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Author Topic: Nomic - (Game Died Due to Natural Causes)  (Read 16376 times)

quinnr

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Re: Nomic - A mutable rules game
« Reply #270 on: June 03, 2013, 12:53:51 am »

Okay, late night tally time! All players lose two money. All players with commercial buildings gain money. Timferius, Playergamer, Scelly9, RAM, all gain 5 money. Some theme songs are set.

Playergamer builds a com. building.

343 passes after time. (Proposed by RAM)

No proposals this period.
« Last Edit: June 03, 2013, 01:05:52 am by quinnr »
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Scelly9

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Re: Nomic - A mutable rules game
« Reply #271 on: June 03, 2013, 03:06:00 am »

Buy 2 commercial buildings.
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RAM

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Re: Nomic - A mutable rules game
« Reply #272 on: June 03, 2013, 05:56:37 am »

I buy 1 Residential building.

I propose that 219 be renumbered to 122 and made immutable.
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timferius

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Re: Nomic - A mutable rules game
« Reply #273 on: June 03, 2013, 07:06:30 am »

Buy 1 residential buidling
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Person

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Re: Nomic - A mutable rules game
« Reply #274 on: June 03, 2013, 04:16:24 pm »

Submit Themesong: Harry Enfield: loadsamoney
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Playergamer

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Re: Nomic - A mutable rules game
« Reply #275 on: June 03, 2013, 10:19:58 pm »

Build 1 Commercial Building

Proposal: 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.

(Feels longer then it is)
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RAM

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Re: Nomic - A mutable rules game
« Reply #276 on: June 03, 2013, 10:32:31 pm »

Does production accumulate with time? Or is it set at a constant level...
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timferius

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Re: Nomic - A mutable rules game
« Reply #277 on: June 04, 2013, 06:48:19 am »

Does production accumulate with time? Or is it set at a constant level...

Well, the intent was it being at a level like manpower, but it appears I forgot to clarify that one.


Ammendment 220
220. Proposal 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 temporairly reduced until the time of tally, once tally occurs, both pools go back up to their limit

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RAM

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Re: Nomic - A mutable rules game
« Reply #278 on: June 04, 2013, 07:58:48 am »

Build 1 Commercial Building

Proposal: 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.

(Feels longer then it is)
I would advocate that this be amended to better illustrate its interaction with production. though the amendment to 220 should also clarify this.
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quinnr

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Re: Nomic - A mutable rules game
« Reply #279 on: June 04, 2013, 10:21:54 pm »

All players lose 2 money. Some players gain money from commercial buildings.

Quote
Proposal 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 temporairly reduced until the time of tally, once tally occurs, both pools go back up to their limit
344

Quote


Proposal: 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.
345

Quote
propose that 219 be renumbered to 122 and made immutable.
346
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RAM

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Re: Nomic - A mutable rules game
« Reply #280 on: June 04, 2013, 11:31:13 pm »

For 344, 345, 346
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Person

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Re: Nomic - A mutable rules game
« Reply #281 on: June 05, 2013, 05:26:19 am »

For 344.
For 345.
For 346.
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Playergamer

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Re: Nomic - A mutable rules game
« Reply #282 on: June 05, 2013, 04:15:52 pm »

For 344
For 345
For 346
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Scelly9

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Re: Nomic - A mutable rules game
« Reply #283 on: June 05, 2013, 04:58:09 pm »

For 344
For 345
For 346
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quinnr

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Re: Nomic - A mutable rules game
« Reply #284 on: June 07, 2013, 08:06:23 pm »

Tally time! All players lose 3 money. Players gain money from their commercial buildings. Scelly9, Playergamer, Person, Ram gain 5 money. 344, 345, 346 pass. No proposals to vote.

The merchant will come in 4 days.
« Last Edit: June 07, 2013, 08:11:31 pm by quinnr »
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