Immutable Rules
101. All players must always abide by all the rules then in effect, in the form in which they are then in effect. The rules in the Initial Set are in effect whenever a game begins. The Initial Set consists of Rules 101-116 (immutable) and 201-213 (mutable).
102. Initially rules in the 100's are immutable and rules in the 200's are mutable. Rules subsequently enacted or transmuted (that is, changed from immutable to mutable or vice versa) may be immutable or mutable regardless of their numbers, and rules in the Initial Set may be transmuted regardless of their numbers.
103. A rule-change is any of the following: (1) the enactment, repeal, or amendment of a mutable rule; (2) the enactment, repeal, or amendment of an amendment of a mutable rule; or (3) the transmutation of an immutable rule into a mutable rule or vice versa.
(Note: This definition implies that, at least initially, all new rules are mutable; immutable rules, as long as they are immutable, may not be amended or repealed; mutable rules, as long as they are mutable, may be amended or repealed; any rule of any status may be transmuted; no rule is absolutely immune to change.)104. All rule-changes proposed in the proper way shall be voted on. They will be adopted if and only if they receive the required number of votes.
105. Every player is an eligible voter. Every eligible voter must participate in every vote on rule-changes. Any user may become a player by posting "
I'm in."
106. All proposed rule-changes shall be posted before they are voted on. If they are adopted, they shall guide play in the form in which they were voted on.
107. No rule-change may take effect earlier than the moment of the completion of the vote that adopted it, even if its wording explicitly states otherwise. No rule-change may have retroactive application.
108. Each proposed rule-change shall be given a number for reference. The numbers shall begin with 301, and each rule-change proposed in the proper way shall receive the next successive integer, whether or not the proposal is adopted.
If a rule is repealed and reenacted, it receives the number of the proposal to reenact it. If a rule is amended or transmuted, it receives the number of the proposal to amend or transmute it. If an amendment is amended or repealed, the entire rule of which it is a part receives the number of the proposal to amend or repeal the amendment.
109. Rule-changes that transmute immutable rules into mutable rules may be adopted if and only if the vote is unanimous among the eligible voters. Transmutation shall not be implied, but must be stated explicitly in a proposal to take effect.
110. In a conflict between a mutable and an immutable rule, the immutable rule takes precedence and the mutable rule shall be entirely void. For the purposes of this rule a proposal to transmute an immutable rule does not "conflict" with that immutable rule.
111. If a rule-change as proposed is unclear, ambiguous, paradoxical, or destructive of play, or if it arguably consists of two or more rule-changes compounded or is an amendment that makes no difference, or if it is otherwise of questionable value, then the other players may suggest amendments or argue against the proposal before the vote. A reasonable time must be allowed for this debate. A proposal will be enacted if it receives positive votes from over half of the players, or has more positive votes than negative after 48 hours. A proposal will be discarded if it receives negative votes from over half the players, or fails to become enacted after 48 hours. Players may vote for a proposal by mentioning that proposal by number and including a bold-faced "for" in the same line as that proposal number, or may include a bold-faced "against" to cast a negative vote against a proposal.
113. A player always has the option to forfeit the game rather than continue to play or incur a game penalty. No penalty worse than losing, in the judgment of the player to incur it, may be imposed. If a player does not post in the thread for over a week, they shall be considered to have forfeit the game.
114. There must always be at least one mutable rule. The adoption of rule-changes must never become completely impermissible.
115. Rule-changes that affect rules needed to allow or apply rule-changes are as permissible as other rule-changes. Even rule-changes that amend or repeal their own authority are permissible. No rule-change or type of move is impermissible solely on account of the self-reference or self-application of a rule.
116. Whatever is not prohibited or regulated by a rule is permitted and unregulated, with the sole exception of changing the rules, which is permitted only when a rule or set of rules explicitly or implicitly permits it.
117. QuinnR is the judge, and will settle any disagreements between players over rules, after each presents a case as to their interpretation of the rules or other issue.
118. The current state of the game will be tracked in the first post. However, if the first post has not been updated with current information, the current information is still valid. For example, if a player posts "I'm in.", they are still considered a player even if their name is not yet in the first post.
119. Any player may propose one rule-change per two days by posting their proposal in this thread.
120. Each player may vote no more than once to any given proposal.
121. Each player has a integer variable named "Money" that is kept track of in the first post. The amount for all players at the adoption of this rule is set to 10, and any new players who join after the adoption of this rule also have their "Money" set to 10.
122. A player can spend 10 money to buy a "Building". The amount of buildings owned by a player is tracked in the first post.
123. Any member who edits a post
(not including the opening post of the thread) will be penalized by losing one Money.
Mutable Rules
205. Players failing to vote in the proper format (that is, a bolded For or Against) are penalized and lose 1 (one) Money.
206. All future proposals shall be made with "Proposal" in bold. The mandatory proposal number shall be assigned by quinnr when he posts it in the first post, to prevent duplicates. Furthermore, no proposal may be voted on until it has been assigned its number and posted in the "Proposals" section of the first post
206b. The 2-day period which determines when a vote finalises and when new proposals may be made shall commence from the moment at which the proposal is entered into the first post, which shall be recorded next to the proposal's number.
207. Each time a Proposal reaches quorum, players are awarded 1 (one) Money for each vote of theirs which counts. Votes which were not changed or rescinded, and therefore affected the final tally of votes, are said to have counted.
208. Any player gains 5 money if a proposal they proposed passes.
209. A violation of any rule is defined as a Crime. Any player who is accused of committing a Crime will be referred to as the Suspect of that case. Any player who accuses another player of committing a Crime will be referred to as the Accuser of that case.
210. At the beginning of every two-day period, every member who participated in voting or creating propositions in the last two-day period receives 5 money.
211. Each player must spend (and does, unless they explicitly opt out) 1 money for each 24 hours they are in the game or die of hunger. A dead player may not vote, but may rejoin after 3 days as a new player (with all their stats reset)
212. Any player may spend 25 Money to place a second Proposal per 2 day period, on top of the 1 provided by Rule 201.
213. Any player may transfer money to another player in the following format:
Transfer [AMOUNT] to [PLAYER]. The word transfer must be bolded. There is a 1 money charge for each 5 money transferred, it comes out of the pocket of the player who initiated the transfer. Minimum charge is 1 money.
214. All crimes carry a Standard Penalty of ten percent of the offending player's Money, rounded to the nearest integer. Crimes which specify their own penalty override the standard penalty.
215. Any player may "give" money to another player in the following format: give [AMOUNT] to [PLAYER]. The word "give" must be bolded. The effects of this action are as follows:
(1) the giving player loses [AMOUNT] money,
(2) [PLAYER] gains [AMOUNT] money.
It is a "crime" to give more money than you have, and the money thus given must immediately be returned, in addition to any other penalties that "crimes" incur.
Additionally, for convenience, the amount of money a player has will be reflected in the opening post of the thread. This is purely for informational purposes, and having the incorrect amount of money listed in the OP does not allow you to give more money than you have.
216. New players can not vote on rules proposed before they are "In".
217. Let this rule be known as the "Buffer Overflow Rule". If the mutable rules pass rule number 230, new mutable rules numbers will be set back at 201, overwriting previous rules held there.
218. New players are required to submit their theme song.
220. Buildings shall be divided in to three categories: Residential, Commercial, and Industrial.
This proposal would add two new commodity pools: Manpower and Production
Residential buildings will add 1 manpower per building. For example, if you have 2 Residential Buildings, you will have 2 Manpower.
Commercial buildings will add 1 Money per building to the owning player every 48 hours (the time of tally)
Industrial buildings will add 1 Production per building to the owning players production pool, like Manpower, production does not accumulate per day. Furthermore, when you use Manpower or Production, your supply is temporarily reduced until the time of tally, once tally occurs, both pools go back up to their limit
221. Any players who joined before 337 was passed may submit a theme song, and will be paid 5 money for doing so.
222. Manpower reduces the cost of buildings. The amount of manpower required to reduce cost is equal to the sum of all the amounts of costs so annulled(1 manpower reduces costs by(=) 1, 3=2, 6=3, 10=4, 15=5). Manpower can reduce the cost of a purchase by no more than half of the purchase's stated cost.
223. For 3 Production, a player can make an "Item". Every 1d4 days, a Merchant will come around and buy Items for a number of Money from 3 to 10. Players can also sell items to each other by using the command "trade (insert number of items/money) for (insert number of money/items). The other player must then accept or decline within 36 hours, or it will be considered a crime.
224. If, for the purpose of a future rule, there is a division of a number by another number, and the result does not come out to a unit that the rule works with (which will usually be a whole number), the result will be rounded to the nearest unit, unless specified otherwise.
225. Folk may propose stuff while they got a proposal already goin' on. Da newerest proposed stuff be what folk is proposin' once when da new turn get itself done.
226. The G.M. may veto proposals on the basis of "too much math!"
227. If you sink another player's battleship, then half of their money total, rounded down, is transferred to you.