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Author Topic: A Game of Nomic: Turn 23: Game Over  (Read 16331 times)

FallacyofUrist

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Re: A Game of Nomic: Turn 17
« Reply #375 on: January 18, 2016, 08:45:30 pm »

The mafia mafiakilled last turn. Therefore, both of them were present to confirm that they wanted "Lord Uln "Proposes Uselessness" the eighteenth" dead.
That excludes Sensei, and possibly Iituem.

Also, it's MYLO.
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Re: A Game of Nomic: Turn 17
« Reply #376 on: January 19, 2016, 08:28:16 am »

Iituem has officially forfeited.
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FallacyofUrist

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Re: A Game of Nomic: Turn 17
« Reply #377 on: January 19, 2016, 09:58:01 am »

... and you're not required to tell us if he was town or mafia.
I'm betting he was town, though.
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FoU has some twisted role ideas. Screw second-guessing this mechanical garbage spaghetti, I'm basing everything on reads and visible daytime behaviour.

Would you like to play a game of Mafia? The subforum is always open to new players.

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Re: A Game of Nomic: Turn 18
« Reply #378 on: January 19, 2016, 11:30:03 am »

Well uh. This is turn 18 I guess. Not much really happened last turn.

Everyone gets one unit of their native resource.
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Gwolfski

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Re: A Game of Nomic: Turn 18
« Reply #379 on: January 19, 2016, 02:40:09 pm »

I have an idea, really good one, but you all have to wait!!! oh, and ptw! this sure is fun to watch!
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Re: A Game of Nomic: Turn 19: Someone Do Something
« Reply #380 on: January 20, 2016, 11:59:33 am »

Turn 19 Everyone. So uh, next turn things can happen in the mafia. Something something resources. Why is this dead all of a sudden?
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TopHat

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Re: A Game of Nomic: Turn 19: Someone Do Something
« Reply #381 on: January 20, 2016, 01:37:05 pm »

Sorry about my absence, been busy the past couple of days.

Proposal 85 - Fixing a few things:
- Remove rule 36.
- Amend Rule 45 to read the following:
Quote
45: 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, the rule is removed at the end of the turn; if it fails, the vote-caller may not call a vote to abolish the same proposal for three turns, though other players are free to. 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 - successfully leading a vote to abolish a rule does not count as making a passed proposal
- amend the third paragraph of rule  56, "the judge cannot be killed", to read: "the judge cannot be town or mafia under any circumstances. Any rule or circumstance which would cause this to occur is ignored."
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crazyabe

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Re: A Game of Nomic: Turn 19: Someone Do Something
« Reply #382 on: January 20, 2016, 01:49:24 pm »

I Support proposal 85.
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Re: A Game of Nomic: Turn 19: Someone Do Something
« Reply #383 on: January 20, 2016, 02:39:00 pm »

By the way, there is uh. Something I've noticed. Since the mafia kill can be done at any time, assuming the day is divisible by 4 of course, unless the rules are changed there will literally be no time to lynch someone, and once the mafia kills a townie of their choice, they'll win. So this is sort of a guaranteed win for the current mafia once tomorrow begins. Good thing that wouldn't make them win the whole Nomic anymore, eh?

Anyway, time for a proposal.

Proposal 86-New Economy: For each unique resource a player has in their status, they receive a unit of Commerce at the end of the turn.  Any player attempting to spend Commerce must state what they spend that Commerce on. For example, spending 30 Commerce doesn't give you the increase to maximum tokens and an extra proposal. Each spending of commerce is an isolated occurrence, so a player can only receive one of these benefits. Commerce can currently be spent on the following purposes.
10 commerce: Gain an extra unit of any resource you currently have more than 0 of in your status.
20 commerce: Gain 1 token.
30 commerce: Increase the maximum number of tokens you can own by 2 permanently.
30 commerce: You may make an extra proposal this turn, regardless of any rules that state otherwise.
40 commerce: Change a single unit of one of the resources you own more than 0 of into any other valid resource.
50 commerce: Destroy 5 resources that are possessed by a player of your choice.
75 commerce: Create an experimental laboratory. At the end of each turn, an experimental laboratory adds 1 unit of a resource chosen at random to the player status of the player that owns that laboratory. This explicitly includes all resources, including resources not native to that player. Experimental laboratories are classified as a Building.
75 commerce: Half of a chosen player's tokens are removed from their status. This rounds to the nearest whole number.
100 commerce: Remove up to 5 resources of any type from a chosen player's status, and add them to your own. This is considered theft.
100 commerce: Gain the title of entrepreneur. Entrepreneurs gain 10% more commerce from all sources except for theft.
500 commerce: You win the Nomic. A win in this manner is known as an economical victory.
If a rule mentions "spending" Commerce, or an approximation, it is assumed that the player may only spend Commerce present in their status. The Commerce is removed from their status once spent. A player can not have less than 0 Commerce, or less than 0 of any resource.



500 commerce is an absurd number by the way. I agree that the addition of commerce (and the idea of resources as a whole) advantage earlier players more, but that is the case with all such things in Nomic. Anyway suffice to say that it'd take 50 turns to attain at 10 unique resources per turn, which would be quite the accomplishment to obtain. If you don't like this rule, I'm also proposing a variant that removes that option. Plus, consider that players have to trade resources willingly. Experimental Laboratories will only go so far. The rules on spending commerce are as ironclad as I could make them. Someone MIGHT find an exploit, but it shouldn't be too severe.



Proposal 86a-Alternative New Economy: For each unique resource a player has in their status, they receive a unit of Commerce at the end of the turn.  Any player attempting to spend Commerce must state what they spend that Commerce on. For example, spending 30 Commerce doesn't give you the increase to maximum tokens and an extra proposal. Each spending of commerce is an isolated occurrence, so a player can only receive one of these benefits. Commerce can currently be spent on the following purposes.
10 commerce: Gain an extra unit of any resource you currently have more than 0 of in your status.
20 commerce: Gain 1 token.
30 commerce: Increase the maximum number of tokens you can own by 2 permanently.
30 commerce: You may make an extra proposal this turn, regardless of any rules that state otherwise.
40 commerce: Change a single unit of one of the resources you own more than 0 of into any other valid resource.
50 commerce: Destroy 5 resources that are possessed by a player of your choice.
75 commerce: Create an experimental laboratory. At the end of each turn, an experimental laboratory adds 1 unit of a resource chosen at random to the player status of the player that owns that laboratory. This explicitly includes all resources, including resources not native to that player. Experimental laboratories are classified as a Building.
75 commerce: Half of a chosen player's tokens are removed from their status. This rounds to the nearest whole number.
100 commerce: Remove up to 5 resources of any type from a chosen player's status, and add them to your own. This is considered theft.
100 commerce: Gain the title of entrepreneur. Entrepreneurs gain 10% more commerce from all sources except for theft.
If a rule mentions "spending" Commerce, or an approximation, it is assumed that the player may only spend Commerce present in their status. The Commerce is removed from their status once spent. A player can not have less than 0 Commerce, or less than 0 of any resource.
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crazyabe

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Re: A Game of Nomic: Turn 19: Someone Do Something
« Reply #384 on: January 20, 2016, 02:52:21 pm »

I Support proposal 86a.
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FallacyofUrist

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Re: A Game of Nomic: Turn 19: Someone Do Something
« Reply #385 on: January 20, 2016, 04:42:40 pm »

I support Proposal 86.

Alternatively, Proposal 87 - Everybody wins: All players win the game as soon as this proposal is passed.
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Re: A Game of Nomic: Turn 19: Someone Do Something
« Reply #386 on: January 20, 2016, 04:49:25 pm »

If somehow that passes and the game ends, would anyone be interested in another game, maybe with a fresh start? The initial rules I had here were more problematic than I was expecting. Forum probably isn't the best format for this, but this has been a good run in my opinion.
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NAV

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Re: A Game of Nomic: Turn 19: Someone Do Something
« Reply #387 on: January 20, 2016, 04:50:49 pm »

Support proposal 87
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FallacyofUrist

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Re: A Game of Nomic: Turn 19: Someone Do Something
« Reply #388 on: January 20, 2016, 04:52:12 pm »

If somehow that passes and the game ends, would anyone be interested in another game, maybe with a fresh start? The initial rules I had here were more problematic than I was expecting. Forum probably isn't the best format for this, but this has been a good run in my opinion.
I would agree. But I would prefer something like this, but different- an RTD deathmatch/god game/strategy board game/some other sort of game with rules defined by a Nomic game running parallel.
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FoU has some twisted role ideas. Screw second-guessing this mechanical garbage spaghetti, I'm basing everything on reads and visible daytime behaviour.

Would you like to play a game of Mafia? The subforum is always open to new players.

crazyabe

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Re: A Game of Nomic: Turn 19: Someone Do Something
« Reply #389 on: January 20, 2016, 04:53:11 pm »

Proposal 88 - Crazyabe's Instant Auto reset Feature: If this game of Nomic has one or more winners, They win the game then the game resets to the base rules.
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