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Author Topic: A Game of Nomic: Turn 23: Game Over  (Read 16372 times)

Person

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Re: A Game of Nomic: Turn 5
« Reply #75 on: January 06, 2016, 12:30:59 pm »

Sorry about the delay. Here we are. Minimum to pass is 4 supporting votes.

Proposal 22: Players may propose Variants of existing Proposals by modifying some parts of said Proposal. If there is any disagreement the Judge is responsible for determining whether a proposed Variant is similar enough to the original Proposal to be classed as such. Variants are to be given a letter after the proposal number in the usual order (Proposal 18a, Proposal 18b, etc)
Where multiple variants of the same Proposal gain sufficient votes to pass only the Variant with the most votes Passes and the others Fail. In the case of a tie the Judge is to determine which passes by means of a coin flip, die roll or other unbiased and random method as they seem fit.
Proposing a Variant of an existing Proposal does not count as making a Proposal; as such the author of the original Proposal - not a specific Variant - counts as the proposer in all respects.

Proposer: TopHat

Supporting: TopHat(Counts as two) MonkeyMarkMario, Person, "Lord Uln 'Proposes Uselessness' the eighteenth"

Opposing: FallacyofUrist

Total: Passes 5 to 1.

Proposal 23: Whenever a proposal is passed, the player that proposed that proposal gains an amount of $ equal to 100(s-o), where s is the number of players who supported that proposal and o is the number of players that opposed that proposal.

Proposer: FallacyofUrist

Supporting: FallacyofUrist, Iiteum, Person, MonkeyMarkMario, TopHat

Opposing: No one.

Total: Passes 5 to 0.

Proposal 24: Players may choose to align themselves with the Ogre Pope, converting any current and future Elector Votes to Ogre Cardinals.  All Cardinal players win if the Ogre Pope wins an Ogre Papacy victory (at this point undefined).

Proposer: Iituem

Supporting: Iituem, TopHat

Opposing: MonkeyMarkMario, Person

Total: Does not pass 2 to 2.

Proposal 25:All players have a sash tied to their arm. The sash can be pulled off by another player if the puller is willing to forfeit receiving money for the turn. A new sash can be purchased for a cost equal to twice the amount players accrue money, if this varies then the cost is $1000.

Proposer: GameBoyBlue

Supporting: GameBoyBlue(counts as two)

Opposing: Person, MonkeyMarkMario, FallacyofUrist

Total: Does not pass 2 to 3.

Proposal 26: Remove rule 20.

Proposer: Person

Supporting: Person, MonkeyMarkMario, TopHat, "Lord Uln 'Proposes Uselessness' the eighteenth"

Opposing: No one.

Total: Passes 4 to 0.

Proposal 27:  Failed proposals make the person that proposed the proposal to lose 1 Imperial Elector Votes, with 0 being the minimum you can have.

Proposer: MonkeyMarkMario

Supporting: MonkeyMarkMario(Counts as two), Person, FallacyofUrist

Opposing: No one.

Total: Passes 4 to 0

Dollars and Holy Imperial Elector Votes will be updated accordingly shortly. Thank you for your patience.
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FallacyofUrist

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Re: A Game of Nomic: Turn 5
« Reply #76 on: January 06, 2016, 05:18:04 pm »

Indeed.
Proposal 28: When a proposal is passed, by default it takes effect at the start of the next turn. If stated within the proposal, it may take effect at some other time.
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Re: A Game of Nomic: Turn 5
« Reply #77 on: January 06, 2016, 05:37:21 pm »

I'm gonna spoil this for length, and also to reduce potential confusion about when my proposal ends.

Spoiler: Proposal 29 (click to show/hide)

Based on monetary gain alone, this is a zero sum game. If you don't know what that means, here's the gist of it. Over an infinite amount of games, you can expect to get 100 dollars back if you put 100 dollars in. No profit, no loss. However, one of the prizes are game tickets, which currently have no use. But in the future, they might! Wee. To be honest, I was considering making it not zero sum, but then I'm pretty sure no one would use it. Obviously making it a net gain out the gate would be a terrible idea, but making it mostly neutral, with a prize that currently has no value seems like a good way to start. The prizes the lottery contains, along with their quantity, can change at any time of course.

Also I support proposal 28. Why this is should be obvious.
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FallacyofUrist

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Re: A Game of Nomic: Turn 5
« Reply #78 on: January 06, 2016, 06:13:19 pm »

I would support proposal 29... but nowhere does it say that betting money spends it.

Proposal 29a: A lottery exists. Up to once per turn(per player), a player may spend(remove $) $ in increments of 100$ on the lottery. By default, a player is considered to have spent 0$ on the lottery at the start of a turn. Afterwards, it is permissible for the player in question to increase his/her bet(the amount spent) in increments of 100$. At the end of a turn, if a player spent/bet more than 0$ on the lottery, they receive one of the following things at random, with an equal chance of each. The result is decided by a fair method(as determined by the Judge, but the method used may be changed to some other method if a player other than the Judge states that they would like to change the method, and a supermajority(over two thirds) of the players agree). An 8-sided die with the numbers "1, 2, 3, 4, 5, 6, 7, 8" inscribed on it with one number per side, or the use of random.org are both fair methods, unless decided otherwise by a supermajority of players or the Judge and 2 other players. The Judge will post the roll for each player at the end of the turn, and benefits to individual players will be ascribed accordingly, based on the roll:
1: 0$
2: 0$
3: 0$
4: 0$
5: One game ticket for every 100$ spent on the bet.
6: Their bet(the amount spent) is returned to them.
7. Their bet is doubled and returned to them.
8. Their bet is multiplied by 5 and returned to them.

~~~
Longer, harder to understand, but less crazy.
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crazyabe

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Re: A Game of Nomic: Turn 5
« Reply #79 on: January 06, 2016, 06:27:39 pm »

I Support Proposal 29, more specifically its variant; Proposal 29a.
And I Support Proposal 28.
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Person

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Re: A Game of Nomic: Turn 5
« Reply #80 on: January 06, 2016, 06:31:59 pm »

Yeah, that's much better. I was having a lot of issues wording it and preventing loopholes, as is now obvious. I oppose proposal 29, and support proposal 29a. Thanks for the assistance.
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FallacyofUrist

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Re: A Game of Nomic: Turn 5
« Reply #81 on: January 06, 2016, 06:35:19 pm »

Much appreciated.
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MonkeyMarkMario

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Re: A Game of Nomic: Turn 5
« Reply #82 on: January 06, 2016, 10:09:27 pm »

Proposal 30: Players can now 'buy' land, $250 buys a plot of land. Players who own land get $50 income per plot, and the title landowner.

Support proposal 28
Oppose proposals 29, 29a
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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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Elephant Parade

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Re: A Game of Nomic: Turn 5
« Reply #83 on: January 06, 2016, 10:21:22 pm »

Proposal 31: Any player already opposing three or more proposals—and wishing to oppose another—must compose a poem insulting:

    1. The contents of the proposal
    2. The character of the proposer and/or the proposal's supporters
    3. A poem previously composed by the proposer
    4. Any combination of the above

Support, obviously.
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crazyabe

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Re: A Game of Nomic: Turn 5
« Reply #84 on: January 07, 2016, 08:03:27 am »

I support proposals 30 & 31.
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Person

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Re: A Game of Nomic: Turn 5
« Reply #85 on: January 07, 2016, 08:26:34 am »

I support proposals 30 and 31 as well, and I'm probably terrible at making poems.
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FallacyofUrist

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Re: A Game of Nomic: Turn 5
« Reply #86 on: January 07, 2016, 09:10:19 am »

I support Proposal 30, to give people a way of investing, but I oppose Proposal 31. Partially because I don't like punishments, partially because it implies that the poem must do all four of those things.
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Re: A Game of Nomic: Turn 5
« Reply #87 on: January 07, 2016, 09:37:09 am »

Why do I keep agreeing with you? I oppose proposal 31. I suppose I can't help it that you keep making good points.

As a side note, I might have noticed a somewhat small problem with variant proposals. Every single variant can cost/gain the original proposer money. With great care, one could propose a variant that is strictly worse, but argue as if it is better just to get someone more opposing votes.

Thought the more I think about it, that's actually not as big of a problem as I thought it was. Anyway I support proposal 29 just to make it not cost me money. I'm shameless like that, and since I brought this up no doubt someone will exploit it, and it might as well be me.
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FallacyofUrist

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Re: A Game of Nomic: Turn 5
« Reply #88 on: January 07, 2016, 09:40:13 am »

At the end of the turn, if a player spent more than 0$ on the lottery, they receive one of the following things at random, with an equal chance of each.
Just going to leave this here in case you might notice.
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FallacyofUrist

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Re: A Game of Nomic: Turn 5
« Reply #89 on: January 07, 2016, 09:52:53 am »

Actually proposals cannot take money from their proposers if they fail- the rule states the money change only occurs it it passes.
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