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Author Topic: A Game of Nomic: Turn 23: Game Over  (Read 16409 times)

Person

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Re: A Game of Nomic: Turn 7: The end of the war on Edit Terrorism
« Reply #135 on: January 08, 2016, 08:08:30 pm »

Just to let you know, proposal 40 sorta already exists as a rule for the most part. I mean its still a valid proposal, but I'm just not sure what this accomplishes. How does making that proposal take effect at the start of the game work? Retro-activity is just the kind of thing we were try to avoid, right?

30: 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.

Anyway, here's my own probably flawed proposal.

Proposal 41: There exists a bank. The bank is an entity separate from all players. Players can store any amount of money in the bank at any time, drawing from their own money. Players put money in the bank by removing it from their ownership, and adding it to the bank. Each player has a separate account in the bank, which by default contains $0. A player can only withdraw money once per turn, and only then up to 90% of their account, unless their account contains less than $2,500. Withdrawing money from the bank is done by removing it from the bank, and adding it to their ownership. You can't withdraw more money than you have in the bank. At the end of a turn, the money in each account in the bank gets increased by 5%, plus another additive 1% for every $10,000 stored in every account combined. (This is done by multiplying the account by x(1.01+0.01y), where x is the account in question, and y is the amount of money stored in every account divided by 25,000, and rounded down to the nearest whole number. The end result is also rounded down to the nearest whole number. This increase is known as interest, and it counts as a form of income. The maximum multiplier that can be applied as interest is 1.21 times, and all higher multipliers in relation to applying interest to accounts in the bank are to be treated as 1.21.

(At $25,000 money stored, the multiplier is 1.02 times. At $250,000 stored the multiplier 1.11 times. It doesn't really get out of hand until then, which is why I cap the multiplier at 1.21, or $500,000. Seriously, a 20% increase per turn might not even be possible to SPEND. So if we start getting close to that point, I recommend players start proposing things that are worth the absurd prices they'd have to be.)
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Person

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Re: A Game of Nomic: Turn 7: The end of the war on Edit Terrorism
« Reply #136 on: January 08, 2016, 08:24:28 pm »

Also, being the madman with power that I am(sarcasm), I use 4 Holy Imperial Elector Votes to elect myself, Person as Holy Emperor. *Evil Laughter*. Now the only way for my bid for nonexistent power to fail is for the remaining players with 1 vote apiece (all two of you) to spend their votes on FallacyofUrist, forcing me to spend my remaining to votes on mysef, making this vote a tie, and making it even more pointless than it already is. *More Evil Laughter*.

Anyway if this fails no one will have any Holy Imperial Elector Votes left, except the people who end up gain them from proposals at the end of this turn. Either way, I've achieved my goal kind of? It was kind of a nebulous goal in the first place so I have no idea what this will accomplish.
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crazyabe

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Re: A Game of Nomic: Turn 7: The end of the war on Edit Terrorism
« Reply #137 on: January 08, 2016, 08:24:32 pm »

I Support Proposals 41, 37, & 39.
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crazyabe

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Re: A Game of Nomic: Turn 7: The end of the war on Edit Terrorism
« Reply #138 on: January 08, 2016, 08:28:32 pm »

I STICK MY 1 VOTE ON MYSELF TO BE Emperor
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Person

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Re: A Game of Nomic: Turn 7: The end of the war on Edit Terrorism
« Reply #139 on: January 08, 2016, 08:42:54 pm »

Now that I think about it more, I'm not sure anyone has a "clear majority". It really all depends on what we consider a clear majority in regards to becoming holy emperor. If someone had more than 4 votes we'd have a plurality(one player has more votes than any other), but is that enough? Probably not. There's 12 votes cast, and no one has 7 of them on them. Even if I spent my remaining 2 votes on myself or FallacyofUrist, that would make 6 out of 14 votes, when now 8 are required. Even someone adding a vote to that pile would just make it 7 out of 15, and that's still not the more than half that a clear majority would constitute. So clearly I've declared victory too early, and in poor taste at that. Ah well, such is the result of sleep deprivation. At least I can take solace in the fact that while I didn't win, I made sure everyone else lost too. Holy Imperial Elector Votes can't be changed once spent either, too. So there's no way out of this situation.
« Last Edit: January 08, 2016, 08:46:24 pm by Person »
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Elephant Parade

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Re: A Game of Nomic: Turn 7: The end of the war on Edit Terrorism
« Reply #140 on: January 08, 2016, 09:08:04 pm »

Actually, in addition to that one plot I bought, I'm going to purchase as many as I can—which is probably one.
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FallacyofUrist

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Re: A Game of Nomic: Turn 7: The end of the war on Edit Terrorism
« Reply #141 on: January 08, 2016, 11:23:12 pm »

30: 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.
(At $25,000 money stored, the multiplier is 1.02 times. At $250,000 stored the multiplier 1.11 times. It doesn't really get out of hand until then, which is why I cap the multiplier at 1.21, or $500,000. Seriously, a 20% increase per turn might not even be possible to SPEND. So if we start getting close to that point, I recommend players start proposing things that are worth the absurd prices they'd have to be.)
These two things are of importance to me. One. Whoops, I missed rule 30. And now I can't make another proposal. And I'm going to lose an Elector vote on top of that. Hold on- I'll edit my post containing the- dangit, that would do some vote negation. Dangit.
By the way, did you ever specify if a vote gained via buying it is permanent?
One more thing: Money invested in land already grows at 20%.
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MonkeyMarkMario

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Re: A Game of Nomic: Turn 7: The end of the war on Edit Terrorism
« Reply #142 on: January 09, 2016, 01:24:33 am »

Support Proposal 41
Oppose Proposal 38, 39, 40

The bank is a good idea.
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Elephant Parade

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Re: A Game of Nomic: Turn 7: The end of the war on Edit Terrorism
« Reply #143 on: January 09, 2016, 01:34:32 am »

Support Proposal 41
Oppose Proposal 38, 39, 40

The bank is a good idea.
Why do you hate names and fun?

Oppose 41. It looks to me like it'll snowball funds too much—plots are bad enough.
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Elephant Parade

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Re: A Game of Nomic: Turn 7: The end of the war on Edit Terrorism
« Reply #144 on: January 09, 2016, 01:36:28 am »

The problem with the Holy Imperial Emperor position is that, since there's only one, there's only one person with reason to support imperial benefits—and the game is a democracy! People might use it as a tiebreaker or whatever, but I feel like it's mostly just going to be a prestige thing.

Also, I support 39, obviously.
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Person

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Re: A Game of Nomic: Turn 8: Banks and Landowning
« Reply #145 on: January 09, 2016, 10:21:50 am »

Well, let's get on with it then.

Proposal 37: Each plot of land someone has gives them and extra .1 vote/per plot. Players with 10+ plots now gain the achievement Extra vote.

Proposer: MonkeyMarkMario

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

Opposing: Elephant Parade

Total: Passes 2 to 1

MonkeyMarkMario gains $100 and 1 Holy Imperial Elector Vote.

Proposal 38: The Judge will now be referred to as eythier "Jyggalag" or "The God Of Balance" when the word Judge or their name would normally be used.

Proposer: "Lord Uln 'Proposes Uselessness' the eighteenth"

Supporting: "Lord Uln 'Proposes Uselessness' the eighteenth", Elephant Parade

Opposing: FallacyofUrist, MonkeyMarkMario

Total: Does not pass 2 to 2

Proposal 39: All proposals must include a name, preferably separated from the number by a dash. Note that this exact format is not required—it would be unfair if a proposal was made invalid by bad formatting. This is intended to make it easier to refer to them. An example of the format is included below:

Quote
Proposal 999 - Example Proposal:

Proposer: Elephant Parade

Supporting: Elephant Parade, "Lord Uln 'Proposes Uselessness' the eighteenth", FallacyofUrist

Opposing: MonkeyMarkMario

Total: Passes 3 to 1

Elephant Parade gains $200 and 1 Holy Imperial Elector Vote.

Proposal 40: When a given proposal is passed, it takes effect at the start of the next turn unless it states otherwise. This proposal takes effect at the start of the game.

Proposer: FallacyofUrist

Supporting: FallacyofUrist

Opposing: MonkeyMarkMario

Total: Does not pass 1 to 1

Proposal 41: There exists a bank. The bank is an entity separate from all players. Players can store any amount of money in the bank at any time, drawing from their own money. Players put money in the bank by removing it from their ownership, and adding it to the bank. Each player has a separate account in the bank, which by default contains $0. A player can only withdraw money once per turn, and only then up to 90% of their account, unless their account contains less than $2,500. Withdrawing money from the bank is done by removing it from the bank, and adding it to their ownership. You can't withdraw more money than you have in the bank. At the end of a turn, the money in each account in the bank gets increased by 5%, plus another additive 1% for every $10,000 stored in every account combined. (This is done by multiplying the account by x(1.01+0.01y), where x is the account in question, and y is the amount of money stored in every account divided by 25,000, and rounded down to the nearest whole number. The end result is also rounded down to the nearest whole number. This increase is known as interest, and it counts as a form of income. The maximum multiplier that can be applied as interest is 1.21 times, and all higher multipliers in relation to applying interest to accounts in the bank are to be treated as 1.21.

Proposer: Person

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

Opposing: Elephant Parade

Total: 3 to 1

Person gains $200 and 1 Holy Imperial Elector Vote.

Election of a Holy Emperor: Format is the candidate, followed by the votes they've received, followed by who those votes are from.

"Lord Uln 'Proposes Uselessness' the eighteenth": 3 votes (2 from MonkeyMarkMario, 1 from "Lord Uln 'Proposes Uselessness' the eighteenth")
FallacyofUrist: 4 votes (4 from FallacyofUrist)
Sensei: 1 vote (1 from Elephant Parade)
Person: 4 votes (4 from Person)

With no clear majority, this vote does not successfully elect a Holy Emperor.

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.

Person: $100 Rolled 3. $0 awarded.
Iituem: $0
Sensei: $0
"Lord Uln 'Proposes Uselessness' the eighteenth": $300 Rolled 7. $600 awarded.
FallacyofUrist: $0
TopHat: $0
MonkeyMarkMario: $0
Elephant Parade: $0

A new turn begins! Everyone gains income now.

Person: $1050 11 plots of land.
Iituem: $500
Sensei: $500
crazyabe: $900
FallacyofUrist: $1000
TopHat: $500.
MonkeyMarkMario: $950
Elephant Parade: $700

Player Statuses:

Person: A player. The judge. Holds the title of landowner. 11 plots of land. $1400. 3 Holy Imperial Elector Votes. 0 Game Tickets. Extra Votes: 1.1 Achievements: Extra Vote
Iituem: A player.  $2500. 0 Holy Imperial Elector Vote. 0 Game Tickets.
Sensei: A player.  $2500. 1 Holy Imperial Elector Vote. 0 Game Tickets.
crazyabe: A player. Holds the title of "Lord Uln 'Proposes Uselessness' the eighteenth". Holds the title of landowner. 8 plots of land. $1500. 0 Holy Imperial Elector Votes. 0 Game Tickets. Extra Votes: .8
FallacyofUrist: A player. Holds the title of landowner. 10 plots of land. $1200, 0 Holy Imperial Elector Votes. 0 Game Tickets. Extra Votes: 1.0 Achievements: Extra Vote
TopHat: A player. $1800. 3 Holy Imperial Elector Votes. 0 Game Tickets.
MonkeyMarkMario: A player. Holds the title of landowner. 9 plots of land. $1250. 2 Holy Imperial Elector Votes. 0 Game Tickets. Extra Votes: .9
Elephant Parade: A player. Holds the title of landowner. 4 plots of land. $1100. 1 Holy Imperial Elector Vote. 0 Game Tickets. Extra Votes: .4

The newly established bank has no clients yet, so I won't be putting it in this post.

Note that extra votes due to owning land cannot currently be spent, according to rule 11. However, outright removing rule 11 would allow players to vote an infinite number of times, hence why it exists in the first place. If you want those extra votes to be worth anything, someone will need to find a solution.
« Last Edit: January 09, 2016, 11:44:00 am by Person »
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Elephant Parade

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Re: A Game of Nomic: Turn 8: Banks and Landowning
« Reply #146 on: January 09, 2016, 11:28:00 am »

Uh, didn't FoU support 39?
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Person

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Re: A Game of Nomic: Turn 8: Banks and Landowning
« Reply #147 on: January 09, 2016, 11:42:06 am »

Oh damn so they did. Right, going to fix this. Thanks for pointing it out asap.
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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.

Elephant Parade

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Re: A Game of Nomic: Turn 8: Banks and Landowning
« Reply #148 on: January 09, 2016, 11:48:06 am »

Proposal 41 - Avoiding Unfair Proposal Loss: Within a turn, a player can have one proposal rendered invalid due to a technicality—currently, this includes incorrect numbering and failure to include a name—without it counting against the number of proposals they can make within a turn. They still have to write a haiku.

Buy 2 plots of land. POWER SNOWBALL GO
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crazyabe

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Re: A Game of Nomic: Turn 8: Banks and Landowning
« Reply #149 on: January 09, 2016, 12:38:33 pm »

Proposal 42 - 'Giving meaning to the Emperor': On every forth turn, any player not supported by the holy Emperor loses 1/2 of there cash to the barbarians that now wander around, Any player supported by the holy emperor transfers 50$ every round to the emperor's bank account, But the Emperor loses 1/2 of his/her/it's cash to repel those same barbarians in place of the players he/she/it Supports. the Emperor can only change who he/she/it is supporting once every eight rounds, and can threaten players for more cash. if players wish they can 'donate' to the barbarians, gaining part of the loot stolen from the emperor, but this makes them an enemy of the empire. Players can hire Guards for 100$, These Guards reduce how much the barbarians or the emperor can steal from the player. The emperor can hire swords men for 150$, these allow him to attack the Barbarians or any player that does not have his support.

I Support Proposal 41, Buy 2 pieces of land, Stick 500$ in the bank, and stick 500$ on the lottery.
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