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MacroNomic Rules

I'm sorry that the rules are slightly out of date, but I'll try to get them up as soon as possible.

Section 0: Basics

This section takes precedence over all other rules.

Created by Proposal 49, June 2 1998

Section 0-0: Actions

All players must obey the rules in effect at the time of their actions. No rule or gamestate change effected by a rule can have retroactive effect.

Any action external to the gamestate which is not prohibited by the rules is permissible. No changes to the gamestate occur except those prescribed by the rules.

Created by Proposal 27, May 19 1998
Amended by Proposal 49, June 2 1998
Moved to Section 0-0 by Proposal 49, June 2 1998

Section 0-1: Rules

There exists a document known as "the rules of MacroNomic", or "the rules" for short. Each rule must have a location within the rules of MacroNomic. A location consists of a series of rational, non-negative, terminating numbers seperated by dashes. The numbers in this location are known as "section numbers." If two rules share the same first section number then they are related. If two rule's locations are the same except for the last section number then they are siblings. If one rule has the same location as another except the first one has additional section numbers tacked on then the second one is an ancestor of the first, and the first is a descendant of the second. If the first has only one additional section number then it is the child of the second, and the second is the parent of the first. Locations are compared by comparing their first section number, if those are the same the second, and so on. If a rule is created without a location being specifed, with a rule number instead of location specified, or with an already taken location specified, it becomes the smallest sibling of 100000-0 not already taken. The Secretary of Truth may relocate descendants of 100000 by announcing the new location to all players. When a rule is relocated, all descendants are relocated as well, changing the changed portion of the ancestor's location, and leaving the rest the same. If a set of possible Section numbers is given for a rule, it shall be given the least Section number of that set which is not already taken by an existing rule.

The Secretary of Truth may also give titles to untitled sections by notifying all players of such a change.

If any rule has a certain sequence of section numbers beginning its location, then that sequence of section numbers may be given a name. A reference to "this section" means that rule and all rules related to that rule. A reference to "this subsection" means that rule and all its descendants.

If two or more rules conflict, the one with the smallest location takes precedence, unless one or more of the conflicting rules consistently claim precedence over or deference to each other, in which case the explicit precedence or deference prevails. Thus, if two rules both claim precedence over each other, or both defer to each other, theirs are inconsistent claims of precedence or deference, respectively, and the location-based rule applies.

Created by Proposal 27, May 19 1998
Amended by Proposal 49, June 2 1998
Moved to Section 0-1 by Proposal 49, June 2 1998
Amended by Proposal 85, June 23 1998

Section 0-1-0: Conventions

Rules under this section are conventions on how certain parts of the rules shall be interpreted in cases where it is confusing or ambiguous.

Created by Proposal 73, June 16 1998
Moved to Section 0-1-0 by Proposal 73, June 16 1998
Section 0-1-0-0: Spelling

If a word is used in a proposal or rule and although spelled incorrectly the intended word is clear than the mispelled word will be replaced with the correct spelling by the Secretary of Truth.

If a player sends a message which contains a mispelled word and the intended word is clear than the message will be treated by all rules except this one as if the word was correctly spelled.

Created by Proposal D, April 20 1998
Moved to Section 0-1-0 by Proposal 49, June 2 1998
Moved to Section 0-1-1-0 by Proposal 73, June 16 1998
Moved to Section 0-1-0-0 by Proposal 73, June 16 1998
Section 0-1-0-1: English

In all cases, the meaning of a term in the rules that is not specified as having a specific meaning shall have the meaning granted to it by common use of the english language and the context surrounding the use of the word.

If a term has a specific game defined meaning, that meaning should be as close as possible to the english meaning. [IE: don't choose a word like Baseball to mean the game called soccer]

Created by Proposal 73, June 16 1998
Section 0-1-0-2: Math

If there is ever the case where a fractional division must be performed and either the numerator or the divisor is 0, then the value of that fraction shall be 0. [I prefer having 0 divisors evaluate to something sane instead of to infinity :)]

Created by Proposal 73, June 16 1998
Section 0-1-0-3: Examples

Text contained within the symbols [like this] has no semantic meaning and can thus be used to illustrate and comment or exemplify as needed within the rules. They set legal precedent. They are not however binding and have no effect on game state in and of themselves.

Created by Proposal 88, June 30 1998
Section 0-1-0-4: Timeline

A Macronomic week begins every Wednesday at 0000UTC.

Public messages sent to the official list (if such a list exists) shall be deemed to have occured at the time they are recieved by the machine hosting the official list. Otherwise, they shall be deemed to have occured at the time the message was recieved by the Secratary of the Central Committee.

Private and Personal message are deemed to have happened at the earliest time which the message was recieved by the relevant person or persons, or by the machine hosting the official list, if such a list exists and the message was private and sent to the list.

If a game action is specified to happen every day and the time of the action isn't specified, then the action occurs at 0001UTC on the day specified.

If a game action is specified to happen every week and the time of the action isn't specified, then the action occurs at 0001UTC on Wednesday of that week.

If a game action is specified to occur every month, and the time of the action isn't specified, then the action occurs at 0001UTC on the first Wednesday of that month.

If a game action is specified to occur every year, and the time of the action isn't specified, then the action occurs at 0001UTC on April 1st.

If multiple actions are specified within a single message, then those actions occur in order an infinitesimal amount of time apart.

Created by Proposal 68, June 9 1998
Moved to Section 0-3 by SoT, June 9 1998
Amended by Proposal 104, July 5 1998
Moved to section 0-1-0-4 by Proposal 104, July 5 1998
Section 0-1-0-5: The Pragmatism Clause

If, two weeks after a violation of the rules occured, no CFJ has been made regarding it and the records have not been altered to correct the error, then the error will be considered to be legal for that specific violation. This rule takes priority over all other rules.

Created by Proposal 142, August 10 1998
Section 0-1-0-6: Links

A rule may contain a link to another rule. A link consists of a legitimate rule number enclosed in square brackets and preceded by the text 'Section ' with nothing else inside the brackets. A link may also point to a proposal, in which case it is a valid proposal number enclosed within square brackets and preceded by the text 'Proposal ' and may have other text enclosed within the brackets. When a rule is moved, all links to that rule should change as well. The Secretary of Truth may change where a link points by publicly announcing the change, however the change is invalid if the link does not point at the same content that it originally pointed at.

Created by Proposal 114, July 13 1998
Moved to Section 0-1-0-6 by Proposal 160, August 17 1998
Amended by Proposal 160, August 17 1998

Section 0-2: Accessibility

Information may be distributed in three ways. Public distribution means sending the information to all players of MacroNomic. Personal distribution means sending it to either a single player or a specific group of players (such as the RP) and no one outside that group. Private distribution means sending information to a specific group of players, and possibly others as well.

A message is considered to be recieved by a person when it has been recieved by the computer which serves as host for the mailbox associated with that player.

Created by Proposal 54, June 9 1998
Moved to Section 0-2 by SoT, June 9 1998
Amended by Proposal 104, July 5 1998

Section 0-3: Documents

There exist a class of Object known as Documents. Documents may only be created as specified in the rules or in a proposal, and may only be modified as specified in the rules. All Documents are managed by the Secretary of Truth, unless otherwise specified. Documents must consist of either plain ASCII format text or HTML. Anything stated in an official Document is considered to be the truth.

Created by Proposal 85, June 23 1998
Moved to Section 0-3 by Proposal 160, August 17 1998

Section 1: Secretaries

There exists the class of Secretaries.

A Secretary is always exactly one player.

Rules may refer to Secretariatships being vacant, though this reference is to the hypothetical situation in which the Secretariatship is not immediately filled.

A Secretary may be required to maintain one or more public documents in the course of performing the secretaryship. Unless such documents are mandated by the rules, the Secretary is not required to maintain it, but might do so for their and other's convenience. A Document mandated in this fashion is managed by the secretary who is required to maintain it.

Any Secretary except for the Secretary of the Central Committee may step down from their position in favor of another consenting player.

A secretary may recieve compensation as defined by the rules for fulfilling their duties.

If the player holding a Secretaryship is on vacation and there is no Active Secretarylet in that field, the Secretary of the Central Committee becomes the Active Secretarylet in that field, unless e is also on vacation, in which case the player with the highest loyalty not on vacation becomes the Active Secretarylet in that field.

A Secretary may delegate any of eir duties and responsibilities to a Secretarylet.

Renumbered to 42 by Proposal 27, May 19 1998
Renumbered to 0.5 by Proposal 27, May 19 1998
Moved to Section 1-0 by Proposal 49, June 2 1998
Amended by Proposal 85, June 23 1998
Amended by Proposal 113, July 13 1998
Moved to Section 1 by Proposal 126, July 20 1998
Amended by Proposal 154, August 17 1998
Amended by Proposal 172, August 24 1998

Section 1-0: Specific Secretaries

Section 1-0-0: Secretary of the Central Committee

There exists the Secretary of the Central Committee. If a member of the Revolutionary Party has a higher loyalty than the Secretary of the Central Committee, if the Secretary of the Central Committee is not a member of the Revolutionary Party, or if there is no Secretary of the Central Committee, a new Secretary of the Central Committee shall be chosen in the following manner:

  1. If there is a player in the Revolutionary Party who has a Loyalty greater than all other players, that player shall become the Secretary of the Central Committee.
  2. Otherwise, if there is a player in the Revolutionary Party who has a Loyalty greater than all other players not in the Revolutionary Party, that player shall become the Secretary of the Central Committee.
  3. Otherwise, if there is a Secretary of the Central Committee, e will randomly select one player from the members of the Revolutionary Party tied for the greatest Loyalty, and the selected player shall become the Secretary of the Central Committee
  4. Otherwise, the member of the Revolutionary Party whose nickname is lexicographically first shall become the Secretary of the Central Committee.
Renumbered to 42 by Proposal 27, May 19 1998
Renumbered to 0.5 by Proposal 27, May 19 1998
Moved to Section 1-1 by Proposal 49, June 2 1998
Moved to Section 1-0-1 by Proposal 113, July 13 1998
Moved to Section 1-1 by Proposal 126, July 20 1998
Moved to Section 1-0 by Proposal 126, July 20 1998
Moved to Section 1-0-0 by Proposal 166, August 24 1998

Section 1-0-1: Secretary of Truth

There exists the Secretary of Truth. [Section 3-1]

It is the responsibility of the Secretary of Truth to maintain the document refered to as "The Rules of Macronomic".

The Secretary of Truth receives an additional Voucher at the beginning of each week.

Created by Proposal 113, July 13 1998
Amended by Proposal 122, July 20 1998
Moved to Section 1-2 by Proposal 126, July 20 1998
Moved to Section 1-1 by Proposal 126, July 20 1998
Moved to Section 1-0-1 by Proposal 166, August 24 1998

Section 1-0-2: Secretary of Friendship

There exists the Secretary of Friendship. [Section 2-0]

The Secretary of Friendship must maintain a document containing the current Loyalty scores of all players.

The Secretary of Friendship receives an additional Voucher at the beginning of each week.

Created by Proposal 113, July 13 1998
Amended by Proposal 122, July 20 1998
Moved to Section 1-3 by Proposal 126, July 20 1998
Moved to Section 1-2 by Proposal 126, July 20 1998
Moved to Section 1-0-2 by Proposal 166, August 24 1998

Section 1-0-3: Secretary of Economics

There exists the Secretary of Economics. [Section 6-0-1]

The Secretary of Economics must maintain a public document showing which Objects each player currently manages.

The Secretary of Economics receives an additional Voucher at the beginning of each week.

Created by Proposal 113, July 13 1998
Amended by Proposal 122, July 20 1998
Moved to Section 1-6 by Proposal 126, July 20 1998
Moved to Section 1-3 by Proposal 126, July 20 1998
Moved to Section 1-0-3 by Proposal 166, August 24 1998

Section 1-0-4: Secretary of the Proletariat

There exists the Secretary of the Proletariat. If there are Proles, and one of the following conditions exist -- if a Prole has a higher loyalty than the Secretary of the Proletariat, if the Secretary of the Proletariat is a member of the Revolutionary Party, or if there is no Secretary of the Proletariat -- a new Secretary of the Proletariat shall be chosen in the following manner:

  1. If there is a Prole who has a Loyalty greater than all other Proles', that player shall become the Secretary of the Proletariat.
  2. Otherwise, if there is a Secretary of the Central Committee, e will randomly select one of the Proles tied for the greatest Loyalty, and the selected player shall become the Secretary of the Proletariat
  3. Otherwise, the Prole whose nickname is lexicographically first shall become the Secretary of the Proletariat.
  4. Otherwise, if there are no Proles, then the Secretary of the Proletariat is the same Player as the Secretary of the Central Committee.
Amended by Proposal 15, May 12 1998
Amended by Proposal 30, May 19 1998
Moved to Section 2-3-0 by Proposal 49, June 2 1998
Moved to Section 1-0-10 by Proposal 113, July 13 1998
Moved to Section 1-10 by Proposal 126, July 20 1998
Moved to Section 1-4 by Proposal 126, July 20 1998
Moved to Section 1-0-4 by Proposal 166, August 24 1998

Section 1-0-10: Other Secretaryships

Other Secretaryships are the Secretary of Justice [Section 3-2-0], the Secretary of Love [Section 4-0], the Assistant Secretary for MicroNomic Foreign Affairs [Section 4-1], the Seargent of the Occupying Force in Command of Foreign Matters [Section 4-1], the Secretary of the University [Section 5], the Secretary of Games [Section 7].

Created by Proposal 114, July 13 1998
Moved to Section 100000-0 by Proposal 126, July 20 1998
Moved to Section 1-10 by Proposal 126, July 20 1998
Moved to Section 1-0-10 by Proposal 166, August 24 1998

Section 1-1: Secretarylets

There exist the class of Secretarylets. Any number of players may be the Secretarylet of a given field. A Secretarylet in a field is granted and removed by the Secretary of that field. A Secretarylet may only be granted with the permission of the recipient. No player may be a Secretarylet of the Central Committee or of the Proletariat. A Secretarylet may step down from eir position at any time.

Created by Proposal 154, August 17 1998
Moved to Section 1-1 by Proposal 166, August 24 1998
Amended by Proposal 172, August 24 1998

Section 1-1-0: Active Secretarylets

The exist the class of Active Secretarylets, a kind of Secretarylet.

There may be at most one of a given Active Secretarylet. While there is an Active Secretarylet in a field the Active Secretarylet gains all powers and responsibilities of that Secretary. If an Active Secretarylet makes another player Active Secretarylet in that field, the first player ceases to be an Active Secretarylet.

The Secretary of a position my grant or remove an Active Secretarylet at any time.

The Active Secretarylet recieves any compensation for that Secretaryship instead of the Secretary.

Created by Proposal 154, August 17 1998
Amended by Proposal 155, August 17 1998
Amended by Proposal 156, August 17 1998
Moved to Section 1-1-0 by Proposal 166, August 24 1998

Section 1-2: Appointed Secretaries

Some Secretaryships are appointed. The holder of an appointed secretaryship may not give that position to another player or grant an Active Secretaryship. When the holder of an appointed secretaryship returns from vacation, the Active Secretaryletship is immediately removed.

Created by Proposal 166, August 24 1998

Section 1-2-0: Appointments

An appointment is a referendum. The Secretary of the Central Committee is the accountant for it. The legal votes are NONE or the name of a player. Any member of the Revolutionary Party may create an appointment by informing the Secretary of the Central Committee along with the name of an appointed secretaryship. If at any time a majority of the Revolutionary Party has voted the same way on an appointment and the vote is not NONE then the appointment becomes inactive and the player who was selected by the appointment is given the appointed secretaryship.

Created by Proposal 166, August 24 1998

Section 2: Players

Section 2-0: Players

Players are a subclass of Entities. Players have two properties: their Loyalty, and a list of titles that they hold. The Secretary of Friendship is responsible for tracking who the players are, and which are members of the Revolutionary Party as well as the email address and real names associated with each player.

Each player in the game has exactly one real name, a set of aliases, and possibly multiple email addresses associated with that name.

Any real person may only have a single player in the game at any given time.

Amended by Proposal B, April 20 1998
Moved to Section 2-0 by Proposal 49, June 2 1998
Amended by Proposal 54, June 9 1998
Amended by Proposal 62, June 9 1998
Amended by Proposal 68, June 9 1998
Amended by Proposal 90, June 30 1998

Section 2-0-0: Joining the Game

A Player joins the game by privately notifying the Secretary of Friendship of their intent to join, their real name and an alias (which defaults to their real name).

If the joining player's alias is not already in use by another player, then the Secretary of Friendship shall publically inform all players that the new player has joined, their name, their real name and their email address.

A player is a new player if no player with that email address has previously been a player. [Yes, this is abusable by multiple email addresses, but let's assume people will be honest as there is no real way to insure this]

A player joining the game shall have a Loyalty score of 0.

When a player joins Macronomic, 10 acres of farmland are placed under the management of the joining player.

When a new player joins Macronomic, 1 commodity of each type is placed under the management of the joining player.

When a new player joins MacroNomic the Secretary of the University assignes them a random, non-teaching professor, unless there are no non-teaching professors or the player requested a specific professor. If the joining player requested a specific professor, and that professor is non-teaching, then that professor will be assigned to the student.

Created by Proposal 90, June 30 1998
Amended by Proposal 134, August 3 1998
Section 2-0-0-0: Advertising

When a new player joins they may specify a player who caused them to join. Once the new player has spent one month as a non-vacationing player, they player who caused em to join receives 1 voucher.

Created by Proposal 164, August 24 1998

Section 2-0-1: Leaving the Game

A player may leave the game by making a public notice that they are leaving or as specified by the rules.

If the leaving player is SoCC, then the Proposal Commodities are placed under the management of the new SoCC.

Created by Proposal 90, June 30 1998
Amended by Proposal 132, August 3 1998
Amended by Proposal 161, August 17 1998

Section 2-0-2: Vacation

A player may go on vacation for not more than 6 weeks. To go on vacation, e must publicly announce eir intent to do so. When a player returns from vacation, e must publicly announce that fact, and at that point may resume all of eir duties. A player is also considered to have returned from vacation 6 weeks after e left. While a player is on vacation, e may not perform any official game action. A player on vacation may also not be penalized in any way for actions not performed while on vacation. A player on vacation may not be selected to judge a case, and if e is a Professor, e is not required to become a teaching professor. This Section takes precedence over all other Sections with which it conflicts.

Created by Proposal 93, June 30 1998
Amended by Proposal 127, July 20 1998
Amended by Proposal 133, August 3 1998
Amended by Proposal 135, August 3 1998
Amended by Proposal 146, August 17 1998
Amended by Proposal 154, August 17 1998
Amended by Proposal 155, August 17 1998

Section 2-0-3: Avatars

Two players of two different nomics are Avatars if they are the same real life person. For the purposes of MacroNomic, two players are Avatars if they have the same e-mail address or it is determined seperately that they are the same real life person.

Created by Proposal 124, July 20 1998

Section 2-1: Loyalty Defined

All players will have a loyalty, tracked by the Secretary of Friendship. Any player with a loyalty lower than 0 will have eir loyalty set to 0. Any member of the Revolutionary Party with a loyalty lower than 100 will have eir loyalty set to 100.

Amended by Proposal 15, May 12 1998
Amended by Proposal 30, May 19 1998
Moved to Section 2-1 by Proposal 49, June 2 1998

Section 2-1-0: Expulsion

If a player has not voted or otherwise taken any game action or made any statement to the Macronomic public for fourteen consecutive 24-hour periods, and e is not on vacation, and a player other than that player notes this to the Macronomic public, the former player shall leave the game.

Created by Proposal 16, May 12 1998
Moved to Section 2-0-0 by Proposal 49, June 2 1998
Moved to Section 2-1-0 by Proposal 90, June 30 1998
Amended by Proposal 90, June 30 1998
Amended by Proposal 93, June 30 1998

Section 2-2: The Revolutionary Party

The old order having been overthrown, Macronomic will now be guided by the Revolutionary Party. At all times there will be three members of the Revolutionary Party unless there are fewer than three players. Should there be fewer than three members of the Revolutionary Party and there be a Proletarian Secretary of the Proletariat, the Secretary of the Proletariat shall become a member of the Revolutionary Party.

If a player who is not a member of the Revolutionary Party is at least twice as loyal as a member of the Revolutionary Party, and is more Loyal than all other players who are not members of the Revolutionary Party, then they may replace that member of the Revolutionary Party by privately notifying the Secretary of Friendship of such a change.

At the beginning of each week each member of the RP receives one voucher.

Amended by Proposal 15, May 12 1998
Moved to Section 2-2 by Proposal 49, June 2 1998
Amended by Proposal 62, June 9 1998
Amended by Proposal 70, June 16 1998
Amended by Proposal 116, July 13 1998
Amended by Proposal 122, July 20 1998

Section 2-2-0: Trotsky Points

Any time all members of the Revolutionary Party vote either FOR or AGAINST and one member votes differently from both of the others, the player who votes differently receives one Trotsky point. Only members of the Revolutionary Party can get Trotsky points, but any player can have them. A player who has at least one Trotsky point may perform a Trotsky action by publicly announcing eir intent to do so. A player who has fewer than 0 Trotsky points immediately has 0 Trotsky points. Trotsky points are tracked by the Secretary of the Revolution.

Created by Proposal 128, August 3 1998
Section 2-2-0-0: Voluntary Exile

A member of the Revolutionary Party with at least 50 Trotsky points may go into Voluntary Exile. A player in Voluntary Exile may not perform Trotsky actions, regardless of what rule 2-2-0 says. When a member of the Revolutionary Party goes into Voluntary Exile, e leaves the Revolutionary Party and the Secretary of the Proletariat becomes a member of the Revolutionary Party. Regardless of any other rules, a player in Voluntary Exile may not become the Secretary of the Proletariat or a member of the Revolutionary Party, and e is not counted when determining the eligibility of other players for the Revolutionary Party.

A player may return from Voluntary Exile at any time by publicly announcing eir intent to do so, at which time they lose 50 Trotsky points. When a player wins all players in Voluntary Exile lose 50 Trotsky points and leave Voluntary Exile as soon as the game is paused. If a player in Voluntary Exile ever has fewer than 50 Trotsky points then e immediately leaves Voluntary Exile and loses all eir Trotsky points.

Created by Proposal 128, August 3 1998
Section 2-2-0-1: New Revolution

If a player has at least twice as many Trotsky points as another, the second player may accuse a proposal made by the first player of being a "New Revolution". The proposal will immediately fail and half of the first player's Trotsky points will be transfered to the second player.

Created by Proposal 153, August 17 1998
Amended by Proposal 165, August 24 1998

Section 2-3: Proles

A Proletarian (or just 'Prole') is defined as a player of Macronomic who is not a member of the Revolutionary Party.

Amended by Proposal 15, May 12 1998
Amended by Proposal 30, May 19 1998
Moved to Section 2-3 by Proposal 49, June 2 1998

Section 2-4: Winning

Section 2-4-0: Winning Conditions

Section 2-4-0-0: Winning by Power

If a player controls more than 50% of the total number of Vote Farms, all players lose all of their Vote Farms to The State which then gives 10 to each player, and e is said to have won the current round of Macronomic and is considered to be the Winning Player.

Created by Proposal 109, July 5 1998
Amended by Proposal 157, August 17 1998
Section 2-4-0-1: Winning by Loyalty

If the Loyalty score of exactly one player is greater than 1000, e is said to have won the current round of Macronomic and is considered to be the Winning Player. If two or more players simultaneously achieve a loyalty score of greater than 1000, the winner is determined to be the one with the highest score.

Created by Proposal 24, May 19 1998
Amended by Proposal 30, June 2 1998
Moved to Section 2-4-0-1 by Proposal 49, June 2 1998
Amended by Proposal 170, August 24 1998
Section 2-4-0-2: Winning by Gaming

Whenever a player wins a sub-game as defined in Section 7, if the game had at least 4 players e recieves a Victory Token. If a player owns at least 6 Victory Tokens and owns more Victory Tokens than anyone other player then that player becomes a Winning Player and all Victory Tokens are destroyed.

Created by Proposal 103, July 5 1998
Amended by Proposal 123, July 20 1998
Amended by Proposal 171, August 24 1998

Section 2-4-1: Upon Winning

When a player is considered to be the Winning Player, the following steps occur in order.

  1. The game is paused so that no actions except as defined in this list occur.
  2. The Winning Player may add a new paragraph of no more than 50 words to the "History of MacroNomic".
  3. The Winning Player names two other players.
  4. These three players become members of the New Revolution.
  5. All players who were members of the Revolutionary Party are no longer members of the Revolutionary Party.
  6. All players have their Loyalty set to 0 except members of the New Revolution who have their Loyalty set to 100, and the Winning Player who has eir Loyalty set to 125.
  7. All members of the New Revolution are considered to be Members of the Revolutionary Party and no longer members of the New Revolution.
  8. The game continues with the new game state.
  9. It is not possible to be a member of the New Revolution except as defined in this rule.

This rule takes precedence over any rule with which it conflicts.

Created by Proposal 24, May 19 1998
Amended by Proposal 36, May 19 1998
Moved to Section 2-4-1 by Proposal 49, June 2 1998
Amended by Proposal 136, August 3 1998

Section 2-5: Ultimate Advisory Council

Section 2-5-0: Higher Ultimate Advisory Council

The highest honor a citizen of the People's Republic of MacroNomic can receive is to become a member of the Higher Ultimate Advisory Council. Membership is for life. There is no set way to become a member except by a specifc proposal. No proposal may make anyone a member unless it is marked as a nomination proposal. Both players and former players may be members of the Higher Ultimate Advisory Council.

Created by Proposal 163, August 24, 1998

Section 2-5-1: Lower Ultimate Advisory Council

It is a great honor for a player to become a member of the Lower Ultimate Advisory Council (but not the greatest.) Players sit for one month at a time. If a player is given a seat while they already have one, they spend another month after all uncompleted terms are finished. Players are given seats as specified in the rule.

After serving a month on the Lower Ultimate Advisory Council, a player receives a medal. If it is eir first month, e receives a medal reading "Sapenti venienti gloriam" (to the wise bringer of glory). If it is eir second month, e receives a medal reading "Ei qui devovuit se ut gloficaret MacroNomecem" (To he who has sacrificed himself to glorify MacroNomic). Every month after that, e receives a medal reading "Permaximi defensori et socii rei publicae" (To the greatest defender and ally of the republic).

If all the Sovereign Republics are voting members of Internomic, all three liaisons will receive a seat on the Lower Ultimate Advisory Council and this paragraph will repeal itself.

Created by Proposal 163, August 24, 1998

Section 3: Referenda

There exists a class of Objects known as Referenda (singular: Referendum). All referenda which exist must belong to a subclass of referenda, which are defined elsewhere. Rules that define subclasses of referenda may modify any or all of the default properties of subclasses of referenda and referenda themselves, which are as follows:

The Accountant of a subclass of referenda is the Secretary of the Central Committee. A Referendum is created when any player personally sends a body of text clearly labelled as a particular subclass of referendum to the Accountant of that subclass. When a Referendum is created, it receives the least positive integer not previously assigned to an referendum of its deepest subclass.

A Referendum may only be in one of three States: Preactive, Active or Inactive. When created, a Referendum is Preactive. Within 7 days of its creation, the Accountant of the Subclass of a Referendum must distribute the Referendum to all players, and when this occurs, it becomes Active. Exactly 7 days after a Referendum becomes Active, it becomes Inactive.

Each player has a Vote on each Referendum. Valid votes are FOR, AGAINST, and NONE. When a Referendum is created, every players' vote on that referendum is NONE. A player may change eir vote on an Active Referendum by privately notifying the Accountant of the Subclass of that Referendum of such a change. If a player's vote on a referenda should ever be something other than a valid vote for that type of referenda or for the past hour has been an unprotected vote that cannot be made on that specific referenda by that specific player, then that vote is changed to NONE, or the first vote listed if NONE is not a vote for that type of referenda; this is known as an deinvalidizing. Unless otherwise specified, all votes are unprotected.

Votes on any given type of Referendum remain private until the Referendum becomes Inactive, at which point they are revealed publically, unless a specific subclass of Referendum specifies otherwise.

Created by Proposal 28, May 19 1998
Moved to Section 3-0 by Proposal 49, June 2 1998
Amended by Proposal 54, June 9 1998
Amended by Proposal 79, June 23 1998
Amended by Proposal 98, July 5 1998
Moved to Section 3 by Proposal 115, July 13 1998
Amended by Proposal 134, August 3 1998
Amended by Proposal 168, August 24 1998

Section 3-1: Proposals

Proposals are a subclass of Referenda. The subclass of Proposals has the default properties of a subclass of Referenda, and Proposals have the default properties of Referenda, with the following exceptions:

The Accountant of Proposals is the Secretary of Truth.

The text of a proposal must explicitly and unambiguously describe one or more changes to the gamestate.

A player may not make a proposal unless e has manages of each type of Proposal Commodity. If a player does not manage the materials needed, then e can not make a proposal. The materials are lost by the player constructing the proposal as they are used up in the process.

There is an additional state, reactive.

The Secretary of Truth may notify any player during the preactive stage of eir proposal if eir proposal conflicts with any other currently preactive proposal, and how e may change eir proposal to conform with the other. The first beginning of a Macronomic Week that occurs after a proposal is created, The Secretary of Truth must distribute that proposal, thereby making it Active.

Amended by Proposal A, April 19 1998
Amended by Proposal 8, May 5 1998
Amended by Proposal 9, May 5 1998
Amended by Proposal 17, May 12 1998
Amended by Proposal 21, May 12 1998
Amended by Proposal 28, May 19 1998
Amended by Proposal 30, May 19 1998
Amended by Proposal 33, May 26 1998
Moved to Section 3-1 by Proposal 49, June 2 1998
Amended by Proposal 68, June 9 1998
Amended by Proposal 71, June 16 1998
Amended by Proposal 80, June 23 1998
Amended by Proposal 91, June 30 1998
Amended by Proposal 115, July 13 1998
Amended by Proposal 119, July 13 1998
Amended by Proposal 139, August 10 1998
Amended by Proposal 151, August 17 1998
Amended by Proposal 169, August 24 1998

Section 3-1-0: Votes

Alter rule 3-1-0 to read "The set of legal votes on a Proposal is FOR, AGAINST, LOYAL, ATTEMPTED, and NONE. A vote of LOYAL may not be cast on a proposal that is made by a player who is a Prole. An attempt to do so will have no effect on the game. When a proposal is created, the vote of the player who made it is initially FOR; the vote of every other player is initially NONE. No player may change eir vote to ATTEMPTED. If a player's vote is deinvalidized, it is changed to ATTEMPTED and becomes protected.

Amended by Proposal 7, May 5 1998
Amended by Proposal 28, May 19 1998
Amended by Proposal 44, June 2 1998
Moved to Section 3-1-0 by Proposal 49, June 2 1998
Amended by Proposal 140, August 10 1998
Amended by Proposal 168, August 24 1998

Section 3-1-1: Sub-Proposals

A sub-proposal is a subclass of referenda. The Secretary of Truth is the Accountant for sub-proposals. They may only be created when a proposal defines one, and they are created and change states along with that proposal. NONE is always a legal vote for a sub-proposal, and a proposal which defines a sub-proposal must define at least two more. When a proposal which has a sub-proposal is accepted, the sub-proposal is also accepted. In any other circumstances, the sub-proposal simply becomes inactive. If a sub-proposal is accepted (thereby becoming inactive) then the winning possibility is selected. Corresponding to every actual vote on a sub-proposal a player has, there is a number of Effective Votes on that sub-proposal equal to the number of acres of farmland e manages. All effective votes of a player on a sub-proposal are of the same vote as the actual vote e cast. The winning possibility for the sub-proposal is the vote other than NONE which received the most Effective Votes, and the one listed first in the proposal if there is more than one; instead of this method a the proposal may specify a different way in which the winning possibiility (WP) is determined. Any instruction within the proposal which are conditional on the selected WP should then be treated as if they were part of a proposal accepted without a sub-proposal.

Created by Proposal 55, June 9 1998
Moved to Section 3-3 by SoT, June 9 1998
Moved to Section 3-1-1 by ERROR 2, June 23 1998
Amended by Proposal 137, August 10 1998
Amended by Proposal 145, August 10 1998

Section 3-1-2: Dependent Proposals

A proposal may be specified as being "Dependent" on another proposal. If a proposal is dependent on another proposal, and the proposal it is dependent on passes, then the dependent proposal acts like a normal proposal. However, if the proposal it is dependent on changes to the Inactive state in any other way, the dependent proposal becomes Inactive as well, the Proposal Commodities used to make it are refunded, and there is no loss of loyalty.

Created by Proposal 106, July 5 1998

Section 3-1-3: Marked Proposals

A proposal may contain markings. A marking is a phrase in the form "This proposal is marked." where marked is a marking defined in the rules. There may be more to the marking afterwards, as specified by the specific marking. All markings in a proposal must precede everything other than markings in the proposal in order to be valid.

Created by Proposal 147, August 17 1998
Section 3-1-3-0: Collective Proposals

Collective is a marking. A proposal marked as collective is a collective proposal. The sentence marking it as collective may be followed by a list of player names as part of the marking.

A collective proposal has a collectivity referendum attatched to it.

If the collectivity is FOR when it becomes inactive then the player who made the proposal will receive the commodities put into the proposal and nothing else when the proposal becomes inactive, regardless of result; the author of the proposal will be listed as "(Proposer name), et. al." if no list of names was given, or "(Proposer name), (name list)" is a list was given; this sentence takes priority over rule 3-1. If the collectivity is false the proposal will be treated normally.

Created by Proposal 147, August 17 1998
Section 3-1-3-0-0: Collectivity

A collectivity is a referendum. It changes states at the same time as the proposal it is attatched to. The Secretary of Truth is the accountant for collectivities.

Created by Proposal 147, August 17 1998
Section 3-1-3-1: Nominations

Nominations is a marking. A proposal marked as nominations is a nomination proposal. A nomination proposal only passes if two-thirds of all players vote FOR it, and all members of the Revolutionary Party vote for it. A nomination proposal takes no resources to make, and gives no reward of penalty regardless of the result. This takes precedence over section 3-1.

Created by Proposal 163, August 24 1998

Section 3-1-4: Retractions

Any player may retract a proposal that they have submitted that is either Active, Reactive or PreActive.

If the proposal is Active or Reactive, then all votes already cast on the Proposal are discarded, the proposal immediately becomes Inactive, and the proposer loses 3 Loyalty points.

If the Proposal is PreActive, then the proposer loses no loyalty points, the proposal commodities used in the construction of the proposal are refunded to the proposer, and the proposal becomes InActive. The Secretary of Truth will not distribute a proposal that becomes InActive in this manner.

Moved from Section 3-1 by Proposal 169, August 24 1998

Section 3-1-5: Proposal Resolution

Exactly 5 days after a proposal becomes active or 7 days after it becomes reactive, unless the rules specify otherwise, the proposal becomes inactive. If a proposal would become inactive and is not reactive but less than half of the players have made votes on it other than NONE, the proposal becomes reactive instead. If it is already reactive it is still treated as having become reactive at that point in time as well as any previous times it became reactive. When a proposal becomes inactive without having been retracted, the Secretary of Truth announces all votes and the following steps will be performed by the appropriate officers:

  1. If the proposal's author is, when the proposal ceases to be Active or Reactive, a member of the revolutionary party, each player who voted LOYAL on that proposal will receive three loyalty points and have eir vote changed to the vote made by a majority (a majority is defined for the remainder of the ruleset as strictly greater than one half of a group with the same vote or opinion) of the Revolutionary Party. If no vote was made by a majority of party members, then the players who voted LOYAL will have eir vote changed to what the Secretary of the Central Committee voted.
  2. Corresponding to every actual vote on an active proposal a player has, there is a number of Effective Votes on that proposal equal to the number of acres of farmland e manages. All effective votes of a player on a proposal are of the same vote as the actual vote e cast -- ie if the player's vote is FOR on a proposal with 20 acres of vote farm, there are 20 effective FOR votes from that player on that proposal.
  3. If there were more effective votes FOR on a proposal than AGAINST, and one of the following two situations obtains:
    1. At least one of the members of the Revolutionary Party voted FOR the proposal
    2. All of the members of the Revolutionary Party voted NONE on the proposal
    then the person who made the proposal will receive twenty loyalty points if e is not a member of the Revolutionary Party, or fifteen loyalty points if e is. E will also (regardless of whether e is a member of the Revolutionary Party) receive one of each type of Proposal Commodity and a voucher. The game state will then be changed as specified in the proposal. (Whenever a proposal specifies the creation of a rule without specifying a number for it, the rule receives the least positive integer not previously assigned to a rule.) If the votes do not meet the stated condition, the person who made the proposal will lose ten loyalty points.
  4. All players who voted NONE on that proposal will lose 5 loyalty points.
Moved to Section 3-1-5 by Proposal 169, August 24 1998
Amended by Proposal 174, August 24 1998

Section 3-2: Justice

Section 3-2-0: Generic Cases

A case is a subclass of referenda, which may be subclassed further, changing its attributes. The accountant of a subclass of case is the Secretary of Justice. Only the judge or judges have votes on a case. A case has a single judge randomly selected from all players who did not initiate it, are not the defendant or defendants (if the crime was commited by more than one person), are not the accuser, and have graduated. Valid votes are TRUE and FALSE. If all judges have voted on a case then it becomes inactive immediately. There are no criteria for the vote. In addition to voting, judges may offer reasoning to support their vote.

Created by Proposal 49, June 2 1998
Amended by Proposal 125, July 20 1998

Section 3-2-1: Calls for Judgement

A CFJ is a subclass of case. A Call for Judgement must include a statement, and preferably reasoning to support it. CFJs set legal precedent for future CFJs. A Call for Judgement should be decided on the basis of, in order of priority, the text of the rules, the spirit of the rules, legal precedent, and game custom.

Created by Proposal 49, June 2 1998
Amended by Proposal 118, July 13 1998

Section 3-2-2: Trials

A trial is a subclass of case which may be subclassed further, changing its default attributes. A trial has an accused player, which may be any player, the name of a crime defined in the rules, and optionally, reasoning. A trial has three randomly selected judges, none of whom may be the initiator or the accused. A trial may not be called if there are fewer than five players. A trial has two penalty referenda which are created with it, the Penalty for the Accused and the Penalty for the Accuser. These are children of the trial. The criteria for a trial are, in no particular order, the text of the rules and the interests of the state. A trial may not be created because of an action performed more than two weeks earlier.

Created by Proposal 49, June 2 1998
Amended by Proposal 137, August 3 1998
Section 3-2-2-0: Penalties

Penalties are a subclass of referenda. The accountant for penalties is the Secretary of Justice. Penalties are created and change states along with their parent trials. The only players who may vote on a penalty are those who can vote on its parent trial. Possible votes are any specification of a loss of LOYALTY, expulsion, and the loss of voting rights on one or more proposals. Instead of the inactive state, a penalty becomes either accepted or rejected, as specified by its parent. When a penalty becomes accepted, if a majority of those able to vote on it voted the same way, then they appropriate Secretaries should carry out the penalty.

Created by Proposal 49, June 2 1998
Section 3-2-2-1: Civil Trials

A civil trial is a subclass of trial. A civil trial may only be called on a civil crime. The possible votes are PLAINTIFF and DEFENDANT. One judge of the trial should be a randomly selected member of the Revolutionary Party, the other two should be Proles, however none of them may be the accused or the initiator. If there are fewer than two proles not involved in the trial, more than one judge may be a member of the Revolutionary Party. If the result is PLAINTIFF, the Penalty for the Accused becomes accepted and the Penalty for the Defendant becomes rejected. If the result is DEFENDANT the reverse happens.

Created by Proposal 49, June 2 1998
Section 3-2-2-1-0: Oath Breaking

If a player offers to do something and publicly "swears to XXX upon the goodness of the State" where XXX is another player that they will do so then the swearing player has made an oath to XXX. It is a civil crime against XXX to break an oath.

Created by Proposal 84, June 23 1998
Section 3-2-2-1-1: Impersonation

It is a civil crime against all players of a subgame to participate in a subgame in which an avatar is also participating.

Created by Proposal 124, July 20 1998
Section 3-2-2-1-2: Prior Knowlege

If the Secretary of Truth submits a proposal using knowledge of proposals submitted but not distributed then the Secretary of Truth has commited the Civil Crime of Prior Knowledge against the authors of the not-yet-distributed proposals.

Created by Proposal 129, August 3 1998
Section 3-2-2-2: Criminal Trials

A criminal trial is a subclass of trial. A criminal trial may only be called on a criminal crime. The initiator of a criminal trial must be a member of the Revolutionary Party, the accused must be a prole. The possible votes are GUILTY and INNOCENT. Two judges are the members of the Revolutionary Party who are not the initiator, the other is a Prole other than the accused. A criminal trial does not have a Penalty for the Accuser. If the result is GUILTY, the penalty for the Accuser becomes accepted, otherwise it becomes rejected.

Created by Proposal 49, June 2 1998
Section 3-2-2-2-0: Treason

Publicly declaring one's intent to become a member of the Revolutionary Party is treason, a crime.

Created by Proposal 52, June 9 1998
Amended by Proposal 78, June 16 1998
Moved to Section 3-2-2-2-0 by ERROR 1, June 21 1998
Section 3-2-2-3: Confessions

If a player is found guilty of a crime or is the loser in a civil trial then they become convicted. A convicted player loses 2 LOYALTY points every day until they confess. A player confesses by publicly stating that they either commited the crime they were convicted of (if they were found GUILTY in a criminal trial), wronged the person they were found to have (if they were the accused in a civil trial), or wrongly filed the trial (if they were the accuser in a civil trial).

Created by Proposal 83, June 23 1998
Amended by Proposal 99, July 5 1998

Section 3-3: ERRORs

An Edict for the Reordering and Reorganization of the Rules is a subclass of referenda. ERRORs may only created by the Secretary of Truth, who is the accountant for this type of referenda. The legal votes for an ERROR are ACCEPT and REJECT. All player's votes are set to ACCEPT when an ERROR is created. When an ERROR becomes inactive, it takes effect if and only if all players voted ACCEPT. An ERROR may only contain instruction to move paragraphs from one rule to another, create new (empty) rules, rename rules, alter the text of a child of rule 7-3, and relocate rules. The voting period for an ERROR lasts 4 days.

Created by Proposal 57, June 9 1998
Moved to Section 3-4 by SoT, June 9 1998
Moved to Section 3-3 by ERROR 2, June 23 1998
Amended by Proposal 110, July 5 1998

Section 3-10: Other Referenda

Other types of Referenda include Papers [Section 5-1], INPs [Section 4-0-0], INCFJs [Section 4-0-1], Appointments [Section 1-2-0], and RPGs [Section 7].

Created by Proposal 114, July 13 1998

Section 4: Foreign Affairs

Section 4-0: Internomic

There are three Sovereign Republics in MacroNomic. They are MacroNomic, MicroNomic, and Pnomic. Each Sovereign Republic has a liaison to Internomic. They are the Secretary of Love, the Assistant Secretary for Micronomc Foreign Affairs, and the Seargent of the Occupying Force in Command of Foreign Matters. If a player other than the SoCC is ever the liaison for more than one Republic then the position listed last in this rule is immediately transfered to the SoCC. If a Republic is not a voting member of Internomic then its liaison should take the neccessary steps to make it one.

When an Internomic proposal is made, the Secretary of Love will create a INP and privately inform the RP of it. The liaisons for each Sovereign Republic should then vote as specified by the INP. If any Republic is selected to judge an Internomic CFJ then the liason from that Republic will create an INCFJ and privately inform the RP of it. That liason should inform Internomic of the decision of the CFJ, as decided by the INCFJ, and should write reasoning to support it. A player may submit a proposal to Internomic by privately informing the liaison of any of the Republics of the proposal they would like to make.

Amended by Proposal 20, May 12 1998
Moved to Section 4-0 by Proposal 49, June 2 1998
Amended by Proposal 54, June 9 1998
Amended by Proposal 101, July 5 1998

Section 4-0-0: INPs

An INP is a subclass of referenda. It may only be created as specified in the rules. The Secretary of Love is the Accountant for INPs. Only liasons for a Sovereign Republic may vote on an INP.

Created by Proposal 101, July 5 1998
Amended by Proposal 149, August 17 1998

Section 4-0-1: INCFJs

An INCFJ is a subclass of referenda. It may only be created as specified in the rules. The Secretary of Love is the Accountant for INCFJs. Only liasons for a Sovereign Republic may vote on an INCFJ.

Created by Proposal 101, July 5 1998
Amended by Proposal 149, August 17 1998

Section 4-1: Trade

The Secretary of Economics is MacroNomic's Customs Officer. If MacroNomic is not a member of the ITA, the Secretary of Love should request entrance unless MacroNomic's request was previously denied. The State owns all things imported from other nomics. The Secretary of Economics is MacroNomic's Customs Officer. E should accept all non-conditional trade offers. E should publicly announce when MacroNomic receives a conditional trade offer if the conditional portion includes only exportable objects, otherwise e should reject it. Any player may publicly offer to account for a publicly announced trade. If that player holds enough objects to pay the conditional portion, then the trade happens.

A player of MacroNomic may also offer a trade to another nomic. E does so by personally informing the Secretary of Economics of the trade. If the player holds enough objects to handle eir side of the trade then the Secretary of Economics should offer the trade on behalf of MacroNomic. If the trade is accepted then it happens, and is accounted for by the offering player.

When a trade happens the accounting player stops holding everything which MacroNomic will cease to own after the trade. A Foreign Good is created for everything MacroNomic gets from the trade for which MacroNomic is not the Nomic of Origin, and the accounting player holds those objects. All objects for which MacroNomic is the Nomic of Origin become owned by MacroNomic and are held by the accounting player. MacroNomic ceases to own everything given away by the trade.

Created by Proposal 76, June 16 1998
Amended by Proposal 162, August 17 1998

Section 5: Education

The University of MacroNomic is a branch of the Government which is dedicated to educating citizens of MacroNomic and other nomics of the glory of MacroNomic, as well as enlarging the size of MacroNomic. The Secretary of the University is responsible for the University.

Created by Proposal 25, May 19 1998
Amended by Proposal 34, May 26 1998
Amended by Proposal 38, June 2 1998
Amended by Proposal 43, June 2 1998
Moved to Section 5 by Proposal 49, June 2 1998
Amended by Proposal 50, June 9 1998
Amended by Proposal 61, June 9 1998
Amended by Proposal 90, June 30 1998
Amended by Proposal 92, June 30 1998
Amended by Proposal 105, July 5 1998

Section 5-0: Professors

When a player is assigned a professor then that professor becomes a teaching professor, and that player becomes eir student. The professor is expected to help the student learn about MacroNomic and how to play until the student has graduated. A student graduates when eir professor publicly declares them to have. Any player who has been a student for a whole month graduates immediately. When a student graduates, e ceases to be a student and eir professor becomes a non-teaching professor. It is appropriate for the professor to make a short speech at this time.

If three consecutive Papers of a single professor are rejected, that professor ceases to be a professor. If 90 days pass without a Paper from a single professor being submitted, that professor ceases to be a professor.

If at any time there are no non-teaching Professors, then the members of the Ruling Party who are not Professors shall become Acting Professors. If all members of the RP are already Acting Professors or Professors and there are no non-teaching Professors, then one prole chosen at random who is not a student shall become an Acting Professor. An Acting Professor has all of the duties and responsibilities of a Professor. If there are ever any non-teaching Professors then the following occurs. All non-teaching Acting Professors lose their Professorship immediately. All teaching Acting Professors lose their Professorship when their current student graduates.

Created by Proposal 105, July 5 1998
Amended by Proposal 121, July 20 1998

Section 5-1: Papers

Papers are a subclass of Referenda. The subclass of Papers has the default properties of a subclass of Referenda, and Papers have the default properties of Referenda, with the following exceptions: The Accountant of Papers is the Secretary of the University. A Paper can be in one of four states: Preactive, Censorable, Approvable, and Inactive. For each paper that a player has accepted, e recieves one Voucher. If a paper is accepted from a player who has never been a professor, that player receives an additional 4 Vouchers.

While a Paper is Censorable, only members of the Revolutionary Party may change eir votes on it. They are encouraged to vote based on whether the text of the Paper "glorifies and enhances the image and reputation of MacroNomic". If, 7 days after a Paper becomes Censorable, there are more FOR votes than AGAINST votes on it from the members of the Revolutionary Party, it becomes Approvable; otherwise, it becomes Inactive.

While a Paper is Approvable, all players may change eir votes on it. They are encouraged to vote based on whether the text of the Paper successfully "enhances the understanding of MacroNomic or nomic as a whole". If, 7 days after a Paper becomes Approvable, there are more FOR votes than AGAINST votes on it, the Paper is said to have been accepted, the player who made it becomes a Professor, and it becomes Inactive; otherwise, it merely becomes Inactive. Papers which become Inactive without being accepted are said to have been rejected. Whenever a Paper is accepted the Secretary of the University may grant the professor whose paper was accepted a specialty. Specialties are cumulative, and a player can be a professor in several fields. The default vote for a player who submitted the Paper is FOR.

Created by Proposal 105, July 5 1998
Amended by Proposal 121, July 20 1998
Amended by Proposal 130, August 3 1998
Amended by Proposal 148, August 17 1998

Section 6: Objects

Within MacroNomic, there exists a class of Objects. All Objects must belong to a subclass of the class of Objects. Classes of Objects must be defined in the Rules. Classes of Objects inherit properties from their parent class, but they may override these properties as defined in the Rules. Objects may have any properties as defined by the Rules. By default, Objects and their properties are tracked by the Secretary of the Central Committee. Objects may exist in positive integer quantities only.

When a type of Object is defined, a Global Limit on that type of object may also be defined. When any rule awards Objects of a type with a Global Limit to a player, that player only receives as many Objects as possible without the total number of that type going over that Global Limit.

Created by Proposal 134, August 3 1998

Section 6-0: Entities

Entities are a subclass of Objects. Entities may own or control other objects, and so are valid as the Controllers of Tangible Objects. The Secretary in charge of tracking Entities is by default the Secretary of Friendship.

Created by Proposal 134, August 3 1998

Section 6-0-0: The State

The State is an Entity. The State may make actions as an Entity though a State Mandate, which is a subclass of Referenda. The subclass of State Mandate inherits all of the sub properties of the class of Referenda, with the following exceptions:

Only a member of the Revolutionary Party may create a State Mandate. The voting period for a State Mandate is 4 days. A State Mandate may only contain instructions for how The State will perform actions as an Entity. The accountant for State Mandates is the Secretary of the State.

Created by Proposal 134, August 3 1998

Section 6-1: Tangible Objects

Tangible Objects are a subclass of Objects. All Tangible Objects must belong to a subclass of the class of Tangible Objects. The Secretary in charge of tracking Tangible Objects and their properties is the Secretary of Economics. All Tangible Objects belong to a Nomic, but those owned by MacroNomic may be controlled by various Players. Each Tangible Object has a property which is it's controller, and which must be a valid Entity. If the Entity which controls a Tangible Object ceases to exist, then that Object ceases to exist.

Created by Proposal 134, August 3 1998
Amended by Proposal 162, August 17 1998

Section 6-1-0: Tradeable Objects

There exists a class of Tangible Objects known as Tradeable Objects. All Tradeable Objects must belong to a subclass of the class of Tradeable Objects.

Any Tradeable Object may be exchanged between players. A player initiates a trade by publicly stating the offer and what if anything is required in return and the type of trade. Unless otherwise specified in the rules Tradeable Objects may only be traded in positive integer quantities and a player may not offer more of a Tradeable Object then they have. A trade may only include Tradeable Objects. Any player who owns enough of everything required in return may accept the offer publicly.

A trade may be either an instance trade or a repeated trade. If the trade is an instance trade then as soon as it is accepted the Objects are transferred. When a repeated trade is offered the offering player must also specify under what conditions the trade should occur. Whenever those conditions occur, the trade happens. The conditions for a repeated trade may only involve times and dates, not things happening in the game. Any person involved in a repeatable trade may cancel that trade at any time by publically notifying the Secretary of Economics.

When a trade occurs, the controllers of the Objects change to those specified by the conditions of the trade.

When the Entity controlling a Tradeable Object ceases to exist, the controller of that object becomes The State.

Created by Proposal 134, August 3 1998
Amended by Proposal 141, August 10 1998
Section 6-1-0-0: Vouchers

Vouchers are a type of Tradeable Object. The State creates all Vouchers, and a player may once a week receive one Voucher and lose 15 Loyalty by declaring eir intent to do so.

Vouchers are exportable.

Created by Proposal 134, August 3 1998
Amended by Proposal 162, August 17 1998
Section 6-1-0-1: Proposal Commodities

Proposal Commodities are a type of Tradeable Object. There are three types of Proposal Commodities: Ideas, Words, and Terminologies. Terminologies may be abbreviated 'Terms'.

Proposal Commodities are produced by the State Mines. If a player controls at least one Voucher, e may operate the State Mines to receive a commodity of eir choice and lose a Voucher by privately notifying the Secretary of Economics of eir intent to do so.

If at the beginning of a MacroNomic week a player has fewer than one of each proposal commodity and did not trade away any commodities in the previous week, then that player receives one commodity of each type they do not own.

The State will also accept any trade offers of a player's of 2 Proposal Commodities from the player for 1 Voucher from The State.

Proposal Commodities are exportable.

Created by Proposal 134, August 3 1998
Amended by Proposal 159, August 17 1998
Amended by Proposal 162, August 17 1998<
Section 6-1-0-2: Vote Farms

Vote Farms are a type of Tradeable Object. Vote farms are measured in integral numbers of Acres. There is a Global Limit of 200 Acres of farmland, and there are always exactly 200 Acres of Vote Farms. Any Acres of vote farms not controlled by any other entity are controlled by The State.

The State is required to accept all offers of a player offering 5 or more vouchers per acre of farmland, if it is possible for The State to do so and not prohibited elsewhere. If performing the trade would give that player 40% or more of the acres of farmland, then The State must refuse the offer.

Created by Proposal 134, August 3 1998
Amended by Proposal 158, August 17 1998
Section 6-1-0-3: Foreign Goods

A Foreign Good is a type of Tradeable Object. A Foreign Good has as a property a Nomic of Origin.

Created by Proposal 162, August 17 1998

Section 6-1-1: Victory Tokens

Victory Tokens are a subclass of Tangible Objects. They are recorded by the Secretary of Games.

Created by Proposal 134, August 3 1998

Section 6-1-2: Medals

Medals are tangible objects which may only be created as specified in the rules.

Created by Proposal 163, August 24 1998

Section 7: Subgames

Section 7-0: Subgamers

Subgamers are a subclass of entities. Subgamers that are not Players in MacroNomic may only control objects or perform actions defined in sub-sections of Section 7-3: Subgames. A Subgamer is someone who can play in a subgame. A Subgamer must have an alias and an e-mail address. All players of MacroNomic are subgamers. All players of gaming nomics are Subgamers. A subgame may define a parallel subgame in a gaming nomic. If the statement that another subgame is parallel includes a date then the subgames are only parallel if the parallel subgame has not been changes since the specified date. A player of MacroNomic may join any subgame in a gaming nomic unless they have an avatar already playing in the game if it is permitted by the rules of that nomic and the game has a parallel in MacroNomic. The MacroNomic player will play the game according to MacroNomic rules. A player from a gaming nomic may join a MacroNomic game unless they have an avatar already playing in the game and there is a parallel game in their nomic, but must play according to the rules of their own nomic.

Ackanomic is a gaming nomic.

Created by Proposal 124, July 20 1998
Amended by Proposla 134, August 3 1998

Section 7-1: RPGs

A sub-game may be created through proposal or by submission of a Request for Popular Game (RPG).

An RPG is a sub-type of Referenda and the Accountant for RPGs is the Secretary of Games. An RPG must define the following lettered items in order to be a valid RPG.

  1. The name of the game.
  2. The number of players.
  3. The rules of the game.
  4. A method for determining the winner of an instance of the game.

If an RPG is submitted to the Secretary of Games that is not valid as above, the Secretary must notify the submitting player and shall not distribute the RPG, otherwise, the RPG shall be distributed within 3 days.

The legal votes for an RPG are YES and NO. All player's votes on an RPG are initially set to NO.

When an RPG becomes inactive, if more players have voted YES than have voted NO then the RPG is accepted.

When an RPG is accepted it becomes a child of rule 7-3 with the smallest available final section number.

Created by Proposal 124, July 20 1998

Section 7-2: Subgame Definitions

A subgame may only specify information to be sent privately, personally, or playfully.

Information which is sent playfully must be sent to an authorized "game-related" mailing list.

The macronomic@dragocat.net mailing list is an authorized game-related list, as is acka-games@muppetlabs.com.

Created by Proposal 124, July 20 1998

Section 7-3: Subgames

Descendants of this rule defer to all rules which are not descendants of this rule. Descendants of this rule may not modify anything not defined in a descendant of this rule unless specifically permitted by a rule which is not a descendant of this rule. Descendants of this rule are known as "Subgame Definitions".

Created by Proposal 124, July 20 1998

Global Changes

Amended by Proposal 74, June 16 1998
Amended by Proposal 78, June 16 1998
Amended by Proposal 138, August 10 1998
Amended by Proposal 144, August 10 1998
Amended by Proposal 167, August 24 1998
Amended by Proposal 173, August 24 1998