acka-voting Digest Tuesday, December 22 1998 Volume 03 : Issue 237 ---------------------------------------------------------------------- Subject: Acka: Proposal 3916 accepted From: jtraub@dragoncat.net Date: Tue, 22 Dec 1998 00:53:12 -0500 (EST) Proposal 3916 Yes votes: 11/14: proposal accepted Yes: The Razor Boomerangs Unity Vote else...if Trent (Giant Objectionable Potato) K 2 /dev/joe (Vulcan) NY E NJ (The Razor Boomerangs) Studge (Giant Objectionable Potato) ThinMan (Vulcan) O Olde Alpha JT (The Razor Boomerangs) Eric. (The Razor Boomerangs) No: Calvin N Hobbes smallpox blanket (Klingon) Vynd (Vulcan) Baa: Wild Card Abstain r-attila the farce (Giant Objectionable Potato) Niccolo Flychuck (MetaMorph) IdiotBoy (Anti-Voting Preservationist Party) Robin Hood (Anti-Voting Preservationist Party) rufus two-star Vacationing & did not vote: Aunt Froot Euphrates Slakko (SPAM) Danek Subject: Acka: Proposal 3916 Proposal 3916 Auto-Gizz cleaning JT Due: Mon Dec 21 19:54:21 1998 Status: accepted {{[ There is no real reason for offices to hang around once the rule defining them is repealed. Especially now with unity for parties being based on political offices, and all no-longer defined offices become political since no rule defines them as functional. ]}} {{If any offices exist which are no longer defined by the rules, remove the player who holds that office from that office, an then destroy that office. This removal and destruction take precedence over any rule which conflicts with this removal or destruction. }} Amend rule 401 (Offices, Commonalities) by appending the following BOOM delimited text to the end of section (i). BOOM When an office ceases to be defined as an office by any rule, the player who held the office is removed from the office and that office is destroyed; this removal and destruction takes precedence over any rule which conflicts with this sentance. BOOM ------------------------------ Subject: Acka: Proposal 3958 From: jtraub@dragoncat.net Date: Tue, 22 Dec 1998 03:24:49 -0500 (EST) Proposal 3958 gotta clean up after the sun god's noggin Trent Due: Tue Dec 29 03:24:47 1998 amend rule 23 by replacing its text with the following SORRYDIKTATORS-delimited text SORRYDIKTATORS There exists a unique organization named the Bavarian Illuminati which can change the game state and amend the rules as an organizational action. A member of the Bavarian Illuminati may be referred to as an Illuminatus Primus. {{5 active players become members of the Bavarian Illuminati.}} SORRYDIKTATORS ------------------------------ Subject: Acka: Proposal 3917 accepted From: jtraub@dragoncat.net Date: Tue, 22 Dec 1998 21:03:22 -0500 (EST) Proposal 3917 Yes votes: 12/13: proposal accepted Yes: Niccolo Flychuck (MetaMorph) Trent (Giant Objectionable Potato) K 2 /dev/joe (Vulcan) smallpox blanket (Klingon) else...if JT (The Razor Boomerangs) Vynd (Vulcan) Studge (Giant Objectionable Potato) ThinMan (Vulcan) O Olde Alpha Eric. (The Razor Boomerangs) No: Calvin N Hobbes Baa: Robin Hood (Anti-Voting Preservationist Party) Wild Card Abstain r-attila the farce (Giant Objectionable Potato) IdiotBoy (Anti-Voting Preservationist Party) NY E NJ (The Razor Boomerangs) rufus two-star Vacationing & did not vote: Aunt Froot Euphrates Slakko (SPAM) Danek Subject: Acka: Proposal 3917 Proposal 3917 Re-entity else...if Due: Tue Dec 22 19:20:38 1998 Status: accepted [This is a big start. It redesigns the rules around the new system. Later proposals could integrate more things into this, especially by making them Operable, but it isn't neccessary. This assumes ThinMan's org changes will pass, if they don't I'll retract and resubmit.] Amend rule 500 to read as delimited by R500 R500 Something is an entity if and only if the rules specify that it is. An entity may not be created, destroyed, or manipulated except as specified by the Rules. It can have no material effect on the game other than those effects specified by the Rules. Rules, the rule set, and Proposals are unownable entities. Rule changes may manipulate Rules and the Rule set. Manipulation of an entity is permissible if such manipulation is not explicitly regulated by the rules, and such manipulation would not have a material effect on the game. In other words, the game state must be the same after the manipulation as it would have been had the manipulation not occurred. For the purposes of this rule, discussion and messages (public or private) are not considered a material effect on the game, although actions specified within the message may have a material effect. Nor are the initiation or results of a CFJ or CFCJ concerning the matter of whether or not a certain event constitutes a material effect. It is recognized that deciding whether a particular manipulation materially affected the game state is a matter that often can only be decided by judgement alone. Entities may not be broken into fractional pieces, and fractional pieces of entities may not be created. When any rule or anything else empowered by the rules specifies a fractional number of entities are created, destroyed, transferred, or otherwise operated upon, that action uses the least integer greater than the fractional number in place of the fractional number. This paragraph takes precedence over all other rules. R500 Append to the end of rule 500.1 "The Rules may specify a way in which an entities name is changed. Regardless of such rules, this fails if the new name would be illegal. A name is illegal if it includes a non-name character, is more than 70 characters long, or is already the name of an Entity." Remove the last paragraph of 500.3 Create rule 504, "Intelligence and Operations" with the following R504 delimited text R504 Some ownable Entities are Operable. Some named Entities are Intelligent. Operable entities have a number of Operations defined on them by the Rules. An Intelligent Entity (the Operator) may perform an Operation on an Operable Entity it owns providing that it supplies all information required to perform the Operation (as defined in the Rules). Some Operation may involve more than one Entity of a given type. An Entity performing such an Operation must state how many of those Entities it is performing the Operation on, and must own at least as many of the Entity as the number it is performing the Operation on. R504 Rename rule 505 to "The Treasury" and amend it to read as delimited by R505 R505 I. Treasury: The Treasury is a Named, Unownable, Intelligent, Trading Entity that serves as a storing house for entities that belong to no other entity, except for those entities for which the rules explicitly state are not in (or considered to be in) the Treasury. Items owned by the Treasury are said to be "in the Treasury", and they may not be manipulated in any way except as explicitly allowed by the Rules. II. Bankrupt Treasury: Whenever the rules require an amount of A$ from the Treasury for any reason, and there are insufficient available A$ to meet those obligations, the following process is executed: a) If there are no A$ owned by On Ice players, skip to step (e) of this process. b) Each On Ice player transfers 10% (round up) of its A$ to the Treasury. c) If there are still insufficient available A$ to meet the obligations, the process returns to step (a). d) If there are sufficient available A$ to meet to the obligations, the obligations are met, and the process ends. e) The remaining available A$ in the treasury shall be used in proportion to the number of A$ required for each application. III. Donation: The Treasury automatically accepts all one-sided trades offered to it (but not at large trades), and rejects all two-sided trades offered to it. If the Treasury ever owns a Trinket, it immediately performs a Dissolving Operation on it. IV. Harfer Fee The standard Harfer Fee is A$25. Whenever the rules direct a Harfer Fee to be paid, it is paid to the Treasury. R505 Rename rule 506 to "Ackadollars and Trinkets" and give it the following R506 delimited text. R506 The AckaDollar (A$) is the official currency of Ackanomia. AckaDollars are Operable gift entities. AckaDollars may not be created nor destroyed except as the result of an Operation. Whenever the Rules specify that a Player should receive A$, and do not indicate where those A$ should come from, they shall come from the Treasury. Whenever the Rules specify that a Player should lose A$, and do not indicate where those A$ should go to, or specify that they should be destroyed, they shall go to the Treasury instead. The total number of A$ shall always be 100,000 less the combined value of all extant Trinkets (including those Trinkets created in Ackanomic, yet exported as described in the rules). The Total Wealth of a named Entity is defined as the sum of the total number of A$ it possesses plus the combined values of all trinkets in its possession. Trinkets are giftable, Operable Entities. Trinkets always have a positive, integral value in A$; this takes precedence over all other rules. The value of a Trinket may only be changed as specified by the rules. There is an Operation on one or more A$ known as Composing. This Operation requires the name and description of the resulting Trinket. The creation fails if the name specified for the Trinket is not a valid Ackanomic name, or is already the name of a named entity. If the Operation succeeds than the A$ are destroyed and a Trinket with the specified name and description and with a value equal to the number of A$ used in the Operation is created in the posession of the Operator. There is an Operation on a Trinket known as Dissolving. When a Trinket is Dissolved it is destroyed and A$ equal to the value of the Trinket are created in the posession of the Operator. Other rules may also create and bestow ownership of Trinkets, so long as the rule provides for naming, describing, and valuing the Trinket. In this case the Treasury Operates on a number of A$ equal to the value, using the specified name and description, and transfers it to the recipient. These Trinkets are known as Artificial Trinkets. All other Trinkets are Natural. If a Natural Trinket contains the name of a current or former player and that name is not the name of a player who Operated to create the Trinket, and the player had that name before the Trinket was created, and the Trinket has not been owned at some time by each player whose name it contains, and a player points this fact out publicly, it is a forgery. The rules may define other circumstances under which a Trinket is a forgery. Upon it becoming publically knowable that a Trinket is a forgery, it is transferred to the Treasury, unless it contains the name of exactly one current player and no former players, in which case it is transferred to that player. For the purposes of this clause, the Trinket name "contains" a name N, if it contains a word or phrase of the same length in words as N, that when stripped of any conventional English morphological changes, matches N as described in rule 348. [e.g. "Malenkai's Loophole" and "Malenkai-esque Statues" would be forgeries]. Trinkets have no power to affect any entities except as specified in the rules. R506 Amend rule 510 to read the following R510 delimited text R510 A Trading Entity may not accept or offer a trade or perform a game action which would cause the number of A$ it owns to be below 0, unless it would result in em owning more A$ after the trade than before. R510 Amend rule 515 to read as delimited by R515 R515 This Rule defers to all other rules. Rules may specify conditions in which certain trades may not take place, even though this rule specifies that they are legal. Rules may specify alternate means of trading entities, beyond those given here. A Trading Entity may offer a trade by sending a public message specifying the entities offered (if any) and the entities requested (if any). A trade in which no entities are requested is a one sided trade, all others are two sided. Note that a trade is still two sided if no entities are offered. All the entities must be Tradeable, and the offering entity must own the offered entities. Also the offering Entity must be allowed to own all request entities. The offer may also include one or more Trading Entities to which the offer is made, otherwise it is offered at large. An offer made in this way stands until it is legally retracted or accepted, or the entity who offered it no longer owns the entities offered, or the offer has been standing for at least three days, whichever comes first. A Player may retract a trade he or she offered by sending a public message to that effect. A Trading Entity may accept an exclusive trade offered to him or her, or any trade offered at large [but not one that was offered specifically to someone else], if and only if it owns all of the entities requested, in at least the quantities requested, and may own the offered entities. It does this by sending a public message to that effect. A one sided trade in which all involved entities are giftable and a single recipient is specified is known as a gift or a payment, and is automatically accepted unless the entity it is offered to may not own one or more of the offered entities, in which case the trade is illegal. When a Trading Entity accepts a standing trade, the entities offered are transferred from the Entity who offered the trade to the Entity who accepted it, and the entities requested in exchange are transferred from the Entity who accepted the trade to the Entity who offered it. All trades made as described by this rule are said to occur on the Free Market. A trade must specify a positive, integral amount of entities to be traded. R515 Add to the end of section 1 of rule 250 "Voting and Non-Voting Players are Intelligent, Trading Entities. Vacationing or On Ice players, or Non Players, are neither Intelligent or Trading." Create rule 1000, "Institutions", with the following R1000 delimited text R1000 Institutions are named, unownable, Trading, Intelligent entities. Any player who is not a pseudo-Founder may publically announce his intent to form an Institution along with the type of Institution they intend to found; in order for this to succeed the type of Institution must be foundable. By so doing he becomes a pseudo-Founder. If during the following seven-day period at least two other players publically announce that they wish to join the Institution the pseudo-Founder intends to form then the pseudo-Founder may form the Institution by announcing its name, its type, and the names of its initial members (who must be the pseudo-Founder and at least two of the players who publically announced their desire to join), any other information required to form a Trust Fund, and paying the standard harfer's fee plus any additional fee required for the formation of the particular Institution type specified. The name must be a legal name. Only a pseudo-Founder may perform this action, and upon doing so he ceases to be a pseudo-Founder. If a player is a pseudo-Founder for a contiguous seven day period then he ceases to be one at the end of that period. When an Institution disbands or is disbanded, a) any rule-specified procedures for the disbandment of an Institution of its type are carried out; then, b) anything owned by the Institution is transferred to the Treasury; then, c) the Institution ceases to exist. R1000 Amend rule 1001 to read as delimited by R1001 R1001 1. Fundamentals Organizations are Institutions. Although Organizations are not foundable, subtypes of Organizations may be. Players may be a member of Organizations, as specified elsewhere in the Rules. A Player who is a member of an organization is affiliated with that organization. If a particular Organization is defined by the rules then it is a Unique Organization, otherwise it is a Player-Sanctioned Organization. 2. Forming an Organization When an Organization is created: a) the players specified as the initial members become members of the Organization at the time of the Organization's formation, and b) the pseudo-Founder may specify the initial admissions policy at the time that he forms the Organization; if he does not, then the admissions policy is initially set to Standard. This section of this rule defers to rules that specify a modified or alternative method for the formation of specific types of Organizations. 3. Organization Disbandment A Player-Santioned Organization disbands if it ever has a nonpositive number of members. The rules may specify other conditions under which an Organization disbands or is disbanded. When an Organization disbands or is disbanded, any members it has cease to be members of it. 4. Joining an Organization Every Player-Sanctioned Organization has an admissions policy that describes how entities may become members of that Organization. Only admissions policies defined by the rules are valid; if a Player-Sanctioned Organization ever does not have a valid admissions policy then its admissions policy is set to Standard. Except as specified otherwise elsewhere in the rules, only players are elligible to be members of Organizations. The following are valid admissions policies: a) Standard: the Organization may make an eligible entity become a member of it as an Organizational action, provided that the entity has requested within the past two weeks to become a member of that Organization. b) Open: an elligible entity that can perform public actions may become a member as a public action. c) Privileged Single Player: a particular single member may grant any request for membership in that Organization made by an elligible entity within the past two weeks, thereby causing the entity to become a member. The single member with this ability must be specified. d) Quasi-open: Any elligible entity that requests membership in the Organization becomes a member three days thereafter unless any member refuses the entity admission during that time. e) Communist Single Player: any member may grant any request for membership in that Organization made by an elligible entity within the past two weeks, thereby causing the entity to become a member. In no case shall an entity which is not elligible to be a member of a particular Organization ever become a member of that Organization. If an Organization ever has a member that is inelligible to be a member of that Organization, then that member ceases to be a member of that Organization. Other rules may define other valid admissions policies for specific types of Organizations, or make any of the above policies invalid for for specific types of Organizations. Player-Sanctioned Organizations may change their admissions policies by Organizational Action unless forbidden by other rules. 5. Entity Liberty An entity may leave any Organization of which it is a member as a public action. 6. Actions Organizations may attempt actions as described in other rules. As an Organizational Action an Organization may Operate an entity it owns. As an Organizational Action an Organization may purchase an Institutional Power under the conditions specified by rule 1005. As an Organizational Action and Organization may perform any public action which the rules permit Organizations to perform (including supertypes of Organizations). R1001 Amend rule 1011 to read as delimited by R1011 R1011 1. Fundamentals Corporations are foundable Institutions. Corporations may own tradeable entities and Institutional Powers, but not any other type of entity. 2. Shares Shares are nameless, tradeable, Operable entities. Each share is associated with a Corporation. Shares may be given to the Corporation with which they are associated without any confirmation or acceptance by that Corporation. If a Corporation ever owns shares associated with itself then those shares are destroyed. All entities that own shares associated with a particular Corporation are stockholders of that Corporation, except that the Treasury is never a stockholder of any Corporation. Stockholders of a Corporation are affiliated with that Corporation. If an entity owns two-thirds or more of the unburied shares of a particular Corporation then that entity is Chairman of that Corporation; otherwise that Corporation has no Chairman. If a Corporation has a Chairman then all entities owned by that Corporation are treated as if they are owned by that Corporation's Chairman. This paragraph takes precedence over all other rules governing the ownership and transferrence of entities. 3. Corporate Formation At the same time as the formation of a Corporation each initial member receives 40 newly-created shares associated with that Corporation. 4. Corporation Disbandment A Corporation disbands if there are ever zero shares associated with it, or when a motion to disband succeeds. If there exists a group of Corporations such that no entity which is not one of those Corporations owns any shares associated with any of those Corporations then all those Corporations are destroyed. When a Corporation disbands, any shares associated with it are destroyed. 5. Corporate Actions There is an Operation on a stock known as Making a Motion. An entity making a motion must specify the type of motion and any other information needed to fully specify the motion. The Corporation's stockholders have one week to vote on it. Voting is an Operation on a stock, and an entity which Votes as an Operation must specify the motion they are voting on and whether they are voting for or against; an Intelligent Entity which Votes as an Operation is assumed to vote on all eir shares unless e specifies otherwise. At the end of that week or when sufficient votes have been made such that no additional votes would change the outcome, whichever is sooner, the result of the vote is determined. When the result is determined, the motion passes if entities owning at least two-thirds of the relevant shares voted in favor of the motion, or if entities owning more than one-half of the relevant shares voted in favor and the motion was not privileged. A share is relevant if it is owned by a player or if its owner Voted as an Operation on it. When a valid motion passes the Corporation attempts the action specified by the motion. The entity which makes a motion automatically Operates on all eir shares to vote for it. Entities may change the vote e cast with a share at any time before the result of the vote is determined. 6. Motions Motions are only valid if the Rules say they are. The following are valid, non-privileged motions: a) to accept a one sided trade b) to change the Corporation's name to another legal name (if attempted this costs the Corporation the standard harfer fee; it fails if the Corporation cannot pay the SHF and succeeds otherwise) c) to Operate on an owned entity The following are valid, privileged motions: a) to accept a two sided trade b) to mint and distribute new shares associated with the Corporation (if performed, this causes the specified number of shares associated with the corporation to be created in the possession of the specified entity; this fails if the specified entity may not own shares) c) to buy a particular Institutional power d) to use an Institutional Power in a specified way e) to disband f) anything else specified in the rules as a public action which a Corporation could perform. Notwithstanding any other consideration, if fewer than three stockholders, other than the Treasury, own shares of a Corporation then the only valid motions for that Corporation are privileged motions (b) and (e) above. 7. Corruption A player may call a Corruption hearing against a Corporation claiming that the entity is abusing the rules. They then become the SEC Inspector (Hearing Harfer) for that hearing. The valid votes are "They're just honest business people, and besides, everyone does it" and "Split 'em up like Ma Bell!". If the result is the former the SEC Inspector must pay the SHF to each of the members or stock holders. If the result is the latter the entity is disbanded and the SEC Inspector receives a bribe, er, payment of twice the SHF from the Treasury. 8. The Principle of Otzma Corporations have no real understanding of the power that lurks in cards. Therefore, if any Corporation owns an Otzma Card, that Otzma Card is destroyed. R1011 Rename rule 1005 "Institutional Powers" and amend it to read as delimited by R1005 R1005 This rule defers to all other rules. Institutional Powers ("Powers" for short) are nameless, non-tradable, Operable entities. The Powers an Institution may own are those that the rules explicitly permit Institutions of its type to buy or own. Where the rules say that an Institution may buy a Power of a certain type, what is meant is that the Institution may, through a process specified by that Institution's rules, contribute an amount of currency to the Treasury in exchange for a new Power of the type specified, which is then created in that Institution's possession, as long as that Institution is permitted to own that Power. R1005 Replace all instances of the phrase "Organizational Power" in the rules with "Institutional Power". Amend rule 1017 to read as delimited by R1017 R1017 A Trust Fund is a foundable Institution. When a Trust Fund is founded the pseudo-Founder must also specify a charter. The pseudo-Founder becomes affiliated with that Trust Fund. A Trust Fund offers and accepts trades, makes gifts, and disbands as specified by its charter. If ever it is otherwise impossible to determine what action (if any) a Trust Fund takes or whether it takes an action at all, then the Trust Fund disbands. Trust Funds are notorious about losing paperwork. If a Trust Fund ever owns an Otzma card then that card is immediately destroyed. [Probably shredded along with a pile of incriminating government documents.] R1017 Insert after the first sentence of rule 1009 "Political Parties are foundable." Insert after the first sentence of rule 1301 "Churches are foundable." In rule 373 replace "player or organization" with "Intelligent or Trading Entity" In rule 422 replace "organization which they are a member" with "entity with which they are affiliated" and "organization exists" with "entity exists". In rule 427 replace "Organization" in part a with "Institutions" and add "and Motions to Corporations" after "Organization actions" in part c. In rule 435 replace "Organizations" with "Institutions". In rule 710 add item 5i, "The CONFISCATION of one or more tradeable entities that player owns to the Treasury." In rule 1160 replace "Organization" with "Institution" everywhere it occurs Replace all occurances of "Organizational Power" in the rules with "Institutional Power" In rule 1217, replace section I with the following R1217-delimited text R1217 Burying Treasure is a public action performable by Trading Entities. In order to fully specify this action, the entity attempting it (the Burier_=) must state which one or more of his tradeable entities collectively constitute the Treasure. Hereafter, the term "Treasure" means the collection of these specified constituent entities. Immediately after this announcement, the Burier ceases to own the Treasure; it is considered "buried" or "hidden", and is owned by the Treasure. Buried Treasure is not considered part of the Treasury. A Burier must write a Treasure Map that describes, at a minimum, the conditions which must be met for a player to "find" the Treasure. If the Burier is not a player, than the announcement which buried the Treasure must specify a player who will write the map and who must inform any other players affiliated with the Burier of the full content of the map. These conditions may be as simple or as difficult to achieve as desired by the map writer. In fact, they may be impossible to achieve under the current ruleset. For the purposes of this rule, "conditions" means 1 or more conditions. The map writer is free to disclose all, part, or none of the map publically or privately at any time, or drop hints, clues, obscure riddles, etc in any manner they choose, even if such is not obvious, is subtle, or is encrypted [for example, the text of a proposal could be part of a Treasure Map, or a riddle, in disguise]. The map writer should consider the fun and spirit of the game when making such decisions [they could always just give the entities away]. Upon a Trading Entity (who is not a map custodian with respect to the map in question) achieving the conditions for finding buried Treasure as specified by a Treasure Map, it is a duty of the map writer or a map custodian (if any exist) to make this fact, and the map, public (once they become aware of the condition being achieved, and final act that lead to the condition being achieved is publically knowable). This action destroys the map, and the Entity who achieved the conditions receives the Treasure, and thus becomes the owner of its constituent entities (which are no longer considered "Treasure"), except for those which the finder may not legally own, which are transferred to the Treasury. In the case of multiple Entities achieving the conditions before the map is destroyed, the first to achieve it finds the Treasure. If the condition is achieved simultaneously by 2 or more Trading Entities, the finder is determined at random by the Officer in charge of Random Things. All such Trading Entities shall be eligible for the random selection, even non-active ones. The map writer is free to achieve the conditions. This is considered bad form, and the Chartreuse Goose is permitted to sneer. Furthermore, when this happens, the Chartreuse Goose is transferred to the map writer from wherever it is. R1217 {{Reduce else...if's score by 2, increase JT and Trent's scores by 1 each}} ------------------------------ End of acka-voting Digest V3 #237 *********************************