AntiMatter

Wed May 14, 0130

[Proposal 1: Convert all instances of "proposed rule change" to "proposal"] Amend rule 105 by replacing "proposed rule change" with "proposal". Amend rule 106 by replacing the first instance of "rule change" with "proposal", and adding "All rule changes within a proposal take effect when the proposal takes effect." after the first sentence. Amend rule 107 by replacing "proposed rule change" with "proposal". Amend rule 207 by replacing each instance of "proposed rule change" with "proposal".


AntiMatter

Wed May 14, 0130

[Proposal 2: Explicitly allow multiple rule changes per proposal] Create a rule titled "Legality of Multiple Rule Changes" reading: It is permissible for a proposal to contain more than one rule change.


AntiMatter

Wed May 14, 0130

[Proposal 3: Allow alternate winning conditions] Repeal rule 110.


AntiMatter

Wed May 14, 0130

[Proposal 4: Create the concept of "Game entity"] Create a rule titled "Game Entites" which reads: Game entities are those entities designated as such by the rules. The creation, destruction, or other alteration of game entities, or the changing of a game entity to a non-game entity or vice versa, is only permitted if explicitly allowed or required by a rule or rules. Create a rule titled "Some game entities" which reads: Points, E-Dollars, votes, proposals, and rules are all game entities. Players are not game entities.


AntiMatter

Wed May 14, 0130

[Proposal 5: Seperate the concepts of "Player" and "Voting Entity"] Create a rule titled "Voting Entities" which reads: Voting entities are those entities designated as such by the rules. The changing of a voting entitity to a non-voting entitiy or vice versa is only permitted if explicitly allowed or required by a rule or rules. Voting entities with at least one vote can vote on proposals. Non-voting entities may not vote on proposals. The number of votes a voting entity gets is determined by the rules, and may only be changed by the rules. Create a rule titled "Players are voting entities" which reads: Players are voting entities with one vote each. Amend rule 106 by replacing "players" with "voting entities". Amend rule 114 by replacing the first and last instances of "players" with "voting entities". Amend rule 201 to read, in its entirety: Quorum is defined to be 40% of the total number of votes possessed by all voting entities. Amend rule 218 by replacing "no person who is not a player" with "no entity other than a player or game entity".


AntiMatter

Wed May 14, 0130

[Proposal 6: Get rid of stupid paradox wins] Repeal rule 219.


AntiMatter

Wed May 14, 0130

[Proposal 7: Narf, please format the WWW ruleset to a more friendly form] Create a rule titled "Keep the ruleset pretty" which reads: The speaker may, at eir discretion, make any purely cosmetic changes to the ruleset for the purpose of improving readablity. Here, "purely cosmetic" is defined to mean "not changing any part, substantial or insubstantial, of the rule's meaning".


AntiMatter

Wed May 14, 0130

[Proposal 8: Keep the economy interesting] Create a rule titled "No exchange rates" which reads: No rule may set an absolute price for any service or benefit in terms of a specific amount of any game currency. Legal methods of setting a price include: having an auction, having an officer determine the price, having the price be a certain fraction of the total amount of that game currency in play, and so on.


AntiMatter

Wed May 14, 0130

[Proposal 9: A categorized ruleset, for convenience. There may not be many rules now, but...] Create a rule titled "The categorized ruleset" which reads: Each rule has a category. The category a rule belongs in is determined by whichever player is in charge of maintaining the ruleset. No rule may be in a category of its own; each category must contain at least two rules, or no rules. The rules in the ruleset are ordered by category, and within each category by number. The order of the categories is up to the player in charge of the ruleset.


Narf

Wed May 14, 0130

Proposal 10 Raw Materials

There exists a class of entity known as raw materials. Raw materials are neccesary in building of gadgets and gizmos.


Narf

Wed May 14, 0130

Proposal 11 Mines and farms

Players may own Mines and Farms. Mines and Farms produce raw materials in accordance with the rules. Mines and Farms can only be acquired in accordance with the rules.


Narf

Wed May 14, 0130

Proposal 12 Gadgets and Gizmos

There exists a class of entities knowns as gadgets. Gadgets have no effect on game play but are neccesary in the construction of Gizmos. There exists a class of entity known as gizmos. Gizmos have an effect on game play as specified by the rule that creates them.


Narf

Wed May 14, 0130

Proposal 13 Factories

There exists a class of entity known as factories. Factories can only be acquired as specified in the rules. Factories turn raw materials into gadgets and gadgets into gizmos as specified in the rules.


Anti-Matter

Thur May 15, 0030

Proposal 314

Create a rule titled "Power Cards" which reads (deliminated by ###):

### There exist game entities called power cards. Each power card has a name and a special ability, or abilities, it grants its owner. Only those power cards exist which are defined in the rules. Each power card is either owned by a player or is out of play. All power cards are initially out of play. All abilities granted by power cards take precence over all mutable rules unless otherwise specified.

Three days after this rule takes effect, each player recieves one power card, at random, from those out of play. This paragraph is then removed from this rule. ###

Create a rule titled "Power card redistribution" which reads (deliminated by ###):

### Power cards are periodically redistributed. Power card redistribution occurs immediately after a player(s) win the game, and additionally 3 months after the latest power card redistribution. When power cards are redistributed, the following things happen in order:

1) All power cards go out of play.

2) Each player recieves a power card, at random, from those not in play.

Additionally, whenever a new player joins the game, e recieves a power card at random from those not in play. ###


Anti-Matter

Thur May 15, 0030

Proposal 315

Create a rule titled "Power card: Supervoter" reading: There is a power card Supervoter. The player possessing the power card Supervoter may specify one proposal each week and get 2 extra votes on that proposal.


Anti-Matter

Thur May 15, 0030

Proposal 316

Create a rule titled "Power card: Mafia" reading: There is a power card Mafia. The player possessing the power card Mafia may specify one proposal each week, one vote (for or against), and a value between 5 E-dollars and -5 E-dollars. Each player other than Mafia casting that vote on that proposal gets or loses, as appropriate, the specified amount of E-dollars.


Anti-Matter

Thur May 15, 0030

Proposal 317

Create a rule titled "Power card: Midas" reading: There is a power card Midas. The player possessing the power card Misas recieves E-dollars instead of points whenever e would otherwise recieve points.


Anti-Matter

Thur May 15, 0030

Proposal 318

Create a rule titled "Power card: Silencer" reading: There is a power card Silencer. Once every two weeks, the player possessing the power card Silencer may silence a player by sending a public message saying "Silence" in reply to one of that player's messages, within 36 hours of that message being sent. The silenced player may not make any form of EcoNomic-related electronic communication to any other player for three days after being silenced, except for official reports required by the rules. In addition, the message that the "Silence" message was in reply to has no legal effect; this is retroactive.


Anti-Matter

Thur May 15, 0030

Proposal 319

Create a rule titled "Power card: Evil Twin" reading: There is a power card Evil Twin. Whenever any player with a power card requiring a message to use uses eir power card, the player possessing the power card Evil Twin may use that power card as if e possessed it, provided e does so within 3 days of the use of the power card by its owner; however, the player possessing Evil Twin may not do this more than once per week. %%% %%% Create a rule titled "Power card: Extortionist" reading: There is a power card Extortionist. Whenever any player makes a proposal, that player must pay 1 E-dollar to do so. If that player does not possess the power card Extortionist, that E-dollar goes to the player possessing the power card Extortionist; otherwise, the E-dollar goes out of play.


Anti-Matter

Thur May 15, 0030

Proposal 320

Create a rule titled "Power card: Loser" reading: There is a power card Loser. For the purposes of determining the passage or failure of a proposal made by a player while e possessed the power card Loser, for and against votes are switched (against becomes for and for becomes against). The player distributing proposals may not specially mark proposals possessed by the player possessing the power card Loser.


Anti-Matter

Thur May 15, 0030

Proposal 321

Create a rule titled "Power card: Miser" reading: There is a power card Miser. Whenever the score of the player possessing the power card Miser is decreased, e loses only 1 point. [This does apply to the end-of-game score reset.]


Anti-Matter

Thur May 15, 0030

Proposal 322

Create a rule titled "Power card: Subversive" reading: There is a power card Subversive. Once every two weeks, the player possessing the power card Subversive may subvert another player's votes. This causes that player to vote as the player possessing Subversive does on all proposals up for vote at the time the subversion is done. These votes may not be changed by that player, but change automatically to conform to the player with Subversive's vote.


Anti-Matter

Thur May 15, 0030

Proposal 323

Create a rule titled "Power card: Virus" reading: There is a power card Virus. All scoring changes caused by a proposal made by the player possessing the power card Virus are multiplied by the number of players voting on that proposal. [This one can be quite nasty...]


Anti-Matter

Thur May 15, 0030

Proposal 324

Create a rule titled "Power card: Juggernaut" reading: There is a power card Juggernaut. No score or E-dollar changes can be caused by the failure of a proposal made by a player while e possessed the power card Juggernaut.


Anti-Matter

Thur May 15, 0030

Proposal 325

Create a rule titled "Power card: Serpent" reading: There is a power card Serpent. Once a week, the player possessing the power card Serpent may secretly make an offer to another player to sell out on some proposal. The player selling out must have previously voted for that proposal. The offer can be of from 1 to 10 E-dollars or points. If the player accepts publically before the specified proposal's voting period ends, the following happen: 1) The proposal fails immediately, and may not be reproposed in identical or substantially similar form for 7 days. The proposal's author loses 10 points as normal, but players voting for it recieve nothing. 2) The player selling out recieves eir reward (of E-dollars or points). 3) Each player, other than the player selling out and the proposal's author, voting for that proposal loses 3 points.


Anti-Matter

Thur May 15, 0030

Proposal 326

Create a rule titled "Power card: Witch" reading: There is a power card Witch. Once every two weeks, the player possessing the power card Witch may curse another player. The curse must relate to one of the following: Proposals made by that player; votes cast by that player; E-dollars; and points. It must be reasonably possible to avoid the curse by taking or not taking some action, and the curse must not be excessively cruel (what that means is to be determined by CFJ). [I'm not sure I like this one much, but I'll propose it anyways.]


Anti-Matter

Thur May 15, 0030

Proposal 327

Create a rule titled "Power card: Sorcerer" reading: There is a power card Sorcerer. Once per week, the player possessing the power card Sorcerer may switch the authors of two proposals so that each author gets rewarded or punished based on the passage or failure of the other's proposal. Both proposals must be in their voting periods for this to happen.


Anti-Matter

Thur May 15, 0030

Proposal 328

Create a rule titled "Power card: Mercenary" reading: There is a power card Mercenary. Whenever a proposal's voting period ends, the proposal's author must transfer 2 E-dollars to the player possessing the power card Mercenary if the player possessing Mercenary player voted for the proposal.


Anti-Matter

Thur May 15, 0030

Proposal 329

Create a rule titled "Power card: Bonus" reading: There is a power card Bonus. Each week, the player possessing the power card Bonus recieves a bonus token (a type of game entity). If the power card Bonus is out of play, even instantaneously, all bonus tokens are destroyed. Bonus tokens are tradable. Whenever a proposal made by a player with any bonus tokens passes, that player may trade one bonus token for either 10 points or 10 E-dollars.


Anti-Matter

Thur May 15, 0030

Proposal 330

Create a rule titled "Power card: Spite" reading: There is a power card Spite. Whenever a proposal the player possessing the power card Spite voted for fails, each player voting against that proposal loses 3 points.


Anti-Matter

Thur May 15, 0030

Proposal 331

Create a rule titled "Power card: Inverse" reading: There is a power card Inverse. Once per week, when any player gains or loses points, the player possessing the power card Inverse may reply "inverse". If e does so, the gain or loss is switched so that a gain of points becomes a loss, or a loss becomes a gain.


Anti-Matter

Thur May 15, 0030

Proposal 332

Create a rule titled "Power card: Sniveler" reading: There is a power card Sniveler. Once every two weeks, the player possessing the power card may complain about a failed proposal, a low score, a low amount of E-dollars, or not winning enough. To complain about a failed proposal, the player possessing Sniveler must point out a proposal of eirs which failed within the last three days. Either all other players must agree to change it so that the proposal passes (retroactively) within three more days, or all other players lose 5 points. To complain about a low score or amount of E-dollars, the player possessing Sniveler must have a lower score or amount of E-dollars than any other player. Either all other players must agree within 3 days to allow the player with Sniveler to get enough points or E-dollars to tie for the most, or all players must lose points or E-dollars to be reduced to the amount the player with Sniveller has. To complain about not winning, the player with Sniveller must not have won in any of the last three wins. Either all other players must agree within 3 days to have the player with Sniveller win, or all other players lose 10 points. [Yet another nasty one. See why I want alternate winning conditions?]


Anti-Matter

Thur May 15, 0030

Proposal 333

Create a rule titled "Power card: Reincarnator" reading: There is a power card Reincarnator. At the end of a day during which one or more proposals made by the player possessing the power card Reincarnator failed, the following things happen: 1) Any power cards other than Reincarnator possessed by that player go out of play. 2) That player recieves a power card, at random, from those not in play.


Anti-Matter

Thur May 15, 0030

Proposal 334

Create a rule titled "Power card: Changeling" reading: There is a power card Changeling. Once per four days, the person possessing the power card Changeling may exchange all power cards e possesses for all power cards possessed by another player. The power card Changeling may not be used again for 4 days. In addition, the power card Changeling may not be used on any player twice until it has been used on all players once (or three times until it has been used twice, etc).


Anti-Matter

Thur May 15, 0030

Proposal 335

Create a rule titled "Power card: Laser" reading: There is a power card Laser. Once per week, the player possessing the power card Laser may blind another player. The player blinded is treated as voting for or against, at random, on each proposal currently up for vote; the results of the random voting are determined immediately before the voting period ends.


Proposal 336: Keep the economy interesting

Anti-Matter

Thur, May 15, 1924

Create a rule titled "No exchange rates" which reads: No rule may set an absolute price for any service or benefit in terms of a specific amount of any game currency. [Legal methods of setting a price which a rule could specify include: having an auction, having an officer determine the price, having the price be a certain fraction of the total amount of that game currency in play, having the price be an average of the exchange value of the commodity over some time frame, starting with a value and randomly varying it, and so on.]


Proposal 337: Clarify special marking restriction

Anti-Matter

Thur, May 15, 1924

Create a rule titled "Power card: Loser" reading: There is a power card Loser. For the purposes of determining the passage or failure of a proposal made by a player while e possessed the power card Loser, for and against votes are switched (against becomes for and for becomes against). The player distributing proposals may not specially mark proposals possessed by the player possessing the power card Loser; however, including the submitter's name along with the proposal is not considered specially marking the proposal.


Proposal 338: Add time limit to curse

Anti-Matter

Thur, May 15, 1924

Create a rule titled "Power card: Witch" reading:

There is a power card Witch. Once every two weeks, the player possessing the power card Witch may curse another player. The curse has a duration of one week. The curse must relate to one of the following: Proposals made by that player; votes cast by that player; E-dollars; and points. It must be reasonably possible to avoid the curse by taking or not taking some action, and the curse must not be excessively cruel (what that means is to be determined by CFJ). If the player possessing Witch makes an invalid curse, e still may not make another curse for two weeks. [I'm not sure I like this one much, but I'll propose it anyways.]


Proposal 339: Cleaning up

Narf

Thur, May 15, 1924

Ammend rule 104 by adding the following text to the end of the first sentence: unless the proposal is publicaly retracted by its author.


Proposal 340: Comments

Narf

Thur, May 15, 1924

any text that comes after the [ character and before the next ] character is not part of a rule or proposal, but is there merely as a comment. This does not apply to this rule. This rule takes precedence over all rules it is legaly able to take precedence over.


Proposal 341: Economics

Narf

Thur, May 15, 1924

Ammend rule 207 by deleting the following text:

and 5 E-Dollars

[this will get rid of the arbitrary creation of money, and allow us to develop an economy]


Proposal 342: Industry

Narf

Thur, May 15, 1924

The following Industries exist and can produce entities as specified in this rule:

Raw Material Industries:

Timberlands: Cost to buy, 300 E$. Produce 30 tons of timber on the first day of each month.

Coal mines: cost to buy, 300 E$. Produce 30 tons of coal on the first day of each moth.

Farms: Cost to buy, 300 E$. Produce 10 tons of meat, 10 tons of grain and 10 tons of wool on the first day of each month.

Fisheries: Cost to buy, 300 E$. Produce 30 tons of meat on the first day of each month.

Oil Wells: Cost to buy, 300 E$. Produce 20 tons of oils on the first day of each month.

Gadget industries:

Lumberyards: Cost to buy, 500 E$. Convert 5 tons of timber into 4 tons of lumber at a cost of 10 E$.

Refineries: Cost to buy, 500 E$, convert 5 tons of oil into 3 tons of plastic at a cost of 10 E$.

Processing plants: Cost to buy, 500 E$, convert 5 tons of meat and 1 ton of plastic into 4 tons of food at a cost of 10 E$.

Bakeries: Cost to buy, 500 E$, convert 5 tons of grain into 4 tons of food at a cost of 10 E$.

Textile mills: Cost to buy, 500 E$, convert 5 tons of wool into 4 tons of textiles at a cost of 10 E$

Steel mills: Cost to buy, 500 E$, convert 5 tons of coal into 4 tons of steel at a cost of 10 E$

Gizmo Industries:

Construction industry: Cost to buy, 1000 E$, converts gadgets into industries at a cost of 100 E$ (note that a player must still pay for the industry, this represents start up costs, etc...) at the following rates:

Timberlands: 20 tons of steel (for equipment) and 4 tons of lumber. Coal Mines: 20 tons of steel and 4 tons of lumber.

Farms: 20 tons of lumber and 8 tons of steel.

Fisheries: 25 tons of lumber and 4 tons of steel.

Oil Wells: 24 tons of steel 4 tons of lumber

Lumber Mills: 20 tons of steel and 12 tons of lumber

Steel Mills: 28 tons of steel, 3 tons of plastic and 4 tons of lumber

Processing plants: 24 tons of steel, 8 tons of lumber, 3 tons of plastic

Bakeries: 20 tons of steel, 8 tons of lumber

Textile Mills: 24 tons of steel, 8 tons of lumber, 3 tons of plastic

Refineries: 32 tons of steel, 6 tons of plastic

Construction industry: 40 tons of lumber, 20 tons of steel, 12 tons of plastic

Auto industry: 32 tons of steel, 8 tons of lumber, 6 tons of plastic

Supermarket: 28 tons of steel, 9 tons of plastic

Toy store: 24 tons of steel, 15 tons of plastic

Auto industry: Cost to buy, 1000 E$, converts 4 tons of steel and 3 tons of plastic into 1 car (not horribly realistic... but oh well) at a cost of E$ 100

Supermarket: Cost to buy, 1000 E$, converts 4 tons of food into a T-Bone steak, a donut or a loave, converts 4 tons of textiles into 1 garment of protection, at a cost of E$ 100 each.

Toy store: Cost to buy, 1000 E$, converts 3 tons of plastic and 2 tons of steel into a toy [various toys will be listed in other rules] at a cost of E$ 100 each.

[ok, this is a complicated rule, let me explain how I see it working. The owner of a raw materials industry can sell their product at whatever rate they see fit. The owner of a gadget industry buys raw materials and converts them into gadgets at the price listed, then sells the gadget for whatever price they see fit. The owner of a gizmo industry buys gadgets and converts them into gizmos at the cost listed, then sells the gizmo for whatever price they see fit. Most of the trading will occur between players, the next proposal's will set up an outside market that will jump start the economy, bringing initial money in, and allowing for a relief valve against depression/inflation]


Proposal 343: new players

Narf

Thur, May 15, 1924

When a player joins the game, e receives one industry of his choice.

All current players receive one industry of eir choice, then this paragraph deletes itself.


Proposal 344: Market forces

Narf

Thur, May 15, 1924

There is an external market that will buy and sell raw materials, gadgets and gizmos. These are the initial prices it will set.

Item Sell at (per ton) Buy at (per ton)

Timber 20 E$ 3 E$

Coal 20 E$ 3 E$

Wool 20 E$ 3 E$

Oil 25 E$ 5 E$

Meat 20 E$ 3 E$

Grain 20 E$ 3 E$

Steel 40 E$ 9 E$

Lumber 40 E$ 9 E$

Textiles 40 E$ 9 E$

Plastics 60 E$ 15 E$

Food 40 E$ 9 E$

Garment of protection 1000 E$ 50 E$

Auto 1000 E$ 300 E$

Tbone 750 E$ 200 E$

Loave 750 E$ 200 E$

Donut 750 E$ 200 E$

Toys 750 E$ 200 E$

Every 2 weeks, the prices list above will change. The market will buy at 1/2 the average price paid for an item in the previous two weeks and will sell at 2 times the average price paid for an item in the previous 2 weeks.

[the special game abilities of gizmos will be defined later, I don't have time tonight]


Proposal 345

Narf

Thur, May 15, 1924

There exists an office known as financier. It is the duty of the financier to keep track of the price paid for all items by the market and to report the new price every 2 weeks. The financier is paid 50 E$ every two weeks by the market for his work.

There exists an office known as speaker. It is the duty of the speaker to maintain the ruleset on a web page. The speaker is paid 50 E$ every two weeks by the market for his work.

There exists an office known as promoter. It is the duty of the promoter to distribute proposals that have been legaly submitted to him. The promoter is paid 50 E$ every two weeks by the market for his work.

There exists an office known as tabulator. It is the duty of the tabulator to record votes and announce the results. The tabulator is paid 50 E$ every two weeks by the market for his work.

ammend rule 109 replacing speaker with promoter.

ammend rule 114 replacing speaker with tabulator.

ammend rule 104 replacing speaker with promoter.

If an office is ever vacant, the speaker shall accept nominations for the office. After 3 days of nominations, there shall be a 3 day voting period, and the player with a plurality of votes shall receive the office. In case of a tie, there shall be a run off between the tied players. If an officer does not file a required report or submit to the list documents e is required to submit for more than 1 week, the office shall be deemed vacant. [I'll submit a proposal for vacations and temp officers soon]. While an office is vacant, the speaker shall assume the duties of the office.


Proposal 346

Anti-Matter

Tues, May 27 1425

Create a rule titled "Voting Entities" which reads:

Voting entities are those entities designated as such by the rules. The changing of a voting entitity to a non-voting entitiy or vice versa is only permitted if explicitly allowed or required by a rule or rules. Voting entities with at least one vote can vote on proposals. Non-voting entities may not vote on proposals. The number of votes a voting entity gets is determined by the rules, and may only be changed by the rules.

Create a rule titled "Players are voting entities" which reads:

Players are voting entities with one vote each. Amend rule 106 by replacing "players" with "voting entities". Amend rule 114 by replacing the first and last instances of "players" with "voting entities". Amend rule 201 to read, in its entirety: Quorum is defined to be 50% of the total number of votes possessed by all voting entities. Amend rule 218 by replacing "no person who is not a player" with "no entity other than a player or game entity".


Proposal 347

Anti-Matter

Tue May 27 1425

Amend rule 201 to read, in its entirety:

Quorum is defined to be 50% of the total number of players. Furthermore, only votes from players count towards quorum, and only one vote from each player voting counts towards quorum.

Proposal 348

Anti-Matter

Lucre is a type of game entity. It is tradable. A player may not have a negative amount of Lucre; if a player must lose more Lucre than e has, e loses all the Lucre e has instead (and is still considered to have paid the Lucre). This does not allow a player to give away Lucre e does not have, however. At the end of each week, each player who had one or more of eir proposals distributed that week gets 5 Lucre. Create a rule titled "A Bribe (yes, a Bribe)" which reads: Each player who voted FOR the proposal who created this rule recieves 10 Lucre. Each other player recieves five Lucre. This rule then repeals itself. Create a rule titled "Lucre for new players" which reads: Whenever a new player joins the game, e recieves five Lucre plus two Lucre for each player in the game (calculated before e joins).