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Author Topic: A Game of Nomic: Turn 23: Game Over  (Read 16417 times)

Elephant Parade

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Re: A Game of Nomic: Turn 10: Alliances
« Reply #195 on: January 12, 2016, 12:34:04 am »

Elephant Parade did you read the update? Your proposal failed by a landslide, sorry.
That was TopHat's proposal, which I supported. My proposal was "Defining 'Active Player' For Future Legislation".

Edit: Also, I would appreciate commentary on my proposal; I think it'd be pretty useful, and nobody's acknowledged it yet: it has only my support, zero nays, and zero comments.
« Last Edit: January 12, 2016, 12:36:01 am by Elephant Parade »
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MonkeyMarkMario

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Re: A Game of Nomic: Turn 10: Alliances
« Reply #196 on: January 12, 2016, 12:44:39 am »

Oops :o didn't pay attention to the proposers just who was adamant about them. :-[ In other words yous did by a landslide.
oh and:
Support Proposal 52
I'm sure I will regret this later but I like the idea of getting rid of obsolete rules.
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My Forum game(s):
Hahaha, ya right

Any future games will be simpler in nature, I have a bad habit of biting off more than I can chew. Also hoping for more players in them.

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Person

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Re: A Game of Nomic: Turn 10: Alliances
« Reply #197 on: January 12, 2016, 08:58:35 am »

Its already possible to get rid of old rules, but the fact that this wouldn't be a proposal intrigues me.
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FallacyofUrist

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Re: A Game of Nomic: Turn 10: Alliances
« Reply #198 on: January 12, 2016, 09:20:27 am »

Proposal 52a - Defining Rules for the Removal of Old Proposals-But Somewhat Nerfed: A player (hereafter "the vote-caller") may call a vote to abolish a rule, if they did not do so the previous turn. The vote is handled near-identically to a proposal vote; for clarity, players should use the words abolish and keep to support and oppose the removal of the proposal, respectively. If the vote passes(there are more abolish votes than keep votes for the abolishment, and at least 3 players are voting to abolish the rule in question), the rule is removed at the end of the turn; if it fails, the vote-caller may not attempt to abolish the same rule for three turns, moreover, this also applies to any players in an Alliance with the vote-caller. Abolishing a rule does not reward the vote-caller with money or Imperial Electorate Votes. The format for calling a vote is below:

Quote
Abolish X - Proposal Name: Rationale
Including a rationale is mandatory. Abolishing is entirely separate from proposing, and does not use up your proposal for the turn, regardless of the vote's result. However, any given player can only attempt to abolish one rule per turn.
Any given rule cannot be abolished until at least 7 turns have passed since it was created.
At any time before the end of a turn, the Judge or the Holy Emperor may say "I veto Abolish X!" in thread to cause that abolishment(the one with the number X) to count as failed(not passed) at the end of the turn regardless of the number of abolish and keep votes on it.

I support Proposal 52a and oppose all other variants of Proposal 52, in addition to Proposal 52 itself.

I oppose Proposal 51.

A poem, if necessary:

It is, a proposal, that is bad.
Definitely, definitely not rad.

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Elephant Parade

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Re: A Game of Nomic: Turn 10: Alliances
« Reply #199 on: January 12, 2016, 10:53:19 am »

I strongly disagree with the seven-turn minimum; what if a law passes with some kind of horrifying loophole? I don't have time to type up a 52b, unfortunately—maybe next turn.

Oh, and the Holy Emperor still shouldn't have power, since the election process is still horribly broken.

Oppose 52a.
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FallacyofUrist

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Re: A Game of Nomic: Turn 10: Alliances
« Reply #200 on: January 12, 2016, 10:58:41 am »

I strongly disagree with the seven-turn minimum; what if a law passes with some kind of horrifying loophole? I don't have time to type up a 52b, unfortunately—maybe next turn.
Then we make a proposal to deal with it.
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Person

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Re: A Game of Nomic: Turn 10: Alliances
« Reply #201 on: January 12, 2016, 11:58:36 am »

Turn is in progress as of now due to irl stuff delaying me. Also, note that abolishing a proposal would not lead to any changes in the rules. Abolishing a rule does, but all abolishing a proposal would do is get rid of a proposal in the current turn. At least, I think so anyway.
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Re: A Game of Nomic: Turn 11: Abolishing Allowed
« Reply #202 on: January 12, 2016, 01:48:59 pm »

Proposal 50 - 'New Markets': Players may invest any amount of cash divisible by 100 on 'Stock'. 'Stock' randomly increases and decreases the value of what has been Invested into it over 7 days. Players can remove their Investments from the 'Stock' at any time, gaining what it has changed into, but can't buy another Investment later. The 'Stock' roll on the table below to see how they change. At the end of the seven day period all investments return to the player that made them. at the end of the period the judge gets 1/100 of any remaining investments.
Code: [Select]
1:Price Drop, Divide Investments by 10.
2:Price Drop, Divide Investments by 5.
3:Price Drop, Divide Investments by 2.
4:Stock Crash, Reduce all investments to 100 or 0 if at / lower then 100.
5:Price raise, multiply Investments by 1.5.
6:Level, Investments stay the same.
7:Price raise, Multiply investments by 2.
8:Level, Investments stay the same.
9:Price raise, Multiply investments by 5.
10:Price Boom, Multiply investments by 100.

Proposer: "Lord Uln 'Proposes Uselessness' the eighteenth"
Supporting: "Lord Uln 'Proposes Uselessness' the eighteenth", MonkeyMarkMario
Opposing: Elephant Parade
Total: Does not pass 2 to 1

"Lord Uln 'Proposes Uselessness' the eighteenth" Gains $100 and 1 Holy Imperial Elector Vote.

Proposal 51 - Vassals: Players with a higher title(related to land) then other players can offer Vassalage to them. Each Vassal counts as: .2 votes; gives a % of their income to their Liege(No less then 1 and no more then 50) that is decided by the Liege Before the vassalage; as an alliance but is unrelated to them.
Maximum of vassals is a variable composed of: (your land/2 - number of players*10) This is to keep people from having too many vassals.

Proposer: MonkeyMarkMario
Supporting: MonkeyMarkMario
Opposing: Elephant Parade, FallacyofUrist
Total: Does not pass 1 to 2

Proposal 52 - Defining Rules for the Removal of Old Proposals: A player (hereafter "the vote-caller") may call a vote to abolish a proposal, if they did not do so the previous turn. The vote is handled near-identically to a proposal vote; for clarity, players should use the words abolish and keep to support and oppose the removal of the proposal, respectively. If the vote passes, the proposal is removed at the end of the turn; if it fails, the vote-caller may not attempt to abolish the same proposal for three turns, though other players are free to. Abolishing a proposal does not reward the vote-caller with money or Imperial Electorate Votes. The format for calling a vote is below:

Quote
Abolish X - Proposal Name: Rationale
Including a rationale is mandatory. Abolishing is entirely separate from proposing, and does not use up your proposal for the turn, regardless of the vote's result.

Proposer: Elephant Parade
Supporting: Elephant Parade, MonkeyMarkMario
Opposing: FallacyofUrist
Total: Passes 2 to 1

Elephant Parade gains $100 and 1 Holy Imperial Elector Vote.

Proposal 52a - Defining Rules for the Removal of Old Proposals-But Somewhat Nerfed: A player (hereafter "the vote-caller") may call a vote to abolish a rule, if they did not do so the previous turn. The vote is handled near-identically to a proposal vote; for clarity, players should use the words abolish and keep to support and oppose the removal of the proposal, respectively. If the vote passes(there are more abolish votes than keep votes for the abolishment, and at least 3 players are voting to abolish the rule in question), the rule is removed at the end of the turn; if it fails, the vote-caller may not attempt to abolish the same rule for three turns, moreover, this also applies to any players in an Alliance with the vote-caller. Abolishing a rule does not reward the vote-caller with money or Imperial Electorate Votes. The format for calling a vote is below:

Quote
Abolish X - Proposal Name: Rationale
Including a rationale is mandatory. Abolishing is entirely separate from proposing, and does not use up your proposal for the turn, regardless of the vote's result. However, any given player can only attempt to abolish one rule per turn.
Any given rule cannot be abolished until at least 7 turns have passed since it was created.
At any time before the end of a turn, the Judge or the Holy Emperor may say "I veto Abolish X!" in thread to cause that abolishment(the one with the number X) to count as failed(not passed) at the end of the turn regardless of the number of abolish and keep votes on it.

Due to variant rules, Elephant Parade counts as this proposal's proposer.
Supporting: FallacyofUrist
Opposing: Elephant Parade
Total: Does not pass 1 to 1

The FallacyofUrist-Person Alliance has formed.

The Lottery: This shows the bets of every player that uses it in one place, for much the same reason as I have the proposals in this post. The lottery requires bets in increments of $100. That's FallacyofUrist and MonkeyMarkMario don't have bets here.

Person: $0
Iituem: $0
Sensei: $0
"Lord Uln 'Proposes Uselessness' the eighteenth": $500 Rolled 7. $1000 gained. (What is with this luck? I think I need my dice checked.)
FallacyofUrist: $0
TopHat: $0
MonkeyMarkMario: $0
Elephant Parade: $0

The Bank: Each player has an account here. I'm putting Alliance Accounts here too for conveniance, though I'm not sure if they're really a part of the bank or not. for the purpose of multipliers, I'm assuming they aren't.

Person: $203.818 (.202 added to alliance account.)
Iituem: $0
Sensei: $0
"Lord Uln 'Proposes Uselessness' the eighteenth": $2035.2005
FallacyofUrist: $0
TopHat: $0
MonkeyMarkMario: $611.05
Elephant Parade: $204.02

Total: $3054.0885
Current Multiplier: 1.01

FallacyofUrist-Person Alliance Account: .202+190+195=395 (rounded down)

Player Statuses:

Person: A player. The judge. Holds the title of Lord. 28 plots of land. $1710. 4 Holy Imperial Elector Votes. Extra Votes: 2.8 Achievements: Extra Vote
Iituem: A player.  $4000. 0 Holy Imperial Elector Vote.
Sensei: A player.  $4000. 1 Holy Imperial Elector Vote.
crazyabe: A player. Holds the title of "Lord Uln 'Proposes Uselessness' the eighteenth". Holds the title of Lord. 19 plots of land. $2550. 2 Holy Imperial Elector Votes. Extra Votes: 1.9 Achievements: Extra Vote
FallacyofUrist: A player. Holds the title of landowner. 29 plots of land. $1805, 1 Holy Imperial Elector Vote. Extra Votes: 2.9 Achievements: Extra Vote
TopHat: A player. Holds the title of landowner. 8 plots of land.  $2100. 3 Holy Imperial Elector Votes. Extra Votes: .8
MonkeyMarkMario: A player. Holds the title of Lord. 20 plots of land. $1700. 2 Holy Imperial Elector Votes.  Extra Votes: 2.0 Achievements: Extra Vote
Elephant Parade: A player. Holds the title of Lord. 18 plots of land. $1600. 4 Holy Imperial Elector Votes.  Extra Votes: 1.8 Achievements: Extra Vote
« Last Edit: January 12, 2016, 04:49:55 pm by Person »
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TopHat

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Re: A Game of Nomic: Turn 11: Abolishing Allowed
« Reply #203 on: January 12, 2016, 01:54:34 pm »

I offer to join Elephant Parade's Those Who Stand Against Santa.
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FallacyofUrist

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Re: A Game of Nomic: Turn 11: Abolishing Allowed
« Reply #204 on: January 12, 2016, 02:38:46 pm »

It's worth noting, Person, that since Abolishments are not Proposals, you are permitted to vote on them.

Proposal 53 - Reality Warp: At any time during a turn, the Judge may Reality Warp to make something true(of his/her choice) within this game. This cannot be used to modify/supersede/override this rule in any way. The Reality Warp may be cancelled if a supermajority of players wish it to be so, and/or a majority of players plus the Holy Emperor, at which point the Judge will be unable to Reality Warp for the remainder of the turn.

I also buy as many plots of land as I can, putting the rest into the lottery.

Person, how does "Rules Lawyers" sound for our Alliance name?
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crazyabe

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Re: A Game of Nomic: Turn 10: Alliances
« Reply #205 on: January 12, 2016, 04:42:57 pm »

MMM supported my proposal so when did he oppose it?
Support Proposal 50
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Person

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Re: A Game of Nomic: Turn 11: Abolishing Allowed
« Reply #206 on: January 12, 2016, 04:44:53 pm »

Ah yes, that is true isn't it. As for the alliance name, I agree with it. To be honest, it feels weird that the Judge is allowed to be part of an Alliance, given that we've been reinforcing the neutrality of the position with a couple rules, but hey.

Anyway, it is time I made a proposal once more, because damn it I keep forgetting to do that. Those $1000 extra proposals are starting to look fairly inexpensive at this point.

Proposal 54 - The Beckoning: At any time player can sacrifice(remove $) money. This sacrificed money goes into a special storage area known as The Vault of Nig-hac'thaa. For every $100 stored in The Vault of Nig-hac'thaa, there is a 1% chance that at 17:00 (5:00 PM) eastern standard time, Nig-hac'thaa (henceforth known as HE) COMES. When HE COMES, HE chooses a random active player from among those who have CALLED HIS WRATH. (Any player that has ever sacrificed money) To that player, he offers a DECISION via private message. Should a player desire the results of this DECISION, they must reply in the affirmative. If they do not, except where stated otherwise, nothing happens.
Afterward, HE gains a position as a player for the rest of the game, voting at random AS HE WILLS IT on all proposals from now on. (HE Supports or opposes every proposal make henceforth. 50% chance of either option.) The Vault of Nig-hac'thaa becomes a part of HIS player status. If HE would lose this game, then instead, HE wins, ending the game. The sole exception is if HE forfeits as a result of DECISION 8.
A list of DECISION's follows.
Quote
1: You gain no income next turn. "You are not deserving of my power. A mere glimpse of my visage is reward enough." This DECISION occurs regardless of whether the player replies in the affirmative.
2: HE condemns a specified proposal. It gains an opposing vote that has UNIMAGINABLE POWER from HIM, preventing that proposal from passing along with any others that proposer has proposed this turn. "This realm sickens me. It is far too orderly for my liking."
3: HE supports a specified proposal. The chosen proposal must have been made before HE contacted that player. That proposal gains supporting votes from every player in the game. These votes cannot be changed or removed. "They are but slaves to my power."
4: HE grants you great material wealth. Choose one of the following: a. Next turn your income is multiplied by 2, just once. b. Gain 10 of any of the following: Holy Imperial Elector Votes, Plots of Land, or Game Tickets. c. Remove 5% of the total money in the bank evenly distributed from each account with more than $0 in it, and add it to a chosen player's bank account. "You have given me a body. For that, your own body should be rewarded."
5: HE grants you a portion of his WRATH. You can remove any one rule not in the initial set from the game. This power lasts until you use it, but once you do a single time, it fades away. "For a brief moment, you will become as my avatar in this world."
6: HE carves off a fragment of HIS being, granting you a Staff of Apotheosis. With this staff, once every 5 turns that player can call HIM forth to make a DECISION. If a player receives this result after they have a Staff of Apotheosis, it is removed. In that event, for the next 3 turns that player can receive no money from any source. "I will allow you to truly command me for a time. But be warned. Abuse of my power will not come lightly." This DECISION occurs regardless of whether the player replies in the affirmative.
7: HE carves off a fragment of HIS being, placing a SPAWN OF THE BEAST into play. At the start of each turn This SPAWN OF THE BEAST will remove 50% of a random active player's income and add it to The Vault of Nig-hac'thaa, but only if that player did not sacrifice at least $250 last turn. If this result occurs after a SPAWN OF THE BEAST is in play, then HE instead removes a chosen player's income next turn, and adds it the The Vault of Nig-hac'thaa. This DECISION occurs regardless of whether the player replies in the affirmative. "They will come to fear me, and rightfully so."
8: HE moves on from this world, and so too does this rule. As a player, this counts as HIM forfeiting. If any player's are in possession of a Staff of Apotheosis, they are removed. The SPAWN OF THE BEAST is also removed from play. This result cannot occur until at least 10 other DECISION's have been made, including one of each result. This DECISION occurs regardless of whether the player replies in the affirmative.
Afterward the DECISION is made, all money stored in The Vault of Nig-hac'thaa is removed.

I have no idea what I was thinking here. It sort of spiraled out of control after I came up with the idea of "Let's summon an eldritch abomination guys!" The name was shamelessly made with a random generator, and a few modifications of my own after I had something that sounded about right. If you think it sounds too strong, keep in mind the low chance of it happening, combined with the fact that some of those options aren't exactly good things. Also I'm the one doing the private message thing, if that wasn't clear. Someone else would do it if they were the judge though.
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Person

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Re: A Game of Nomic: Turn 11: Abolishing Allowed
« Reply #207 on: January 12, 2016, 04:46:01 pm »

Oh damn he did didn't he. How did I make that mistake? Edit: Okay, I've fixed it. Luckily that was a fairly simple fix. Sorry about that.
« Last Edit: January 12, 2016, 04:50:50 pm by Person »
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Please don't let textbooks invade Bay12.
The Conquistadors only have the faintest idea of what the modern world is like when they are greeted by two hostile WWI Veterans riding on a giant potato; Welcome to 2016.

crazyabe

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Re: A Game of Nomic: Turn 11: Abolishing Allowed
« Reply #208 on: January 12, 2016, 04:58:06 pm »

I BUY 9 PIECES OF LAND & ADD ALL THAT REMAINS TO MY BANK ACCOUNT.

I SUPPORT PROPOSALS 53 & 54.
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Elephant Parade

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Re: A Game of Nomic: Turn 11: Abolishing Allowed
« Reply #209 on: January 12, 2016, 07:03:27 pm »

Support 53 and 54. Buy as much land as possible; add all remaining funds to bank account.

I'm not sure that either of us got the format quite right, TopHat, but the intent is clear. Just in case: I offer to form an alliance with TopHat.
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