negative Praxis cost, the cost is instead reduced to 0. This effect can only be used once a week

An attempt to make the praxis cost reduction a once off reduction during use vs sounding like a permanent rule set change. Hopefully it’s not super clunky sounding

Proposal: This Is A Restricted Channel

Enacted popular, 7-0. josh

Adminned at 07 Jun 2025 18:45:01 UTC

In the rule “One Blog For All”, after the text “discussions conducted on the BlogNomic Discord server are considered to be private communications,” add the following text:

including discussions in the #current-dynasty, #blognomic-general and #new-player-questions-and-mentorships Discord channels,

 

Proposal: Adopting a Latitude

Enacted popular, 8-0. Josh

Adminned at 07 Jun 2025 18:38:31 UTC

In “The Cities and the Sea”, replace the first bullet point with:

* A location, which is privately tracked by the Capital and defaults to blank
* Some coordinates, which are either “unknown” or a pair of integer Latitude and Longitude degree numbers (Longitude being a value from -25° to 25°, Latitude from 25° to 50°). These are publicly tracked through the Container Draft Map: where a City does not appear, its coordinates are unknown.

Replace “where on the map they wish their Location to be (upon doing so, their Location is set to the specified location)” with

their desired Latitude and Longitude (upon doing so, their coordinates are set to those values)

Replace “reflects the location of each City” with “reflects the coordinates of each City”.

Add a paragraph:-

If a City has a Location but unknown Coordinates, the Capital should set that City’s Coordinates to values that they consider to represent its Location, and then its Location to be blank. If all Cities have blank Locations, the Capital may repeal this paragraph and remove the bullet point in this rule that defines Locations.

Captain! I have discovered some little numbers on our maps.

Radio Chatter

Here’s an infodump of Discord messages that appear to me to have broken the guidance in “One Blog For All”. Since I assume that I’m “part of the conversation” by reading them, and would share Lendunistus’s reading of the dynastic rule, this means that I’m encouraged to make a post to the blog sharing this information at my earliest convenience. So:

darknight: “I think I did everything right to start but the arrival time might need to be double checked”
Clucky: “note that communication here is actually still allowed as the scope of “discussions conducted on the BlogNomic Discord server are considered to be private communications” is less specific than the scope of “the ⁠current-dynasty, ⁠blognomic-general and ⁠new-player-questions-and-mentor… Discord channels, are not considered to be private communication”“
lendunistus: ““For the purposes of the rule “No Private Communication”, discussions conducted on the BlogNomic Discord server are considered to be private communications, even if the rule says they aren’t.” I’d consider an explicit overrule to be enough”
Clucky: “i don’t think the priortization rules work that way but if you don’t want to discuss stuff here nothings forcing you to. also free to update the rules to be more explicit”
Raven1207.2: “Since this game seems like it might be similar to the factory dynasty Might as well join”

Proposal: Factories Coming Online

Timed out and enacted, 6-0. Josh

Adminned at 07 Jun 2025 18:36:41 UTC

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

In the rule “The Cities and the Sea”, add the following text:

A City may set their Specialization at any time if it is empty.

In the rule “Culture and Tenets”, replace the text “a City may expend Praxis to create a Tenet” with “a City may create a Tenet if that City has enough Praxis to pay the cost of that Tenet”.

In the rule “Culture and Tenets”, add the following to the Tenet Syntaxes table:

|-
| Production Line || ‘As a Timed Action, every 3 days, remove two {x} and one {y} from your Warehouse and add one instance of {z} to your Warehouse.’ || 2 || {x} - A Raw Resource, {y} A Raw Resource different from {x}, {z} - A Produced Resource, where the Produced Resource costs 0 additional Praxis if it is your City’s Specialization and 3 additional Praxis otherwise

A way of making a Produced Resource, where it’s cheaper to start making your Specialized one.

Proposal: Sulfur Dioxide

Popular, 6-0. Enacted by JonathanDark.

Adminned at 06 Jun 2025 21:17:48 UTC

If the proposal “Fool’s Pyrite” failed, this proposal does nothing. Otherwise:
Replace the table in the rule “Construction” with the following:

{| class="wikitable"
|- style="font-weight:bold;"
! Resource Cost
! Construction
! Type
|-
| 1 Electronics, 1 Machinery
| Warehouse
| Bank
|-
| 1 Electronics, 1 Steel
| Warehouse
| Greenhouse
|-
| 1 Machinery, 1 Steel
| Warehouse
| Repository
|-
| 1 Electronics, 1 Vehicles
| Boat
| Precise
|-
| 1 Machinery, 1 Vehicles
| Boat
| Speed
|-
| 1 Steel, 1 Vehicles
| Boat
| Barge
|}

Add the following Blueprints to the list of Blueprints in the rule Warehouses:

Greenhouse: May contain up to 5 Resources. As a Daily Action, the City in possession of this Warehouse may add one instance of a Raw Resource already present in this Warehouse to this Warehouse.
Bank: May contain up to 5 Resources. Once a week, when creating a Tenet, the City in possession of this Warehouse may reduce the Praxis cost of a Hook by 2. If this would result in a negative Praxis cost, the cost is instead reduced to 0.
Repository: May contain up to 15 Resources.

Add a subrule called “Types” to the rule “Boats”, containing the following text:

The list of possible Types for a Boat is as follows:
- Cog: This Type has no Effect.
- Precise: When Setting Sail with a Boat of this Type, a City may increase or decrease the randomly generated Arrival Time by up to 120 minutes.
- Speed: When Setting Sail with a Boat of this Type, a City may choose to randomly generate the Arrival Time of this Boat as though the phrase “between two and five days” in the subrule “Routes” was replaced with the phrase “between one and four days”.
- Barge: This Boat’s Manifest may hold up to 6 Resources instead of up to 3.

And now we really specialize! If there are balance issues with some of the suggested Types and Blueprints, I’d love suggestions on how to fix them- Also, we might be able to add more interesting Types and Blueprints in the future for the cost of even more Produced Resources, which could be fun!

Proposal: Fool’s Pyrite

Popular, 6-0. Enacted by JonathanDark.

Adminned at 06 Jun 2025 20:59:15 UTC

Replace each instance of “Warehouse” in the rule Resources with “Warehouses”.
Create a subrule of “Resources”, called “Construction”. Give the subrule “Constructions” the following text:

As a Daily Action, a City may create a Construction as defined by the table below, with the Resource Cost being taken from any of their Warehouses.
{| class="wikitable"
|- style="font-weight:bold;"
! Resource Cost
! Construction
|-
| 1 Electronics, 1 Machinery
| Warehouse
|-
| 1 Electronics, 1 Steel
| Warehouse
|-
| 1 Machinery, 1 Steel
| Warehouse
|-
| 1 Electronics, 1 Vehicles
| Boat
|-
| 1 Machinery, 1 Vehicles
| Boat
|-
| 1 Steel, 1 Vehicles
| Boat
|}

If the rule Cranes and Fields has passed, create a new Rule called “Warehouses”, containing the following text:

Each Warehouse has a publicly tracked Blueprint, which is Shed by default. The maximum number of Resources a Warehouse can contain is defined by their Blueprint, and Warehouses are empty by default. The number of Warehouses a City owns and the Blueprint of each Warehouse is publicly tracked.
The list of Blueprints is as follows:
- Shed: May contain up to 5 Resources.

Allows us to create Warehouses and Boats for the cost of Produced Resources, encouraging Specialization and trading.

I’m bringing trade goods back

I unidle

Story Post: Story Post: Harbourmaster’s Report 05/06/25

I see no ships.

Proposal: Praxtitioners

Enacted popular, 7-0. Josh

Adminned at 06 Jun 2025 09:19:09 UTC

If Proposal: Praxis Makes Perfect was not enacted, enact it, and then change the text “A City’s Culture acts as a local ruleset that it only applies to the City that owns it” to read:

A City’s Culture acts as though it were part of the ruleset, with the qualification that only applies to the City that owns it

In the Format of the Raw Resource Creation Tenet Syntax, change ‘every {x}’ to

concluding {x} day(s) after it was initiated

Amend any existing Tenets based in the Raw Resource Creation Tenet Syntax to reflect the change made above.

Add the following to the end of the rule Timed Actions:

There is a publicly tracked list of Active Timed Actions. Any Timed Action that is not specified as being privately tracked and which has no other explicit place where it is publicly tracked should be added to this list, and can be removed once it has concluded and any impacts of its conclusion have been made to the gamestate.

Fixing some bugs in praxis Makes Perfect

Wednesday, June 04, 2025

Proposal: We Don’t Need Threads

Enacted popular, 7-0. Josh

Adminned at 06 Jun 2025 09:18:07 UTC

Throughout the rule “One Blog For All”, change all occurences of “Discussion Thread” to “Telegram Office”.

may as well have a themed name for this

Proposal: Initiating Initiation

Enacted popular, 6-0. Josh

Adminned at 06 Jun 2025 09:16:42 UTC

Set the gamestate to what it would be if each City who has attempted to Initiate had done the first step of Initiation correctly.
For each City who has attempted to Initiate and who, while doing so, provided a Location to the Capital that they wished to be set to, set that City’s Location to the Location they specified.

In “The Cities and the Sea”, change the bulleted list after “When a City Initiates, they perform it as an atomic action with the following steps:” to read as follows:

* Privately indicate to the Capital where on the map they wish their Location to be (upon doing so, their Location is set to the specified location);
* Update the destination of their starting Boat to be the name of a City other than themselves, of their choice.
* Set their Specialization to be one of the Produced Resources.
* Set Sail with their starting Boat, as defined in the rule “Boats”.

Remove “Must be set as per the rule Routes when initiating a joining City.” from “Boats”.

Set ais523’s arrival time to 12:46, 9 Jun 2025 and Darknight’s arrival time to 11:39, 10 June 2025 (using the 24-hour clock).

Initiation is broken in a few ways at the moment: a) the first step requires you to report your current location (which has its default value of blank), not your desired location, and doesn’t do anything to actually set your location; b) setting arrival time doesn’t work because it only happens for “a joining City” in the current ruleset and we aren’t joining. This fixes the former problem (both in the gamestate and the rules), fixes the latter problem, and moves the “you have to set sail when you initiate” rule into the rule that describes Initiation, rather than having it awkwardly spread throughout the ruleset.

Proposal: Cranes and Fields

Popular, 6-0. Enacted by JonathanDark.

Adminned at 05 Jun 2025 18:55:53 UTC

In “The Cities and the Sea”, add a bullet point:-

* Its Fields, which hold up to five Resources and default to empty.

For each City which has more than five Resources in its Warehouse, remove all but the first five that they added to it. Then move the contents of each City’s Warehouses to its Fields.

In the rule “Resources”, replace “Warehouse” with “Fields” throughout, and add:-

A City (the “Unloader”) may move Resources around in the following ways at any time:-
* From its Fields, to its Warehouse
* From its Warehouse, to the Manifest of a Docked Boat which has the Loader as its Location
* From the Manifest of a Docked Boat which has the Unloader as its Location, to its Warehouse

To the second bullet point in “Boats”, add:-

If a Boat is not In Transit, it is Docked.

Allowing Resources to be taken on and off of Boats, and nudging resource production one step back into the “Fields” so that Cities can’t start making their own copies of raw materials after importing them.

Proposal: The City That Never Was

Popular, 7-0. Enacted by JonathanDark.

Adminned at 05 Jun 2025 18:53:31 UTC

In the rule “The Cities and the Sea” add the following at the end of the last paragraph:

A City that has not yet Initiated may not perform any dynastic actions other than Initiate.

It doesn’t make sense to be able to add Resources, send Boats to Destinations, or take any other City-specific actions if your City doesn’t even exist on the Map yet.

Story Post: Harbourmaster’s Report 04/06/25

Nothing to report.

Proposal: Praxis Makes Perfect

Withdrawn. Failed by JonathanDark.

Adminned at 05 Jun 2025 18:52:50 UTC

In the rule The Cities and the Sea, bold the word ‘warehouse’. Add the following to the list in that rule, with the word Culture also in bold:

A Culture, which may hold any number of Tenets, defaulting to empty.

Add ‘Praxis’ to the list of Raw materials in the rule Resources. In the same rule, after ‘Add one instance of a randomly-selected’, add ‘(excluding Praxis)’.

Add the following as a new dynastic rule, called Culture and Tenets:

Each City or Capital has a Culture, which is publicly tracked, and which may only contain Tenets. A City’s Culture acts as a local ruleset that only applies to the City that owns it - any Actions that it permits may be carried out as described by that City, and any restrictions or prohibitions that it imposes must be followed by that City. Any Tenets in the Capital’s Culture apply to all Cities.

At any time, a City may expend Praxis to create a Tenet. The amount of Praxis that must be expended to create a Tenet is defined by the contents of that Tenet. Creating a Tenet is an atomic action with the following steps:
* Select a Tenet Syntax. Available Tenet Syntaxes and their costs can be found below.
* In the selected Tenet Syntax, replacing any Hooks as described in the Tenet Syntax table below, noting any additional costs.
* The resulting text - created as the Format of the chosen Tenet Syntax, with its blanks filled - is the text of the created Tenet.
* Pay the accumulated Praxis cost for the created Tenet and add the created Tenet to their own Culture.

The available Tenet Syntaxes are below:
{| class="wikitable"
|-
!! Name !! Format !! Base Cost !! Hooks
|-
| Raw Resource Creation || 'As a timed action, every {x}, add one instance of {y} to your Warehouse.’ || 1       || {x} - A number of days between 1 and 3, with 3 costing 0 Praxis and any other value costing 5 minus the chosen number of days in additional Praxis. {y} - A Raw resource from the list in the rule Resources.
|}

Add 1 Praxis to the Warehouse of each City. Add the following Tenet to the Culture of the Capital: ‘As a timed action, every two days, add one instance of Praxis to your Warehouse’.

Call for Judgment: The Departures Board Is Melting

Popular, 6-0. Enacted by JonathanDark.

Adminned at 04 Jun 2025 15:28:58 UTC

Add the following to the end of the rule Boats:

In the case where a City has not Initiated yet this dynasty, it is legal for a Boat to have temporary values of - for their destination and arrival time.

Set the destinations and arrival times of all Boats belonging to Cities that have yet to Initialise to -. Uphold any Initialise actions that have taken place so far this dynasty, provided that they were otherwise legally undertaken.

Just a mess of illegal values in gamestate tracking right now.

Discussion Thread: 2025-06-04

The 2025 in the title is obviously a typo for it is, as we all know, the year 3225.

Proposal: We Don’t Need Roads

Reached quorum 7 votes to 0. Enacted by Kevan.

Adminned at 05 Jun 2025 15:02:17 UTC

In the rule “One Blog For All”, replace

“Discussion Thread: {year}-{month}-{day}”, where {year}, {month} and {day} are replaced with the current year, month and day respectively.

with:-

“Discussion Thread: {day} {month} 3225”, where {day} and {month} are replaced with the current day and month respectively.

The in-character ascension address was dated “12 May 32xx”.

Wednesday, June 04, 2025

Proposal: Queue E D

Failed, with 6 Against (Revise) votes to 1 For. Josh

Adminned at 05 Jun 2025 07:53:19 UTC

Add the following to the second paragraph of “Timed Actions”

Each Timed Action has a unique Identifier, which is a flavor-text string of no more than 10 Case Insensitive Alphanumeric characters. Whenever a City or Capital initiates a Timed Action, they must also declare an Identifier for that action which does not match the Identifier used for any other Timed Action. A list of which timed actions have been initiated, including who initiated them what kind of action it was, when the completion time was and what it’s Identifier is should be publicly tracked

Add a new sub-rule to Timed Actions called “Queued Actions”

The Action Queue consists of an Target Identifier, the name of a City or Capitol (the performer), and the action they would like to perform as well as any inputs needed to be able to perform that action. Timed Actions in the Action Queue are considered to have the identifier specified as input and must satisfied the same uniqueness rules, and are considered to be unresolved. However they do not have a completion time.

A City or Capitol may add an action to the action queue with themselves as the Performer at any time, provided they specify the Target Identifier as an Identifier of a Timed Action or Queued Action which has not yet been resolved, and which they do not already have an Action with that Target Identifier in the Action Queue.

A City or Capitol may remove any action from the action queue with themselves as the Performer at any time.

Whenever a Timed Action is resolved, any actions in the action queue with that Timed Action’s identifier as its Target Identifier are immediately performed on behalf of the performer of that action. If multiple actions would be performed in this manner, the order they are performed is randomly determined. Once a queued actions has been performed it is removed from the action queue.

I imagine this might need iterations, but the idea is to let people go “Hey when my ship gets in, immediately go do this” rather than have to wait to sign on at exactly the right time. Might need to figure out how to make it work with non timed actions. (should be able to be like “When my Production task finishes, fill my warehouse then produce again” but we might be able to fix that by making updating the warehouse also be a quickier timed action.

Call for Judgment: Slightly More Than Minimum

Popular, 6-0. Enacted by JonathanDark.

Adminned at 04 Jun 2025 12:56:18 UTC

In “Random Generators” replace “The results of the Dice Roller are considered to be sufficiently random to meet the purposes of the game.” with “The Dice Roller is considered fulfill the uniform probability distribution requirements to meet the purposes of the game. Additionally, when using a private random generation method, it is enough that the City performing the selection holds a genuine belief that their random selection method is uniform”

I feel like the new rules could allow you to take something like “Add one instance of a randomly-selected Raw Resource to its Warehouse”, roll whatever you want, and claim the result is sufficiently random.

Rather than focusing on the results, the intent of this is to focus on the execution and say the dice roller uses a uniform probability distribution, even if it doesn’t. And also give private generators a clause incase we discover that say, Excel also isn’t uniformly random

(still don’t think any of this is necessary, but as people wanted this change rather fix it than remove)

Proposal: The Means of Production

Popular, 7-0 with 1 DEF and Capital voting FOR. Enacted by JonathanDark.

NOTE: The proposal instructions unfortunately said to add a subrule to the rule “Breadbaskets”, which is the name of a Proposal not a rule, so that part of the Proposal was skipped.

Adminned at 04 Jun 2025 15:08:58 UTC

If any of the proposals “New Horizons”, “Breadbaskets”, or “Clocks” were not enacted, the rest of this Proposal has no effect.

In the rule “The Cities and the Sea”, in the bulleted list in that rule, add the following bullets:

* A Specialization, which specifies a Produced Resource and is empty by default.
* A Task, which specifies a Timed Action and a Completion Time, both of which are empty by default.

In the rule “The Cities and the Sea”, replace the sentence beginning with “When a City Initiates” with the following text:

When a City Initiates, they perform it as an atomic action with the following steps:
* Privately indicate to the Capital where on the map their Location is.
* Update the destination of their starting Boat to be the name of a City other than themselves, of their choice.
* Set their Specialization to be one of the Produced Resources

In the rule “Breadbaskets”, add a subrule named “Production” with the following text:

Produce is a Timed Action. Whenever a City has an empty Task, and that City has at least 3 Raw Resources in their Warehouse, they may Produce. When a City Produces, as an atomic action they do the following:
* Remove 3 Raw Resources of their choice from their Warehouse.
* Set their Task to Produce.
* Set that Task’s Completion Time to a publicly randomly selected minute between two to three days after that Produce was initiated.

The Completion Time of a Produce Task is the time at which that Produce is resolved. When a Produce is resolved for the City that initiated it, one instance of the Produced Resource named in that City’s Specialization is added to that City’s Warehouse, and that City’s Task is set to empty.

A simple way to make Produced Resources. I didn’t want to get into ingredients just yet, but as a later enhancement we could require specific Raw Resources to make specific Produced Resources.

Proposal: Founders Keepers

Popular, 8-0. Enacted by JonathanDark.

Adminned at 04 Jun 2025 14:39:21 UTC

If there is a rule named “The Cities and the Sea”, in that rule, replace the text “Whenever a City joins the dynasty for the first time,” with the text “If a City has not done so during this dynasty,”

Changing the text so that there is a way for a City to Initiate if they were already in the dynasty since the beginning, as well as a City that joins at any time during the dynasty.

Proposal: Narumitsu

Popular, 6-0 with 1 DEF and Capital voting FOR. Enacted by JonathanDark.

Adminned at 04 Jun 2025 14:32:41 UTC

If the proposal “New Horizons” failed, this proposal does nothing. Otherwise, add a subrule “Names” to the rule Boats, with the following text:

At any time, as an Action, a City may Name any unnamed Boat in their possession. The Names of Boats are flavour text, and are limited to a string of at most 25 characters. The Names of Boats are publicly tracked. When the Capital posts a Harbourmasters Report, for each Timed Action that involves a Boat, the Name of the Boat must be listed alongside the Timed Action it pertains to.

I want to name my Boats. Also, this might make it easier to tell who sent what Boats, or to track Boats, which is nice.

Adrift

Verba is idled out after seven days without making any posts or comments. Quorum drops to 5.

Call for Judgment: Minimum Viable Randomness

Reached quorum and enacted, 6-1. Josh

Adminned at 03 Jun 2025 18:07:46 UTC

Add the following as a third sentence in the final paragraph in the rule Random Generators:

The results of the Dice Roller are considered to be sufficiently random to meet the purposes of the game.

I think we may be overcomplicating this - the error involved is tiny.

Proposal: Breadbaskets

Reached quorum 8 votes to 0. Enacted by Kevan.

Adminned at 04 Jun 2025 09:49:49 UTC

Add a new rule, “Resources”:-

The Resources that exist in the world of the Inland Sea are divided into those which are Raw (Coal, Fruit, Grain, Iron, Oil and Waste) and those which are Produced (Electronics, Machinery, Steel and Vehicles).

If a City has fewer than ten Resources in its Warehouse, it may:
* Add one instance of a randomly-selected Raw Resource to its Warehouse; or
* Add one instance of a Raw Resource already present in its Warehouse, to its Warehouse

Proposal: Provocateurish

Reached quorum 6 votes to 2 with an IMP DEF. Enacted by Kevan.

Adminned at 04 Jun 2025 09:48:50 UTC

Add the Building Block rule “No Private Communication”.

Create a new dynastic rule named “One Blog For All” with the following body:

For the purposes of the rule “No Private Communication”, discussions conducted on the BlogNomic Discord server are considered to be private communications, even if the rule says they aren’t.

If nobody has done so within the last 48 hours, the Capital or any City should make a new blog post titled “Discussion Thread: {year}-{month}-{day}”, where {year}, {month} and {day} are replaced with the current year, month and day respectively. Cities are encouraged to conduct all discussions related to dynastic gameplay in these Discussion Threads.

Proposal: Clocks

Reached quorum 5 votes to 0. Enacted by Kevan.

Adminned at 04 Jun 2025 09:47:09 UTC

Add a new dynastic rule, called Timed Actions:

A Timed Action is a type of action which is initiated by a City or Capital and which completes or resolves at a set, specified time without any further intervention from the performing City. For the purposes of determining the ordering or legality of game actions, the initiation and completion of a Timed Action are distinct events. Timed Actions do not count as dynastic actions for the purposes of the prohibition on carrying out multiple game actions in the rule Time.

When a Timed Action is defined in the ruleset it must have a method by which its resolution time is set at the time at which it is initiated, and how it can be automatically resolved at the time of its completion. A Timed Action may not require a decision or choice be made at the time of its resolution.

As a daily action, the Capital should post a Harbourmasters Report, which is a story post that lists all Timed Actions that are due to resolve during that day.

Add the following as a final bullet point to the list in the rule Boats:

* An Arrival Time, which can be blank (if the Boat’s Location is a City) or a specific date and time (if the Boat is In Transit). Must be set as per the rule Routes when initiating a joining City.

If there is a rule called Boats, add the following as a subrule to it, called Routes:

Setting Sail is a Timed Action that requires a specific Boat as its subject. Whenever a City owns a Boat whose Location is a City, they may Set Sail with that Boat as its subject.

When a Boat is Set Sail by a City, its Location is set to In Transit, with the City it just left as its Origin and the City of the performer’s choosing as its Destination; and its Arrival Time is set to a publicly randomly selected minute between two and five days after the time at which that Timed Action was initiated (such as through the use of DICE4320 + 2880 in the roller).

Proposal: New Horizons

Reached quorum 6 votes to 0. Enacted by Kevan.

Adminned at 04 Jun 2025 09:24:02 UTC

Add a new dynastic rule, called The Cities and the Sea, adding Wikimedia formatting markup where necessary to preserve the bold text in the bulleted list:

The map to the right is the map of the Inland Sea. The Capital may update it at any time such that it reflects the location of each City. [[File:Container Draft map.png|thumb]]

Each City has the following publicly tracked information, with the Capital also having any information that is presented in bold:
* A location, which is publicly tracked through the [https://wiki.blognomic.com/index.php?title=File:Container_Draft_map.png Container Draft Map] and which defaults to blank.
* A number of Boats. By default, each City has one Boat.
* A Warehouse, which holds up to ten Resources and defaults to empty.

Whenever a City joins the dynasty for the first time, they may Initiate. When a City Initiates, they should privately indicate to the Capital where on the map their Location is, and should update the destination of their starting Boat to be the name of a City other than themselves, of their choice.

Add a new dynastic rule, called Boats, with the following text:

Each Boat has the following publicly tracked information:
* A type, which can be a Cog and is a Cog by default.
* A Location, which can be the name of a City (including the Capital) or In Transit (x,y), where x is the name of the City of origin and y is the City of destination; by default it is In Transit, where the City of Origin is itself and the City of Destination should be chosen during Initiation.
* A Manifest, which holds up to three Resources and defaults to empty.

Add a link to the Inland Sea map to the sidebar of the Blog.

Ascension Address: The Inland Sea

To be the Captain of a ship at sea is to be the undisputed sovereign of a nation. You have territory, which must be carefully stewarded is she is to continue to support your lives and welfare; you have borders, outside which lies the enemy, cold and hostile.

And above all else, you have people. Mark my words, to be the Captain of a ship at sea is more than mere rulership. Any slick-toothed clown can be a President. To be a Captain, you need more. It takes the fortitude of a priest, the discipline of a drill sergeant, the clear vision of a strategist, and the iron-clad certainty of the undisputed King, appointed by the divine right of God.

The sea is our destiny. It connects us more surely than the treachery of roads. We will build great ships, and we will need great Captains. That is how our culture will flourish.

- President Tarquin O’Seele, Regional Capital, 12 May 32xx

Throughout the dynastic ruleset, change Drafter to City and change Supervisor to Capital. Set the gamestate tracking page to the Inland Sea page of the wiki. Keep the Revisions Allowed Building Block and add Reinitialisation and Precondition Unidling.

The sketch set out in the Container Draft wiki page gives a rough idea of where this is headed, but note that it is non-binding on either me or on players; I’m keen to explore the space.

Provocateur, because I’ve tried other styles and they never stick.
Libertarian.
Powerhouse, although I don’t see this being a massively Emperor-heavy dynasty.
Scam-neutral.
Oblivious.
Wildcard.
Timekeeper. I am keen that there is no virtue to being online at the exact minute a boat comes in - I’d be happy to consider proposals that allow actions to be prepared and triggered based on predictable occurances.

Monday, June 02, 2025

The Filing Cabinet

A post-dynastic thread for the Tenth Dynasty of ais523.

Sunday, June 01, 2025

Declaration of Victory: The Shipping Forecast

After 12 hours, and with over 2/3rds of Drafters voting FOR and none AGAINST, enacted 7-0. Josh

Adminned at 02 Jun 2025 08:14:18 UTC

By some combination of the Winning Plan and the passage of Proposal: Shortcut, I have achieved Victory.

Story Post: The Contents of the Winning Plan

The Contents of the Winning Plan are as follows:

==Summary==
The theme of the game is based around container ships trading between ports around an inland sea.

[[File:Container Draft map.png|thumb]]

Hey, a game about container ships, like the classic board game Container! That seems great, pack it up, job done, no more idea needed. Right?

No more idea needed, right?

===Maybe!===
Because it’s a nomic, we can make it weird.

We don’t have to; it can be a game about setting up routes, building infrastructure, and managing local rivalries. We’ve done that kind of thing before and it works. Fixed-variable turn durations would be my mechanical twist - boats generate their route duration randomly when they’re launched, with the time required being fixed at the point of generation. In that regard it would be more of an idle game, with resource generation and maybe a bit of inventory management playing a more active part.

But it could also be very weird. What if the things being transported weren’t just goods but could also in fact be rules? So say that each player is a City, with some boats and a warehouse, but it also had a Culture - a private ruleset of rules that affected only it and its nearest neighbours. Culture is randomly generated at fixed intervals and through set formats, and can (maybe must) be transported too and from Cities along with cargo.

The Emperor is also a city, and their Culture is the Ruleset. Rules in the Capital’s Culture affect everybody, and a subset of the Captial’s rules can also be piled onto shipping containers and ferried between the various rulesets in the game along with goods.

Rules only apply when they’re not on a boat; when they’re in Ruleset City they apply to everyone, but when they’re in an individual player’s city they only apply to that player and their neighbours.

==Some rules==
===Cities===
Each City is marked on the Map, has a grid reference, and is considered Proximate to any other City that is in the same grid reference square or is in a grid reference square that is orthogonally adjacent to it.

Each City has a Storehouse which can contain Goods. The Goods in each City’s Storehouse is publicly tracked and defaults to blank.

Each City has its own Culture, a document that holds any number of Tenets. For non-Capital Cities, a City’s Culture is held a page in the wiki which is publicly tracked and which is itself gamestate. The Tenets of a Culture are considered ruletext only for the City that owns that Culture and any Cities that are Proximate to it.

The Dynastic Ruleset contains within it a subsection for the Regional Ruleset. The Regional Ruleset is considered to be a Culture for the Capital City according to this rule, except that the rules held in the Regional Ruleset apply to all Cities.

There is also a Culture that holds all rules that are currently loaded onto Boats. All tenets on the Boats’ Culture have no effect, unless otherwise stated.

If a City has no Tenets in its Culture then it must produce one as set out in the rule Tenets before taking any further dynastic actions.

====Tenets====
When a City is required to produce a Tenet, it does so as follows:
‘‘The rest of this rule is purposefully blank, to avoid over-defining the dynasty in advance, but I imagine something a bit madlibs-y - some fill-in-the-blanks sentences and some look-up tables that allow players to Produce, Consume, Build etc.’‘

===Boats===
Each City has one Boat. Each Boat has a type (which defaults to Carrack); a Location, which may be the name of any City or In Transit (x,y) where x is the name of the City of origin and y is the City of destination, defaulting to the name of the City that owns it; and a Manifest, which may contain up to three Goods and one Tenet, or nothing, defaulting to nothing.

At any time a City may Load a Boat that they own that is in any City. Loading a Boat entails moving Goods from the City that the Boat is in to the Boat in question, up to its capacity; whenever a Boat is Loaded it must also take a Tenet from the Culture of the City it is in. When a Goods or a Tenet is loaded into a Boat it ceases to be in the City it was loaded from.

Once a Boat has been Loaded, it is Launched - its Location becomes In Transit (with the City it was just in as its origin and a destination of its owners’ choosing). When a Boat is Launched its arrival time is generated as determined by its type; the arrival times for each Boat that is in transit is publicly tracked. When the arrival time of a Boat that is In Transit passes, its Location it set to the Destination city, its arrival time is blanked, and the Boat’s Owner may elect to move any Goods to the Storehouse of the City they are in; if they do, any Tenets they are carrying are also to the Culture of the City they are in.

As a daily action, the Capital City should post a Manifest to the blog detailing which Boats in transit are due to arrive at which Destinations at which times.

==Iterations==
* Boat upgrades. I imagine that at first a Boat’s travel time is a randomly determined period in a wide range (a specific minute within 1 to 5 days of departure, say) while upgrading shortens the range but allows for some selectivity (a specific minute within 2-3 days randomly selected, plus or minus up to 120 minutes selected by the owner). You could also have more Boats.
* Goods. Goods would be generated by rules (each sub-ruleset could start with ‘x Good is generated on a regular basis’ as a rule - which could of course be stolen). Would they have distinct effects? Would they just be a victory condition? Could they ever be owned by the City that generated them, or do they have to be exported to cease being inert?
* Piracy Rules. Rules that only have an impact when they are on a boat.
* I don’t envisage combat being a part of this, beyond stealing each others’ rules.
* The madlib generation of Tenets can be flexible or rigid. I don’t have a firm view on that.

==Imperial Styles==
Provocateur, because I’ve tried other styles and they never stick.
Libertarian.
Powerhouse, although I don’t see this being a massively Emperor-heavy dynasty.
Scam-neutral.
Oblivious.
Wildcard.
Timekeeper. I am keen that there is no virtue to being online at the exact minute a boat comes in - I’d be happy to consider proposals that allow actions to be prepared and triggered based on predictable occurances.

It was authored by Josh. Note that due to a bug in the victory condition, I believe that Josh has not actually achieved victory from this (I will explain in the comments).