Malenkai (Randy Hall)
1) A Rule that defines an entity or class of entity may specify that the entity is a Location. Unless otherwise specified, a Location may contain any number of players. Instances of Locations are entities, and are unique, unless otherwise specified. A Location may only have properties, or be given properties, as specified by the Rules.
2) A player must be in exactly one Location at any one time. A player may only leave, or be removed from, a Location as specified by the Rules. A player may only enter, or be placed in, a Location as specified by the Rules. Locations are unowned unless conditions for ownership, as specified by the Rules, have been met and are maintained.
3) If a Rule specifies that a player enters a Location, they leave their current Location, unless there is some other restriction which would prevent them from leaving the current Location [e.g. Gaol]. In this case they actually do not enter the destination Location; they remain where they are.
4) A Location may be specified as a Common Location. Players may leave and enter such Locations freely, provided they meet any specific conditions that may be defined for the Common Location.
5) If a player leaves or is removed from, any Location, and it is unspecified to which Location that they go, they go to their Home, if it exists.
6) Wilds of Ackanomia
6a) Let the Common Location known as the Wilds of Ackanomia exist. If a player leaves any Location, and it is otherwise unclear or undefined which Location they go to, or the specified destination does not exist, or they cannot go to their Home, they go to the Wilds of Ackanomia.
6b) If it is ever otherwise unclear for any reason what Location a player should go to [e.g., an old player rejoining the game], they go to the Wilds of Ackanomia.
7) Somewhere Else
7a) Somewhere Else is an unownable and unmappable Location. Entities may not be transferred to and/or from Somewhere Else except whereas such transfers are explicity permitted by the Rules. No player may ever be Somewhere Else.
8) Any player rejoining the game goes to the Location they were in when they left the game. Any player joining the game for the first time goes to their Home.
this is not a name (Mike Epstein)
A class of Locations called the Hotel (plural Hotels) is hereby created. Each particular Hotel may only be created by the passage of a Rule. If the Rule that creates a particular Hotel ceases to exist, that Hotel vanishes in a cloud of dust. The Rule that creates a Hotel should specify the size building it is. If it does not, it is puny by default.
Any Player may stay in a Hotel upon announcing it to the public forum and paying the hotel's fee. If the fee for a particular Hotel is not defined elsewhere in the rules, it is A$10 per 24-hour period or fraction thereof. The fee for staying in a Hotel is paid to the owner of the Hotel, unless otherwise specified. If a Hotel has no other owner, its owner is considered to be the Treasury. If the owner of a Hotel is a Player, that Player may set the fee for that Hotel, but any increase in a Hotel's fee will not apply to any Player staying in that Hotel at the time of the fee increase. If the owner of a Hotel ceases to be a Player, ownership of that Hotel reverts to the Treasury. Hotels are tradeable.
A Player staying in a Hotel is considered a Guest of that Hotel. A Player may stay in a Hotel for any length of time as long as e has enough currency to pay for the privilege.
If a Guest goes on Vacation, e will remain in the Hotel as long as e has enough currency to pay for the privilege, provided that no other rule requires the Player to leave the Hotel.
A Guest will not leave the Hotel until either e posts to the public forum that e is leaving, e runs out of money to pay for the stay, the Hotel ceases to exist, or e is required to leave the Hotel by any applicable Rule. The owner of a Hotel does not have the ability to make a Guest leave that Hotel unless otherwise specified by another applicable Rule.
Players who are staying in Hotels and owners of Hotels may have other privileges, duties or special characteristics as specified by another applicable Rule.
This rule defers to any rule requiring that a player enter a Location other than a Hotel. A Player staying in a Hotel who is required by any rule to enter another Location automatically leaves the Hotel.
Calvin N Hobbes (Thierry Joffrain)
The Location known as the Ackanomic Afterlife hereby exists.
It is a luxurious palace near the Senate building. The palace is a classy building. This palace magically heals all burns of players here, and the ashes of players have been known to spontaneously "decombust" back into the player when put there.
A player may leave this palace whenever he or she wants, by publically announcing that they are doing so.
Calvin N Hobbes (Thierry Joffrain)
A building is a class of entity in Ackanomic which can be of six sizes:small (aka cramped or puny) (1 land unit)A player may own more than one building, although only one (of his choosing) may be his home. A player's home is also his legal residence. Each instance of a player home is a Common Location, with the restriction that no player may enter a Home they don't own without permission of the owner.
cosy (2 land units)
classy (4 land units)
lavish (6 land units)
sumptuous (9 land units)
extravagant (12 land units)
A player may change the name of buildings they own by publicly announcing the new name and unambiguously identifying the building they wish to rename.
The Senate Building is lavish. The FM building is a classy place. The Courthouse is a cosy building. These buildings may never be smaller that as defined originally but can be greater. All of these buildings are Common Locations. All other land, with or without buildings on them, that is not owned by players is called common lands.
Buildings are always owned by whoever or whatever owns the land that the building sits on, or unowned if that land is unowned. If the land which a building sits on is at any time not all owned by the same player or entity (or all unowned), the building is immediately destroyed, unless it is a building specified by the rules to exist. In the latter case, the building and all the land it sits on are transferred to the last player to have owned all that land at the same time; if no such player exists or that player is no longer a player or otherwise is prohibited from owning the land and/or building, the land and building become unowned.
Calvin N Hobbes (Thierry Joffrain)
The Library is a classy building where a copy of all legal documents are kept. It is a Common Location. The Historian (or by default the Speaker) is in charge of the Library. It may not be destroyed or reduced in size to less than what it is originally (classy).
Malenkai (Randy Hall)
1) There are two types of towers: Ostentatious Towers and Public Towers. An Ostentatious Tower is a tower that a player adds to a building they own (the term "Ostentatious Tower" is always with respect to a particular player). A Public Tower is a tower that a player adds to a public building, (that is, a building defined by the rules which is owned by no player or Undead), or to a kaa of public land.
2) A player is always said to be 'permitted' to build (or extend) an Ostentatious Tower associated with them. A player is said to be permitted to build (or extend) a Public Tower provided they submit a plan to an Ad Hoc Committee on the Matter of Skylines, and that Ad Hoc Commitee votes approval of that plan. Such a plan must describe a tower that could legally be built (or a legal extension of an extant Public Tower). The Public Tower so built (or extension thereof) as a result of this permission must accord with the plan approved by the Ad Hoc Committee.
3) There is no limit to the number of towers that may be added to a building, and there is no upper limit to their height, so long as they are constructed (or extended) via procedures defined in the rules. Towers are unownable entities.
4) A tower is constructed as follows, provided the player is permitted to construct it. The player publically announces which building they are adding a tower to (or which kaa of land they are building it on), a description of the tower, and the height of the tower (as a positive integral number of meters). Towers must be at least 35 meters tall. Towers cost A$3 per meter to construct, and if a player cannot afford the construction costs, they may not build a tower of that height.
5) A player may also extend the height of a tower they are permitted to extend by an integral number of meters, at a cost of A$5 per meter, by publically announcing they are doing so, and by describing the extension.
6) A building's height is the height of its tallest tower. All buildings without a tower are less than 35 meters high, unless the rules specify otherwise. A stand-alone tower built on a kaa of land without an attached building is considered a building in its own right.
7) Any tower in the Gaol's evidence room is twisted into a pretzel-shaped blob, and will not exceed the height of the Gaol. Towers may not manipulate protected entities or perform protected actions except where specified by the rules. Towers may only be destroyed as specified in the rules.
8) It is said that a tower of sufficient height will reach close to the edge of the stainless steel hollow walls that surround the earth, and it is known that a Brass Monkey is taller than two average cat-heights.
9) Each building with an Ostentatious Tower also has a basement capable of holding one player for each 20 meters in the combined height of all towers on that building. When a Tornado strikes, if the total number of players in a building with a basement who are not otherwise sheltered is less than or equal to the capacity of the basement, then all those players manage to escape to the basement and are sheltered. If there are too many such players in a building, then while fighting to get into the basement, none of them manage to get in before the tornado hits.
Hall of Elders
Malenkai (Randy Hall)
1) Let the Hall of Elders exist. It is a common location, and is housed in a classy marble building, at least 3 blocks from the Gaol.
2) Whenever a player leaves the game, their likeness (hereafter, where appropriate, referred to as if it were the actual player) is eligible to be enshrined in the Hall of Elders. They shall be a candidate for such an honor if someone nominates them (via a public message) for such within 3 days of them leaving the game. If multiple players nominate the same departing player, they are only considered nominated once.
3) If a departing player has been nominated, their confirmation period starts at the time of their nomination and ends 3 days after their nomination. During the confirmation period, players may send messages to the public forum supporting the nominee (maximum one such message per player). The nominee shall receive one confirmation point for each such message posted in accordance with the rules. They shall also receive one point for each cycle (or game) they won while a player, up to a maximum of 5 points from this source.
4) At the end of the nomination period, the nominee is confirmed if and only if the number of confirmation points they received is in excess of the number of active players divided by 2. After it is decided whether or not the player has been confirmed, all of their confirmation points are destroyed.
5) If the departing player returns to the game either during the nomination period, or the confirmation period, they are no longer considered a nominee. This section takes precedence over all the preceding ones.
6) Once confirmed, the great honor of being enshrined in the Hall of Elders is bestowed upon the nominee. It is a duty of the Web-Harfer to place relevant information about the (including their portrait, if such exists), on a web page which represents the Hall. Such information should include a replica of any items being haunted by the enshrinee's undead (except land and the like). The Historian should provide a brief biography of the enshrinee, and a list of any offices they may have held while a player. This is considered "relevent information", as per above.
7) Whenever an enshrinee is enshrined in the Hall (either by this rule or another), An Ackanomic Holiday shall be placed on the calendar, named after the enshrinee (e.g. Elder X's Day). The date (excluding year) shall be chosen as follows:
1) It shall not be Jan 22nd.
2) It shall be the date the player in question originally joined the game, if that date can be determined with finality, and that date is not already an Ackanomic Holiday, otherwise,
3) It shall be the date the player in question most recently left the game, if that date is not already an Ackanomic Holiday, otherwise,
4) The Speaker shall choose a date that is not already an Ackanomic Holiday.
8) If the player in question returns to the game at least 30 days after being enshrined, they may use the title Elder, and shall have the powers and benefits explicitly specified by other rules for Elders.
9) The rules may explicitly delineate other procedures for an active player to be enshrined in the Hall, and this rule defers to such where there is a conflict.
Jammer (John-Martin Lotz)
A player may purchase a kaa of empty, common land for A$50.
All deals to buy common land at any other price, or to buy common land with a building on it, or which would result in a player owning more than 5 kaa of land, and all deals to sell land to the treasury must be approved by senate vote. When the senate approves a land deal, the transaction occurs when the approval is announced, if there is no other reason it cannot occur.
Land is tradable, but any trade which would result in a player owning more than 5 kaa of land must be approved by senate vote. When such a transaction is agreed upon by two players or other entities, the senate is called to vote on the matter. If the senate approves the trade, it occurs when the senate announces the result; if the senate fails to post a result for the vote, the trade occurs when the senators are placed in Contempt for failing to do so.
Malenkai (Randy Hall)
Let there be the Map of Ackanomia. It is a resource of Ackanomia, and may be owned by no single player.
The Map is a concrete representation of the abstract structure, location, and relationships of the (lands, buildings, residences, boundaries with other Nomics, and other geographic entities in Ackanomia, and its interfaces with the Inter-Nomic realm). The non-existence of any of the entities mentioned in this paragraph in parentheses shall not be sufficient to cause the non-existence of the Map.
The Null Map is permissible as the Map. If the Null Map is being used, the officer in charge of the Map must make this fact public.
The officer in charge of the Map may choose any medium he or she desires to render it. The recommended mediums shall be HTML with clickable images/cgi, or VRML. The officer shall consider public opinion, availability, and cost of technology when making such a decision.
If the medium chosen allows what is now commonly referred to as "links", or a similar mechanism, then the Map shall be designed so as to permit links to individual player's "abodes", or other content, so long as the medium that content is rendered in is compatible with the Map's medium.
The officer in charge of the Map should add, change, or remove buildings and other Locations as the Rules specifying these are enacted, amended, or repealed.
Constructions and Architectural Aesthetic
Calvin N Hobbes (Thierry Joffrain)
The following table details the prices involved with various buildings:Size Construction Destruction Rebuilding Upgrade Small A$100 A$10 A$100 A$500 Cosy A$500 A$50 A$250 A$1600 Classy A$2000 A$200 A$1000 A$4000 Lavish A$5000 A$500 A$2500 A$7000 Sumptous A$10000 A$1000 A$5000 A$15000 Extravagant A$20000 A$2000 A$10000 n/aConstruction costs do not include land. If a building is destroyed, it no longer exists. If a building is damaged it may be repaired for the cost of rebuilding. For the cost of an upgrade and provided the player owns enough land, a building's size is increased to the next. No building can be more than extravagant.
Such costs are paid to the Treasury and events associated with them occur upon acknowledgement by the Financier. A player may only build on land they own and provided they own enough land. A player may only alter buildings they own.
The player may post a description of a building they own at any time. The building is thereby made exactly as eir description of it, provided that description follows the rules. It is a crime to give a description of the house which is not in accord with the rules.
Malenkai (Randy Hall)
I. Ackanomic Museum of Antiquities
The Ackanomic Museum of Antiquities (Museum) exists; it is a classy building near the Library. It is a Common Location. The Museum has 3 wings: the North Wing, the Malenkai Wing, and the McCumber Annex. The Malenkai Wing is the most prestigious, but the McCumber Annex is sort of cramped and unused.
The Financier is the curator of the Museum, and it is a duty of that office to maintain records of the Museum's inventory, and other relevant Museum details.
A player may donate any Gadget, Trinket, or Prosthetic Forehead that they own to the Museum, by going there and publically announcing which object(s) they are donating. All newly donated objects (along with the name of the associated benefactor) are placed on display in the North Wing. The Museum has high standards, so it will not accept Prosthetic Forehead donations if it already has 15 such pieces on display. Items on display in the Museum are not considered in the Treasury.
IV. Donation Value
Objects on display are valued by the Museum as follows:
a) Prosthetic Foreheads: A$10.
b) Gadgets: The most recent price paid for that type of Gadget at an auction such that the proceeds of that auction went to the Treasury. If that value is undefined, its value is A$50.
c) Trinkets: The value the Trinket had when it was donated. If it was once part of a Buried Treasure for more than 60 continuous days, it is an Antiquity, and its value is increased by 30% (fractions truncated), upon donation, and it is no longer considered to have once been part of a Buried Treasure for for that length for the purposes of this sub-section, unless it again acquires that attribute.
V. Benefactor Value and Renaming the North Wing
Each Museum benefactor has a benefactor value (BV), which is the sum of the value of all objects on display in the North Wing that that benefactor donated (the benefactor of record is considered to be the last player to donate a particular object). Upon a benefactor's BV exceeding A$1000, the North Wing is renamed in his honor to his player name; this rule is amended to replace all occurrences of the string 'North' which directly precede the word "Wing" or are in single quotes, in this rule with that player's name (the occurrence in single quotes being replaced last).
VI. Bonus Vote
On the first day of each month, the Museum throws a party honoring its benefactors. This is a private gathering. There are door prizes, but as the Museum is always tight on funds, they are pretty lame. The only one of note is a Bonus Vote, which is awarded to a random benefactor. Each benefactor's probability of receiving this Vote is their BV divided by the total BV. If the total BV is zero, however, no award is bestowed.
VII. The Value of Winning
Upon a benefactor's BV exceeding A$5000, if e is a voting player, all objects donated by that benefactor are transferred to the Malenkai Wing, and a big ceremony, which is a public gathering, is held. If this appears to occur simultaneously with a renaming of the North Wing, however, it will occur an infinitesimal time afterwards instead. This rule is then amended to replace all occurrences of the player's name which directly precede the word "Wing" or is in single quotes, with the concatenation of the strings "No" and "rth", and then all occurrances of the string 'Malenkai' which directly precede the word "Wing" or are in single quotes, are replaced by the player's name. That player is then declared the winner of the Cycle. No player may win a Cycle more than once in this manner, and if it appears that they otherwise would, no part of this section preceding this sentence shall apply in that instance.
VIII. Museum Security
Objects may not be removed or stolen from the Museum except as described by the rules. Any person caught stealing from the Museum, as described in the rules, shall go to Gaol with a sentence of 7 days per object pilfered, in addition to any other penalties described in the rules.
snowgod (Phil Ackley)
The Portrait Gallery is a small building and a Common Location. It is a duty of the Web-Harfer to maintain a gallery of portraits.
This gallery shall be linked to the Official Ackanomic Web Page and must contain a portrait of every player who has submitted one. The Web-Harfer may resize portraits in order to keep them uniform. If a player has no portrait the Web-Harfer shall place an empty picture frame in the gallery containing the words "This space reserved for x" (where x is the name of the player without a portrait.)
If the Web-Harfer can think of a feasible way of doing so, he may charge admission to the gallery. However, the price of Admission must never exceed A$2. Charging admission is a privilege of the Web-Harfer.
The Web-Harfer may, but is not required to maintain a gallery containing images of deceased players.
Ackanomic Institute of Genetic Replication
Guy Fawkes (Robert Shimmin)
The Ackanomic Institute of Genetic Replication exists. It is housed in a cosy laboratory in the south part of Acka. It is a Common Location. When required by the rules, it will produce a replica of a player. Such a replica may only take actions explicitly allowed it by the rules, and is rather short-lived, being destroyed at the end of the occasion which warranted its creation. Unless specified otherwise, there is no charge for such replicas.
The Ackanomic Institute of Genetic Replication also provides customized mutations, at a small fee, to any interested player. If in a public message a player announces he is paying the specified fee for a mutation described in this rule, the cost is deducted from his account, and he receives that mutation and any special attributes associated with it described in this rule. If he later wishes to have the mutation removed, he must pay a fee equal to that for receiving the mutation, and he shall cease to have both the mutation and any special attributes associated with it.
Current available mutations:
Extra head: Cost -- 50 A$. Each extra head possessed by a player allows him to wear one more piece of headwear than he would otherwise be allowed. This takes precedence over other rules dealing with any form of headwear inasmuch as their restrictions on the number of pieces of headwear a player may wear are relaxed for those with extra heads. Players with extra heads are encouraged to occasionally get into public arguments amongst their heads.
Pointy ears: Cost -- 4 A$ each, or 6 A$ for a pair. Pointy ears don't do much, but players who have them may threaten other players with a Vulcan Neck Pinch and be taken seriously. Players without pointy ears may also make this threat, but they are liable to be laughed at upon doing so. Players with only one pointy ear are liable to be laughed at regardless of their actions.
Wings: Cost -- 100 A$. Winged players need not worry about dangling from the earth, as they can reattach the suction cups for any player that might lose them. Because of the size of buildings, it requires three winged players to reattach a dangling building's suction cups, and after doing so, they must rest for three days before reattaching anything else. Buildings that have also lost their emergency tether can still be reattached by three winged players, but the strenuous effort will cause the players to lose their wings as well. Since extra heads ruin a player's aerodynamics, a player may not have both wings and an extra head.
Telepathy: Cost -- 350 A$. No player may purchase telepathy unless he already owns an Extra head mutation, and at least one Pointy ear mutation. A player who has (owns) the telepathy mutation gains the ability to use the power described as telepathy in Rule 1117, but must follow all restrictions on and is subject to any side effects of it's use as described in that Rule. The Telepathy mutation cannot be removed or destroyed by the W-File pair or their alien sedative, however, this takes precedence over Rule 261.
Telekinesis -- 500 A$. No player may purchase the Telekinesis mutation unless he already owns an Extra head mutation, at least one Pointy ear mutation, and the Telepathy mutation. A player who has (owns) the Telekinesis mutation has the ability to use the power described as telekinesis in Rule 1117, but must follow all restrictions on and is subject to any side effects of it's use as described in that Rule. The Telekinesis mutation cannot be removed or destroyed by the W-File pair or their alien sedative, however, this takes precedence over Rule 261.
Other mutations may be developed in the future, and if they are, they should be added to this rule.