Nomic 15.0

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Re: Nomic 15.0

Postby Turiski » Sun Jan 23, 2011 7:13 am UTC

@ Ostritch: Grrr, I knew I forgot one :(

Also, I forgot to give the internets for approved motions, so I'm moving them down here.

bkwinner's motion to edit motions has 5 votes in favor, 2 against, and it passes. bkwinner shall receive 3 Internets for his meritorious contribution.
HarvesteR's motion to prevent map clutter and technical problems no one wants to fix has 5 votes in favor, 1 against, and it passes. HarvesteR shall receive 5 Internets for his meritorious contribution.

John, did you have a problem with Negotiation of Road Purchases?

While I cast my vote in favor of John Citizen's (second) motion to introduce alphabeticality, I can't in good faith vote either way for corporations. I like the idea, but on just a cursory glance I saw two sections where I can't figure out what you're talking about, and why in the world did you pick 37? It also doesn't read well; in general it needs a pretty thorough revision.

The map looks nice, Ostritch. I'd be even happier if you put an estimate of the grid on it, just for curiosity's sake.

EDIT: Happy New Year!
As per rule §4.8, everyone who built land before year (page) 6, shall receive 1 internet per 3 tiles of farm, and 1 internet per 2 tiles of factories.
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Re: Nomic 15.0

Postby ostrichguy » Sun Jan 23, 2011 7:41 am UTC

sea1.png

Okay, my proposed map with gridding plus texture.
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Re: Nomic 15.0

Postby John Citizen » Sun Jan 23, 2011 8:35 am UTC

I cast my vote in favour of Turiski's motion to enable negotiation of road purchases.

Turiski wrote:While I cast my vote in favor of John Citizen's (second) motion to introduce alphabeticality, I can't in good faith vote either way for corporations. I like the idea, but on just a cursory glance I saw two sections where I can't figure out what you're talking about, and why in the world did you pick 37? It also doesn't read well; in general it needs a pretty thorough revision.


I see your point.

I, as motion-maker, hereby edit John Citizen's motion to create corporations to: I make a motion to create corporations. A player may own one and only one corporation. A corporation has associated cities for which its effects occur. A corporation must always have at least one associated city. No two corporations may have the same name.
A player may found a corporation by declaring, in bold and italics: "I declare the founding of [name] corporation in [city]." This action costs 3 internets. A player can also spread a corporation to any city (not just their own) within a radius of 25 grid units (measured by Pythagoreas' theorem, rounded down). This is done by declaring, in bold and italics: "I spread [corporation] from [city] to [city]". This does not remove the corporation from the original city. A player spreading a corporation must own the city that the corporation is spreading from, though not necessarily the corporation itself. Spreading a corporation costs 2 internets.
A player can remove a corporation from one of their cities by paying 2.5 internets to the player owning the corporation. If the player owning the city also owns the corporation, they must still pay 1 internet (not to themselves). This is done by declaring, in bold and italics, "I remove [corporation] from [city]." If at any time this action causes a corporation to have no associated cities, the corporation ceases to exist.
A corporation increases the profit of the city it is in and every adjacent (including diagonally adjacent) tile by 20%, rounded to the nearest sub-internet. This is applied after all other bonuses. If the owner of the city does not own the corporation, 50% (rounded to the nearest sub-internet) of the bonus resulting from the corporation goes to the owner of the corporation, with the rest going to the owner of the city.
A city may contain more than one corporation, but the bonus from each is not cumulative; that is to say, the bonus is calculated from the value without any corporations for each corporation present. For the purposes of voting, this shall be referred to as John Citizen's motion to create corporations.


That should hopefully read better - if not, please don't hesitate to let me know.
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Re: Nomic 15.0

Postby coolguy5678 » Sun Jan 23, 2011 10:28 am UTC

bkwinner's motion to edit motions actually has 5 votes in favor, 3 against, and it passes. bkwinner shall receive 2 Internets for his meritorious contribution.
HarvesteR's motion to prevent map clutter and technical problems no one wants to fix has 5 votes in favor, 1 against, and it passes. HarvesteR shall receive 4 Internets for his meritorious contribution.



Ruleset:
Spoiler:
§0: Chairman

§0.1: The Chairman:
HarvesteR is the chairman. Any disputes and disagreements about gameplay may settled by the chairman. If there is a dispute, the chairman may take any action necessary to restore stable gameplay, except the actions specifically forbidden by these rules. The chairman's decisions may be overturned by five votes from different players reading "I cast my vote to repeal the chairman's executive decision." The chairman may not take any action which results in players being unable to repeal his decisions.
(Dates from kerfuffleninja's motion to ensure stable gameplay)
(Proposed by coolguy5678 as "coolguy5678's first motion; to make the Chairman someone active"; approved by coolguy5678, HarvesteR, Affinity; opposed by nobody; edited by Affinity)


§1: Currency

§1.1: Definition of the Internet:
All players have a property called "number of internets". All players receive one internet upon making their first post in this thread. Whenever a player's number of internets is changed, a list of all players' internet-counts is posted in a spoiler tag, in decreasing order of internet-counts. To represent fractional amounts, the sub-internet is the official unit, with a value of 1/10 of an internet. Internets are represented by the ¤ (Alt+0164) symbol, and sub-internets as decimals of the number of internets (e.g. ¤10.5).
(Proposed by coolguy5678 as "coolguy5678's motion to create currency"; approved by Affinity, coolguy5678, HarvesteR; opposed by nobody; edited by Affinity)
(Amended by OstrichGuy's motion to subdivide currency)
(Amended by HarvesteR's motion to notate currency)


§1.2: Definition of Resources:
The term "resources" (currently) means internets and roods (see section §4). Furthermore, no action may be performed that causes any of a player's resources to become negative.
(Proposed by coolguy5678 as "coolguy5678's motion to simplify resource transactions"; Approved by coolguy5678, Affinity, HarvesteR; opposed by nobody; edited by HarvesteR)

§1.3: Transfer of Resources between players:
Players may give any positive amount of their resources to any other player for whatever reason they wish.
(Originally "coolguy5678's motion to promote the Christmas spirit")
(Proposed by coolguy5678 as "coolguy5678's motion to promote Christmas spirit"; approved by coolguy5678, alexriehl, Affinity; opposed by nobody; edited by Affinity)


§1.4: Chairman's reward:
The Chairman is permitted to grant internets to persons who have been of exemplary value in the community, at the discretion of the Chairman. The Chairman is unable to award himself/herself internets, but internets can still be given to the Chairman by Rule §1.3. The Chairman is only permitted to award 5 internets per week. Any internets beyond that will be charged to the Chairman as per Rule §1.3. Internets granted under this rule may be revoked, as per the procedure outlined in Rule §0.1.
(Proposed by alexriehl as "alexriehl's revised motion to grant currency-based rewards"; approved by alexriehl, coolguy5678, _infina_; opposed by nobody; edited by alexriehl)

§2: Nomic Time

§2.1: Definition of Nomic Time:
A page on this thread represents the passage of one year in Nomic Time.
(Proposed by OstrichGuy as "OstrichGuy's motion to make years pretty long"; Approved by OstrichGuy, HarvesteR, coolguy5678; Opposed by no one; Edited by HarvesteR)

§2.2: Inactive players list:
Players who haven't posted in a week shall be moved to the inactive player list.
(Proposed by infina as infina's motion to define activity, Approved by Affinity, infina, JonR; opposed by HarvesteR; edited by HarvesteR, coolguy5678

§2.3: Double-post prevention:
Anyone who double-posts three or more times in the same thread page is fined one internet for each double-post after the first two, which go to the Nomic Estate. A double-post is defined as two consecutive posts by the same user; three consecutive posts are considered two double posts, four consecutive posts as three double-posts, and so on.
(Proposed by coolguy5678 as "coolguy5678's motion to stop people from single-handedly accelerating time"; Approved by coolguy5678, ostrichguy, bkwinner; Opposed by no one; Edited by HarvesteR)

§2.4: Vacations:
If a player declares in bold an italics, "I am taking the next [one or two] weeks off, then that amount of time is not counted towards the amount of time required to be considered inactive. Players are given 2 weeks off per real-world year, which may be used as either two one-week vacation or one two-week vacations.
(Proposed by Ostrichguy as "Ostrichguy's motion to allow vacations"; Approved by ostrichguy, Krawl, sina wile toki moku, MartinW, HarvesteR; Opposed by no one; Edited by HarvesteR)

§3: Motions and Rule-making

§3.1: Motions:
Any player may set forth a motion to take some official action. Official actions include, but are not limited to, amendment of or additions of rules.
(In original ruleset)

§3.2: Creating Motions:
All official motions must be in bold and italics and begin with "I make a motion to..." Additionally, official motions must end with "For the purposes of voting, this motion shall be referred to as [username]'s motion to...", followed by a summary of the motion's actions, with "[username]" replaced by the motion-maker's username. For example, one could say "I make a motion to put the comma that is directly outside the quotes in rule §002 inside the preceeding quotes, after the ellipses. For the purposes of voting, this motion shall be referred to as kerfuffleninja's motion to save grammar Nazis from developing a nervous twitch."
(In original ruleset)

§3.3: Voting:
To vote in favor of or against a motion, one must declare one's vote by saying "I cast my vote [in favor of/in favour of/against] [motion-maker]'s motion to [motion summary]." For example, one could say "I cast my vote in favor of kerfuffleninja's motion to save grammer Nazis from developing a nervous twitch." People are not forced to type down the entire motion summary.
(In original ruleset)
(Amended by turret through "turret's motion to simplify and ease voting through not forcing people to type down the entire summary of any vote they wish to endorse and vote for"; approved by turret, snowyowl, JonR; opposed by kerfuffleninja, Affinity; edited by HarvesteR)


§3.3.a: Conditional Voting:
Players are allowed to make conditional votes: votes that only take effect if a set of conditions is met.
Conditional votes are to be cast in the following manner:
I cast my vote [in favor|favour of/against] [motion] if [condition]
If (condition) is true, then the vote counts. Otherwise (If the condition is false/undetermined), it doesn't.
(Proposed by bkwinner as "bkwinner's motion to allow conditional votes"; Approved by bkwinner, Krawl, sina wile toki moku, MartinW; Opposed by no one; Edited by HarvesteR)

§3.4: Prevention of obvious, redundant votes:
Whenever a someone makes a motion, he automatically and implicitly casts a vote in favour of it. This can be cancelled by explicitly stating, in bold and italics, "I do not cast my vote in (favour|favor) of [motion name]", or by casting a vote against the motion.
(Proposed by coolguy5678 as "coolguy5678's second motion; to reduce obvious, redundant votes"; Approved by coolguy5678, Affinity, HarvesteR; opposed by nobody; edited by HarvesteR)

§3.5: Editing of Motions:
A motion-maker may edit the text of a motion by stating, and bold and italics,
"I, ['as motion-maker' or 'having been lawfully granted official power'], hereby edit [name of motion] to:
(new motion text)
"
All votes for the old motion are kept, unless the meaning is significantly changed, as determined by the chairman (this decision can be overruled as per §0.1), in which case the votes are repealed. Motions may not be edited if they already have the number of votes necessary for approval/rejection.
(Proposed by bkwinner as "bkwinner's motion to edit motions"; Approved by bkwinner, HarvesteR, Krawl, John Citizen, Turiski; Opposed by coolguy5678, MartinW, TheFudge; Edited by coolguy5678)

§3.6: Termination (approval or denial) of Motions:
If at any point more than half of the active players have voted in favor of a motion, it is immediately approved. If at any point more than half of the active players against a motion, the motion is immediately denied. If the motion passes, and requires that the rules be amended, the motion-maker or any other with official powers to do so must do this as soon as possible, and post the revised ruleset. Although already approved, A rule and/or amendment shall not be considered as in effect until the revised ruleset is posted. (Dates from original ruleset; amended)
(In original ruleset; Amended by HarvesteR through "HarvesteR's motion to reduce confusion over rule §004" (approved by HarvesteR, JonR, alexriehl; opposed by nobody; edited by HarvesteR); Amended by Affinity through Affinity's motion to make passage requirements elastic)

§3.7: Reward for Motion approval:
Those who have their motions approved shall be rewarded with 1 (one) internet per vote in favor received, less 1 (one) internet per vote against received. In this fashion, one who has a motion approved will receive an amount of internets proportional to the general acceptance of his proposed motion. (e.g. If one has a motion passed with 3 votes in favor and 2 votes against, said one shall receive 1 internet). Internets shall only be granted once the motion has been effectively approved, and correctly followed through with appropriate insertion on, and/or revision of the ruleset. In the event that a motion is denied, no internets shall be given nor taken.
(Proposed by HarvesteR as "HarvesteR's motion to reward meritous contributions"; approved by coolguy5678, alexriehl, HarvesteR; opposed by nobody; edited by HarvesteR)

§3.8: Maintaining the ruleset:
All motions to create rules approved shall be/must be automatically added to the existing ruleset under an appropriate chapter and number.
(Proposed by HarvesteR as "HarvesteR's motion to maintain a coherent ruleset"; approved by HarvesteR, Boreeas, alexriehl; opposed by nobody; edited by HarvesteR)

§3.9: Keeping the ruleset coherent:
All rules appended to the original ruleset are required to be reworded so as to remove unnecessary sentences regarding obsolete voting, such as 'for the purposes of voting...'. This rule also requires that in any case in which a rule refers to itself as a 'motion', it must be reworded so as to emphasize and maintain the semantic difference between a motion and a rule. The extent of this rule is limited to such rewording and editing, and prohibits the altering of rules in any way that might distort, omit or otherwise modify the implied or explicitly stated content of its previous form as a motion. It extends as far as modifying the wording of a rule to append information about its creator and originating motion in order to preserve its history.
(Proposed by HarvesteR as "HarvesteR's motion to enhance and further improve the coherence of the ruleset"; approved by alexriehl, HarvesteR, Affinity; opposed by nobody; edited by Affinity)

§3.10: Prevention of page-stretching:
The revised ruleset must be placed inside of spoiler tags in order to prevent page-stretching.
(Proposed by Quate as "Quate's motion to prevent page-stretching"; approved by Quate, e^ipi+1=0, skellious, turret, Affinity; opposed by nobody; edited by Affinity)

§3.11: Statement of Motion termination:
All terminated motions, regardless of the outcome of the vote, are required to be announced in the following form:
For approved motions, the announcement must be in bold and follow this template:
"[username]'s [name of motion for the purposes of voting] has # votes in favor, and it passes.
This motion has been approved with # votes in favor, # against. [username] shall receive {see rule §3.11} internets for his(her) meritous contribution."

For denied motions, the announcement must be in bold and follow this template:
"[username]'s [name of motion for the purposes of voting] has # votes against, and is hereby denied."
It is required that, upon posting of the revised ruleset, the ruleset-revisor precede his new submission with the above announcement, so that it is clear for all participants that a new revision of the ruleset has been submitted. Observance of other rules regarding ruleset presentation shall still apply.
(Proposed by HarvesteR as "HarvesteR's motion to enhance motion termination verbosity"; approved by HarvesteR, JonR, alexriehl; opposed by nobody; edited by HarvesteR)

§3.12: Prevention of contradictions:
No motion may have retroactive effects before the moment at which it passed. No motion may specify that it cannot be altered or repealed. No motion may contradict a motion which has already passed or which is in voting unless it specifically supersedes, repeals, or reverses the existing motion.
(Proposed by snowyowl as "Snowyowl's motion to prevent contradictions"; approved by snowyowl, skellious, Affinity; opposed by nobody; edited by snowyowl)

§3.13: Active Motions list:
Along with the revised ruleset, a list of motions still open to voting is to be placed in any post casting a deciding vote in a motion.
(Proposed by Affinity as "Affinity's motion to keep a list of active motions"; approved by HarvesteR, JonR, alexriehl; opposed by nobody; edited by alexriehl)

§3.14: Self-cancellation of Motions:
The Motion-maker is granted official power to cancel a motion of his own making that is currently under vote. This shall be done by declaring, in bold and italics: "I, ['as motion-maker' or 'having been lawfully granted official power'], hereby terminate [name of motion]. As of this moment, this motion is no longer under vote and shall be removed and forgotten." This shall completely terminate the open motion. Being granted power to remove a motion does not imply that the power-holder is compelled to follow through. The Chairman does not have authority to grant this power unto himself, being also required to rely on the group consensus.
(Proposed by HarvesteR as "HarvesteR's motion to remove and forget obsolete motions"; approved by Affinity, HarvesteR, coolguy5678; opposed by nobody; edited by Affinity)

§3.14: Active Motions limit:
No player is allowed to have more than 3 open motions at any time. Any motion proposed after the 3rd shall be ignored.
(Proposed by JonR as "JonR's 2nd motion; to curb excessive motion proposals"; approved by HarvesteR, _infina_, coolguy5678; opposed by nobody; edited by HarvesteR)

§3.15: Limited Lifetime of Motions:
Motions can only remain active for a certain amount of time. After this time has elapsed, the motion is considered stale and shall observe the following: If a motion has, A. more than 3 votes total, and B. 2 (two) votes less than the total amount of votes in favor against it, it shall be approved by default (this shall be noted on the motion's history). In the event any motion does not meet these requirements at the end of the elapsed time, it shall be automatically cancelled. The least amount of time granted to a motion is a full nomic year. In this fashion, any motion proposed shall enjoy a full nomic year, not counting the fractional year at the time of proposal. At the Nomic Year's end, all open motions shall be reviewed against this principle, and acted upon accordingly.
(Proposed by HarvesteR as "HarvesteR's motion for a very effective yearly motion cleanup"; Approved by HarvesteR, OstrichGuy, coolguy5678, bkwinner; Opposed by no one; Edited by HarvesteR)

§4: The Nomic Estate and Land

§4.1: Definition of Land:
The Nomic Estate, represented by a dummy player, holds land. This land is subdivided into 2560 roods.
(Proposed by _infina_ as "infina's motion to create land"; approved by _infina_, alexriehl, coolguy5678; opposed by nobody; edited by HarvesteR)

§4.2: Initial roods:
Each player to join the game will begin with ten roods of land in addition to his/her starting internet. Roods awarded in this manner shall be deducted from the Nomic estate's rood supply.
(Proposed by Affinity as "Affinity's motion to award initial roods"; approved by Affinity, coolguy5678, HarvesteR; opposed by nobody; edited by Affinity)

§4.3: Purchase of Land from the Nomic Estate:
At any point, a player may declare, "I buy [n] roods from the Nomic Estate", where n is less than or equal to the number of roods remaining in the Nomic estate. The player immediate gains n roods and loses n sub-internets, which are added to the Nomic estate's internet supply. Roods transferred between players are not restricted by this motion's exchange rate.
(Proposed by Affinity as "Affinity's motion to set an exchange rate"; approved by Affinity, HarvesteR, coolguy5678; opposed by nobody; edited by Affinity)
(Amended by ostrichguy's motion to allow roods to be purchased individually)


§4.4: Mapping of the Land:
All land in existance shall be mapped on a 64 by 40 tile grid, each tile of which represents a land rood. Land-buyers, as they purchase more land, must update this map so that it reflects the change in territory ownership. The map shall be posted at each new map update, contained in a spoiler tag. Each land-owner must represent his estate with a unique color, so that his territory is well defined.
(Proposed by HarvesteR as "HarvesteR's motion to map out the land"; approved by alexriehl, coolguy5678, Affinity; opposed by nobody; edited by Affinity)

§4.5: Claiming Land (Prevention of ownership conflicts):
Each prospective land buyer, prior to purchasing any land, be it from the Nomic Estate or from another land-owner, must declare his intent to do so in the following manner, in bold and italics: 'I hereby claim the land located at [location of roods]'. The purpose of this rule is to prevent conflicts over land ownership in the event that another players claim the same rood, before the map of ownership could be updated.
(Proposed by HarvesteR as "HarvesteR's motion to prevent land ownership conflicts"; approved by alexriehl, coolguy5678, Affinity; opposed by nobody; edited by Affinity)

§4.6: Connection of territory, Roads and Railroads:
All of an individual's territory must be connected, either by being directly attached to each other (attaching at sides, not exclusively at corners), or being connected by a railroad or road. Players may build a train track for 5 Internet, regardless of its length. Players may build a road for 1 internet per 10 grid squares it crosses. If the railroad is made through another individual's territory, the money payed will go to that individual. Players build a road/railroad by stating: "I build a [road/railroad] at [location's]. If it passes through multiple other individuals' territory's, the people who's territory it goes through will split the Internets proportionally to how much is in each of their territories. The individuals' whose territory is passed through all must consent to the building of the railroad or road for it to be built, by stating "I consent to [name]'s building of a [road/railroad] at [location's]".
(Proposed by OstrichGuy as "Ostrichguy's motion to connect territory"; Approved by ostrichguy, JonR, bkwinner; Opposed by no one; Edited by HarvesteR)
(Amended by MartinW's motion to extend on the rules of building roads and railroads)


§4.7: Requirements of Land ownership:
Players who own land are required to have at least 1 (one) rood of open land on their domains at all times. A domain with less than 2 (two) open roods cannot have cities or other buildings built onto it.
(Proposed by HarvesteR as "HarvesteR's motion to prevent map clutter and technical problems no one wants to fix"; Approved by HarvesteR, Infina, coolguy5678, John Citizen, Turiski; Opposed by TheFudge)

§4.8: Penalty for inactivity:
After a player has been on the inactive list for three weeks, their land is returned to the Nomic Estate.
(Proposed by infina as infina's motion to penalize inactivity; Approved by Affinity, infina, JonR; opposed by HarvesteR; edited by HarvesteR)

§4.9: Settlements:
Players may announce the foundation of a settlement in their own land. The first settlement is free of charge, but subsequent settlements have a cost of 3 internets. Players shall announce the foundation of a settlement in the following form, in bold and italics: "I announce the foundation of [name of settlement] in [player domain's name], located at [map coordinates]".
(Proposed by HarvesteR as HarvesteR's motion to colonize the land; Approved by HarvesteR, Affinity, ostrichguy; opposed by nobody; edited by HarvesteR)

§4.10: Cities and the Capital City:
A player may declare any settlement in his land a city, but doing so will cost 3 more internets. To declare a settlement a city, the announcement must be in bold and italics and read: "I declare [name of settlement] a city." The capital city of a player's domain is the first settlement promoted to a city. The capital city generates twice the resources of a regular city. A player may transfer the capital of his domain to another city (not settlement) at the cost of another 3 internets. Transferring a capital shall be done by announcing in bold and italics: "I transfer the capital of [name of domain] to the city of [name of city]".
(Proposed by HarvesteR as HarvesteR's motion to colonize the land; Approved by HarvesteR, Affinity, ostrichguy; opposed by nobody; edited by HarvesteR)
(Amended by coolguy5678 as coolguy5678's motion to make the capital city awesome; Approved by coolguy5678, HarvesteR, JonR; opposed by nobody; edited by HarvesteR)


§4.11: Farmlands and Factories:
Players may convert tiles in their territory into farmland or factories for the cost of 1 Internet per 3 tiles of land converted. At the end of each Nomic Year, not including the one during which the tiles were converted, players receive 1 Internet per 3 tiles of farmland and 1 Internet per 2 tiles of factories. "Farm" will henceforth be used as a term meaning "a collection of consecutive farmland" and "manufacturing area" will henceforth be used as a term meaning "a collection of consecutive factories." Each manufacturing area or farm must neighbour a city, or be connected to one by road or rail.
(Proposed by OstrichGuy as "OstrichGuy's motion to make territory actually have a purpose"; Approved by ostrichguy, bkwinner, HarvesteR; Opposed by no one; Edited by HarvesteR; Amended by executive decision from The Chairman)

§4.12: Mining Towns:
Any settlement that isn't a city may be converted into a Mining Town for 3 internets. If a manufacturing area contains a mining town, its yearly income is increased by 15%. A single manufacturing area can only earn this bonus once.
(Proposed by Coolguy5678 as "coolguy5678's motion to create mining towns."; Approved by coolguy5678, bkwinner, MartinW, TheFudge; Opposed by no one; Edited by HarvesteR)

§4.13: Farms Supply to Factories:
If a farm is connected to a manufacturing area either by having their physical location touching, or by having a railroad or road between them, then the income of the manufacturing area is increased by 0.5% for each rood in the farm, up to a maximum of 15%. This does not compound with the Mining Town bonus, i.e. the bonus is calculated according to the income of the manufacturing area before applying the mining town bonus.
(Proposed by Coolguy5678 as "coolguy5678's motion to make farms supply to factories."; Approved by coolguy5678, bkwinner, MartinW, Ostrichguy; Opposed by no one; Edited by HarvesteR)

§4.14: The Nomic Capital District:
The rectangle with corners (O,14) and (Z,24) is the Nomic Capital District. NCD is the proper abbreviation for Nomic Capital District. At (U,19) will be Nomic City, the capital of the Nomic Empire. Players may propose to build settlements, farmland, factories, or other structures allowed by law in the NCD. In addition, a new type of building, a bank, may be built. A bank costs 10 Internets. 2 Internets are spent building it, while the other 8 go to the banks funds. Players may borrow money from the bank, but must pay it back, plus 20% interest each Nomic Year, including the one during which the money was borrowed. Players may deposit Internets in the bank, and will receive 10% interest per Nomic Year, not including the one during which the money was deposited. If a bank runs out of money, players must vote on whether or not to give enough of the Nomic Estate's money to the bank in order to keep it going. If not, the bank fails, and the players who have money in the bank will not be payed back. When players wish to propose the production of something in the NCD, they may do so by stating, in italics and bold, "I propose we turn [area in Nomic Capital District] into [type of land or structure]. This will cost us [number of Internets this would cost] Internets." It will be voted on in the same manner as motions are, but the contributor will not recive Internets for his/her contribution. Anything built in the NCD will be payed for using money from the Nomic Estate's fund
(Proposed by Ostrichguy as "Ostrichguy's motion to give our empire a capital."; Approved by ostrichguy, Krawl, TheFudge, coolguy5678; Opposed by MartinW; Edited by HarvesteR)

§4.15: Trading Cities:
Players may upgrade cities to Trading Cities for ¤3. If one player's trading city is connected to a trading city of a different player by road or rail, both players earn ¤3 in each year after the year in which the trading cities are first connected (or ¤6, if a Trading City is additionally the Capital City). Each Trading City may only be connected to one other Trading City. Each player may only be in a trading relationship with each other player once, but there is no limit on the number of players a player may trade with.
(Proposed by Coolguy5678 as "Coolguy5678's motion to promote co-operation through Trading Cities"; Approved by coolguy5678, HarvesteR, bkwinner, TheFudge; Opposed by no one; Edited by HarvesteR)

§4.16: The Nomic Sea (pre-activation):
On 13 February 2011, the Nomic Estate will be extended to row 80. South of row 40 will be the Nomic Sea. Scattered throughout the sea are islands. Players may not claim, or build settlements or other structure on tiles of the sea, other than ones that contain islands. Boats are an exception, and may be built on the water. On any land bordering the Nomic Sea, players may build shipyards for the cost of ¤1.5. If a player has a shipyard, he/she may build a boat on any water adjacent to the shipyard for ¤0.5. Ships are not stationary, and may move 20 tiles per Nomic year. This movement may be performed any time in the year, not just at the end. Any water over which a boat has passed becomes a shipping route. Shipping routes serve the same uses as roads and rails. (For example, a player may claim land on an island that is connected by shipping route to his/her mainland territory.) When a boat moves over an already existing shipping route, this does not count towards its yearly movement count. Players currently have three weeks to create and propose ideas for where the islands should be located, and vote on the submissions. At the end of those three weeks (on 13 February), whichever map received the most votes shall be added to the official one, and the ruleset will be updated to express that the Nomic Sea exists officially.
(Proposed by Ostrichguy as "Ostrichguy's motion to explore the sea"; Approved by Ostrichguy, _infina_, John Citizen, coolguy5678, Turiski; Opposed by no one; Edited by coolguy5678)

Active Motions:
Spoiler:
On year 4, bkwinner wrote:I make a motion that, if Affinity's motion to make passage requirements elastic passes, that the internet rewards for approved motions be changed to: 3 for unanimous support, 2 for <100% but >=75% and 1 for <75%. For the purposes of voting, this will be called bkwinner's motion to rescale rewards.

(Proposed by bkwinner; Approved by bkwinner, coolguy5678, Krawl; Opposed by MartinW, TheFudge, John Citizen)

On year 5, MartinW wrote:I make a motion to amend §004 to read:

All motions run for 48 hours. Any active motions made before this shall be put on a 48 hour limit starting when this vote passes. Once that many hours are done, the motion's votes are tallied. If more or an equal amount oppose the motion than approve, it fails. Otherwise, it passes. If the motion passes, and requires that the rules be amended, any with official powers to do so must do this as soon as possible, and post the revised ruleset. Although already approved, A rule and/or amendment shall not be considered as in effect until the revised ruleset is posted. The group who voted with the majority (either for or against) shall each receive one internet. In the case of a tie no one will receive internets.

For the purposes of voting, this motion shall be known as MartinW's motion to reduce vote apathy.

(Proposed by MartinW; Approved by MartinW, TheFudge, Ostrichguy, John Citizen; Opposed by no one)

On year 5, OstrichGuy wrote:I propose a motion that would allow players to upgrade cities and capitals into large cities or large capitals respectively for the cost of three Internets by declaring, in bold, "I spend ¤3 to upgrade [name of city or capital] into a large city/capital." Large cities cause adjacent manufacturing areas to generate double the normal income. Large capitals cause adjacent manufacturing areas to generate quadruple the normal income. For purposes of voting, this motion shall be referred to as Ostrichguy's motion to create large cities.

(Proposed by OstrichGuy; Approved by OstrichGuy, TheFudge; Opposed by coolguy5678, Turiski)

On year 6, bkwinner wrote:I make a motion to extend our abilities with actions. An action is defined as anything that changes the gamestate. Actions include, but are not limited to: voting, proposing motions, repealing motions, building anything on land, buying land, claiming land, and the chairman's official actions (in short, anything bolded/italicised). Players may declare a delayed action by adding "This action will take place at/after x" where x is a time/date/#of nomic years/condition to be fufilled. The action is not implemented right away, but instead is added to the list of delayed actions. When the delay period is fufilled, the action is accepted immediately if it is legal. Delayed actions do not need to be legal when declared. Also, players may make conditional actions in the same format as conditional votes. These actions can also have delays, in which it is called a delayed conditional action. Nesting conditions is allowed, using parentheses, ex: if [c1] then (if [c2] then [a1] else [a2]) else[a3]. (c1,2 are conditions, a1,2,3 are actions.) an action that is neither delayed nor conditional is called a basic action. for the purpose of voting, this is called bkwinner's motion to extend actions.

(Proposed by bkwinner; Approved by bkwinner, John Citizen, Turiski; Opposed by no one)

On year 6, _infina_ wrote:I make a motion to create the resource of produce, to be produced by farms at a rate of 100 produce/rood of farm per year. To sell the produce, it must be connected to a settlement, city, or Capital City with a market, which can be upgrade from a settlement, city or Capital City at the cost of ¤2. A settlement with a market will sell produce at 75 produce for ¤1. A city with a market will sell produce at 50 produce for ¤1. A Capital City with a market will sell produce at 25 produce for ¤1. For the purposes of voting, this motion will be called _infina_'s motion to create markets.

(Proposed by _infina_; Approved by _infina_; Opposed by coolguy5678)

On year 6, John Citizen wrote:I make a motion to penalise particularly bad motions. In addition to voting in favor/in favour/against a motion, a poster may declare a motion "Ridiculous". This is done by, in bold and italic, stating "I declare (motion x) to be ridiculous". If a majority of active players votes a motion to be ridiculous, the motion is immediately removed. In addition, the poster of the motion is fined in internets the number of "Ridiculous" votes, minus the number of votes in favor/in favour of a motion, to a maximum of their total number of internets. For purposes of voting, this shall be called, John Citizen's motion to penalise particularly bad motions.

(Proposed by John Citizen; Approved by John Citizen; Opposed by coolguy5678)

On year 6, John Citizen wrote:I make a motion to make posts alphabetical. Every new post must begin with the next consecutive letter to that used to begin the previous post. Any player failing to do so will be fined one internet, or all their sub-internets if they have less than one internet. For purposes of voting, this shall be called, John Citizen's motion to introduce alphabeticality.

(Proposed by John Citizen; Approved by John Citizen, coolguy5678, Turiski; Opposed by no one)

On year 6, John Citizen wrote:I make a motion to create corporations. A player may own one and only one corporation. A corporation has associated cities for which its effects occur. A corporation must always have at least one associated city. No two corporations may have the same name.
A player may found a corporation by declaring, in bold and italics: "I declare the founding of [name] corporation in [city]." This action costs 3 internets. A player can also spread a corporation to any city (not just their own) within a radius of 25 grid units (measured by Pythagoreas' theorem, rounded down). This is done by declaring, in bold and italics: "I spread [corporation] from [city] to [city]". This does not remove the corporation from the original city. A player spreading a corporation must own the city that the corporation is spreading from, though not necessarily the corporation itself. Spreading a corporation costs 2 internets.
A player can remove a corporation from one of their cities by paying 2.5 internets to the player owning the corporation. If the player owning the city also owns the corporation, they must still pay 1 internet (not to themselves). This is done by declaring, in bold and italics, "I remove [corporation] from [city]." If at any time this action causes a corporation to have no associated cities, the corporation ceases to exist.
A corporation increases the profit of the city it is in and every adjacent (including diagonally adjacent) tile by 20%, rounded to the nearest sub-internet. This is applied after all other bonuses. If the owner of the city does not own the corporation, 50% (rounded to the nearest sub-internet) of the bonus resulting from the corporation goes to the owner of the corporation, with the rest going to the owner of the city.
A city may contain more than one corporation, but the bonus from each is not cumulative; that is to say, the bonus is calculated from the value without any corporations for each corporation present. For the purposes of voting, this shall be referred to as John Citizen's motion to create corporations.

(Proposed by John Citizen; Approved by John Citizen; Opposed by no one)

On year 6, Turiski wrote:I make a motion to amend the following rules:
In §2.4, the text {two one-week vacation or one two-week vacations} shall be replaced with {two one-week vacations or one two-week vacation}.
In §3.6, the text {no internets shall be given nor taken.} shall be replaced with {internets shall be neither given nor taken.}
In §3.10, the text {the ruleset-revisor} shall be replaced with {the ruleset-reviser}.
In §4.4, the text {in existance} shall be replaced with {in existence}
In §4.6, the text {Players may build a train track for 5 Internet.} shall be replaced with {Players may build a train track for 5 Internets.}
In §4.6, the text {payed} shall be replaced with {paid}
In §4.6, the text {stating: 'I build a [road/railroad] at [location's].} shall be replaced with {stating: "I build a [road/railroad] at [locations]."}
In §4.6, the text {passes through multiple other individuals' territory's} shall be replaced with {passes through multiple other individuals' territories}.
In §4.11, the text {recive} shall be replaced with {receive}
In §4.11, both instances of {payed} shall be replaced with {paid}.
In §4.11, a period shall be placed immediately following the final sentence.
For the purposes of voting, this will be called Turiski's motion to facilitate the removal of grammatical errors.

(Proposed by Turiski; Approved by Turiski, John Citizen; Opposed by no one)

On year 6, Turiski wrote:I make a motion to amend §4.6:
Immediately following the text {If it passes through multiple other individuals' [territory's|territories], the people who's territory it goes through will split the Internets proportionally to how much is in each of their territories.},
the following passage shall be inserted: {Each player may only receive a whole number of sub-internets; the remainder shall go to the active players with the lowest number of internets, such that no players receiving a nonzero number of internets in this transaction receive more than ¤0.1}.
For the purposes of voting, this will be called Turiski's motion to remove ambiguity in multi-individual road purchasing.

(Proposed by Turiski; Approved by Turiski, John Citizen; Opposed by no one)

On year 6, Turiski wrote:I make a motion to amend §4.6:
Immediately following the last sentence in the rule,
the following passage shall be inserted: {A distinction shall be made between "not consenting" and "disapproving" to a proposal: an individual with the authority to consent may also disapprove, by replacing in the above statement the words "I consent to" with "I disapprove of". A player disapproves by default if they do not respond appropriately within two Nomic years (If a player is or goes on vacation, their vacation time is not counted toward this restriction). In the event that such an individual disapproves, the builder may state (with a similar allowance for vacation) within one Nomic year “In light of recent disapproval, I amend my proposal to build at [old locations], and build instead at [new locations].” Then, the consenting individuals will remain consenting to only the same player building the railroads at only the same locations. Specifically:
a) The new locations may not be the same, in their entirety, as the old locations.
b) If the new locations cover different parts consenter’s land than the old locations, the consenter has the opportunity to not consent to the difference (and it shall be assumed that they give neither consent nor disapproval until either they make a further statement of the form outlined above, or they disapprove by default).
c) If the new locations demand the approval of additional individuals, all of them must consent as well before the building will finish.}
d) The consenter does not consent to additional proposals made, either by others or the same individual.
For the purposes of voting, this will be called Turiski's motion to enable negotiation of road purchases.

(Proposed by Turiski; Approved by Turiski; Opposed by no one)

On year 6, ostrichguy wrote:I propose a motion to change §4.12 to say:

Players may upgrade cities to Trading Cities for ¤3. If one player's trading city is connected to one or more trading city of a different player by road or rail, each player earns ¤3 per trading city it's connected to in each year after the year in which the trading cities are first connected (or ¤6, if a Trading City is additionally the Capital City). Each player may only be in a trading relationship with each other player once, but there is no limit on the number of players a player may trade with.


For purposes of voting, this will be called ostrichguy's motion to allow trading with multiple cities.

(Proposed by ostrichguy; Approved by ostrichguy; Opposed by coolguy5678, Turiski)

Players:
Spoiler:
The Nomic Estate: 15 internets, 0 roods on credit, 1677 roods claimed
HarvesteR: 30 internets, 0 roods on credit, 210 roods claimed
coolguy5678: 26 internets, 0 roods on credit, 220 roods claimed
ostrichguy: 12 internets, 1 roods on credit, 309 roods claimed
_infina_: 7 internets, 0 roods on credit, 40 roods claimed
Krawl: 12 internets, 10 roods on credit, 0 roods claimed
alexriehl: 7 internets, 40 roods on credit, 0 roods claimed
JonR: 7 internets, 15 roods on credit, 25 roods claimed
turret: 5 internets, 20 roods on credit, 0 roods claimed
kerfuffleninja: 4 internets, 10 roods on credit, 0 roods claimed
skellious: 4 internets, 10 roods on credit, 0 roods claimed
e^ipi+1=0: 4 internets, 10 roods on credit, 0 roods claimed
Quate: 4 internets, 10 roods on credit, 0 roods claimed
snowyowl: 4 internets, 10 roods on credit, 0 roods claimed
neoliminal: 4 internets, 10 roods on credit, 0 roods claimed
Boreeas: 4 internets, 10 roods on credit, 0 roods claimed
NecklaceOfShadow: 4 internets, 10 roods on credit, 0 roods claimed
bkwinner: 5 internets, 1 roods on credit, 9 roods claimed
Moach: 4 internets, 0 roods on credit, 10 roods claimed
Affinity: 3 internets, 0 roods on credit, 0 roods claimed
sina wile toki moku: 1 internets, 1 roods on credit, 9 roods claimed
MartinW: 5 internets, 0 roods on credit, 20 roods claimed
theFudge: 10 internets, 9 roods on credit, 1 roods claimed
John Citizen: 0 internets, 0 roods on credit, 20 roods claimed
Turiski: 1 internets, 0 roods on credit, 10 roods claimed

Active Players: 9/24
Votes in favor required for motion approval: 5

The Nomic Empire Map:


EDIT: I'll figure out the yearly income later.
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Re: Nomic 15.0

Postby ostrichguy » Sun Jan 23, 2011 3:35 pm UTC

I have nine factories, which gives me a total of 3 Internets. This is doubled to 6 Internets, because Ostrichburg City is the capital.
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Location: I'm right behind you.

Re: Nomic 15.0

Postby _infina_ » Sun Jan 23, 2011 5:02 pm UTC

ostrichguy wrote:I have nine factories, which gives me a total of 3 Internets. This is doubled to 6 Internets, because Ostrichburg City is the capital.

no, you get 4.5*2 or 9 internets.

I have six factories, which gives me 3*2 because they are at the capital, so I get 6 internets.
I, as motion-maker, hereby edit _infina_'s motion to crate markets to read: I make a motion to create the resource of produce, to be produced by farms at a rate of 100 produce/rood of farm per year. To sell the produce, it must be connected to a settlement, city, or Capital City with a market, which can be upgrade from a settlement, city or Capital City at the cost of ¤2. A settlement with a market will sell produce at 100 produce for ¤1. A city with a market will sell produce at 75 produce for ¤1. A Capital City with a market will sell produce at 50 produce for ¤1. Upgrading a settlement or city does not remove the market. For the purposes of voting, this motion will be called _infina_'s motion to create markets.
Spoiler:
keozen wrote:It took us exactly 3 pages to turn a discussion of a loved children's book series into smut...
TheGrammarBolshevik wrote:Only if your friends know what rhino dong smells like.

Malo mbwa mwitu
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Re: Nomic 15.0

Postby bkwinner » Sun Jan 23, 2011 10:21 pm UTC

first things first:
I gained another .6 internets this year.

Also, there is an error with how everyone is treating conditional votes. They stay conditionaluntil the motion passes/fails. thus, we should keep them seperate from the normal votes; like this: "Approved by bkwinner, disapproved by HarvesteR. Conditional votes: bkwinner approves if he has over 4 internets." That way, we will easily know the differences between an ordinary vote, and a conditional one; and the various conditions. note that, if the condition is false, the vote just doesn't count (as if it had never been made.)

Ironically, my motion to edit motions would have been repealed in this post and replaced by an improved version(second time this happened!), but I will just take the internets and post the changes as yet another motion!

I propose a motion to extend our freedom with motions. In addition to editing motions, we may also split and combine motions. A split motion becomes two motions, each containing a portion of the original motion. Players may only split motions if this would not put them over the limit of active motions. If two motions are combined, they fuse to become a single motion. The votes on the original motion(s) count for half value on any new motions created by splitting or combining motions. For the purposes of voting, this will be called bkwinner's motion to increase our abilities with motions.


Now for an interesting action...

I claim the land from g10 to g24. I also claim the land from i39 to m39. I then claim the line of land from a40 to g40 and from m40 to y40 and turn g10 to g14 into factories.
Thanks for building that Railroad, infinita!
Yes, I know that this is unusual, but what's wrong about it?
I now have .1 internets.

finally for the votes.

I cast my vote against MartinW's motion to reduce vote apathy if it still contains this line: "The group who voted with the majority (either for or against) shall each receive one internet. In the case of a tie no one will receive internets."
I cast my vote in favor of MartinW's motion to reduce vote apathy if it no longer contains this line: "The group who voted with the majority (either for or against) shall each receive one internet. In the case of a tie no one will receive internets."


This should be two motions. Please don't try to sneak in changes you want inside an otherwise ordinary motion.
I cast my vote in favor of John Citizen's motion to penalise particularly bad motions.

I cast my vote against John Citizen's motion to introduce alphabeticality.


If I could, I would vote the above motion ridiculous. How in the world did it get three upvotes? This adds nothing to the game except irritation, unless I'm missing something. If I am, please tell me.

I cast my vote in favor of Turiski's motion to facilitate the removal of grammatical errors.


I want a motion about building things other than roads/railroads, but am out of space. Also, the nomic map renderer is broken for me. Is anyone else experiencing this?

Ruleset:
Spoiler:
§0: Chairman

§0.1: The Chairman:
HarvesteR is the chairman. Any disputes and disagreements about gameplay may settled by the chairman. If there is a dispute, the chairman may take any action necessary to restore stable gameplay, except the actions specifically forbidden by these rules. The chairman's decisions may be overturned by five votes from different players reading "I cast my vote to repeal the chairman's executive decision." The chairman may not take any action which results in players being unable to repeal his decisions.
(Dates from kerfuffleninja's motion to ensure stable gameplay)
(Proposed by coolguy5678 as "coolguy5678's first motion; to make the Chairman someone active"; approved by coolguy5678, HarvesteR, Affinity; opposed by nobody; edited by Affinity)


§1: Currency

§1.1: Definition of the Internet:
All players have a property called "number of internets". All players receive one internet upon making their first post in this thread. Whenever a player's number of internets is changed, a list of all players' internet-counts is posted in a spoiler tag, in decreasing order of internet-counts. To represent fractional amounts, the sub-internet is the official unit, with a value of 1/10 of an internet. Internets are represented by the ¤ (Alt+0164) symbol, and sub-internets as decimals of the number of internets (e.g. ¤10.5).
(Proposed by coolguy5678 as "coolguy5678's motion to create currency"; approved by Affinity, coolguy5678, HarvesteR; opposed by nobody; edited by Affinity)
(Amended by OstrichGuy's motion to subdivide currency)
(Amended by HarvesteR's motion to notate currency)


§1.2: Definition of Resources:
The term "resources" (currently) means internets and roods (see section §4). Furthermore, no action may be performed that causes any of a player's resources to become negative.
(Proposed by coolguy5678 as "coolguy5678's motion to simplify resource transactions"; Approved by coolguy5678, Affinity, HarvesteR; opposed by nobody; edited by HarvesteR)

§1.3: Transfer of Resources between players:
Players may give any positive amount of their resources to any other player for whatever reason they wish.
(Originally "coolguy5678's motion to promote the Christmas spirit")
(Proposed by coolguy5678 as "coolguy5678's motion to promote Christmas spirit"; approved by coolguy5678, alexriehl, Affinity; opposed by nobody; edited by Affinity)


§1.4: Chairman's reward:
The Chairman is permitted to grant internets to persons who have been of exemplary value in the community, at the discretion of the Chairman. The Chairman is unable to award himself/herself internets, but internets can still be given to the Chairman by Rule §1.3. The Chairman is only permitted to award 5 internets per week. Any internets beyond that will be charged to the Chairman as per Rule §1.3. Internets granted under this rule may be revoked, as per the procedure outlined in Rule §0.1.
(Proposed by alexriehl as "alexriehl's revised motion to grant currency-based rewards"; approved by alexriehl, coolguy5678, _infina_; opposed by nobody; edited by alexriehl)

§2: Nomic Time

§2.1: Definition of Nomic Time:
A page on this thread represents the passage of one year in Nomic Time.
(Proposed by OstrichGuy as "OstrichGuy's motion to make years pretty long"; Approved by OstrichGuy, HarvesteR, coolguy5678; Opposed by no one; Edited by HarvesteR)

§2.2: Inactive players list:
Players who haven't posted in a week shall be moved to the inactive player list.
(Proposed by infina as infina's motion to define activity, Approved by Affinity, infina, JonR; opposed by HarvesteR; edited by HarvesteR, coolguy5678

§2.3: Double-post prevention:
Anyone who double-posts three or more times in the same thread page is fined one internet for each double-post after the first two, which go to the Nomic Estate. A double-post is defined as two consecutive posts by the same user; three consecutive posts are considered two double posts, four consecutive posts as three double-posts, and so on.
(Proposed by coolguy5678 as "coolguy5678's motion to stop people from single-handedly accelerating time"; Approved by coolguy5678, ostrichguy, bkwinner; Opposed by no one; Edited by HarvesteR)

§2.4: Vacations:
If a player declares in bold an italics, "I am taking the next [one or two] weeks off, then that amount of time is not counted towards the amount of time required to be considered inactive. Players are given 2 weeks off per real-world year, which may be used as either two one-week vacation or one two-week vacations.
(Proposed by Ostrichguy as "Ostrichguy's motion to allow vacations"; Approved by ostrichguy, Krawl, sina wile toki moku, MartinW, HarvesteR; Opposed by no one; Edited by HarvesteR)

§3: Motions and Rule-making

§3.1: Motions:
Any player may set forth a motion to take some official action. Official actions include, but are not limited to, amendment of or additions of rules.
(In original ruleset)

§3.2: Creating Motions:
All official motions must be in bold and italics and begin with "I make a motion to..." Additionally, official motions must end with "For the purposes of voting, this motion shall be referred to as [username]'s motion to...", followed by a summary of the motion's actions, with "[username]" replaced by the motion-maker's username. For example, one could say "I make a motion to put the comma that is directly outside the quotes in rule §002 inside the preceeding quotes, after the ellipses. For the purposes of voting, this motion shall be referred to as kerfuffleninja's motion to save grammar Nazis from developing a nervous twitch."
(In original ruleset)

§3.3: Voting:
To vote in favor of or against a motion, one must declare one's vote by saying "I cast my vote [in favor of/in favour of/against] [motion-maker]'s motion to [motion summary]." For example, one could say "I cast my vote in favor of kerfuffleninja's motion to save grammer Nazis from developing a nervous twitch." People are not forced to type down the entire motion summary.
(In original ruleset)
(Amended by turret through "turret's motion to simplify and ease voting through not forcing people to type down the entire summary of any vote they wish to endorse and vote for"; approved by turret, snowyowl, JonR; opposed by kerfuffleninja, Affinity; edited by HarvesteR)


§3.3.a: Conditional Voting:
Players are allowed to make conditional votes: votes that only take effect if a set of conditions is met.
Conditional votes are to be cast in the following manner:
I cast my vote [in favor|favour of/against] [motion] if [condition]
If (condition) is true, then the vote counts. Otherwise (If the condition is false/undetermined), it doesn't.
(Proposed by bkwinner as "bkwinner's motion to allow conditional votes"; Approved by bkwinner, Krawl, sina wile toki moku, MartinW; Opposed by no one; Edited by HarvesteR)

§3.4: Prevention of obvious, redundant votes:
Whenever a someone makes a motion, he automatically and implicitly casts a vote in favour of it. This can be cancelled by explicitly stating, in bold and italics, "I do not cast my vote in (favour|favor) of [motion name]", or by casting a vote against the motion.
(Proposed by coolguy5678 as "coolguy5678's second motion; to reduce obvious, redundant votes"; Approved by coolguy5678, Affinity, HarvesteR; opposed by nobody; edited by HarvesteR)

§3.5: Editing of Motions:
A motion-maker may edit the text of a motion by stating, and bold and italics,
"I, ['as motion-maker' or 'having been lawfully granted official power'], hereby edit [name of motion] to:
(new motion text)
"
All votes for the old motion are kept, unless the meaning is significantly changed, as determined by the chairman (this decision can be overruled as per §0.1), in which case the votes are repealed. Motions may not be edited if they already have the number of votes necessary for approval/rejection.
(Proposed by bkwinner as "bkwinner's motion to edit motions"; Approved by bkwinner, HarvesteR, Krawl, John Citizen, Turiski; Opposed by coolguy5678, MartinW, TheFudge; Edited by coolguy5678)

§3.6: Termination (approval or denial) of Motions:
If at any point more than half of the active players have voted in favor of a motion, it is immediately approved. If at any point more than half of the active players against a motion, the motion is immediately denied. If the motion passes, and requires that the rules be amended, the motion-maker or any other with official powers to do so must do this as soon as possible, and post the revised ruleset. Although already approved, A rule and/or amendment shall not be considered as in effect until the revised ruleset is posted. (Dates from original ruleset; amended)
(In original ruleset; Amended by HarvesteR through "HarvesteR's motion to reduce confusion over rule §004" (approved by HarvesteR, JonR, alexriehl; opposed by nobody; edited by HarvesteR); Amended by Affinity through Affinity's motion to make passage requirements elastic)

§3.7: Reward for Motion approval:
Those who have their motions approved shall be rewarded with 1 (one) internet per vote in favor received, less 1 (one) internet per vote against received. In this fashion, one who has a motion approved will receive an amount of internets proportional to the general acceptance of his proposed motion. (e.g. If one has a motion passed with 3 votes in favor and 2 votes against, said one shall receive 1 internet). Internets shall only be granted once the motion has been effectively approved, and correctly followed through with appropriate insertion on, and/or revision of the ruleset. In the event that a motion is denied, no internets shall be given nor taken.
(Proposed by HarvesteR as "HarvesteR's motion to reward meritous contributions"; approved by coolguy5678, alexriehl, HarvesteR; opposed by nobody; edited by HarvesteR)

§3.8: Maintaining the ruleset:
All motions to create rules approved shall be/must be automatically added to the existing ruleset under an appropriate chapter and number.
(Proposed by HarvesteR as "HarvesteR's motion to maintain a coherent ruleset"; approved by HarvesteR, Boreeas, alexriehl; opposed by nobody; edited by HarvesteR)

§3.9: Keeping the ruleset coherent:
All rules appended to the original ruleset are required to be reworded so as to remove unnecessary sentences regarding obsolete voting, such as 'for the purposes of voting...'. This rule also requires that in any case in which a rule refers to itself as a 'motion', it must be reworded so as to emphasize and maintain the semantic difference between a motion and a rule. The extent of this rule is limited to such rewording and editing, and prohibits the altering of rules in any way that might distort, omit or otherwise modify the implied or explicitly stated content of its previous form as a motion. It extends as far as modifying the wording of a rule to append information about its creator and originating motion in order to preserve its history.
(Proposed by HarvesteR as "HarvesteR's motion to enhance and further improve the coherence of the ruleset"; approved by alexriehl, HarvesteR, Affinity; opposed by nobody; edited by Affinity)

§3.10: Prevention of page-stretching:
The revised ruleset must be placed inside of spoiler tags in order to prevent page-stretching.
(Proposed by Quate as "Quate's motion to prevent page-stretching"; approved by Quate, e^ipi+1=0, skellious, turret, Affinity; opposed by nobody; edited by Affinity)

§3.11: Statement of Motion termination:
All terminated motions, regardless of the outcome of the vote, are required to be announced in the following form:
For approved motions, the announcement must be in bold and follow this template:
"[username]'s [name of motion for the purposes of voting] has # votes in favor, and it passes.
This motion has been approved with # votes in favor, # against. [username] shall receive {see rule §3.11} internets for his(her) meritous contribution."

For denied motions, the announcement must be in bold and follow this template:
"[username]'s [name of motion for the purposes of voting] has # votes against, and is hereby denied."
It is required that, upon posting of the revised ruleset, the ruleset-revisor precede his new submission with the above announcement, so that it is clear for all participants that a new revision of the ruleset has been submitted. Observance of other rules regarding ruleset presentation shall still apply.
(Proposed by HarvesteR as "HarvesteR's motion to enhance motion termination verbosity"; approved by HarvesteR, JonR, alexriehl; opposed by nobody; edited by HarvesteR)

§3.12: Prevention of contradictions:
No motion may have retroactive effects before the moment at which it passed. No motion may specify that it cannot be altered or repealed. No motion may contradict a motion which has already passed or which is in voting unless it specifically supersedes, repeals, or reverses the existing motion.
(Proposed by snowyowl as "Snowyowl's motion to prevent contradictions"; approved by snowyowl, skellious, Affinity; opposed by nobody; edited by snowyowl)

§3.13: Active Motions list:
Along with the revised ruleset, a list of motions still open to voting is to be placed in any post casting a deciding vote in a motion.
(Proposed by Affinity as "Affinity's motion to keep a list of active motions"; approved by HarvesteR, JonR, alexriehl; opposed by nobody; edited by alexriehl)

§3.14: Self-cancellation of Motions:
The Motion-maker is granted official power to cancel a motion of his own making that is currently under vote. This shall be done by declaring, in bold and italics: "I, ['as motion-maker' or 'having been lawfully granted official power'], hereby terminate [name of motion]. As of this moment, this motion is no longer under vote and shall be removed and forgotten." This shall completely terminate the open motion. Being granted power to remove a motion does not imply that the power-holder is compelled to follow through. The Chairman does not have authority to grant this power unto himself, being also required to rely on the group consensus.
(Proposed by HarvesteR as "HarvesteR's motion to remove and forget obsolete motions"; approved by Affinity, HarvesteR, coolguy5678; opposed by nobody; edited by Affinity)

§3.14: Active Motions limit:
No player is allowed to have more than 3 open motions at any time. Any motion proposed after the 3rd shall be ignored.
(Proposed by JonR as "JonR's 2nd motion; to curb excessive motion proposals"; approved by HarvesteR, _infina_, coolguy5678; opposed by nobody; edited by HarvesteR)

§3.15: Limited Lifetime of Motions:
Motions can only remain active for a certain amount of time. After this time has elapsed, the motion is considered stale and shall observe the following: If a motion has, A. more than 3 votes total, and B. 2 (two) votes less than the total amount of votes in favor against it, it shall be approved by default (this shall be noted on the motion's history). In the event any motion does not meet these requirements at the end of the elapsed time, it shall be automatically cancelled. The least amount of time granted to a motion is a full nomic year. In this fashion, any motion proposed shall enjoy a full nomic year, not counting the fractional year at the time of proposal. At the Nomic Year's end, all open motions shall be reviewed against this principle, and acted upon accordingly.
(Proposed by HarvesteR as "HarvesteR's motion for a very effective yearly motion cleanup"; Approved by HarvesteR, OstrichGuy, coolguy5678, bkwinner; Opposed by no one; Edited by HarvesteR)

§4: The Nomic Estate and Land

§4.1: Definition of Land:
The Nomic Estate, represented by a dummy player, holds land. This land is subdivided into 2560 roods.
(Proposed by _infina_ as "infina's motion to create land"; approved by _infina_, alexriehl, coolguy5678; opposed by nobody; edited by HarvesteR)

§4.2: Initial roods:
Each player to join the game will begin with ten roods of land in addition to his/her starting internet. Roods awarded in this manner shall be deducted from the Nomic estate's rood supply.
(Proposed by Affinity as "Affinity's motion to award initial roods"; approved by Affinity, coolguy5678, HarvesteR; opposed by nobody; edited by Affinity)

§4.3: Purchase of Land from the Nomic Estate:
At any point, a player may declare, "I buy [n] roods from the Nomic Estate", where n is less than or equal to the number of roods remaining in the Nomic estate. The player immediate gains n roods and loses n sub-internets, which are added to the Nomic estate's internet supply. Roods transferred between players are not restricted by this motion's exchange rate.
(Proposed by Affinity as "Affinity's motion to set an exchange rate"; approved by Affinity, HarvesteR, coolguy5678; opposed by nobody; edited by Affinity)
(Amended by ostrichguy's motion to allow roods to be purchased individually)


§4.4: Mapping of the Land:
All land in existance shall be mapped on a 64 by 40 tile grid, each tile of which represents a land rood. Land-buyers, as they purchase more land, must update this map so that it reflects the change in territory ownership. The map shall be posted at each new map update, contained in a spoiler tag. Each land-owner must represent his estate with a unique color, so that his territory is well defined.
(Proposed by HarvesteR as "HarvesteR's motion to map out the land"; approved by alexriehl, coolguy5678, Affinity; opposed by nobody; edited by Affinity)

§4.5: Claiming Land (Prevention of ownership conflicts):
Each prospective land buyer, prior to purchasing any land, be it from the Nomic Estate or from another land-owner, must declare his intent to do so in the following manner, in bold and italics: 'I hereby claim the land located at [location of roods]'. The purpose of this rule is to prevent conflicts over land ownership in the event that another players claim the same rood, before the map of ownership could be updated.
(Proposed by HarvesteR as "HarvesteR's motion to prevent land ownership conflicts"; approved by alexriehl, coolguy5678, Affinity; opposed by nobody; edited by Affinity)

§4.6: Connection of territory, Roads and Railroads:
All of an individual's territory must be connected, either by being directly attached to each other (attaching at sides, not exclusively at corners), or being connected by a railroad or road. Players may build a train track for 5 Internet, regardless of its length. Players may build a road for 1 internet per 10 grid squares it crosses. If the railroad is made through another individual's territory, the money payed will go to that individual. Players build a road/railroad by stating: "I build a [road/railroad] at [location's]. If it passes through multiple other individuals' territory's, the people who's territory it goes through will split the Internets proportionally to how much is in each of their territories. The individuals' whose territory is passed through all must consent to the building of the railroad or road for it to be built, by stating "I consent to [name]'s building of a [road/railroad] at [location's]".
(Proposed by OstrichGuy as "Ostrichguy's motion to connect territory"; Approved by ostrichguy, JonR, bkwinner; Opposed by no one; Edited by HarvesteR)
(Amended by MartinW's motion to extend on the rules of building roads and railroads)


§4.7: Requirements of Land ownership:
Players who own land are required to have at least 1 (one) rood of open land on their domains at all times. A domain with less than 2 (two) open roods cannot have cities or other buildings built onto it.
(Proposed by HarvesteR as "HarvesteR's motion to prevent map clutter and technical problems no one wants to fix"; Approved by HarvesteR, Infina, coolguy5678, John Citizen, Turiski; Opposed by TheFudge)

§4.8: Penalty for inactivity:
After a player has been on the inactive list for three weeks, their land is returned to the Nomic Estate.
(Proposed by infina as infina's motion to penalize inactivity; Approved by Affinity, infina, JonR; opposed by HarvesteR; edited by HarvesteR)

§4.9: Settlements:
Players may announce the foundation of a settlement in their own land. The first settlement is free of charge, but subsequent settlements have a cost of 3 internets. Players shall announce the foundation of a settlement in the following form, in bold and italics: "I announce the foundation of [name of settlement] in [player domain's name], located at [map coordinates]".
(Proposed by HarvesteR as HarvesteR's motion to colonize the land; Approved by HarvesteR, Affinity, ostrichguy; opposed by nobody; edited by HarvesteR)

§4.10: Cities and the Capital City:
A player may declare any settlement in his land a city, but doing so will cost 3 more internets. To declare a settlement a city, the announcement must be in bold and italics and read: "I declare [name of settlement] a city." The capital city of a player's domain is the first settlement promoted to a city. The capital city generates twice the resources of a regular city. A player may transfer the capital of his domain to another city (not settlement) at the cost of another 3 internets. Transferring a capital shall be done by announcing in bold and italics: "I transfer the capital of [name of domain] to the city of [name of city]".
(Proposed by HarvesteR as HarvesteR's motion to colonize the land; Approved by HarvesteR, Affinity, ostrichguy; opposed by nobody; edited by HarvesteR)
(Amended by coolguy5678 as coolguy5678's motion to make the capital city awesome; Approved by coolguy5678, HarvesteR, JonR; opposed by nobody; edited by HarvesteR)


§4.11: Farmlands and Factories:
Players may convert tiles in their territory into farmland or factories for the cost of 1 Internet per 3 tiles of land converted. At the end of each Nomic Year, not including the one during which the tiles were converted, players receive 1 Internet per 3 tiles of farmland and 1 Internet per 2 tiles of factories. "Farm" will henceforth be used as a term meaning "a collection of consecutive farmland" and "manufacturing area" will henceforth be used as a term meaning "a collection of consecutive factories." Each manufacturing area or farm must neighbour a city, or be connected to one by road or rail.
(Proposed by OstrichGuy as "OstrichGuy's motion to make territory actually have a purpose"; Approved by ostrichguy, bkwinner, HarvesteR; Opposed by no one; Edited by HarvesteR; Amended by executive decision from The Chairman)

§4.12: Mining Towns:
Any settlement that isn't a city may be converted into a Mining Town for 3 internets. If a manufacturing area contains a mining town, its yearly income is increased by 15%. A single manufacturing area can only earn this bonus once.
(Proposed by Coolguy5678 as "coolguy5678's motion to create mining towns."; Approved by coolguy5678, bkwinner, MartinW, TheFudge; Opposed by no one; Edited by HarvesteR)

§4.13: Farms Supply to Factories:
If a farm is connected to a manufacturing area either by having their physical location touching, or by having a railroad or road between them, then the income of the manufacturing area is increased by 0.5% for each rood in the farm, up to a maximum of 15%. This does not compound with the Mining Town bonus, i.e. the bonus is calculated according to the income of the manufacturing area before applying the mining town bonus.
(Proposed by Coolguy5678 as "coolguy5678's motion to make farms supply to factories."; Approved by coolguy5678, bkwinner, MartinW, Ostrichguy; Opposed by no one; Edited by HarvesteR)

§4.14: The Nomic Capital District:
The rectangle with corners (O,14) and (Z,24) is the Nomic Capital District. NCD is the proper abbreviation for Nomic Capital District. At (U,19) will be Nomic City, the capital of the Nomic Empire. Players may propose to build settlements, farmland, factories, or other structures allowed by law in the NCD. In addition, a new type of building, a bank, may be built. A bank costs 10 Internets. 2 Internets are spent building it, while the other 8 go to the banks funds. Players may borrow money from the bank, but must pay it back, plus 20% interest each Nomic Year, including the one during which the money was borrowed. Players may deposit Internets in the bank, and will receive 10% interest per Nomic Year, not including the one during which the money was deposited. If a bank runs out of money, players must vote on whether or not to give enough of the Nomic Estate's money to the bank in order to keep it going. If not, the bank fails, and the players who have money in the bank will not be payed back. When players wish to propose the production of something in the NCD, they may do so by stating, in italics and bold, "I propose we turn [area in Nomic Capital District] into [type of land or structure]. This will cost us [number of Internets this would cost] Internets." It will be voted on in the same manner as motions are, but the contributor will not recive Internets for his/her contribution. Anything built in the NCD will be payed for using money from the Nomic Estate's fund
(Proposed by Ostrichguy as "Ostrichguy's motion to give our empire a capital."; Approved by ostrichguy, Krawl, TheFudge, coolguy5678; Opposed by MartinW; Edited by HarvesteR)

§4.15: Trading Cities:
Players may upgrade cities to Trading Cities for ¤3. If one player's trading city is connected to a trading city of a different player by road or rail, both players earn ¤3 in each year after the year in which the trading cities are first connected (or ¤6, if a Trading City is additionally the Capital City). Each Trading City may only be connected to one other Trading City. Each player may only be in a trading relationship with each other player once, but there is no limit on the number of players a player may trade with.
(Proposed by Coolguy5678 as "Coolguy5678's motion to promote co-operation through Trading Cities"; Approved by coolguy5678, HarvesteR, bkwinner, TheFudge; Opposed by no one; Edited by HarvesteR)

§4.16: The Nomic Sea (pre-activation):
On 13 February 2011, the Nomic Estate will be extended to row 80. South of row 40 will be the Nomic Sea. Scattered throughout the sea are islands. Players may not claim, or build settlements or other structure on tiles of the sea, other than ones that contain islands. Boats are an exception, and may be built on the water. On any land bordering the Nomic Sea, players may build shipyards for the cost of ¤1.5. If a player has a shipyard, he/she may build a boat on any water adjacent to the shipyard for ¤0.5. Ships are not stationary, and may move 20 tiles per Nomic year. This movement may be performed any time in the year, not just at the end. Any water over which a boat has passed becomes a shipping route. Shipping routes serve the same uses as roads and rails. (For example, a player may claim land on an island that is connected by shipping route to his/her mainland territory.) When a boat moves over an already existing shipping route, this does not count towards its yearly movement count. Players currently have three weeks to create and propose ideas for where the islands should be located, and vote on the submissions. At the end of those three weeks (on 13 February), whichever map received the most votes shall be added to the official one, and the ruleset will be updated to express that the Nomic Sea exists officially.
(Proposed by Ostrichguy as "Ostrichguy's motion to explore the sea"; Approved by Ostrichguy, _infina_, John Citizen, coolguy5678, Turiski; Opposed by no one; Edited by coolguy5678)

Active Motions:
Spoiler:
On year 4, bkwinner wrote:I make a motion that, if Affinity's motion to make passage requirements elastic passes, that the internet rewards for approved motions be changed to: 3 for unanimous support, 2 for <100% but >=75% and 1 for <75%. For the purposes of voting, this will be called bkwinner's motion to rescale rewards.

(Proposed by bkwinner; Approved by bkwinner, coolguy5678, Krawl; Opposed by MartinW, TheFudge, John Citizen)

On year 5, MartinW wrote:I make a motion to amend §004 to read:

All motions run for 48 hours. Any active motions made before this shall be put on a 48 hour limit starting when this vote passes. Once that many hours are done, the motion's votes are tallied. If more or an equal amount oppose the motion than approve, it fails. Otherwise, it passes. If the motion passes, and requires that the rules be amended, any with official powers to do so must do this as soon as possible, and post the revised ruleset. Although already approved, A rule and/or amendment shall not be considered as in effect until the revised ruleset is posted. The group who voted with the majority (either for or against) shall each receive one internet. In the case of a tie no one will receive internets.

For the purposes of voting, this motion shall be known as MartinW's motion to reduce vote apathy.

(Proposed by MartinW; Approved by MartinW, TheFudge, Ostrichguy, John Citizen; Opposed by bkwinner)

On year 5, OstrichGuy wrote:I propose a motion that would allow players to upgrade cities and capitals into large cities or large capitals respectively for the cost of three Internets by declaring, in bold, "I spend ¤3 to upgrade [name of city or capital] into a large city/capital." Large cities cause adjacent manufacturing areas to generate double the normal income. Large capitals cause adjacent manufacturing areas to generate quadruple the normal income. For purposes of voting, this motion shall be referred to as Ostrichguy's motion to create large cities.

(Proposed by OstrichGuy; Approved by OstrichGuy, TheFudge; Opposed by coolguy5678, Turiski)

On year 6, bkwinner wrote:I make a motion to extend our abilities with actions. An action is defined as anything that changes the gamestate. Actions include, but are not limited to: voting, proposing motions, repealing motions, building anything on land, buying land, claiming land, and the chairman's official actions (in short, anything bolded/italicised). Players may declare a delayed action by adding "This action will take place at/after x" where x is a time/date/#of nomic years/condition to be fufilled. The action is not implemented right away, but instead is added to the list of delayed actions. When the delay period is fufilled, the action is accepted immediately if it is legal. Delayed actions do not need to be legal when declared. Also, players may make conditional actions in the same format as conditional votes. These actions can also have delays, in which it is called a delayed conditional action. Nesting conditions is allowed, using parentheses, ex: if [c1] then (if [c2] then [a1] else [a2]) else[a3]. (c1,2 are conditions, a1,2,3 are actions.) an action that is neither delayed nor conditional is called a basic action. for the purpose of voting, this is called bkwinner's motion to extend actions.

(Proposed by bkwinner; Approved by bkwinner, John Citizen, Turiski; Opposed by no one)

On year 6, _infina_ wrote:I make a motion to create the resource of produce, to be produced by farms at a rate of 100 produce/rood of farm per year. To sell the produce, it must be connected to a settlement, city, or Capital City with a market, which can be upgrade from a settlement, city or Capital City at the cost of ¤2. A settlement with a market will sell produce at 75 produce for ¤1. A city with a market will sell produce at 50 produce for ¤1. A Capital City with a market will sell produce at 25 produce for ¤1. For the purposes of voting, this motion will be called _infina_'s motion to create markets.

(Proposed by _infina_; Approved by _infina_; Opposed by coolguy5678)

On year 6, John Citizen wrote:I make a motion to penalise particularly bad motions. In addition to voting in favor/in favour/against a motion, a poster may declare a motion "Ridiculous". This is done by, in bold and italic, stating "I declare (motion x) to be ridiculous". If a majority of active players votes a motion to be ridiculous, the motion is immediately removed. In addition, the poster of the motion is fined in internets the number of "Ridiculous" votes, minus the number of votes in favor/in favour of a motion, to a maximum of their total number of internets. For purposes of voting, this shall be called, John Citizen's motion to penalise particularly bad motions.

(Proposed by John Citizen; Approved by John Citizen, bkwinner; Opposed by coolguy5678)

On year 6, John Citizen wrote:I make a motion to make posts alphabetical. Every new post must begin with the next consecutive letter to that used to begin the previous post. Any player failing to do so will be fined one internet, or all their sub-internets if they have less than one internet. For purposes of voting, this shall be called, John Citizen's motion to introduce alphabeticality.

(Proposed by John Citizen; Approved by John Citizen, coolguy5678, Turiski; Opposed by bkwinner)

On year 6, John Citizen wrote:I make a motion to create corporations. A player may own one and only one corporation. A corporation has associated cities for which its effects occur. A corporation must always have at least one associated city. No two corporations may have the same name.
A player may found a corporation by declaring, in bold and italics: "I declare the founding of [name] corporation in [city]." This action costs 3 internets. A player can also spread a corporation to any city (not just their own) within a radius of 25 grid units (measured by Pythagoreas' theorem, rounded down). This is done by declaring, in bold and italics: "I spread [corporation] from [city] to [city]". This does not remove the corporation from the original city. A player spreading a corporation must own the city that the corporation is spreading from, though not necessarily the corporation itself. Spreading a corporation costs 2 internets.
A player can remove a corporation from one of their cities by paying 2.5 internets to the player owning the corporation. If the player owning the city also owns the corporation, they must still pay 1 internet (not to themselves). This is done by declaring, in bold and italics, "I remove [corporation] from [city]." If at any time this action causes a corporation to have no associated cities, the corporation ceases to exist.
A corporation increases the profit of the city it is in and every adjacent (including diagonally adjacent) tile by 20%, rounded to the nearest sub-internet. This is applied after all other bonuses. If the owner of the city does not own the corporation, 50% (rounded to the nearest sub-internet) of the bonus resulting from the corporation goes to the owner of the corporation, with the rest going to the owner of the city.
A city may contain more than one corporation, but the bonus from each is not cumulative; that is to say, the bonus is calculated from the value without any corporations for each corporation present. For the purposes of voting, this shall be referred to as John Citizen's motion to create corporations.

(Proposed by John Citizen; Approved by John Citizen; Opposed by no one)

On year 6, Turiski wrote:I make a motion to amend the following rules:
In §2.4, the text {two one-week vacation or one two-week vacations} shall be replaced with {two one-week vacations or one two-week vacation}.
In §3.6, the text {no internets shall be given nor taken.} shall be replaced with {internets shall be neither given nor taken.}
In §3.10, the text {the ruleset-revisor} shall be replaced with {the ruleset-reviser}.
In §4.4, the text {in existance} shall be replaced with {in existence}
In §4.6, the text {Players may build a train track for 5 Internet.} shall be replaced with {Players may build a train track for 5 Internets.}
In §4.6, the text {payed} shall be replaced with {paid}
In §4.6, the text {stating: 'I build a [road/railroad] at [location's].} shall be replaced with {stating: "I build a [road/railroad] at [locations]."}
In §4.6, the text {passes through multiple other individuals' territory's} shall be replaced with {passes through multiple other individuals' territories}.
In §4.11, the text {recive} shall be replaced with {receive}
In §4.11, both instances of {payed} shall be replaced with {paid}.
In §4.11, a period shall be placed immediately following the final sentence.
For the purposes of voting, this will be called Turiski's motion to facilitate the removal of grammatical errors.

(Proposed by Turiski; Approved by Turiski, John Citizen, bkwinner; Opposed by no one)

On year 6, Turiski wrote:I make a motion to amend §4.6:
Immediately following the text {If it passes through multiple other individuals' [territory's|territories], the people who's territory it goes through will split the Internets proportionally to how much is in each of their territories.},
the following passage shall be inserted: {Each player may only receive a whole number of sub-internets; the remainder shall go to the active players with the lowest number of internets, such that no players receiving a nonzero number of internets in this transaction receive more than ¤0.1}.
For the purposes of voting, this will be called Turiski's motion to remove ambiguity in multi-individual road purchasing.

(Proposed by Turiski; Approved by Turiski, John Citizen; Opposed by no one)

On year 6, Turiski wrote:I make a motion to amend §4.6:
Immediately following the last sentence in the rule,
the following passage shall be inserted: {A distinction shall be made between "not consenting" and "disapproving" to a proposal: an individual with the authority to consent may also disapprove, by replacing in the above statement the words "I consent to" with "I disapprove of". A player disapproves by default if they do not respond appropriately within two Nomic years (If a player is or goes on vacation, their vacation time is not counted toward this restriction). In the event that such an individual disapproves, the builder may state (with a similar allowance for vacation) within one Nomic year “In light of recent disapproval, I amend my proposal to build at [old locations], and build instead at [new locations].” Then, the consenting individuals will remain consenting to only the same player building the railroads at only the same locations. Specifically:
a) The new locations may not be the same, in their entirety, as the old locations.
b) If the new locations cover different parts consenter’s land than the old locations, the consenter has the opportunity to not consent to the difference (and it shall be assumed that they give neither consent nor disapproval until either they make a further statement of the form outlined above, or they disapprove by default).
c) If the new locations demand the approval of additional individuals, all of them must consent as well before the building will finish.}
d) The consenter does not consent to additional proposals made, either by others or the same individual.
For the purposes of voting, this will be called Turiski's motion to enable negotiation of road purchases.

(Proposed by Turiski; Approved by Turiski; Opposed by no one)

On year 6, ostrichguy wrote:I propose a motion to change §4.12 to say:

Players may upgrade cities to Trading Cities for ¤3. If one player's trading city is connected to one or more trading city of a different player by road or rail, each player earns ¤3 per trading city it's connected to in each year after the year in which the trading cities are first connected (or ¤6, if a Trading City is additionally the Capital City). Each player may only be in a trading relationship with each other player once, but there is no limit on the number of players a player may trade with.


For purposes of voting, this will be called ostrichguy's motion to allow trading with multiple cities.

(Proposed by ostrichguy; Approved by ostrichguy; Opposed by coolguy5678, Turiski)

On year 7, bkwinner wrote:I propose a motion to extend our freedom with motions. In addition to editing motions, we may also split and combine motions. A split motion becomes two motions, each containing a portion of the original motion. Players may only split motions if this would not put them over the limit of active motions. If two motions are combined, they fuse to become a single motion. The votes on the original motion(s) count for half value on any new motions created by splitting or combining motions. For the purposes of voting, this will be called bkwinner's motion to increase our abilities with motions.

(Proposed by bkwinner; Approved by bkwinner; Opposed by no one)

Players:
Spoiler:
The Nomic Estate: 15 internets, 0 roods on credit, 1637 roods claimed
HarvesteR: 30 internets, 0 roods on credit, 210 roods claimed
coolguy5678: 26 internets, 0 roods on credit, 220 roods claimed
ostrichguy: 12 internets, 1 roods on credit, 309 roods claimed
_infina_: 7 internets, 0 roods on credit, 40 roods claimed
Krawl: 12 internets, 10 roods on credit, 0 roods claimed
alexriehl: 7 internets, 40 roods on credit, 0 roods claimed
JonR: 7 internets, 15 roods on credit, 25 roods claimed
turret: 5 internets, 20 roods on credit, 0 roods claimed
kerfuffleninja: 4 internets, 10 roods on credit, 0 roods claimed
skellious: 4 internets, 10 roods on credit, 0 roods claimed
e^ipi+1=0: 4 internets, 10 roods on credit, 0 roods claimed
Quate: 4 internets, 10 roods on credit, 0 roods claimed
snowyowl: 4 internets, 10 roods on credit, 0 roods claimed
neoliminal: 4 internets, 10 roods on credit, 0 roods claimed
Boreeas: 4 internets, 10 roods on credit, 0 roods claimed
NecklaceOfShadow: 4 internets, 10 roods on credit, 0 roods claimed
bkwinner: 0.1 internets, 0 roods on credit, 49 roods claimed
Moach: 4 internets, 0 roods on credit, 10 roods claimed
Affinity: 3 internets, 0 roods on credit, 0 roods claimed
sina wile toki moku: 1 internets, 1 roods on credit, 9 roods claimed
MartinW: 5 internets, 0 roods on credit, 20 roods claimed
theFudge: 10 internets, 9 roods on credit, 1 roods claimed
John Citizen: 0 internets, 0 roods on credit, 20 roods claimed
Turiski: 1 internets, 0 roods on credit, 10 roods claimed

Active Players: 9/24
Votes in favor required for motion approval: 5
bkwinner
 
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Re: Nomic 15.0

Postby Turiski » Mon Jan 24, 2011 1:22 am UTC

@ coolguy: :oops:

Before too much of this year passes by:
I hereby claim the land located at (36-39, AK-AM). This is 12 roods, minus 2 I already own, so I now have 0 internets.
I announce the foundation of Tet in Turiski at (36, AM)

I cast my vote against bkwinner's motion to increase our abilities with motions if it does not explain the lifetimes of the split and merged motions in the event of the passing of MartinW's motion to reduce vote apathy. I'll wait to see how you do it before I vote.

And John, that's much better. I cast my vote in favor of John Citizen's motion to create corporations.
With _infina_'s changes to "to create markets," my vote is now in favor.
Approximately 100% of my forum contribution is in Nomic threads! In fact, if you're reading this signature, you probably knew that because you're reading a Nomic thread! But did you know that I've participated in both Nomic 16.0 AND Nomic 15.0? Woah!
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Turiski
 
Posts: 31
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Re: Nomic 15.0

Postby _infina_ » Mon Jan 24, 2011 1:53 am UTC

so, with the six internets I earned from my factories,
I purchase twelve factories and place them in a rectangle defined by J19 and K24.
Spoiler:
keozen wrote:It took us exactly 3 pages to turn a discussion of a loved children's book series into smut...
TheGrammarBolshevik wrote:Only if your friends know what rhino dong smells like.

Malo mbwa mwitu
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Re: Nomic 15.0

Postby ostrichguy » Mon Jan 24, 2011 5:50 pm UTC

I have 21 Internets. I spend 18 of the following with factories:
*The rectangle with corners (AN, 6) and (AR, 14)
* (AG, 12) through (AM, 12)
* (AC, 10)
* (AG, 10)
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Re: Nomic 15.0

Postby _infina_ » Mon Jan 24, 2011 8:58 pm UTC

I make a motion to create the position of Manager of the Nomic Capital District, which has the duty of keeping the Nomic Estate with a positive cash flow. The manager may establish a trading relationship with any foreign Nomic Entities for 1 Nomic year, after which a vote of active players must pass as a motion to allow further trade. This position is an elective position, with a term of 4 Nomic Years. The election process will run in the year prior to the start of the Manager's term. A player may declare themselves a candidate by placing in bolded italics "I declare myself a candidate for the position of Manger of the Nomic Capital District." In likewise manner they can withdraw from the race by stating "I withdraw my candidacy." Candadicy may be declared until the half-point (20th post) of the year prior to the next term. Voting shall be done in the form "I vote <playername> for Manager of the Nomic Capital District." The Chairman may choose to either appoint a votecounter, or count the votes himself. The position Assistant to the Manager of the Nomic Capital District will be the Candidate that places second in the voting and will fill in for the manager when on vacation or if the Manager becomes inactive. The Manager shall be the candidate with the greatest number of votes. For the purposes of voting, this shall be called infina's Manager Motion.
Spoiler:
keozen wrote:It took us exactly 3 pages to turn a discussion of a loved children's book series into smut...
TheGrammarBolshevik wrote:Only if your friends know what rhino dong smells like.

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Re: Nomic 15.0

Postby John Citizen » Mon Jan 24, 2011 9:54 pm UTC

I cast my vote in favour of infina's manager motion.

I like politics.
"Yields falsehood when preceded by its quotation"
yields falsehood when preceded by its quotation.
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Re: Nomic 15.0

Postby _infina_ » Wed Jan 26, 2011 2:41 am UTC

If my calculations are correct, JonR has been inactive for 19 days, and has two days to return or risk losing his land, if we so choose. If I am correct, this will be the first time such action could take place.
Spoiler:
keozen wrote:It took us exactly 3 pages to turn a discussion of a loved children's book series into smut...
TheGrammarBolshevik wrote:Only if your friends know what rhino dong smells like.

Malo mbwa mwitu
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Re: Nomic 15.0

Postby Krawl » Wed Jan 26, 2011 11:40 am UTC

In order to save my own sorry hide from a similar action. I am not dead!!
/activates self

ok... Give me a minute to peruse the motions...

I hereby change my vote on bkwinner's motion to rescale rewards to against.
I hereby cast my vote against MartinW's motion to reduce vote apathy.
I hereby cast my vote against OstrichGuy's motion to create large cities.
It's too much, and a little redundant. The capital city is our "Large city" already.
I hereby cast my vote against bkwinner's motion to extend actions.as this makes things horribly confusing.
I hereby cast my vote against _infina_'s motion to create markets, unless it is made separate from produce, or to include ore/minerals as well as fish and the original produce.(for the sea. I believe there should be fishing, and so...

I hereby make a motion that, when the sea has been added to the Empire, once you have built a shipyard, you may build fishing boats, for 5 sub-internets each. A fishing boat will catch 50 fish every nomic year, which may be sold at the markets(if markets are approved) or traded to other players, as seen fit. For the purposes of voting, this shall be referred to as Krawl's motion to introduce fishing.
I hereby make a motion that for each building you have built you must have 10 produce, or fish(assuming it passes) to your name, which will be deducted at the end of every nomic year. If you do not have the appropriate amount of "Food" resources, you will lose the number of buildings proportionate to the amount of food you could not provide. Cities, whether capital or otherwise will require 25 Food resources instead of the 10 required for other buildings. Buildings include Farms, Factories, Towns, Cities, Shipyards, and Boats. For the purposes of voting, this motion shall be referred to as Krawl's motion to introduce the Food Resource.
I think this motion will add an element of interdependence, to increase trading opportunities with others, as well as add a sense of realism, and responsibility to the nomic.

I hereby cast my vote in favor of John Citizen's motion to penalize particularly bad motions. (although I fear it may be misused, horribly.)
I hereby cast my vote in favor of John Citizen's motion to introduce alphabeticality.
(I believe this will make referencing another's post a lot easier. ex. [user] stated that [yada yada] in year 5, in post H. Unless he is in fact just trying to be annoying with a pointless rule. In such a case,it is a ridiculous rule.)
I won't vote on corporations, as I'm trying to understand how it is supposed to work still.
I hereby cast my vote in favor of Turiski's motion to facilitate the removal of grammatical errors.
I hereby cast my vote in favor of Turiski's motion to remove ambiguity in multi-individual road purchasing.
I hereby cast my vote in favor of Turiski's motion to enable negotiation of road purchases.
I hereby cast my vote against bkwinner's motion to increase our abilities with motions.
I hereby cast my vote in favor of infina's Manager Motion, if the votes are sent to the votecounter by private message, instead of openly, so as not to create unfair congregatings of peoples. The votes may be sent as well to the Chairperson, to ensure a fair counting.


And lastly, I purchase 40 roods from the nomic estate.
I claim the land in the 7x7 square 34A-40G.
I announce the foundation of Shadowscape Town at 38D.
I declare Shadowscape Town a City. (Shadowscape City)
I declare Shadowscape City as my capital.
I convert tiles 37C-37E and 39C-39E into farmland.


I now have 3 internets, 1 rood on credit, and 49 roods claimed. I think.
Warning! Sex Facts:
Spoiler:
A single sperm has 37.5MB of DNA information in it. That means that a normal ejaculation represents a date transfer of 1587.5TB.
That's a lot of Fucking Data! Haha! Get it? Fucking.

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Re: Nomic 15.0

Postby bkwinner » Wed Jan 26, 2011 5:14 pm UTC

Turiski wrote:I cast my vote against bkwinner's motion to increase our abilities with motions if it does not explain the lifetimes of the split and merged motions in the event of the passing of MartinW's motion to reduce vote apathy. I'll wait to see how you do it before I vote.

ok, how's this?
I, as motion-maker, hereby edit bkwinner's motion to increase our abilities with motions to: In addition to editing motions, we may also split and combine motions. A split motion becomes two motions, each containing a portion of the original motion. Players may only split motions if this would not put them over the limit of active motions. If two motions are combined, they fuse to become a single motion. The votes on the original motion(s) count for half value on any new motions created by splitting or combining motions. the lifetime of the new motions will be identical to the original if split, and the average of the originals if combined. Players may not combine two motions and then split them, or vice versa, in the same post. For the purposes of voting, this will be called bkwinner's motion to increase our abilities with motions.

I cast my vote against Krawl's motion to introduce the Food Resource
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Re: Nomic 15.0

Postby ostrichguy » Sun Jan 30, 2011 3:50 pm UTC

Is anyone else going to make a submission for the sea map? If you don't, I'll win by default. My map isn't great, so I think at least one of you could do a better job.
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Re: Nomic 15.0

Postby _infina_ » Sun Jan 30, 2011 7:13 pm UTC

While it might not be the best, I don't have enough time to make one that would become any better. Actually, I don't think I could make a better one at all.
Spoiler:
keozen wrote:It took us exactly 3 pages to turn a discussion of a loved children's book series into smut...
TheGrammarBolshevik wrote:Only if your friends know what rhino dong smells like.

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Re: Nomic 15.0

Postby bkwinner » Sun Jan 30, 2011 9:29 pm UTC

I both like your one, ostrichguy, and can't make any better ones.
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Re: Nomic 15.0

Postby ostrichguy » Sun Jan 30, 2011 10:15 pm UTC

Has anyone else noticed HarvestR hasn't posted in a while? If he doesn't return, who's going to add the sea feature to the renderer?
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Re: Nomic 15.0

Postby Left Justified » Mon Jan 31, 2011 9:57 pm UTC

I hereby claim the land located at (38-40, AT-AV and 40 AW).

I announce the foundation of Ravelle in Left Justified at 39 AU

I hereby use my internets to convert tiles 38 AT-AV into factories.

I make a motion to define the term alliance as a mutual agreement between two or more players to share control of roads and railroads between land. To facilitate these "alliances" each player would create a totem in the other's territory, which must be verified. In addition to this, road or railroad sharing would be prohibited without a totem in the owner's territory. To end an alliance you must declare that you are removing x's totem. For the purposes of voting this motion will be called Left Justified's motion on alliances.
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Re: Nomic 15.0

Postby Turiski » Tue Feb 01, 2011 4:48 am UTC

I hereby cast my vote in favor of bkwinner's motion to extend actions
I hereby cast my vote in favor of infina's Manager Motion if Krawl's vote is also in favor because I don't feel like typing that again.
I am true neutral on the food resource.

I'd like an active member count to be taken pretty soon; anyone else object to that?
Approximately 100% of my forum contribution is in Nomic threads! In fact, if you're reading this signature, you probably knew that because you're reading a Nomic thread! But did you know that I've participated in both Nomic 16.0 AND Nomic 15.0? Woah!
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Re: Nomic 15.0

Postby bkwinner » Tue Feb 01, 2011 5:13 pm UTC

yes, someone must take an active member count. I don't have time, however.
Also,
I cast my vote against Left Justified's motion on alliances.
I dislike this motion for four reasons: It doesn't say how to build a totem, roads/railroads don't have owners in the first place (You would have to add it in there), it doesn't mention anything about players currently using "other's" (rail)roads, and it allows one person to lock off all the others by building railroads around their territory and then refusing all tokens.
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Re: Nomic 15.0

Postby _infina_ » Tue Feb 01, 2011 6:17 pm UTC

infina's Manager Motion has 4 votes in favor, and it passes.
This motion has been approved with 4 votes in favor, 0 against. [username] shall receive 4 internets for his meritous contribution.

I declare myself a candidate for the position of Manger of the Nomic Capital District.


Ruleset:
Spoiler:
§0: Chairman

§0.1: The Chairman:
HarvesteR is the chairman. Any disputes and disagreements about gameplay may settled by the chairman. If there is a dispute, the chairman may take any action necessary to restore stable gameplay, except the actions specifically forbidden by these rules. The chairman's decisions may be overturned by five votes from different players reading "I cast my vote to repeal the chairman's executive decision." The chairman may not take any action which results in players being unable to repeal his decisions.
(Dates from kerfuffleninja's motion to ensure stable gameplay)
(Proposed by coolguy5678 as "coolguy5678's first motion; to make the Chairman someone active"; approved by coolguy5678, HarvesteR, Affinity; opposed by nobody; edited by Affinity)


§1: Currency

§1.1: Definition of the Internet:
All players have a property called "number of internets". All players receive one internet upon making their first post in this thread. Whenever a player's number of internets is changed, a list of all players' internet-counts is posted in a spoiler tag, in decreasing order of internet-counts. To represent fractional amounts, the sub-internet is the official unit, with a value of 1/10 of an internet. Internets are represented by the ¤ (Alt+0164) symbol, and sub-internets as decimals of the number of internets (e.g. ¤10.5).
(Proposed by coolguy5678 as "coolguy5678's motion to create currency"; approved by Affinity, coolguy5678, HarvesteR; opposed by nobody; edited by Affinity)
(Amended by OstrichGuy's motion to subdivide currency)
(Amended by HarvesteR's motion to notate currency)


§1.2: Definition of Resources:
The term "resources" (currently) means internets and roods (see section §4). Furthermore, no action may be performed that causes any of a player's resources to become negative.
(Proposed by coolguy5678 as "coolguy5678's motion to simplify resource transactions"; Approved by coolguy5678, Affinity, HarvesteR; opposed by nobody; edited by HarvesteR)

§1.3: Transfer of Resources between players:
Players may give any positive amount of their resources to any other player for whatever reason they wish.
(Originally "coolguy5678's motion to promote the Christmas spirit")
(Proposed by coolguy5678 as "coolguy5678's motion to promote Christmas spirit"; approved by coolguy5678, alexriehl, Affinity; opposed by nobody; edited by Affinity)


§1.4: Chairman's reward:
The Chairman is permitted to grant internets to persons who have been of exemplary value in the community, at the discretion of the Chairman. The Chairman is unable to award himself/herself internets, but internets can still be given to the Chairman by Rule §1.3. The Chairman is only permitted to award 5 internets per week. Any internets beyond that will be charged to the Chairman as per Rule §1.3. Internets granted under this rule may be revoked, as per the procedure outlined in Rule §0.1.
(Proposed by alexriehl as "alexriehl's revised motion to grant currency-based rewards"; approved by alexriehl, coolguy5678, _infina_; opposed by nobody; edited by alexriehl)

§2: Nomic Time

§2.1: Definition of Nomic Time:
A page on this thread represents the passage of one year in Nomic Time.
(Proposed by OstrichGuy as "OstrichGuy's motion to make years pretty long"; Approved by OstrichGuy, HarvesteR, coolguy5678; Opposed by no one; Edited by HarvesteR)

§2.2: Inactive players list:
Players who haven't posted in a week shall be moved to the inactive player list.
(Proposed by infina as infina's motion to define activity, Approved by Affinity, infina, JonR; opposed by HarvesteR; edited by HarvesteR, coolguy5678

§2.3: Double-post prevention:
Anyone who double-posts three or more times in the same thread page is fined one internet for each double-post after the first two, which go to the Nomic Estate. A double-post is defined as two consecutive posts by the same user; three consecutive posts are considered two double posts, four consecutive posts as three double-posts, and so on.
(Proposed by coolguy5678 as "coolguy5678's motion to stop people from single-handedly accelerating time"; Approved by coolguy5678, ostrichguy, bkwinner; Opposed by no one; Edited by HarvesteR)

§2.4: Vacations:
If a player declares in bold an italics, "I am taking the next [one or two] weeks off, then that amount of time is not counted towards the amount of time required to be considered inactive. Players are given 2 weeks off per real-world year, which may be used as either two one-week vacation or one two-week vacations.
(Proposed by Ostrichguy as "Ostrichguy's motion to allow vacations"; Approved by ostrichguy, Krawl, sina wile toki moku, MartinW, HarvesteR; Opposed by no one; Edited by HarvesteR)

§3: Motions and Rule-making

§3.1: Motions:
Any player may set forth a motion to take some official action. Official actions include, but are not limited to, amendment of or additions of rules.
(In original ruleset)

§3.2: Creating Motions:
All official motions must be in bold and italics and begin with "I make a motion to..." Additionally, official motions must end with "For the purposes of voting, this motion shall be referred to as [username]'s motion to...", followed by a summary of the motion's actions, with "[username]" replaced by the motion-maker's username. For example, one could say "I make a motion to put the comma that is directly outside the quotes in rule §002 inside the preceeding quotes, after the ellipses. For the purposes of voting, this motion shall be referred to as kerfuffleninja's motion to save grammar Nazis from developing a nervous twitch."
(In original ruleset)

§3.3: Voting:
To vote in favor of or against a motion, one must declare one's vote by saying "I cast my vote [in favor of/in favour of/against] [motion-maker]'s motion to [motion summary]." For example, one could say "I cast my vote in favor of kerfuffleninja's motion to save grammer Nazis from developing a nervous twitch." People are not forced to type down the entire motion summary.
(In original ruleset)
(Amended by turret through "turret's motion to simplify and ease voting through not forcing people to type down the entire summary of any vote they wish to endorse and vote for"; approved by turret, snowyowl, JonR; opposed by kerfuffleninja, Affinity; edited by HarvesteR)


§3.3.a: Conditional Voting:
Players are allowed to make conditional votes: votes that only take effect if a set of conditions is met.
Conditional votes are to be cast in the following manner:
I cast my vote [in favor|favour of/against] [motion] if [condition]
If (condition) is true, then the vote counts. Otherwise (If the condition is false/undetermined), it doesn't.
(Proposed by bkwinner as "bkwinner's motion to allow conditional votes"; Approved by bkwinner, Krawl, sina wile toki moku, MartinW; Opposed by no one; Edited by HarvesteR)

§3.4: Prevention of obvious, redundant votes:
Whenever a someone makes a motion, he automatically and implicitly casts a vote in favour of it. This can be cancelled by explicitly stating, in bold and italics, "I do not cast my vote in (favour|favor) of [motion name]", or by casting a vote against the motion.
(Proposed by coolguy5678 as "coolguy5678's second motion; to reduce obvious, redundant votes"; Approved by coolguy5678, Affinity, HarvesteR; opposed by nobody; edited by HarvesteR)

§3.5: Editing of Motions:
A motion-maker may edit the text of a motion by stating, and bold and italics,
"I, ['as motion-maker' or 'having been lawfully granted official power'], hereby edit [name of motion] to:
(new motion text)
"
All votes for the old motion are kept, unless the meaning is significantly changed, as determined by the chairman (this decision can be overruled as per §0.1), in which case the votes are repealed. Motions may not be edited if they already have the number of votes necessary for approval/rejection.
(Proposed by bkwinner as "bkwinner's motion to edit motions"; Approved by bkwinner, HarvesteR, Krawl, John Citizen, Turiski; Opposed by coolguy5678, MartinW, TheFudge; Edited by coolguy5678)

§3.6: Termination (approval or denial) of Motions:
If at any point more than half of the active players have voted in favor of a motion, it is immediately approved. If at any point more than half of the active players against a motion, the motion is immediately denied. If the motion passes, and requires that the rules be amended, the motion-maker or any other with official powers to do so must do this as soon as possible, and post the revised ruleset. Although already approved, A rule and/or amendment shall not be considered as in effect until the revised ruleset is posted. (Dates from original ruleset; amended)
(In original ruleset; Amended by HarvesteR through "HarvesteR's motion to reduce confusion over rule §004" (approved by HarvesteR, JonR, alexriehl; opposed by nobody; edited by HarvesteR); Amended by Affinity through Affinity's motion to make passage requirements elastic)

§3.7: Reward for Motion approval:
Those who have their motions approved shall be rewarded with 1 (one) internet per vote in favor received, less 1 (one) internet per vote against received. In this fashion, one who has a motion approved will receive an amount of internets proportional to the general acceptance of his proposed motion. (e.g. If one has a motion passed with 3 votes in favor and 2 votes against, said one shall receive 1 internet). Internets shall only be granted once the motion has been effectively approved, and correctly followed through with appropriate insertion on, and/or revision of the ruleset. In the event that a motion is denied, no internets shall be given nor taken.
(Proposed by HarvesteR as "HarvesteR's motion to reward meritous contributions"; approved by coolguy5678, alexriehl, HarvesteR; opposed by nobody; edited by HarvesteR)

§3.8: Maintaining the ruleset:
All motions to create rules approved shall be/must be automatically added to the existing ruleset under an appropriate chapter and number.
(Proposed by HarvesteR as "HarvesteR's motion to maintain a coherent ruleset"; approved by HarvesteR, Boreeas, alexriehl; opposed by nobody; edited by HarvesteR)

§3.9: Keeping the ruleset coherent:
All rules appended to the original ruleset are required to be reworded so as to remove unnecessary sentences regarding obsolete voting, such as 'for the purposes of voting...'. This rule also requires that in any case in which a rule refers to itself as a 'motion', it must be reworded so as to emphasize and maintain the semantic difference between a motion and a rule. The extent of this rule is limited to such rewording and editing, and prohibits the altering of rules in any way that might distort, omit or otherwise modify the implied or explicitly stated content of its previous form as a motion. It extends as far as modifying the wording of a rule to append information about its creator and originating motion in order to preserve its history.
(Proposed by HarvesteR as "HarvesteR's motion to enhance and further improve the coherence of the ruleset"; approved by alexriehl, HarvesteR, Affinity; opposed by nobody; edited by Affinity)

§3.10: Prevention of page-stretching:
The revised ruleset must be placed inside of spoiler tags in order to prevent page-stretching.
(Proposed by Quate as "Quate's motion to prevent page-stretching"; approved by Quate, e^ipi+1=0, skellious, turret, Affinity; opposed by nobody; edited by Affinity)

§3.11: Statement of Motion termination:
All terminated motions, regardless of the outcome of the vote, are required to be announced in the following form:
For approved motions, the announcement must be in bold and follow this template:
"[username]'s [name of motion for the purposes of voting] has # votes in favor, and it passes.
This motion has been approved with # votes in favor, # against. [username] shall receive {see rule §3.11} internets for his(her) meritous contribution."

For denied motions, the announcement must be in bold and follow this template:
"[username]'s [name of motion for the purposes of voting] has # votes against, and is hereby denied."
It is required that, upon posting of the revised ruleset, the ruleset-revisor precede his new submission with the above announcement, so that it is clear for all participants that a new revision of the ruleset has been submitted. Observance of other rules regarding ruleset presentation shall still apply.
(Proposed by HarvesteR as "HarvesteR's motion to enhance motion termination verbosity"; approved by HarvesteR, JonR, alexriehl; opposed by nobody; edited by HarvesteR)

§3.12: Prevention of contradictions:
No motion may have retroactive effects before the moment at which it passed. No motion may specify that it cannot be altered or repealed. No motion may contradict a motion which has already passed or which is in voting unless it specifically supersedes, repeals, or reverses the existing motion.
(Proposed by snowyowl as "Snowyowl's motion to prevent contradictions"; approved by snowyowl, skellious, Affinity; opposed by nobody; edited by snowyowl)

§3.13: Active Motions list:
Along with the revised ruleset, a list of motions still open to voting is to be placed in any post casting a deciding vote in a motion.
(Proposed by Affinity as "Affinity's motion to keep a list of active motions"; approved by HarvesteR, JonR, alexriehl; opposed by nobody; edited by alexriehl)

§3.14: Self-cancellation of Motions:
The Motion-maker is granted official power to cancel a motion of his own making that is currently under vote. This shall be done by declaring, in bold and italics: "I, ['as motion-maker' or 'having been lawfully granted official power'], hereby terminate [name of motion]. As of this moment, this motion is no longer under vote and shall be removed and forgotten." This shall completely terminate the open motion. Being granted power to remove a motion does not imply that the power-holder is compelled to follow through. The Chairman does not have authority to grant this power unto himself, being also required to rely on the group consensus.
(Proposed by HarvesteR as "HarvesteR's motion to remove and forget obsolete motions"; approved by Affinity, HarvesteR, coolguy5678; opposed by nobody; edited by Affinity)

§3.14: Active Motions limit:
No player is allowed to have more than 3 open motions at any time. Any motion proposed after the 3rd shall be ignored.
(Proposed by JonR as "JonR's 2nd motion; to curb excessive motion proposals"; approved by HarvesteR, _infina_, coolguy5678; opposed by nobody; edited by HarvesteR)

§3.15: Limited Lifetime of Motions:
Motions can only remain active for a certain amount of time. After this time has elapsed, the motion is considered stale and shall observe the following: If a motion has, A. more than 3 votes total, and B. 2 (two) votes less than the total amount of votes in favor against it, it shall be approved by default (this shall be noted on the motion's history). In the event any motion does not meet these requirements at the end of the elapsed time, it shall be automatically cancelled. The least amount of time granted to a motion is a full nomic year. In this fashion, any motion proposed shall enjoy a full nomic year, not counting the fractional year at the time of proposal. At the Nomic Year's end, all open motions shall be reviewed against this principle, and acted upon accordingly.
(Proposed by HarvesteR as "HarvesteR's motion for a very effective yearly motion cleanup"; Approved by HarvesteR, OstrichGuy, coolguy5678, bkwinner; Opposed by no one; Edited by HarvesteR)

§4: The Nomic Estate and Land

§4.1: Definition of Land:
The Nomic Estate, represented by a dummy player, holds land. This land is subdivided into 2560 roods.
(Proposed by _infina_ as "infina's motion to create land"; approved by _infina_, alexriehl, coolguy5678; opposed by nobody; edited by HarvesteR)

§4.2: Initial roods:
Each player to join the game will begin with ten roods of land in addition to his/her starting internet. Roods awarded in this manner shall be deducted from the Nomic estate's rood supply.
(Proposed by Affinity as "Affinity's motion to award initial roods"; approved by Affinity, coolguy5678, HarvesteR; opposed by nobody; edited by Affinity)

§4.3: Purchase of Land from the Nomic Estate:
At any point, a player may declare, "I buy [n] roods from the Nomic Estate", where n is less than or equal to the number of roods remaining in the Nomic estate. The player immediate gains n roods and loses n sub-internets, which are added to the Nomic estate's internet supply. Roods transferred between players are not restricted by this motion's exchange rate.
(Proposed by Affinity as "Affinity's motion to set an exchange rate"; approved by Affinity, HarvesteR, coolguy5678; opposed by nobody; edited by Affinity)
(Amended by ostrichguy's motion to allow roods to be purchased individually)


§4.4: Mapping of the Land:
All land in existance shall be mapped on a 64 by 40 tile grid, each tile of which represents a land rood. Land-buyers, as they purchase more land, must update this map so that it reflects the change in territory ownership. The map shall be posted at each new map update, contained in a spoiler tag. Each land-owner must represent his estate with a unique color, so that his territory is well defined.
(Proposed by HarvesteR as "HarvesteR's motion to map out the land"; approved by alexriehl, coolguy5678, Affinity; opposed by nobody; edited by Affinity)

§4.5: Claiming Land (Prevention of ownership conflicts):
Each prospective land buyer, prior to purchasing any land, be it from the Nomic Estate or from another land-owner, must declare his intent to do so in the following manner, in bold and italics: 'I hereby claim the land located at [location of roods]'. The purpose of this rule is to prevent conflicts over land ownership in the event that another players claim the same rood, before the map of ownership could be updated.
(Proposed by HarvesteR as "HarvesteR's motion to prevent land ownership conflicts"; approved by alexriehl, coolguy5678, Affinity; opposed by nobody; edited by Affinity)

§4.6: Connection of territory, Roads and Railroads:
All of an individual's territory must be connected, either by being directly attached to each other (attaching at sides, not exclusively at corners), or being connected by a railroad or road. Players may build a train track for 5 Internet, regardless of its length. Players may build a road for 1 internet per 10 grid squares it crosses. If the railroad is made through another individual's territory, the money payed will go to that individual. Players build a road/railroad by stating: "I build a [road/railroad] at [location's]. If it passes through multiple other individuals' territory's, the people who's territory it goes through will split the Internets proportionally to how much is in each of their territories. The individuals' whose territory is passed through all must consent to the building of the railroad or road for it to be built, by stating "I consent to [name]'s building of a [road/railroad] at [location's]".
(Proposed by OstrichGuy as "Ostrichguy's motion to connect territory"; Approved by ostrichguy, JonR, bkwinner; Opposed by no one; Edited by HarvesteR)
(Amended by MartinW's motion to extend on the rules of building roads and railroads)


§4.7: Requirements of Land ownership:
Players who own land are required to have at least 1 (one) rood of open land on their domains at all times. A domain with less than 2 (two) open roods cannot have cities or other buildings built onto it.
(Proposed by HarvesteR as "HarvesteR's motion to prevent map clutter and technical problems no one wants to fix"; Approved by HarvesteR, Infina, coolguy5678, John Citizen, Turiski; Opposed by TheFudge)

§4.8: Penalty for inactivity:
After a player has been on the inactive list for three weeks, their land is returned to the Nomic Estate.
(Proposed by infina as infina's motion to penalize inactivity; Approved by Affinity, infina, JonR; opposed by HarvesteR; edited by HarvesteR)

§4.9: Settlements:
Players may announce the foundation of a settlement in their own land. The first settlement is free of charge, but subsequent settlements have a cost of 3 internets. Players shall announce the foundation of a settlement in the following form, in bold and italics: "I announce the foundation of [name of settlement] in [player domain's name], located at [map coordinates]".
(Proposed by HarvesteR as HarvesteR's motion to colonize the land; Approved by HarvesteR, Affinity, ostrichguy; opposed by nobody; edited by HarvesteR)

§4.10: Cities and the Capital City:
A player may declare any settlement in his land a city, but doing so will cost 3 more internets. To declare a settlement a city, the announcement must be in bold and italics and read: "I declare [name of settlement] a city." The capital city of a player's domain is the first settlement promoted to a city. The capital city generates twice the resources of a regular city. A player may transfer the capital of his domain to another city (not settlement) at the cost of another 3 internets. Transferring a capital shall be done by announcing in bold and italics: "I transfer the capital of [name of domain] to the city of [name of city]".
(Proposed by HarvesteR as HarvesteR's motion to colonize the land; Approved by HarvesteR, Affinity, ostrichguy; opposed by nobody; edited by HarvesteR)
(Amended by coolguy5678 as coolguy5678's motion to make the capital city awesome; Approved by coolguy5678, HarvesteR, JonR; opposed by nobody; edited by HarvesteR)


§4.11: Farmlands and Factories:
Players may convert tiles in their territory into farmland or factories for the cost of 1 Internet per 3 tiles of land converted. At the end of each Nomic Year, not including the one during which the tiles were converted, players receive 1 Internet per 3 tiles of farmland and 1 Internet per 2 tiles of factories. "Farm" will henceforth be used as a term meaning "a collection of consecutive farmland" and "manufacturing area" will henceforth be used as a term meaning "a collection of consecutive factories." Each manufacturing area or farm must neighbour a city, or be connected to one by road or rail.
(Proposed by OstrichGuy as "OstrichGuy's motion to make territory actually have a purpose"; Approved by ostrichguy, bkwinner, HarvesteR; Opposed by no one; Edited by HarvesteR; Amended by executive decision from The Chairman)

§4.12: Mining Towns:
Any settlement that isn't a city may be converted into a Mining Town for 3 internets. If a manufacturing area contains a mining town, its yearly income is increased by 15%. A single manufacturing area can only earn this bonus once.
(Proposed by Coolguy5678 as "coolguy5678's motion to create mining towns."; Approved by coolguy5678, bkwinner, MartinW, TheFudge; Opposed by no one; Edited by HarvesteR)

§4.13: Farms Supply to Factories:
If a farm is connected to a manufacturing area either by having their physical location touching, or by having a railroad or road between them, then the income of the manufacturing area is increased by 0.5% for each rood in the farm, up to a maximum of 15%. This does not compound with the Mining Town bonus, i.e. the bonus is calculated according to the income of the manufacturing area before applying the mining town bonus.
(Proposed by Coolguy5678 as "coolguy5678's motion to make farms supply to factories."; Approved by coolguy5678, bkwinner, MartinW, Ostrichguy; Opposed by no one; Edited by HarvesteR)

§4.14: The Nomic Capital District:
The rectangle with corners (O,14) and (Z,24) is the Nomic Capital District. NCD is the proper abbreviation for Nomic Capital District. At (U,19) will be Nomic City, the capital of the Nomic Empire. Players may propose to build settlements, farmland, factories, or other structures allowed by law in the NCD. In addition, a new type of building, a bank, may be built. A bank costs 10 Internets. 2 Internets are spent building it, while the other 8 go to the banks funds. Players may borrow money from the bank, but must pay it back, plus 20% interest each Nomic Year, including the one during which the money was borrowed. Players may deposit Internets in the bank, and will receive 10% interest per Nomic Year, not including the one during which the money was deposited. If a bank runs out of money, players must vote on whether or not to give enough of the Nomic Estate's money to the bank in order to keep it going. If not, the bank fails, and the players who have money in the bank will not be payed back. When players wish to propose the production of something in the NCD, they may do so by stating, in italics and bold, "I propose we turn [area in Nomic Capital District] into [type of land or structure]. This will cost us [number of Internets this would cost] Internets." It will be voted on in the same manner as motions are, but the contributor will not recive Internets for his/her contribution. Anything built in the NCD will be payed for using money from the Nomic Estate's fund
(Proposed by Ostrichguy as "Ostrichguy's motion to give our empire a capital."; Approved by ostrichguy, Krawl, TheFudge, coolguy5678; Opposed by MartinW; Edited by HarvesteR)

§4.15: Trading Cities:
Players may upgrade cities to Trading Cities for ¤3. If one player's trading city is connected to a trading city of a different player by road or rail, both players earn ¤3 in each year after the year in which the trading cities are first connected (or ¤6, if a Trading City is additionally the Capital City). Each Trading City may only be connected to one other Trading City. Each player may only be in a trading relationship with each other player once, but there is no limit on the number of players a player may trade with.
(Proposed by Coolguy5678 as "Coolguy5678's motion to promote co-operation through Trading Cities"; Approved by coolguy5678, HarvesteR, bkwinner, TheFudge; Opposed by no one; Edited by HarvesteR)

§4.16: The Nomic Sea (pre-activation):
On 13 February 2011, the Nomic Estate will be extended to row 80. South of row 40 will be the Nomic Sea. Scattered throughout the sea are islands. Players may not claim, or build settlements or other structure on tiles of the sea, other than ones that contain islands. Boats are an exception, and may be built on the water. On any land bordering the Nomic Sea, players may build shipyards for the cost of ¤1.5. If a player has a shipyard, he/she may build a boat on any water adjacent to the shipyard for ¤0.5. Ships are not stationary, and may move 20 tiles per Nomic year. This movement may be performed any time in the year, not just at the end. Any water over which a boat has passed becomes a shipping route. Shipping routes serve the same uses as roads and rails. (For example, a player may claim land on an island that is connected by shipping route to his/her mainland territory.) When a boat moves over an already existing shipping route, this does not count towards its yearly movement count. Players currently have three weeks to create and propose ideas for where the islands should be located, and vote on the submissions. At the end of those three weeks (on 13 February), whichever map received the most votes shall be added to the official one, and the ruleset will be updated to express that the Nomic Sea exists officially.
(Proposed by Ostrichguy as "Ostrichguy's motion to explore the sea"; Approved by Ostrichguy, _infina_, John Citizen, coolguy5678, Turiski; Opposed by no one; Edited by coolguy5678)

§4.17:
The position of Manager of the Nomic Capital District has the duty of keeping the Nomic Estate with a positive cash flow. The manager may establish a trading relationship with any foreign Nomic Entities for 1 Nomic year, after which a vote of active players must pass as a motion to allow further trade. This position is an elective position, with a term of 4 Nomic Years. The election process will run in the year prior to the start of the Manager's term. A player may declare themselves a candidate by placing in bolded italics "I declare myself a candidate for the position of Manger of the Nomic Capital District." In likewise manner they can withdraw from the race by stating "I withdraw my candidacy." Candadicy may be declared until the half-point (20th post) of the year prior to the next term. Voting shall be done in the form "I vote <playername> for Manager of the Nomic Capital District." The Chairman may choose to either appoint a votecounter, or count the votes himself. The position Assistant to the Manager of the Nomic Capital District will be the Candidate that places second in the voting and will fill in for the manager when on vacation or if the Manager becomes inactive. The Manager shall be the candidate with the greatest number of votes.
(Proposed by infina as "infina's Manager Motion"; Approved by infina, John Citizen, Krawl, Turiski; Opposed by no one)

Active Motions:
Spoiler:
On year 4, bkwinner wrote:I make a motion that, if Affinity's motion to make passage requirements elastic passes, that the internet rewards for approved motions be changed to: 3 for unanimous support, 2 for <100% but >=75% and 1 for <75%. For the purposes of voting, this will be called bkwinner's motion to rescale rewards.

(Proposed by bkwinner; Approved by bkwinner, coolguy5678, Krawl; Opposed by MartinW, TheFudge, John Citizen)

On year 5, MartinW wrote:I make a motion to amend §004 to read:

All motions run for 48 hours. Any active motions made before this shall be put on a 48 hour limit starting when this vote passes. Once that many hours are done, the motion's votes are tallied. If more or an equal amount oppose the motion than approve, it fails. Otherwise, it passes. If the motion passes, and requires that the rules be amended, any with official powers to do so must do this as soon as possible, and post the revised ruleset. Although already approved, A rule and/or amendment shall not be considered as in effect until the revised ruleset is posted. The group who voted with the majority (either for or against) shall each receive one internet. In the case of a tie no one will receive internets.

For the purposes of voting, this motion shall be known as MartinW's motion to reduce vote apathy.

(Proposed by MartinW; Approved by MartinW, TheFudge, Ostrichguy, John Citizen; Opposed by bkwinner)

On year 5, OstrichGuy wrote:I propose a motion that would allow players to upgrade cities and capitals into large cities or large capitals respectively for the cost of three Internets by declaring, in bold, "I spend ¤3 to upgrade [name of city or capital] into a large city/capital." Large cities cause adjacent manufacturing areas to generate double the normal income. Large capitals cause adjacent manufacturing areas to generate quadruple the normal income. For purposes of voting, this motion shall be referred to as Ostrichguy's motion to create large cities.

(Proposed by OstrichGuy; Approved by OstrichGuy, TheFudge; Opposed by coolguy5678, Turiski)

On year 6, bkwinner wrote:I make a motion to extend our abilities with actions. An action is defined as anything that changes the gamestate. Actions include, but are not limited to: voting, proposing motions, repealing motions, building anything on land, buying land, claiming land, and the chairman's official actions (in short, anything bolded/italicised). Players may declare a delayed action by adding "This action will take place at/after x" where x is a time/date/#of nomic years/condition to be fufilled. The action is not implemented right away, but instead is added to the list of delayed actions. When the delay period is fufilled, the action is accepted immediately if it is legal. Delayed actions do not need to be legal when declared. Also, players may make conditional actions in the same format as conditional votes. These actions can also have delays, in which it is called a delayed conditional action. Nesting conditions is allowed, using parentheses, ex: if [c1] then (if [c2] then [a1] else [a2]) else[a3]. (c1,2 are conditions, a1,2,3 are actions.) an action that is neither delayed nor conditional is called a basic action. for the purpose of voting, this is called bkwinner's motion to extend actions.

(Proposed by bkwinner; Approved by bkwinner, John Citizen, Turiski; Opposed by no one)

On year 6, _infina_ wrote:I make a motion to create the resource of produce, to be produced by farms at a rate of 100 produce/rood of farm per year. To sell the produce, it must be connected to a settlement, city, or Capital City with a market, which can be upgrade from a settlement, city or Capital City at the cost of ¤2. A settlement with a market will sell produce at 75 produce for ¤1. A city with a market will sell produce at 50 produce for ¤1. A Capital City with a market will sell produce at 25 produce for ¤1. For the purposes of voting, this motion will be called _infina_'s motion to create markets.

(Proposed by _infina_; Approved by _infina_; Opposed by coolguy5678)

On year 6, John Citizen wrote:I make a motion to penalise particularly bad motions. In addition to voting in favor/in favour/against a motion, a poster may declare a motion "Ridiculous". This is done by, in bold and italic, stating "I declare (motion x) to be ridiculous". If a majority of active players votes a motion to be ridiculous, the motion is immediately removed. In addition, the poster of the motion is fined in internets the number of "Ridiculous" votes, minus the number of votes in favor/in favour of a motion, to a maximum of their total number of internets. For purposes of voting, this shall be called, John Citizen's motion to penalise particularly bad motions.

(Proposed by John Citizen; Approved by John Citizen, bkwinner; Opposed by coolguy5678)

On year 6, John Citizen wrote:I make a motion to make posts alphabetical. Every new post must begin with the next consecutive letter to that used to begin the previous post. Any player failing to do so will be fined one internet, or all their sub-internets if they have less than one internet. For purposes of voting, this shall be called, John Citizen's motion to introduce alphabeticality.

(Proposed by John Citizen; Approved by John Citizen, coolguy5678, Turiski; Opposed by bkwinner)

On year 6, John Citizen wrote:I make a motion to create corporations. A player may own one and only one corporation. A corporation has associated cities for which its effects occur. A corporation must always have at least one associated city. No two corporations may have the same name.
A player may found a corporation by declaring, in bold and italics: "I declare the founding of [name] corporation in [city]." This action costs 3 internets. A player can also spread a corporation to any city (not just their own) within a radius of 25 grid units (measured by Pythagoreas' theorem, rounded down). This is done by declaring, in bold and italics: "I spread [corporation] from [city] to [city]". This does not remove the corporation from the original city. A player spreading a corporation must own the city that the corporation is spreading from, though not necessarily the corporation itself. Spreading a corporation costs 2 internets.
A player can remove a corporation from one of their cities by paying 2.5 internets to the player owning the corporation. If the player owning the city also owns the corporation, they must still pay 1 internet (not to themselves). This is done by declaring, in bold and italics, "I remove [corporation] from [city]." If at any time this action causes a corporation to have no associated cities, the corporation ceases to exist.
A corporation increases the profit of the city it is in and every adjacent (including diagonally adjacent) tile by 20%, rounded to the nearest sub-internet. This is applied after all other bonuses. If the owner of the city does not own the corporation, 50% (rounded to the nearest sub-internet) of the bonus resulting from the corporation goes to the owner of the corporation, with the rest going to the owner of the city.
A city may contain more than one corporation, but the bonus from each is not cumulative; that is to say, the bonus is calculated from the value without any corporations for each corporation present. For the purposes of voting, this shall be referred to as John Citizen's motion to create corporations.

(Proposed by John Citizen; Approved by John Citizen; Opposed by no one)

On year 6, Turiski wrote:I make a motion to amend the following rules:
In §2.4, the text {two one-week vacation or one two-week vacations} shall be replaced with {two one-week vacations or one two-week vacation}.
In §3.6, the text {no internets shall be given nor taken.} shall be replaced with {internets shall be neither given nor taken.}
In §3.10, the text {the ruleset-revisor} shall be replaced with {the ruleset-reviser}.
In §4.4, the text {in existance} shall be replaced with {in existence}
In §4.6, the text {Players may build a train track for 5 Internet.} shall be replaced with {Players may build a train track for 5 Internets.}
In §4.6, the text {payed} shall be replaced with {paid}
In §4.6, the text {stating: 'I build a [road/railroad] at [location's].} shall be replaced with {stating: "I build a [road/railroad] at [locations]."}
In §4.6, the text {passes through multiple other individuals' territory's} shall be replaced with {passes through multiple other individuals' territories}.
In §4.11, the text {recive} shall be replaced with {receive}
In §4.11, both instances of {payed} shall be replaced with {paid}.
In §4.11, a period shall be placed immediately following the final sentence.
For the purposes of voting, this will be called Turiski's motion to facilitate the removal of grammatical errors.

(Proposed by Turiski; Approved by Turiski, John Citizen, bkwinner; Opposed by no one)

On year 6, Turiski wrote:I make a motion to amend §4.6:
Immediately following the text {If it passes through multiple other individuals' [territory's|territories], the people who's territory it goes through will split the Internets proportionally to how much is in each of their territories.},
the following passage shall be inserted: {Each player may only receive a whole number of sub-internets; the remainder shall go to the active players with the lowest number of internets, such that no players receiving a nonzero number of internets in this transaction receive more than ¤0.1}.
For the purposes of voting, this will be called Turiski's motion to remove ambiguity in multi-individual road purchasing.

(Proposed by Turiski; Approved by Turiski, John Citizen; Opposed by no one)

On year 6, Turiski wrote:I make a motion to amend §4.6:
Immediately following the last sentence in the rule,
the following passage shall be inserted: {A distinction shall be made between "not consenting" and "disapproving" to a proposal: an individual with the authority to consent may also disapprove, by replacing in the above statement the words "I consent to" with "I disapprove of". A player disapproves by default if they do not respond appropriately within two Nomic years (If a player is or goes on vacation, their vacation time is not counted toward this restriction). In the event that such an individual disapproves, the builder may state (with a similar allowance for vacation) within one Nomic year “In light of recent disapproval, I amend my proposal to build at [old locations], and build instead at [new locations].” Then, the consenting individuals will remain consenting to only the same player building the railroads at only the same locations. Specifically:
a) The new locations may not be the same, in their entirety, as the old locations.
b) If the new locations cover different parts consenter’s land than the old locations, the consenter has the opportunity to not consent to the difference (and it shall be assumed that they give neither consent nor disapproval until either they make a further statement of the form outlined above, or they disapprove by default).
c) If the new locations demand the approval of additional individuals, all of them must consent as well before the building will finish.}
d) The consenter does not consent to additional proposals made, either by others or the same individual.
For the purposes of voting, this will be called Turiski's motion to enable negotiation of road purchases.

(Proposed by Turiski; Approved by Turiski; Opposed by no one)

On year 6, ostrichguy wrote:I propose a motion to change §4.12 to say:

Players may upgrade cities to Trading Cities for ¤3. If one player's trading city is connected to one or more trading city of a different player by road or rail, each player earns ¤3 per trading city it's connected to in each year after the year in which the trading cities are first connected (or ¤6, if a Trading City is additionally the Capital City). Each player may only be in a trading relationship with each other player once, but there is no limit on the number of players a player may trade with.


For purposes of voting, this will be called ostrichguy's motion to allow trading with multiple cities.

(Proposed by ostrichguy; Approved by ostrichguy; Opposed by coolguy5678, Turiski)

On year 7, bkwinner wrote:I propose a motion to extend our freedom with motions. In addition to editing motions, we may also split and combine motions. A split motion becomes two motions, each containing a portion of the original motion. Players may only split motions if this would not put them over the limit of active motions. If two motions are combined, they fuse to become a single motion. The votes on the original motion(s) count for half value on any new motions created by splitting or combining motions. For the purposes of voting, this will be called bkwinner's motion to increase our abilities with motions.

(Proposed by bkwinner; Approved by bkwinner; Opposed by no one)

Players:
Spoiler:
The Nomic Estate: 15 internets, 0 roods on credit, 1637 roods claimed
HarvesteR: 30 internets, 0 roods on credit, 210 roods claimed
coolguy5678: 26 internets, 0 roods on credit, 220 roods claimed
ostrichguy: 12 internets, 1 roods on credit, 309 roods claimed
_infina_: 10 internets, 0 roods on credit, 40 roods claimed
Krawl: 12 internets, 10 roods on credit, 0 roods claimed
alexriehl: 7 internets, 40 roods on credit, 0 roods claimed
JonR: 7 internets, 15 roods on credit, 25 roods claimed
turret: 5 internets, 20 roods on credit, 0 roods claimed
kerfuffleninja: 4 internets, 10 roods on credit, 0 roods claimed
skellious: 4 internets, 10 roods on credit, 0 roods claimed
e^ipi+1=0: 4 internets, 10 roods on credit, 0 roods claimed
Quate: 4 internets, 10 roods on credit, 0 roods claimed
snowyowl: 4 internets, 10 roods on credit, 0 roods claimed
neoliminal: 4 internets, 10 roods on credit, 0 roods claimed
Boreeas: 4 internets, 10 roods on credit, 0 roods claimed
NecklaceOfShadow: 4 internets, 10 roods on credit, 0 roods claimed
bkwinner: 0.1 internets, 0 roods on credit, 49 roods claimed
Moach: 4 internets, 0 roods on credit, 10 roods claimed
Affinity: 3 internets, 0 roods on credit, 0 roods claimed
sina wile toki moku: 1 internets, 1 roods on credit, 9 roods claimed
MartinW: 5 internets, 0 roods on credit, 20 roods claimed
theFudge: 10 internets, 9 roods on credit, 1 roods claimed
John Citizen: 0 internets, 0 roods on credit, 20 roods claimed
Turiski: 1 internets, 0 roods on credit, 10 roods claimed
Left Justified: 1 internets, 0 roods on credit, 10 roods claimed

Active Players: 6/25
Votes in favor required for motion approval: 4

The Nomic Empire Map:
Spoiler:
keozen wrote:It took us exactly 3 pages to turn a discussion of a loved children's book series into smut...
TheGrammarBolshevik wrote:Only if your friends know what rhino dong smells like.

Malo mbwa mwitu
User avatar
_infina_
 
Posts: 299
Joined: Tue May 18, 2010 11:55 pm UTC
Location: First Class, Ozzy's Train

Re: Nomic 15.0

Postby _infina_ » Tue Feb 01, 2011 6:49 pm UTC

Left Justified, you cannot place factories without a city.
Spoiler:
keozen wrote:It took us exactly 3 pages to turn a discussion of a loved children's book series into smut...
TheGrammarBolshevik wrote:Only if your friends know what rhino dong smells like.

Malo mbwa mwitu
User avatar
_infina_
 
Posts: 299
Joined: Tue May 18, 2010 11:55 pm UTC
Location: First Class, Ozzy's Train

Re: Nomic 15.0

Postby Turiski » Wed Feb 02, 2011 5:15 am UTC

MartinW's motion to reduce vote apathy has 4 votes in favor, and it passes.
This motion has been approved with 4 votes in favor, 1 against. MartinW shall receive 3 internets for his meritous contribution.

The motion called for §004 to be changed, but that doesn't really exist anymore. I interpreted it as an alteration of §3.6, since it derives from §004.

I hereby cast my vote in favor of bkwinner's motion to increase our abilities with motions, which is what I meant to do last time.

EDIT: Since nobody else has posted yet, I'm going to edit instead of passing time :P
I hereby cast my vote against Krawl's motion to introduce the Food Resource mainly because for now the sea needs to be explored, not mercilessly farmed for resources.
I hereby cast my vote in favor of Krawl's motion to introduce fishing because I'm allowed to be contradictory.
I hereby cast my vote against bkwinner's motion to rescale rewards.
I hereby change my vote to against bkwinner's motion to extend actions.

And because I realized what I wrote before was ridiculous,
I, as motion-maker, hereby edit Turiski's motion to remove ambiguity in multi-individual road purchasing to:
Immediately following the text {If it passes through multiple other individuals' [territory's|territories], the people who's territory it goes through will split the Internets proportionally to how much is in each of their territories.},
the following passage shall be inserted: {Each player may only receive a whole number of sub-internets; the remainder shall go to the active players with the lowest number of internets, such that no players receiving a nonzero number of internets in this transaction receive more than ¤0.1 more than any other such players.}
For the purposes of voting, this will be called Turiski's motion to remove ambiguity in multi-individual road purchasing.

The difference is "more than any other such players" which I hope was the spirit in which you voted for the motion :P


And guys (who see it in time), just a heads up: EVERY Active Motion will be decided by February 4, or the first time that someone decides to change the ruleset after that. So you should probably vote. If I could, I'd increase the time from 48 to 96 hours (or longer?); but we'd need four votes in less than 24 hours for that to pass, so it'll just have to wait until after this round

Ruleset:
Spoiler:
§0: Chairman

§0.1: The Chairman:
HarvesteR is the chairman. Any disputes and disagreements about gameplay may settled by the chairman. If there is a dispute, the chairman may take any action necessary to restore stable gameplay, except the actions specifically forbidden by these rules. The chairman's decisions may be overturned by five votes from different players reading "I cast my vote to repeal the chairman's executive decision." The chairman may not take any action which results in players being unable to repeal his decisions.
(Dates from kerfuffleninja's motion to ensure stable gameplay)
(Proposed by coolguy5678 as "coolguy5678's first motion; to make the Chairman someone active"; approved by coolguy5678, HarvesteR, Affinity; opposed by nobody; edited by Affinity)


§1: Currency

§1.1: Definition of the Internet:
All players have a property called "number of internets". All players receive one internet upon making their first post in this thread. Whenever a player's number of internets is changed, a list of all players' internet-counts is posted in a spoiler tag, in decreasing order of internet-counts. To represent fractional amounts, the sub-internet is the official unit, with a value of 1/10 of an internet. Internets are represented by the ¤ (Alt+0164) symbol, and sub-internets as decimals of the number of internets (e.g. ¤10.5).
(Proposed by coolguy5678 as "coolguy5678's motion to create currency"; approved by Affinity, coolguy5678, HarvesteR; opposed by nobody; edited by Affinity)
(Amended by OstrichGuy's motion to subdivide currency)
(Amended by HarvesteR's motion to notate currency)


§1.2: Definition of Resources:
The term "resources" (currently) means internets and roods (see section §4). Furthermore, no action may be performed that causes any of a player's resources to become negative.
(Proposed by coolguy5678 as "coolguy5678's motion to simplify resource transactions"; Approved by coolguy5678, Affinity, HarvesteR; opposed by nobody; edited by HarvesteR)

§1.3: Transfer of Resources between players:
Players may give any positive amount of their resources to any other player for whatever reason they wish.
(Originally "coolguy5678's motion to promote the Christmas spirit")
(Proposed by coolguy5678 as "coolguy5678's motion to promote Christmas spirit"; approved by coolguy5678, alexriehl, Affinity; opposed by nobody; edited by Affinity)


§1.4: Chairman's reward:
The Chairman is permitted to grant internets to persons who have been of exemplary value in the community, at the discretion of the Chairman. The Chairman is unable to award himself/herself internets, but internets can still be given to the Chairman by Rule §1.3. The Chairman is only permitted to award 5 internets per week. Any internets beyond that will be charged to the Chairman as per Rule §1.3. Internets granted under this rule may be revoked, as per the procedure outlined in Rule §0.1.
(Proposed by alexriehl as "alexriehl's revised motion to grant currency-based rewards"; approved by alexriehl, coolguy5678, _infina_; opposed by nobody; edited by alexriehl)

§2: Nomic Time

§2.1: Definition of Nomic Time:
A page on this thread represents the passage of one year in Nomic Time.
(Proposed by OstrichGuy as "OstrichGuy's motion to make years pretty long"; Approved by OstrichGuy, HarvesteR, coolguy5678; Opposed by no one; Edited by HarvesteR)

§2.2: Inactive players list:
Players who haven't posted in a week shall be moved to the inactive player list.
(Proposed by infina as infina's motion to define activity, Approved by Affinity, infina, JonR; opposed by HarvesteR; edited by HarvesteR, coolguy5678

§2.3: Double-post prevention:
Anyone who double-posts three or more times in the same thread page is fined one internet for each double-post after the first two, which go to the Nomic Estate. A double-post is defined as two consecutive posts by the same user; three consecutive posts are considered two double posts, four consecutive posts as three double-posts, and so on.
(Proposed by coolguy5678 as "coolguy5678's motion to stop people from single-handedly accelerating time"; Approved by coolguy5678, ostrichguy, bkwinner; Opposed by no one; Edited by HarvesteR)

§2.4: Vacations:
If a player declares in bold an italics, "I am taking the next [one or two] weeks off, then that amount of time is not counted towards the amount of time required to be considered inactive. Players are given 2 weeks off per real-world year, which may be used as either two one-week vacation or one two-week vacations.
(Proposed by Ostrichguy as "Ostrichguy's motion to allow vacations"; Approved by ostrichguy, Krawl, sina wile toki moku, MartinW, HarvesteR; Opposed by no one; Edited by HarvesteR)

§3: Motions and Rule-making

§3.1: Motions:
Any player may set forth a motion to take some official action. Official actions include, but are not limited to, amendment of or additions of rules.
(In original ruleset)

§3.2: Creating Motions:
All official motions must be in bold and italics and begin with "I make a motion to..." Additionally, official motions must end with "For the purposes of voting, this motion shall be referred to as [username]'s motion to...", followed by a summary of the motion's actions, with "[username]" replaced by the motion-maker's username. For example, one could say "I make a motion to put the comma that is directly outside the quotes in rule §002 inside the preceeding quotes, after the ellipses. For the purposes of voting, this motion shall be referred to as kerfuffleninja's motion to save grammar Nazis from developing a nervous twitch."
(In original ruleset)

§3.3: Voting:
To vote in favor of or against a motion, one must declare one's vote by saying "I cast my vote [in favor of/in favour of/against] [motion-maker]'s motion to [motion summary]." For example, one could say "I cast my vote in favor of kerfuffleninja's motion to save grammer Nazis from developing a nervous twitch." People are not forced to type down the entire motion summary.
(In original ruleset)
(Amended by turret through "turret's motion to simplify and ease voting through not forcing people to type down the entire summary of any vote they wish to endorse and vote for"; approved by turret, snowyowl, JonR; opposed by kerfuffleninja, Affinity; edited by HarvesteR)


§3.3.a: Conditional Voting:
Players are allowed to make conditional votes: votes that only take effect if a set of conditions is met.
Conditional votes are to be cast in the following manner:
I cast my vote [in favor|favour of/against] [motion] if [condition]
If (condition) is true, then the vote counts. Otherwise (If the condition is false/undetermined), it doesn't.
(Proposed by bkwinner as "bkwinner's motion to allow conditional votes"; Approved by bkwinner, Krawl, sina wile toki moku, MartinW; Opposed by no one; Edited by HarvesteR)

§3.4: Prevention of obvious, redundant votes:
Whenever a someone makes a motion, he automatically and implicitly casts a vote in favour of it. This can be cancelled by explicitly stating, in bold and italics, "I do not cast my vote in (favour|favor) of [motion name]", or by casting a vote against the motion.
(Proposed by coolguy5678 as "coolguy5678's second motion; to reduce obvious, redundant votes"; Approved by coolguy5678, Affinity, HarvesteR; opposed by nobody; edited by HarvesteR)

§3.5: Editing of Motions:
A motion-maker may edit the text of a motion by stating, and bold and italics,
"I, ['as motion-maker' or 'having been lawfully granted official power'], hereby edit [name of motion] to:
(new motion text)
"
All votes for the old motion are kept, unless the meaning is significantly changed, as determined by the chairman (this decision can be overruled as per §0.1), in which case the votes are repealed. Motions may not be edited if they already have the number of votes necessary for approval/rejection.
(Proposed by bkwinner as "bkwinner's motion to edit motions"; Approved by bkwinner, HarvesteR, Krawl, John Citizen, Turiski; Opposed by coolguy5678, MartinW, TheFudge; Edited by coolguy5678)

§3.6: Termination (approval or denial) of Motions:
All motions run for 48 hours. Any active motions made before this shall be put on a 48 hour limit starting when this vote passes. Once that many hours are done, the motion's votes are tallied. If more or an equal amount oppose the motion than approve, it fails. Otherwise, it passes. If the motion passes, and requires that the rules be amended, any with official powers to do so must do this as soon as possible, and post the revised ruleset. Although already approved, A rule and/or amendment shall not be considered as in effect until the revised ruleset is posted. The group who voted with the majority (either for or against) shall each receive one internet. In the case of a tie no one will receive internets.
(Dates from original ruleset; amended)
(In original ruleset; Amended by HarvesteR through "HarvesteR's motion to reduce confusion over rule §004" (approved by HarvesteR, JonR, alexriehl; opposed by nobody; edited by HarvesteR); Amended by Affinity through Affinity's motion to make passage requirements elastic)
(Amended by MartinW through "MartinW's motion to reduce vote apathy"; approved by MartinW, TheFudge, Ostrichguy, John Citizen; opposed by bkwinner)


§3.7: Reward for Motion approval:
Those who have their motions approved shall be rewarded with 1 (one) internet per vote in favor received, less 1 (one) internet per vote against received. In this fashion, one who has a motion approved will receive an amount of internets proportional to the general acceptance of his proposed motion. (e.g. If one has a motion passed with 3 votes in favor and 2 votes against, said one shall receive 1 internet). Internets shall only be granted once the motion has been effectively approved, and correctly followed through with appropriate insertion on, and/or revision of the ruleset. In the event that a motion is denied, no internets shall be given nor taken.
(Proposed by HarvesteR as "HarvesteR's motion to reward meritous contributions"; approved by coolguy5678, alexriehl, HarvesteR; opposed by nobody; edited by HarvesteR)

§3.8: Maintaining the ruleset:
All motions to create rules approved shall be/must be automatically added to the existing ruleset under an appropriate chapter and number.
(Proposed by HarvesteR as "HarvesteR's motion to maintain a coherent ruleset"; approved by HarvesteR, Boreeas, alexriehl; opposed by nobody; edited by HarvesteR)

§3.9: Keeping the ruleset coherent:
All rules appended to the original ruleset are required to be reworded so as to remove unnecessary sentences regarding obsolete voting, such as 'for the purposes of voting...'. This rule also requires that in any case in which a rule refers to itself as a 'motion', it must be reworded so as to emphasize and maintain the semantic difference between a motion and a rule. The extent of this rule is limited to such rewording and editing, and prohibits the altering of rules in any way that might distort, omit or otherwise modify the implied or explicitly stated content of its previous form as a motion. It extends as far as modifying the wording of a rule to append information about its creator and originating motion in order to preserve its history.
(Proposed by HarvesteR as "HarvesteR's motion to enhance and further improve the coherence of the ruleset"; approved by alexriehl, HarvesteR, Affinity; opposed by nobody; edited by Affinity)

§3.10: Prevention of page-stretching:
The revised ruleset must be placed inside of spoiler tags in order to prevent page-stretching.
(Proposed by Quate as "Quate's motion to prevent page-stretching"; approved by Quate, e^ipi+1=0, skellious, turret, Affinity; opposed by nobody; edited by Affinity)

§3.11: Statement of Motion termination:
All terminated motions, regardless of the outcome of the vote, are required to be announced in the following form:
For approved motions, the announcement must be in bold and follow this template:
"[username]'s [name of motion for the purposes of voting] has # votes in favor, and it passes.
This motion has been approved with # votes in favor, # against. [username] shall receive {see rule §3.11} internets for his(her) meritous contribution."

For denied motions, the announcement must be in bold and follow this template:
"[username]'s [name of motion for the purposes of voting] has # votes against, and is hereby denied."
It is required that, upon posting of the revised ruleset, the ruleset-revisor precede his new submission with the above announcement, so that it is clear for all participants that a new revision of the ruleset has been submitted. Observance of other rules regarding ruleset presentation shall still apply.
(Proposed by HarvesteR as "HarvesteR's motion to enhance motion termination verbosity"; approved by HarvesteR, JonR, alexriehl; opposed by nobody; edited by HarvesteR)

§3.12: Prevention of contradictions:
No motion may have retroactive effects before the moment at which it passed. No motion may specify that it cannot be altered or repealed. No motion may contradict a motion which has already passed or which is in voting unless it specifically supersedes, repeals, or reverses the existing motion.
(Proposed by snowyowl as "Snowyowl's motion to prevent contradictions"; approved by snowyowl, skellious, Affinity; opposed by nobody; edited by snowyowl)

§3.13: Active Motions list:
Along with the revised ruleset, a list of motions still open to voting is to be placed in any post casting a deciding vote in a motion.
(Proposed by Affinity as "Affinity's motion to keep a list of active motions"; approved by HarvesteR, JonR, alexriehl; opposed by nobody; edited by alexriehl)

§3.14: Self-cancellation of Motions:
The Motion-maker is granted official power to cancel a motion of his own making that is currently under vote. This shall be done by declaring, in bold and italics: "I, ['as motion-maker' or 'having been lawfully granted official power'], hereby terminate [name of motion]. As of this moment, this motion is no longer under vote and shall be removed and forgotten." This shall completely terminate the open motion. Being granted power to remove a motion does not imply that the power-holder is compelled to follow through. The Chairman does not have authority to grant this power unto himself, being also required to rely on the group consensus.
(Proposed by HarvesteR as "HarvesteR's motion to remove and forget obsolete motions"; approved by Affinity, HarvesteR, coolguy5678; opposed by nobody; edited by Affinity)

§3.14: Active Motions limit:
No player is allowed to have more than 3 open motions at any time. Any motion proposed after the 3rd shall be ignored.
(Proposed by JonR as "JonR's 2nd motion; to curb excessive motion proposals"; approved by HarvesteR, _infina_, coolguy5678; opposed by nobody; edited by HarvesteR)

§3.15: Limited Lifetime of Motions:
Motions can only remain active for a certain amount of time. After this time has elapsed, the motion is considered stale and shall observe the following: If a motion has, A. more than 3 votes total, and B. 2 (two) votes less than the total amount of votes in favor against it, it shall be approved by default (this shall be noted on the motion's history). In the event any motion does not meet these requirements at the end of the elapsed time, it shall be automatically cancelled. The least amount of time granted to a motion is a full nomic year. In this fashion, any motion proposed shall enjoy a full nomic year, not counting the fractional year at the time of proposal. At the Nomic Year's end, all open motions shall be reviewed against this principle, and acted upon accordingly.
(Proposed by HarvesteR as "HarvesteR's motion for a very effective yearly motion cleanup"; Approved by HarvesteR, OstrichGuy, coolguy5678, bkwinner; Opposed by no one; Edited by HarvesteR)

§4: The Nomic Estate and Land

§4.1: Definition of Land:
The Nomic Estate, represented by a dummy player, holds land. This land is subdivided into 2560 roods.
(Proposed by _infina_ as "infina's motion to create land"; approved by _infina_, alexriehl, coolguy5678; opposed by nobody; edited by HarvesteR)

§4.2: Initial roods:
Each player to join the game will begin with ten roods of land in addition to his/her starting internet. Roods awarded in this manner shall be deducted from the Nomic estate's rood supply.
(Proposed by Affinity as "Affinity's motion to award initial roods"; approved by Affinity, coolguy5678, HarvesteR; opposed by nobody; edited by Affinity)

§4.3: Purchase of Land from the Nomic Estate:
At any point, a player may declare, "I buy [n] roods from the Nomic Estate", where n is less than or equal to the number of roods remaining in the Nomic estate. The player immediate gains n roods and loses n sub-internets, which are added to the Nomic estate's internet supply. Roods transferred between players are not restricted by this motion's exchange rate.
(Proposed by Affinity as "Affinity's motion to set an exchange rate"; approved by Affinity, HarvesteR, coolguy5678; opposed by nobody; edited by Affinity)
(Amended by ostrichguy's motion to allow roods to be purchased individually)


§4.4: Mapping of the Land:
All land in existance shall be mapped on a 64 by 40 tile grid, each tile of which represents a land rood. Land-buyers, as they purchase more land, must update this map so that it reflects the change in territory ownership. The map shall be posted at each new map update, contained in a spoiler tag. Each land-owner must represent his estate with a unique color, so that his territory is well defined.
(Proposed by HarvesteR as "HarvesteR's motion to map out the land"; approved by alexriehl, coolguy5678, Affinity; opposed by nobody; edited by Affinity)

§4.5: Claiming Land (Prevention of ownership conflicts):
Each prospective land buyer, prior to purchasing any land, be it from the Nomic Estate or from another land-owner, must declare his intent to do so in the following manner, in bold and italics: 'I hereby claim the land located at [location of roods]'. The purpose of this rule is to prevent conflicts over land ownership in the event that another players claim the same rood, before the map of ownership could be updated.
(Proposed by HarvesteR as "HarvesteR's motion to prevent land ownership conflicts"; approved by alexriehl, coolguy5678, Affinity; opposed by nobody; edited by Affinity)

§4.6: Connection of territory, Roads and Railroads:
All of an individual's territory must be connected, either by being directly attached to each other (attaching at sides, not exclusively at corners), or being connected by a railroad or road. Players may build a train track for 5 Internet, regardless of its length. Players may build a road for 1 internet per 10 grid squares it crosses. If the railroad is made through another individual's territory, the money payed will go to that individual. Players build a road/railroad by stating: "I build a [road/railroad] at [location's]. If it passes through multiple other individuals' territory's, the people who's territory it goes through will split the Internets proportionally to how much is in each of their territories. The individuals' whose territory is passed through all must consent to the building of the railroad or road for it to be built, by stating "I consent to [name]'s building of a [road/railroad] at [location's]".
(Proposed by OstrichGuy as "Ostrichguy's motion to connect territory"; Approved by ostrichguy, JonR, bkwinner; Opposed by no one; Edited by HarvesteR)
(Amended by MartinW's motion to extend on the rules of building roads and railroads)


§4.7: Requirements of Land ownership:
Players who own land are required to have at least 1 (one) rood of open land on their domains at all times. A domain with less than 2 (two) open roods cannot have cities or other buildings built onto it.
(Proposed by HarvesteR as "HarvesteR's motion to prevent map clutter and technical problems no one wants to fix"; Approved by HarvesteR, Infina, coolguy5678, John Citizen, Turiski; Opposed by TheFudge)

§4.8: Penalty for inactivity:
After a player has been on the inactive list for three weeks, their land is returned to the Nomic Estate.
(Proposed by infina as infina's motion to penalize inactivity; Approved by Affinity, infina, JonR; opposed by HarvesteR; edited by HarvesteR)

§4.9: Settlements:
Players may announce the foundation of a settlement in their own land. The first settlement is free of charge, but subsequent settlements have a cost of 3 internets. Players shall announce the foundation of a settlement in the following form, in bold and italics: "I announce the foundation of [name of settlement] in [player domain's name], located at [map coordinates]".
(Proposed by HarvesteR as HarvesteR's motion to colonize the land; Approved by HarvesteR, Affinity, ostrichguy; opposed by nobody; edited by HarvesteR)

§4.10: Cities and the Capital City:
A player may declare any settlement in his land a city, but doing so will cost 3 more internets. To declare a settlement a city, the announcement must be in bold and italics and read: "I declare [name of settlement] a city." The capital city of a player's domain is the first settlement promoted to a city. The capital city generates twice the resources of a regular city. A player may transfer the capital of his domain to another city (not settlement) at the cost of another 3 internets. Transferring a capital shall be done by announcing in bold and italics: "I transfer the capital of [name of domain] to the city of [name of city]".
(Proposed by HarvesteR as HarvesteR's motion to colonize the land; Approved by HarvesteR, Affinity, ostrichguy; opposed by nobody; edited by HarvesteR)
(Amended by coolguy5678 as coolguy5678's motion to make the capital city awesome; Approved by coolguy5678, HarvesteR, JonR; opposed by nobody; edited by HarvesteR)


§4.11: Farmlands and Factories:
Players may convert tiles in their territory into farmland or factories for the cost of 1 Internet per 3 tiles of land converted. At the end of each Nomic Year, not including the one during which the tiles were converted, players receive 1 Internet per 3 tiles of farmland and 1 Internet per 2 tiles of factories. "Farm" will henceforth be used as a term meaning "a collection of consecutive farmland" and "manufacturing area" will henceforth be used as a term meaning "a collection of consecutive factories." Each manufacturing area or farm must neighbour a city, or be connected to one by road or rail.
(Proposed by OstrichGuy as "OstrichGuy's motion to make territory actually have a purpose"; Approved by ostrichguy, bkwinner, HarvesteR; Opposed by no one; Edited by HarvesteR; Amended by executive decision from The Chairman)

§4.12: Mining Towns:
Any settlement that isn't a city may be converted into a Mining Town for 3 internets. If a manufacturing area contains a mining town, its yearly income is increased by 15%. A single manufacturing area can only earn this bonus once.
(Proposed by Coolguy5678 as "coolguy5678's motion to create mining towns."; Approved by coolguy5678, bkwinner, MartinW, TheFudge; Opposed by no one; Edited by HarvesteR)

§4.13: Farms Supply to Factories:
If a farm is connected to a manufacturing area either by having their physical location touching, or by having a railroad or road between them, then the income of the manufacturing area is increased by 0.5% for each rood in the farm, up to a maximum of 15%. This does not compound with the Mining Town bonus, i.e. the bonus is calculated according to the income of the manufacturing area before applying the mining town bonus.
(Proposed by Coolguy5678 as "coolguy5678's motion to make farms supply to factories."; Approved by coolguy5678, bkwinner, MartinW, Ostrichguy; Opposed by no one; Edited by HarvesteR)

§4.14: The Nomic Capital District:
The rectangle with corners (O,14) and (Z,24) is the Nomic Capital District. NCD is the proper abbreviation for Nomic Capital District. At (U,19) will be Nomic City, the capital of the Nomic Empire. Players may propose to build settlements, farmland, factories, or other structures allowed by law in the NCD. In addition, a new type of building, a bank, may be built. A bank costs 10 Internets. 2 Internets are spent building it, while the other 8 go to the banks funds. Players may borrow money from the bank, but must pay it back, plus 20% interest each Nomic Year, including the one during which the money was borrowed. Players may deposit Internets in the bank, and will receive 10% interest per Nomic Year, not including the one during which the money was deposited. If a bank runs out of money, players must vote on whether or not to give enough of the Nomic Estate's money to the bank in order to keep it going. If not, the bank fails, and the players who have money in the bank will not be payed back. When players wish to propose the production of something in the NCD, they may do so by stating, in italics and bold, "I propose we turn [area in Nomic Capital District] into [type of land or structure]. This will cost us [number of Internets this would cost] Internets." It will be voted on in the same manner as motions are, but the contributor will not recive Internets for his/her contribution. Anything built in the NCD will be payed for using money from the Nomic Estate's fund
(Proposed by Ostrichguy as "Ostrichguy's motion to give our empire a capital."; Approved by ostrichguy, Krawl, TheFudge, coolguy5678; Opposed by MartinW; Edited by HarvesteR)

§4.15: Trading Cities:
Players may upgrade cities to Trading Cities for ¤3. If one player's trading city is connected to a trading city of a different player by road or rail, both players earn ¤3 in each year after the year in which the trading cities are first connected (or ¤6, if a Trading City is additionally the Capital City). Each Trading City may only be connected to one other Trading City. Each player may only be in a trading relationship with each other player once, but there is no limit on the number of players a player may trade with.
(Proposed by Coolguy5678 as "Coolguy5678's motion to promote co-operation through Trading Cities"; Approved by coolguy5678, HarvesteR, bkwinner, TheFudge; Opposed by no one; Edited by HarvesteR)

§4.16: The Nomic Sea (pre-activation):
On 13 February 2011, the Nomic Estate will be extended to row 80. South of row 40 will be the Nomic Sea. Scattered throughout the sea are islands. Players may not claim, or build settlements or other structure on tiles of the sea, other than ones that contain islands. Boats are an exception, and may be built on the water. On any land bordering the Nomic Sea, players may build shipyards for the cost of ¤1.5. If a player has a shipyard, he/she may build a boat on any water adjacent to the shipyard for ¤0.5. Ships are not stationary, and may move 20 tiles per Nomic year. This movement may be performed any time in the year, not just at the end. Any water over which a boat has passed becomes a shipping route. Shipping routes serve the same uses as roads and rails. (For example, a player may claim land on an island that is connected by shipping route to his/her mainland territory.) When a boat moves over an already existing shipping route, this does not count towards its yearly movement count. Players currently have three weeks to create and propose ideas for where the islands should be located, and vote on the submissions. At the end of those three weeks (on 13 February), whichever map received the most votes shall be added to the official one, and the ruleset will be updated to express that the Nomic Sea exists officially.
(Proposed by Ostrichguy as "Ostrichguy's motion to explore the sea"; Approved by Ostrichguy, _infina_, John Citizen, coolguy5678, Turiski; Opposed by no one; Edited by coolguy5678)

§4.17:
The position of Manager of the Nomic Capital District has the duty of keeping the Nomic Estate with a positive cash flow. The manager may establish a trading relationship with any foreign Nomic Entities for 1 Nomic year, after which a vote of active players must pass as a motion to allow further trade. This position is an elective position, with a term of 4 Nomic Years. The election process will run in the year prior to the start of the Manager's term. A player may declare themselves a candidate by placing in bolded italics "I declare myself a candidate for the position of Manger of the Nomic Capital District." In likewise manner they can withdraw from the race by stating "I withdraw my candidacy." Candadicy may be declared until the half-point (20th post) of the year prior to the next term. Voting shall be done in the form "I vote <playername> for Manager of the Nomic Capital District." The Chairman may choose to either appoint a votecounter, or count the votes himself. The position Assistant to the Manager of the Nomic Capital District will be the Candidate that places second in the voting and will fill in for the manager when on vacation or if the Manager becomes inactive. The Manager shall be the candidate with the greatest number of votes.
(Proposed by infina as "infina's Manager Motion"; Approved by infina, John Citizen, Krawl, Turiski; Opposed by no one)

Active Motions:
Spoiler:
On year 4, bkwinner wrote:I make a motion that, if Affinity's motion to make passage requirements elastic passes, that the internet rewards for approved motions be changed to: 3 for unanimous support, 2 for <100% but >=75% and 1 for <75%. For the purposes of voting, this will be called bkwinner's motion to rescale rewards.

(Proposed by bkwinner; Approved by bkwinner, coolguy5678; Opposed by MartinW, TheFudge, John Citizen, Krawl, Turiski)
(Review of votes due at midnight on February 4 at earliest)

On year 5, OstrichGuy wrote:I propose a motion that would allow players to upgrade cities and capitals into large cities or large capitals respectively for the cost of three Internets by declaring, in bold, "I spend ¤3 to upgrade [name of city or capital] into a large city/capital." Large cities cause adjacent manufacturing areas to generate double the normal income. Large capitals cause adjacent manufacturing areas to generate quadruple the normal income. For purposes of voting, this motion shall be referred to as Ostrichguy's motion to create large cities.

(Proposed by OstrichGuy; Approved by OstrichGuy, TheFudge; Opposed by coolguy5678, Turiski, Krawl)
(Review of votes due at midnight on February 4 at earliest)

On year 6, bkwinner wrote:I make a motion to extend our abilities with actions. An action is defined as anything that changes the gamestate. Actions include, but are not limited to: voting, proposing motions, repealing motions, building anything on land, buying land, claiming land, and the chairman's official actions (in short, anything bolded/italicised). Players may declare a delayed action by adding "This action will take place at/after x" where x is a time/date/#of nomic years/condition to be fufilled. The action is not implemented right away, but instead is added to the list of delayed actions. When the delay period is fufilled, the action is accepted immediately if it is legal. Delayed actions do not need to be legal when declared. Also, players may make conditional actions in the same format as conditional votes. These actions can also have delays, in which it is called a delayed conditional action. Nesting conditions is allowed, using parentheses, ex: if [c1] then (if [c2] then [a1] else [a2]) else[a3]. (c1,2 are conditions, a1,2,3 are actions.) an action that is neither delayed nor conditional is called a basic action. for the purpose of voting, this is called bkwinner's motion to extend actions.

(Proposed by bkwinner; Approved by bkwinner, John Citizen; Opposed by Krawl, Turiski)
(Review of votes due at midnight on February 4 at earliest)

On year 6, _infina_ wrote:I make a motion to create the resource of produce, to be produced by farms at a rate of 100 produce/rood of farm per year. To sell the produce, it must be connected to a settlement, city, or Capital City with a market, which can be upgrade from a settlement, city or Capital City at the cost of ¤2. A settlement with a market will sell produce at 75 produce for ¤1. A city with a market will sell produce at 50 produce for ¤1. A Capital City with a market will sell produce at 25 produce for ¤1. For the purposes of voting, this motion will be called _infina_'s motion to create markets.

(Proposed by _infina_; Approved by _infina_, Turiski; Opposed by coolguy5678, Krawl)
(Conditional opposition by Krawl: unless it is made separate from produce, or to include ore/minerals as well as fish and the original produce.)
(Review of votes due at midnight on February 4 at earliest)

On year 6, John Citizen wrote:I make a motion to penalise particularly bad motions. In addition to voting in favor/in favour/against a motion, a poster may declare a motion "Ridiculous". This is done by, in bold and italic, stating "I declare (motion x) to be ridiculous". If a majority of active players votes a motion to be ridiculous, the motion is immediately removed. In addition, the poster of the motion is fined in internets the number of "Ridiculous" votes, minus the number of votes in favor/in favour of a motion, to a maximum of their total number of internets. For purposes of voting, this shall be called, John Citizen's motion to penalise particularly bad motions.

(Proposed by John Citizen; Approved by John Citizen, bkwinner, Turiski, Krawl; Opposed by coolguy5678)
(Review of votes due at midnight on February 4 at earliest)

On year 6, John Citizen wrote:I make a motion to make posts alphabetical. Every new post must begin with the next consecutive letter to that used to begin the previous post. Any player failing to do so will be fined one internet, or all their sub-internets if they have less than one internet. For purposes of voting, this shall be called, John Citizen's motion to introduce alphabeticality.

(Proposed by John Citizen; Approved by John Citizen, coolguy5678, Turiski, Krawl; Opposed by bkwinner)
(Review of votes due at midnight on February 4 at earliest)

On year 6, John Citizen wrote:I make a motion to create corporations. A player may own one and only one corporation. A corporation has associated cities for which its effects occur. A corporation must always have at least one associated city. No two corporations may have the same name.
A player may found a corporation by declaring, in bold and italics: "I declare the founding of [name] corporation in [city]." This action costs 3 internets. A player can also spread a corporation to any city (not just their own) within a radius of 25 grid units (measured by Pythagoreas' theorem, rounded down). This is done by declaring, in bold and italics: "I spread [corporation] from [city] to [city]". This does not remove the corporation from the original city. A player spreading a corporation must own the city that the corporation is spreading from, though not necessarily the corporation itself. Spreading a corporation costs 2 internets.
A player can remove a corporation from one of their cities by paying 2.5 internets to the player owning the corporation. If the player owning the city also owns the corporation, they must still pay 1 internet (not to themselves). This is done by declaring, in bold and italics, "I remove [corporation] from [city]." If at any time this action causes a corporation to have no associated cities, the corporation ceases to exist.
A corporation increases the profit of the city it is in and every adjacent (including diagonally adjacent) tile by 20%, rounded to the nearest sub-internet. This is applied after all other bonuses. If the owner of the city does not own the corporation, 50% (rounded to the nearest sub-internet) of the bonus resulting from the corporation goes to the owner of the corporation, with the rest going to the owner of the city.
A city may contain more than one corporation, but the bonus from each is not cumulative; that is to say, the bonus is calculated from the value without any corporations for each corporation present. For the purposes of voting, this shall be referred to as John Citizen's motion to create corporations.

(Proposed by John Citizen; Approved by John Citizen; Opposed by no one)
(Review of votes due at midnight on February 4 at earliest)

On year 6, Turiski wrote:I make a motion to amend the following rules:
In §2.4, the text {two one-week vacation or one two-week vacations} shall be replaced with {two one-week vacations or one two-week vacation}.
In §3.6, the text {no internets shall be given nor taken.} shall be replaced with {internets shall be neither given nor taken.}
In §3.10, the text {the ruleset-revisor} shall be replaced with {the ruleset-reviser}.
In §4.4, the text {in existance} shall be replaced with {in existence}
In §4.6, the text {Players may build a train track for 5 Internet.} shall be replaced with {Players may build a train track for 5 Internets.}
In §4.6, the text {payed} shall be replaced with {paid}
In §4.6, the text {stating: 'I build a [road/railroad] at [location's].} shall be replaced with {stating: "I build a [road/railroad] at [locations]."}
In §4.6, the text {passes through multiple other individuals' territory's} shall be replaced with {passes through multiple other individuals' territories}.
In §4.11, the text {recive} shall be replaced with {receive}
In §4.11, both instances of {payed} shall be replaced with {paid}.
In §4.11, a period shall be placed immediately following the final sentence.
For the purposes of voting, this will be called Turiski's motion to facilitate the removal of grammatical errors.

(Proposed by Turiski; Approved by Turiski, John Citizen, bkwinner, Krawl; Opposed by no one)
(Review of votes due at midnight on February 4 at earliest)

On year 6, Turiski wrote:I make a motion to amend §4.6:
Immediately following the text {If it passes through multiple other individuals' [territory's|territories], the people who's territory it goes through will split the Internets proportionally to how much is in each of their territories.},
the following passage shall be inserted: {Each player may only receive a whole number of sub-internets; the remainder shall go to the active players with the lowest number of internets, such that no players receiving a nonzero number of internets in this transaction receive more than ¤0.1 more than any other such players.}
For the purposes of voting, this will be called Turiski's motion to remove ambiguity in multi-individual road purchasing.

(Proposed by Turiski; Approved by Turiski, John Citizen, Krawl; Opposed by no one)
(Review of votes due at midnight on February 4 at earliest)

On year 6, Turiski wrote:I make a motion to amend §4.6:
Immediately following the last sentence in the rule,
the following passage shall be inserted: {A distinction shall be made between "not consenting" and "disapproving" to a proposal: an individual with the authority to consent may also disapprove, by replacing in the above statement the words "I consent to" with "I disapprove of". A player disapproves by default if they do not respond appropriately within two Nomic years (If a player is or goes on vacation, their vacation time is not counted toward this restriction). In the event that such an individual disapproves, the builder may state (with a similar allowance for vacation) within one Nomic year “In light of recent disapproval, I amend my proposal to build at [old locations], and build instead at [new locations].” Then, the consenting individuals will remain consenting to only the same player building the railroads at only the same locations. Specifically:
a) The new locations may not be the same, in their entirety, as the old locations.
b) If the new locations cover different parts consenter’s land than the old locations, the consenter has the opportunity to not consent to the difference (and it shall be assumed that they give neither consent nor disapproval until either they make a further statement of the form outlined above, or they disapprove by default).
c) If the new locations demand the approval of additional individuals, all of them must consent as well before the building will finish.
d) The consenter does not consent to additional proposals made, either by others or the same individual.}
For the purposes of voting, this will be called Turiski's motion to enable negotiation of road purchases.

(Proposed by Turiski; Approved by Turiski, John Citizen, Krawl; Opposed by no one)
(Review of votes due at midnight on February 4 at earliest)

On year 6, ostrichguy wrote:I propose a motion to change §4.12 to say:

Players may upgrade cities to Trading Cities for ¤3. If one player's trading city is connected to one or more trading city of a different player by road or rail, each player earns ¤3 per trading city it's connected to in each year after the year in which the trading cities are first connected (or ¤6, if a Trading City is additionally the Capital City). Each player may only be in a trading relationship with each other player once, but there is no limit on the number of players a player may trade with.


For purposes of voting, this will be called ostrichguy's motion to allow trading with multiple cities.

(Proposed by ostrichguy; Approved by ostrichguy; Opposed by coolguy5678, Turiski)
(Review of votes due at midnight on February 4 at earliest)

On year 7, bkwinner wrote:I propose a motion to extend our freedom with motions. In addition to editing motions, we may also split and combine motions. A split motion becomes two motions, each containing a portion of the original motion. Players may only split motions if this would not put them over the limit of active motions. If two motions are combined, they fuse to become a single motion. The votes on the original motion(s) count for half value on any new motions created by splitting or combining motions. For the purposes of voting, this will be called bkwinner's motion to increase our abilities with motions.

(Proposed by bkwinner; Approved by bkwinner, Turiski; Opposed by Krawl)
(Review of votes due at midnight on February 4 at earliest)

On year 7, Krawl wrote:I hereby make a motion that, when the sea has been added to the Empire, once you have built a shipyard, you may build fishing boats, for 5 sub-internets each. A fishing boat will catch 50 fish every nomic year, which may be sold at the markets(if markets are approved) or traded to other players, as seen fit. For the purposes of voting, this shall be referred to as Krawl's motion to introduce fishing.

(Proposed by Krawl; Approved by Krawl, Turiski; Opposed by no one)
(Review of votes due at midnight on February 4 at earliest)

On year 7, Krawl wrote:I hereby make a motion that for each building you have built you must have 10 produce, or fish(assuming it passes) to your name, which will be deducted at the end of every nomic year. If you do not have the appropriate amount of "Food" resources, you will lose the number of buildings proportionate to the amount of food you could not provide. Cities, whether capital or otherwise will require 25 Food resources instead of the 10 required for other buildings. Buildings include Farms, Factories, Towns, Cities, Shipyards, and Boats. For the purposes of voting, this motion shall be referred to as Krawl's motion to introduce the Food Resource.

(Proposed by Krawl; Approved by Krawl; Opposed by bkwinner, Turiski)
(Review of votes due at midnight on February 4 at earliest)

On year 7, Left Justified wrote:I make a motion to define the term alliance as a mutual agreement between two or more players to share control of roads and railroads between land. To facilitate these "alliances" each player would create a totem in the other's territory, which must be verified. In addition to this, road or railroad sharing would be prohibited without a totem in the owner's territory. To end an alliance you must declare that you are removing x's totem. For the purposes of voting this motion will be called Left Justified's motion on alliances.

(Proposed by Left Justified; Approved by Left Justified; Opposed by bkwinner)
(Review of votes due at midnight on February 4 at earliest)

Players:
Spoiler:
The Nomic Estate: 15 internets, 0 roods on credit, 1637 roods claimed
HarvesteR: 30 internets, 0 roods on credit, 210 roods claimed
coolguy5678: 26 internets, 0 roods on credit, 220 roods claimed
ostrichguy: 12 internets, 1 roods on credit, 309 roods claimed
_infina_: 10 internets, 0 roods on credit, 40 roods claimed
Krawl: 12 internets, 10 roods on credit, 0 roods claimed
alexriehl: 7 internets, 40 roods on credit, 0 roods claimed
JonR: 7 internets, 15 roods on credit, 25 roods claimed
turret: 5 internets, 20 roods on credit, 0 roods claimed
kerfuffleninja: 4 internets, 10 roods on credit, 0 roods claimed
skellious: 4 internets, 10 roods on credit, 0 roods claimed
e^ipi+1=0: 4 internets, 10 roods on credit, 0 roods claimed
Quate: 4 internets, 10 roods on credit, 0 roods claimed
snowyowl: 4 internets, 10 roods on credit, 0 roods claimed
neoliminal: 4 internets, 10 roods on credit, 0 roods claimed
Boreeas: 4 internets, 10 roods on credit, 0 roods claimed
NecklaceOfShadow: 4 internets, 10 roods on credit, 0 roods claimed
bkwinner: 0.1 internets, 0 roods on credit, 49 roods claimed
Moach: 4 internets, 0 roods on credit, 10 roods claimed
Affinity: 3 internets, 0 roods on credit, 0 roods claimed
sina wile toki moku: 1 internets, 1 roods on credit, 9 roods claimed
MartinW: 5 internets, 0 roods on credit, 20 roods claimed
Left Justified: 1 internets, 0 roods on credit, 10 roods claimed
John Citizen: 0 internets, 0 roods on credit, 20 roods claimed
Turiski: 0 internets, 0 roods on credit, 20 roods claimed
theFudge: 10 internets, 9 roods on credit, 1 roods claimed

Active Players: 6/25
Votes in favor required for motion approval: 4

The Nomic Empire Map:
Spoiler:
This is still glitching for me. Anyone else?
Approximately 100% of my forum contribution is in Nomic threads! In fact, if you're reading this signature, you probably knew that because you're reading a Nomic thread! But did you know that I've participated in both Nomic 16.0 AND Nomic 15.0? Woah!
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Re: Nomic 15.0

Postby Left Justified » Wed Feb 02, 2011 9:13 pm UTC

Oh, in that case I decide not to make 3 factories. So I guess I have one internets... John Citizen, can I build a road through your territory? Once I get a response I will formally declare where it will go, unless you have a specific preference on the location.

I declare myself a candidate for the position of Manger of the Nomic Capital District.
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Re: Nomic 15.0

Postby Left Justified » Wed Feb 02, 2011 9:14 pm UTC

Oh, in that case I decide not to make 3 factories. So I guess I have one internets... John Citizen, can I build a road through your territory? Once I get a response I will formally declare where it will go, unless you have a specific preference on the location.

I declare myself a candidate for the position of Manger of the Nomic Capital District.
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Re: Nomic 15.0

Postby John Citizen » Thu Feb 03, 2011 9:55 am UTC

I cast my vote in favour of _infina_'s motion to create markets.
I cast my vote against ostrichguy's motion to allow trading with multiple cities.
I cast my vote in favour of bkwinner's motion to increase our abilities with motions.
I cast my vote in favour of Krawl's motion to introduce fishing.
I cast my vote against Krawl's motion to introduce the Food Resource.
I cast my vote against Left Justified's motion on alliances.


I have to ask, for what time zone is midnight defined?
"Yields falsehood when preceded by its quotation"
yields falsehood when preceded by its quotation.
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Re: Nomic 15.0

Postby Turiski » Fri Feb 04, 2011 4:40 am UTC

It's not. I just know the motion got approved sometime on Feb 1 so saying Feb 4 should pretty well cover it. And midnight just for fun. We will have to standardize that, though. Does the board have standard time? If not, GMT like the rest of the world is cool with me.

I hereby cast my vote in favor of John Citizen's motion to create corporations. I'm not sure how I missed this the first time :/
I hereby cast my vote against Left Justified's motion on alliances.
Approximately 100% of my forum contribution is in Nomic threads! In fact, if you're reading this signature, you probably knew that because you're reading a Nomic thread! But did you know that I've participated in both Nomic 16.0 AND Nomic 15.0? Woah!
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Re: Nomic 15.0

Postby John Citizen » Sat Feb 05, 2011 9:29 am UTC

Bkwinner's motion to rescale rewards has 5 votes against, and is hereby denied.
Ostrichguy's motion to create large cities has 3 votes against, and is hereby denied.
Bkwinner's motion to extend actions has 2 votes against, and is hereby denied.
_infina_'s motion to create markets has 3 votes in favor, and it passes.
This motion has been approved with 3 votes in favor, 2 against. _infina_ shall receive 1 internet for his/her meritous contribution.
John Citizen's motion to penalise particularly bad motions has 4 votes in favor, and it passes.
This motion has been approved with 4 votes in favor, 1 against. John Citizen shall receive 3 internets for his/her meritous contribution.
John Citizen's motion to introduce alphabeticality has 4 votes in favor, and it passes.
This motion has been approved with 4 votes in favor, 1 against. John Citizen shall receive 3 internets for his/her meritous contribution.
John Citizen's motion to create corporations has 2 votes in favor, and it passes.
This motion has been approved with 2 votes in favor, 0 against. John Citizen shall receive 2 internets for his/her meritous contribution.
Turiski's motion to facilitate the removal of grammatical errors has 4 votes in favor, and it passes.
This motion has been approved with 4 votes in favor, 0 against. Turiski shall receive 4 internets for his/her meritous contribution.
Turiski's motion to remove ambiguity in multi-individual road purchasing has 3 votes in favor, and it passes.
This motion has been approved with 3 votes in favor, 0 against. Turiski shall receive 3 internets for his/her meritous contribution.
Turiski's motion to enable negotiation of road purchases has 3 votes in favor, and it passes.
This motion has been approved with 3 votes in favor, 0 against. Turiski shall receive 3 internets for his/her meritous contribution.
Ostrichguy's motion to allow trading with multiple cities has 3 votes against, and is hereby denied.
Bkwinner's motion to increase our abilities with motions has 3 votes in favor, and it passes.
This motion has been approved with 3 votes in favor, 1 against. Bkwinner shall receive 2 internets for his/her meritous contribution.
Krawl's motion to introduce fishing has 3 votes in favor, and it passes.
This motion has been approved with 3 votes in favor, 0 against. Krawl shall receive 3 internets for his/her meritous contribution.
Krawl's motion to introduce the Food Resource has 3 votes against, and is hereby denied.
Left Justified's motion on alliances has 3 votes against, and is hereby denied.


Now for money for voting on the correct side:
bkwinner: +5 internets
John Citizen: +13 internets
Turiski: +14 internets
Krawl: +7 internets
coolguy5678: +3 internets
_infina_: +1 internet
MartinW: +1 internet
TheFudge: +1 internet

I should now have 21 internets.

I declare Paradox a city.
I hereby claim the land at AJ31-BB34 + AY35-BB39 + AJ35-AR35

(100 roods)
I declare the founding of the FruitSalad Corporation in Paradox.
I convert the 5 squares in my territory adjacent to Paradox to factories, as well as AS36.

(3 internets remaining)

LeftJustified, that should be fine, but I need specifics.
I still cannot update the map.


Ruleset:
Spoiler:
§0: Chairman

§0.1: The Chairman:
HarvesteR is the chairman. Any disputes and disagreements about gameplay may settled by the chairman. If there is a dispute, the chairman may take any action necessary to restore stable gameplay, except the actions specifically forbidden by these rules. The chairman's decisions may be overturned by five votes from different players reading "I cast my vote to repeal the chairman's executive decision." The chairman may not take any action which results in players being unable to repeal his decisions.
(Dates from kerfuffleninja's motion to ensure stable gameplay)
(Proposed by coolguy5678 as "coolguy5678's first motion; to make the Chairman someone active"; approved by coolguy5678, HarvesteR, Affinity; opposed by nobody; edited by Affinity)


§1: Currency

§1.1: Definition of the Internet:
All players have a property called "number of internets". All players receive one internet upon making their first post in this thread. Whenever a player's number of internets is changed, a list of all players' internet-counts is posted in a spoiler tag, in decreasing order of internet-counts. To represent fractional amounts, the sub-internet is the official unit, with a value of 1/10 of an internet. Internets are represented by the ¤ (Alt+0164) symbol, and sub-internets as decimals of the number of internets (e.g. ¤10.5).
(Proposed by coolguy5678 as "coolguy5678's motion to create currency"; approved by Affinity, coolguy5678, HarvesteR; opposed by nobody; edited by Affinity)
(Amended by OstrichGuy's motion to subdivide currency)
(Amended by HarvesteR's motion to notate currency)


§1.2: Definition of Resources:
The term "resources" (currently) means internets and roods (see section §4). Furthermore, no action may be performed that causes any of a player's resources to become negative.
(Proposed by coolguy5678 as "coolguy5678's motion to simplify resource transactions"; Approved by coolguy5678, Affinity, HarvesteR; opposed by nobody; edited by HarvesteR)

§1.3: Transfer of Resources between players:
Players may give any positive amount of their resources to any other player for whatever reason they wish.
(Originally "coolguy5678's motion to promote the Christmas spirit")
(Proposed by coolguy5678 as "coolguy5678's motion to promote Christmas spirit"; approved by coolguy5678, alexriehl, Affinity; opposed by nobody; edited by Affinity)


§1.4: Chairman's reward:
The Chairman is permitted to grant internets to persons who have been of exemplary value in the community, at the discretion of the Chairman. The Chairman is unable to award himself/herself internets, but internets can still be given to the Chairman by Rule §1.3. The Chairman is only permitted to award 5 internets per week. Any internets beyond that will be charged to the Chairman as per Rule §1.3. Internets granted under this rule may be revoked, as per the procedure outlined in Rule §0.1.
(Proposed by alexriehl as "alexriehl's revised motion to grant currency-based rewards"; approved by alexriehl, coolguy5678, _infina_; opposed by nobody; edited by alexriehl)

§2: Nomic Time

§2.1: Definition of Nomic Time:
A page on this thread represents the passage of one year in Nomic Time.
(Proposed by OstrichGuy as "OstrichGuy's motion to make years pretty long"; Approved by OstrichGuy, HarvesteR, coolguy5678; Opposed by no one; Edited by HarvesteR)

§2.2: Inactive players list:
Players who haven't posted in a week shall be moved to the inactive player list.
(Proposed by infina as infina's motion to define activity, Approved by Affinity, infina, JonR; opposed by HarvesteR; edited by HarvesteR, coolguy5678

§2.3: Double-post prevention:
Anyone who double-posts three or more times in the same thread page is fined one internet for each double-post after the first two, which go to the Nomic Estate. A double-post is defined as two consecutive posts by the same user; three consecutive posts are considered two double posts, four consecutive posts as three double-posts, and so on.
(Proposed by coolguy5678 as "coolguy5678's motion to stop people from single-handedly accelerating time"; Approved by coolguy5678, ostrichguy, bkwinner; Opposed by no one; Edited by HarvesteR)

§2.4: Vacations:
If a player declares in bold an italics, "I am taking the next [one or two] weeks off, then that amount of time is not counted towards the amount of time required to be considered inactive. Players are given 2 weeks off per real-world year, which may be used as either two one-week vacations or one two-week vacation.
(Proposed by Ostrichguy as "Ostrichguy's motion to allow vacations"; Approved by ostrichguy, Krawl, sina wile toki moku, MartinW, HarvesteR; Opposed by no one; Edited by HarvesteR)
(Amended by Turiski through Turiski's motion to facilitate the removal of grammatical errors; Approved by Turiski, John Citizen, bkwinner, Krawl; Opposed by no one)


§2.5: Alphabeticality (time subdivision):
Every new post must begin with the next consecutive letter to that used to begin the previous post. Any player failing to do so will be fined one internet, or all their sub-internets if they have less than one internet.
(Proposed by John Citizen as John Citizen's motion to introduce alphabeticality; Approved by John Citizen, coolguy5678, Turiski, Krawl; Opposed by bkwinner)

§3: Motions and Rule-making

§3.1: Motions:
Any player may set forth a motion to take some official action. Official actions include, but are not limited to, amendment of or additions of rules.
(In original ruleset)

§3.2: Creating Motions:
All official motions must be in bold and italics and begin with "I make a motion to..." Additionally, official motions must end with "For the purposes of voting, this motion shall be referred to as [username]'s motion to...", followed by a summary of the motion's actions, with "[username]" replaced by the motion-maker's username. For example, one could say "I make a motion to put the comma that is directly outside the quotes in rule §002 inside the preceeding quotes, after the ellipses. For the purposes of voting, this motion shall be referred to as kerfuffleninja's motion to save grammar Nazis from developing a nervous twitch."
(In original ruleset)

§3.3: Voting:
To vote in favor of or against a motion, one must declare one's vote by saying "I cast my vote [in favor of/in favour of/against] [motion-maker]'s motion to [motion summary]." For example, one could say "I cast my vote in favor of kerfuffleninja's motion to save grammer Nazis from developing a nervous twitch." People are not forced to type down the entire motion summary.
(In original ruleset)
(Amended by turret through "turret's motion to simplify and ease voting through not forcing people to type down the entire summary of any vote they wish to endorse and vote for"; approved by turret, snowyowl, JonR; opposed by kerfuffleninja, Affinity; edited by HarvesteR)


§3.3.a: Conditional Voting:
Players are allowed to make conditional votes: votes that only take effect if a set of conditions is met.
Conditional votes are to be cast in the following manner:
I cast my vote [in favor|favour of/against] [motion] if [condition]
If (condition) is true, then the vote counts. Otherwise (If the condition is false/undetermined), it doesn't.
(Proposed by bkwinner as "bkwinner's motion to allow conditional votes"; Approved by bkwinner, Krawl, sina wile toki moku, MartinW; Opposed by no one; Edited by HarvesteR)

§3.4: Prevention of obvious, redundant votes:
Whenever a someone makes a motion, he automatically and implicitly casts a vote in favour of it. This can be cancelled by explicitly stating, in bold and italics, "I do not cast my vote in (favour|favor) of [motion name]", or by casting a vote against the motion.
(Proposed by coolguy5678 as "coolguy5678's second motion; to reduce obvious, redundant votes"; Approved by coolguy5678, Affinity, HarvesteR; opposed by nobody; edited by HarvesteR)

§3.5: Editing of Motions:
A motion-maker may edit the text of a motion by stating, and bold and italics,
"I, ['as motion-maker' or 'having been lawfully granted official power'], hereby edit [name of motion] to:
(new motion text)
"
All votes for the old motion are kept, unless the meaning is significantly changed, as determined by the chairman (this decision can be overruled as per §0.1), in which case the votes are repealed. Motions may not be edited if they already have the number of votes necessary for approval/rejection. In addition to editing motions, a player may also split and combine motions. A split motion becomes two motions, each containing a portion of the original motion. Players may only split motions if this would not put them over the limit of active motions. If two motions are combined, they fuse to become a single motion. The votes on the original motion(s) count for half value on any new motions created by splitting or combining motions.
(Amended by bkwinner as bkwinner's motion to increase our abilities with motions; Approved by bkwinner, Turiski, John Citizen; Opposed by Krawl)
(Proposed by bkwinner as "bkwinner's motion to edit motions"; Approved by bkwinner, HarvesteR, Krawl, John Citizen, Turiski; Opposed by coolguy5678, MartinW, TheFudge; Edited by coolguy5678)
(Amended by bkwinner as bkwinner's motion to increase our abilities with motions; Approved by bkwinner, Turiski, John Citizen; Opposed by Krawl)


§3.6: Termination (approval or denial) of Motions:
All motions run for 48 hours. Any active motions made before this shall be put on a 48 hour limit starting when this vote passes. Once that many hours are done, the motion's votes are tallied. If more or an equal amount oppose the motion than approve, it fails. Otherwise, it passes. If the motion passes, and requires that the rules be amended, any with official powers to do so must do this as soon as possible, and post the revised ruleset. Although already approved, A rule and/or amendment shall not be considered as in effect until the revised ruleset is posted. The group who voted with the majority (either for or against) shall each receive one internet. In the case of a tie no one will receive internets.
(Dates from original ruleset; amended)
(In original ruleset; Amended by HarvesteR through "HarvesteR's motion to reduce confusion over rule §004" (approved by HarvesteR, JonR, alexriehl; opposed by nobody; edited by HarvesteR); Amended by Affinity through Affinity's motion to make passage requirements elastic)
(Amended by MartinW through "MartinW's motion to reduce vote apathy"; approved by MartinW, TheFudge, Ostrichguy, John Citizen; opposed by bkwinner)


§3.7: Reward for Motion approval:
Those who have their motions approved shall be rewarded with 1 (one) internet per vote in favor received, less 1 (one) internet per vote against received. In this fashion, one who has a motion approved will receive an amount of internets proportional to the general acceptance of his proposed motion. (e.g. If one has a motion passed with 3 votes in favor and 2 votes against, said one shall receive 1 internet). Internets shall only be granted once the motion has been effectively approved, and correctly followed through with appropriate insertion on, and/or revision of the ruleset. In the event that a motion is denied, internets shall neither be given nor taken.
(Proposed by HarvesteR as "HarvesteR's motion to reward meritous contributions"; approved by coolguy5678, alexriehl, HarvesteR; opposed by nobody; edited by HarvesteR)
(Amended by Turiski through Turiski's motion to facilitate the removal of grammatical errors; Approved by Turiski, John Citizen, bkwinner, Krawl; Opposed by no one)


§3.8: Maintaining the ruleset:
All motions to create rules approved shall be/must be automatically added to the existing ruleset under an appropriate chapter and number.
(Proposed by HarvesteR as "HarvesteR's motion to maintain a coherent ruleset"; approved by HarvesteR, Boreeas, alexriehl; opposed by nobody; edited by HarvesteR)

§3.9: Keeping the ruleset coherent:
All rules appended to the original ruleset are required to be reworded so as to remove unnecessary sentences regarding obsolete voting, such as 'for the purposes of voting...'. This rule also requires that in any case in which a rule refers to itself as a 'motion', it must be reworded so as to emphasize and maintain the semantic difference between a motion and a rule. The extent of this rule is limited to such rewording and editing, and prohibits the altering of rules in any way that might distort, omit or otherwise modify the implied or explicitly stated content of its previous form as a motion. It extends as far as modifying the wording of a rule to append information about its creator and originating motion in order to preserve its history.
(Proposed by HarvesteR as "HarvesteR's motion to enhance and further improve the coherence of the ruleset"; approved by alexriehl, HarvesteR, Affinity; opposed by nobody; edited by Affinity)

§3.10: Prevention of page-stretching:
The revised ruleset must be placed inside of spoiler tags in order to prevent page-stretching.
(Proposed by Quate as "Quate's motion to prevent page-stretching"; approved by Quate, e^ipi+1=0, skellious, turret, Affinity; opposed by nobody; edited by Affinity)

§3.11: Statement of Motion termination:
All terminated motions, regardless of the outcome of the vote, are required to be announced in the following form:
For approved motions, the announcement must be in bold and follow this template:
"[username]'s [name of motion for the purposes of voting] has # votes in favor, and it passes.
This motion has been approved with # votes in favor, # against. [username] shall receive {see rule §3.11} internets for his(her) meritous contribution."

For denied motions, the announcement must be in bold and follow this template:
"[username]'s [name of motion for the purposes of voting] has # votes against, and is hereby denied."
It is required that, upon posting of the revised ruleset, the ruleset-reviser precede his new submission with the above announcement, so that it is clear for all participants that a new revision of the ruleset has been submitted. Observance of other rules regarding ruleset presentation shall still apply.
(Proposed by HarvesteR as "HarvesteR's motion to enhance motion termination verbosity"; approved by HarvesteR, JonR, alexriehl; opposed by nobody; edited by HarvesteR)
(Amended by Turiski through Turiski's motion to facilitate the removal of grammatical errors; Approved by Turiski, John Citizen, bkwinner, Krawl; Opposed by no one)


§3.12: Prevention of contradictions:
No motion may have retroactive effects before the moment at which it passed. No motion may specify that it cannot be altered or repealed. No motion may contradict a motion which has already passed or which is in voting unless it specifically supersedes, repeals, or reverses the existing motion.
(Proposed by snowyowl as "Snowyowl's motion to prevent contradictions"; approved by snowyowl, skellious, Affinity; opposed by nobody; edited by snowyowl)

§3.13: Active Motions list:
Along with the revised ruleset, a list of motions still open to voting is to be placed in any post casting a deciding vote in a motion.
(Proposed by Affinity as "Affinity's motion to keep a list of active motions"; approved by HarvesteR, JonR, alexriehl; opposed by nobody; edited by alexriehl)

§3.14: Self-cancellation of Motions:
The Motion-maker is granted official power to cancel a motion of his own making that is currently under vote. This shall be done by declaring, in bold and italics: "I, ['as motion-maker' or 'having been lawfully granted official power'], hereby terminate [name of motion]. As of this moment, this motion is no longer under vote and shall be removed and forgotten." This shall completely terminate the open motion. Being granted power to remove a motion does not imply that the power-holder is compelled to follow through. The Chairman does not have authority to grant this power unto himself, being also required to rely on the group consensus.
(Proposed by HarvesteR as "HarvesteR's motion to remove and forget obsolete motions"; approved by Affinity, HarvesteR, coolguy5678; opposed by nobody; edited by Affinity)

§3.14: Active Motions limit:
No player is allowed to have more than 3 open motions at any time. Any motion proposed after the 3rd shall be ignored.
(Proposed by JonR as "JonR's 2nd motion; to curb excessive motion proposals"; approved by HarvesteR, _infina_, coolguy5678; opposed by nobody; edited by HarvesteR)

§3.15: Limited Lifetime of Motions:
Motions can only remain active for a certain amount of time. After this time has elapsed, the motion is considered stale and shall observe the following: If a motion has, A. more than 3 votes total, and B. 2 (two) votes less than the total amount of votes in favor against it, it shall be approved by default (this shall be noted on the motion's history). In the event any motion does not meet these requirements at the end of the elapsed time, it shall be automatically cancelled. The least amount of time granted to a motion is a full nomic year. In this fashion, any motion proposed shall enjoy a full nomic year, not counting the fractional year at the time of proposal. At the Nomic Year's end, all open motions shall be reviewed against this principle, and acted upon accordingly.
(Proposed by HarvesteR as "HarvesteR's motion for a very effective yearly motion cleanup"; Approved by HarvesteR, OstrichGuy, coolguy5678, bkwinner; Opposed by no one; Edited by HarvesteR)

§3.16: Ridiculous Motions:
In addition to voting in favor/in favour/against a motion, a poster may declare a motion "Ridiculous". This is done by, in bold and italic, stating "I declare (motion x) to be ridiculous". If a majority of active players votes a motion to be ridiculous, the motion is immediately removed. In addition, the poster of the motion is fined in internets the number of "Ridiculous" votes, minus the number of votes in favor/in favour of a motion, to a maximum of their total number of internets.
(Proposed by John Citizen as John Citizen's motion to penalise particularly bad motions; Approved by John Citizen, bkwinner, Turiski, Krawl; Opposed by coolguy5678)

§4: The Nomic Estate and Land

§4.1: Definition of Land:
The Nomic Estate, represented by a dummy player, holds land. This land is subdivided into 2560 roods.
(Proposed by _infina_ as "infina's motion to create land"; approved by _infina_, alexriehl, coolguy5678; opposed by nobody; edited by HarvesteR)

§4.2: Initial roods:
Each player to join the game will begin with ten roods of land in addition to his/her starting internet. Roods awarded in this manner shall be deducted from the Nomic estate's rood supply.
(Proposed by Affinity as "Affinity's motion to award initial roods"; approved by Affinity, coolguy5678, HarvesteR; opposed by nobody; edited by Affinity)

§4.3: Purchase of Land from the Nomic Estate:
At any point, a player may declare, "I buy [n] roods from the Nomic Estate", where n is less than or equal to the number of roods remaining in the Nomic estate. The player immediate gains n roods and loses n sub-internets, which are added to the Nomic estate's internet supply. Roods transferred between players are not restricted by this motion's exchange rate.
(Proposed by Affinity as "Affinity's motion to set an exchange rate"; approved by Affinity, HarvesteR, coolguy5678; opposed by nobody; edited by Affinity)
(Amended by ostrichguy's motion to allow roods to be purchased individually)


§4.4: Mapping of the Land:
All land in existence shall be mapped on a 64 by 40 tile grid, each tile of which represents a land rood. Land-buyers, as they purchase more land, must update this map so that it reflects the change in territory ownership. The map shall be posted at each new map update, contained in a spoiler tag. Each land-owner must represent his estate with a unique color, so that his territory is well defined.
(Proposed by HarvesteR as "HarvesteR's motion to map out the land"; approved by alexriehl, coolguy5678, Affinity; opposed by nobody; edited by Affinity)
(Amended by Turiski through Turiski's motion to facilitate the removal of grammatical errors; Approved by Turiski, John Citizen, bkwinner, Krawl; Opposed by no one)


§4.5: Claiming Land (Prevention of ownership conflicts):
Each prospective land buyer, prior to purchasing any land, be it from the Nomic Estate or from another land-owner, must declare his intent to do so in the following manner, in bold and italics: 'I hereby claim the land located at [location of roods]'. The purpose of this rule is to prevent conflicts over land ownership in the event that another players claim the same rood, before the map of ownership could be updated.
(Proposed by HarvesteR as "HarvesteR's motion to prevent land ownership conflicts"; approved by alexriehl, coolguy5678, Affinity; opposed by nobody; edited by Affinity)

§4.6: Connection of territory, Roads and Railroads:
All of an individual's territory must be connected, either by being directly attached to each other (attaching at sides, not exclusively at corners), or being connected by a railroad or road. Players may build a train track for 5 Internets, regardless of its length. Players may build a road for 1 internet per 10 grid squares it crosses. If the railroad is made through another individual's territory, the money paid will go to that individual. Players build a road/railroad by stating: "I build a [road/railroad] at [locations]. If it passes through multiple other individuals' territories, the people who's territory it goes through will split the Internets proportionally to how much is in each of their territories. Each player may only receive a whole number of sub-internets; the remainder shall go to the active players with the lowest number of internets, such that no players receiving a nonzero number of internets in this transaction receive more than ¤0.1 more than any other such players. The individuals' whose territory is passed through all must consent to the building of the railroad or road for it to be built, by stating "I consent to [name]'s building of a [road/railroad] at [location's]". A distinction shall be made between "not consenting" and "disapproving" to a proposal: an individual with the authority to consent may also disapprove, by replacing in the above statement the words "I consent to" with "I disapprove of". A player disapproves by default if they do not respond appropriately within two Nomic years (If a player is or goes on vacation, their vacation time is not counted toward this restriction). In the event that such an individual disapproves, the builder may state (with a similar allowance for vacation) within one Nomic year “In light of recent disapproval, I amend my proposal to build at [old locations], and build instead at [new locations].” Then, the consenting individuals will remain consenting to only the same player building the railroads at only the same locations. Specifically:
a) The new locations may not be the same, in their entirety, as the old locations.
b) If the new locations cover different parts consenter’s land than the old locations, the consenter has the opportunity to not consent to the difference (and it shall be assumed that they give neither consent nor disapproval until either they make a further statement of the form outlined above, or they disapprove by default).
c) If the new locations demand the approval of additional individuals, all of them must consent as well before the building will finish.
d) The consenter does not consent to additional proposals made, either by others or the same individual.
(Proposed by OstrichGuy as "Ostrichguy's motion to connect territory"; Approved by ostrichguy, JonR, bkwinner; Opposed by no one; Edited by HarvesteR)
(Amended by MartinW's motion to extend on the rules of building roads and railroads)
(Amended by Turiski through Turiski's motion to facilitate the removal of grammatical errors; Approved by Turiski, John Citizen, bkwinner, Krawl; Opposed by no one)
(Amended by Turiski through Turiski's motion to remove ambiguity in multi-individual road purchasing; Approved by Turiski, John Citizen, Krawl; Opposed by no one)
(Amended by Turiski through Turiski's motion to enable negotiation of road purchases; Approved by Turiski, John Citizen, Krawl; Opposed by no one)


§4.7: Requirements of Land ownership:
Players who own land are required to have at least 1 (one) rood of open land on their domains at all times. A domain with less than 2 (two) open roods cannot have cities or other buildings built onto it.
(Proposed by HarvesteR as "HarvesteR's motion to prevent map clutter and technical problems no one wants to fix"; Approved by HarvesteR, Infina, coolguy5678, John Citizen, Turiski; Opposed by TheFudge)

§4.8: Penalty for inactivity:
After a player has been on the inactive list for three weeks, their land is returned to the Nomic Estate.
(Proposed by infina as infina's motion to penalize inactivity; Approved by Affinity, infina, JonR; opposed by HarvesteR; edited by HarvesteR)

§4.9: Settlements:
Players may announce the foundation of a settlement in their own land. The first settlement is free of charge, but subsequent settlements have a cost of 3 internets. Players shall announce the foundation of a settlement in the following form, in bold and italics: "I announce the foundation of [name of settlement] in [player domain's name], located at [map coordinates]".
(Proposed by HarvesteR as HarvesteR's motion to colonize the land; Approved by HarvesteR, Affinity, ostrichguy; opposed by nobody; edited by HarvesteR)

§4.10: Cities and the Capital City:
A player may declare any settlement in his land a city, but doing so will cost 3 more internets. To declare a settlement a city, the announcement must be in bold and italics and read: "I declare [name of settlement] a city." The capital city of a player's domain is the first settlement promoted to a city. The capital city generates twice the resources of a regular city. A player may transfer the capital of his domain to another city (not settlement) at the cost of another 3 internets. Transferring a capital shall be done by announcing in bold and italics: "I transfer the capital of [name of domain] to the city of [name of city]".
(Proposed by HarvesteR as HarvesteR's motion to colonize the land; Approved by HarvesteR, Affinity, ostrichguy; opposed by nobody; edited by HarvesteR)
(Amended by coolguy5678 as coolguy5678's motion to make the capital city awesome; Approved by coolguy5678, HarvesteR, JonR; opposed by nobody; edited by HarvesteR)


§4.11: Farmlands and Factories:
Players may convert tiles in their territory into farmland or factories for the cost of 1 Internet per 3 tiles of land converted. At the end of each Nomic Year, not including the one during which the tiles were converted, players receive 1 Internet per 3 tiles of farmland and 1 Internet per 2 tiles of factories. "Farm" will henceforth be used as a term meaning "a collection of consecutive farmland" and "manufacturing area" will henceforth be used as a term meaning "a collection of consecutive factories." Each manufacturing area or farm must neighbour a city, or be connected to one by road or rail.
(Proposed by OstrichGuy as "OstrichGuy's motion to make territory actually have a purpose"; Approved by ostrichguy, bkwinner, HarvesteR; Opposed by no one; Edited by HarvesteR; Amended by executive decision from The Chairman)

§4.12: Mining Towns:
Any settlement that isn't a city may be converted into a Mining Town for 3 internets. If a manufacturing area contains a mining town, its yearly income is increased by 15%. A single manufacturing area can only earn this bonus once.
(Proposed by Coolguy5678 as "coolguy5678's motion to create mining towns."; Approved by coolguy5678, bkwinner, MartinW, TheFudge; Opposed by no one; Edited by HarvesteR)

§4.13: Farms Supply to Factories:
If a farm is connected to a manufacturing area either by having their physical location touching, or by having a railroad or road between them, then the income of the manufacturing area is increased by 0.5% for each rood in the farm, up to a maximum of 15%. This does not compound with the Mining Town bonus, i.e. the bonus is calculated according to the income of the manufacturing area before applying the mining town bonus.
(Proposed by Coolguy5678 as "coolguy5678's motion to make farms supply to factories."; Approved by coolguy5678, bkwinner, MartinW, Ostrichguy; Opposed by no one; Edited by HarvesteR)

§4.14: The Nomic Capital District:
The rectangle with corners (O,14) and (Z,24) is the Nomic Capital District. NCD is the proper abbreviation for Nomic Capital District. At (U,19) will be Nomic City, the capital of the Nomic Empire. Players may propose to build settlements, farmland, factories, or other structures allowed by law in the NCD. In addition, a new type of building, a bank, may be built. A bank costs 10 Internets. 2 Internets are spent building it, while the other 8 go to the banks funds. Players may borrow money from the bank, but must pay it back, plus 20% interest each Nomic Year, including the one during which the money was borrowed. Players may deposit Internets in the bank, and will receive 10% interest per Nomic Year, not including the one during which the money was deposited. If a bank runs out of money, players must vote on whether or not to give enough of the Nomic Estate's money to the bank in order to keep it going. If not, the bank fails, and the players who have money in the bank will not be paid back. When players wish to propose the production of something in the NCD, they may do so by stating, in italics and bold, "I propose we turn [area in Nomic Capital District] into [type of land or structure]. This will cost us [number of Internets this would cost] Internets." It will be voted on in the same manner as motions are, but the contributor will not recive Internets for his/her contribution. Anything built in the NCD will be paid for using money from the Nomic Estate's fund.
(Proposed by Ostrichguy as "Ostrichguy's motion to give our empire a capital."; Approved by ostrichguy, Krawl, TheFudge, coolguy5678; Opposed by MartinW; Edited by HarvesteR)
(Amended by Turiski through Turiski's motion to facilitate the removal of grammatical errors; Approved by Turiski, John Citizen, bkwinner, Krawl; Opposed by no one)


§4.15: Trading Cities:
Players may upgrade cities to Trading Cities for ¤3. If one player's trading city is connected to a trading city of a different player by road or rail, both players earn ¤3 in each year after the year in which the trading cities are first connected (or ¤6, if a Trading City is additionally the Capital City). Each Trading City may only be connected to one other Trading City. Each player may only be in a trading relationship with each other player once, but there is no limit on the number of players a player may trade with.
(Proposed by Coolguy5678 as "Coolguy5678's motion to promote co-operation through Trading Cities"; Approved by coolguy5678, HarvesteR, bkwinner, TheFudge; Opposed by no one; Edited by HarvesteR)

§4.16: The Nomic Sea (pre-activation):
On 13 February 2011, the Nomic Estate will be extended to row 80. South of row 40 will be the Nomic Sea. Scattered throughout the sea are islands. Players may not claim, or build settlements or other structure on tiles of the sea, other than ones that contain islands. Boats are an exception, and may be built on the water. On any land bordering the Nomic Sea, players may build shipyards for the cost of ¤1.5. If a player has a shipyard, he/she may build a boat on any water adjacent to the shipyard for ¤0.5. Ships are not stationary, and may move 20 tiles per Nomic year. This movement may be performed any time in the year, not just at the end. Any water over which a boat has passed becomes a shipping route. Shipping routes serve the same uses as roads and rails. (For example, a player may claim land on an island that is connected by shipping route to his/her mainland territory.) When a boat moves over an already existing shipping route, this does not count towards its yearly movement count. Players currently have three weeks to create and propose ideas for where the islands should be located, and vote on the submissions. At the end of those three weeks (on 13 February), whichever map received the most votes shall be added to the official one, and the ruleset will be updated to express that the Nomic Sea exists officially.
(Proposed by Ostrichguy as "Ostrichguy's motion to explore the sea"; Approved by Ostrichguy, _infina_, John Citizen, coolguy5678, Turiski; Opposed by no one; Edited by coolguy5678)

§4.17: The Manager of the NCD:
The position of Manager of the Nomic Capital District has the duty of keeping the Nomic Estate with a positive cash flow. The manager may establish a trading relationship with any foreign Nomic Entities for 1 Nomic year, after which a vote of active players must pass as a motion to allow further trade. This position is an elective position, with a term of 4 Nomic Years. The election process will run in the year prior to the start of the Manager's term. A player may declare themselves a candidate by placing in bolded italics "I declare myself a candidate for the position of Manger of the Nomic Capital District." In likewise manner they can withdraw from the race by stating "I withdraw my candidacy." Candadicy may be declared until the half-point (20th post) of the year prior to the next term. Voting shall be done in the form "I vote <playername> for Manager of the Nomic Capital District." The Chairman may choose to either appoint a votecounter, or count the votes himself. The position Assistant to the Manager of the Nomic Capital District will be the Candidate that places second in the voting and will fill in for the manager when on vacation or if the Manager becomes inactive. The Manager shall be the candidate with the greatest number of votes.
(Proposed by infina as "infina's Manager Motion"; Approved by infina, John Citizen, Krawl, Turiski; Opposed by no one)

§4.18: Definition of Produce:
Produce is produced by farms at a rate of 100 produce/rood of farm per year. To sell the produce, it must be connected to a settlement, city, or Capital City with a market, which can be upgrade from a settlement, city or Capital City at the cost of ¤2. A settlement with a market will sell produce at 75 produce for ¤1. A city with a market will sell produce at 50 produce for ¤1. A Capital City with a market will sell produce at 25 produce for ¤1.
(Proposed by _infina_ as _infina_'s motion to create markets; Approved by _infina_, Turiski, John Citizen; Opposed by coolguy5678, Krawl)

§4.19: Corporations:
A player may own one and only one corporation. A corporation has associated cities for which its effects occur. A corporation must always have at least one associated city. No two corporations may have the same name.
A player may found a corporation by declaring, in bold and italics: "I declare the founding of [name] corporation in [city]." This action costs 3 internets. A player can also spread a corporation to any city (not just their own) within a radius of 25 grid units (measured by Pythagoreas' theorem, rounded down). This is done by declaring, in bold and italics: "I spread [corporation] from [city] to [city]". This does not remove the corporation from the original city. A player spreading a corporation must own the city that the corporation is spreading from, though not necessarily the corporation itself. Spreading a corporation costs 2 internets.
A player can remove a corporation from one of their cities by paying 2.5 internets to the player owning the corporation. If the player owning the city also owns the corporation, they must still pay 1 internet (not to themselves). This is done by declaring, in bold and italics, "I remove [corporation] from [city]." If at any time this action causes a corporation to have no associated cities, the corporation ceases to exist.
A corporation increases the profit of the city it is in and every adjacent (including diagonally adjacent) tile by 20%, rounded to the nearest sub-internet. This is applied after all other bonuses. If the owner of the city does not own the corporation, 50% (rounded to the nearest sub-internet) of the bonus resulting from the corporation goes to the owner of the corporation, with the rest going to the owner of the city.
A city may contain more than one corporation, but the bonus from each is not cumulative; that is to say, the bonus is calculated from the value without any corporations for each corporation present.
(Proposed by John Citizen as John Citizen's motion to create corporations; Approved by John Citizen, Turiski; Opposed by no one)

§4.20: Fishing:
When the sea has been added to the Empire, once a player has built a shipyard, they may build fishing boats, for 5 sub-internets each. A fishing boat will catch 50 fish every nomic year, which may be sold at the markets or traded to other players, as seen fit.
(Proposed by Krawl as Krawl's motion to introduce fishing; Approved by Krawl, Turiski, John Citizen; Opposed by no one)


Previously Active Motions (for accounting purposes):
Spoiler:
On year 4, bkwinner wrote:I make a motion that, if Affinity's motion to make passage requirements elastic passes, that the internet rewards for approved motions be changed to: 3 for unanimous support, 2 for <100% but >=75% and 1 for <75%. For the purposes of voting, this will be called bkwinner's motion to rescale rewards.

(Proposed by bkwinner; Approved by bkwinner, coolguy5678; Opposed by MartinW, TheFudge, John Citizen, Krawl, Turiski)
(Review of votes due at midnight on February 4 at earliest)

On year 5, OstrichGuy wrote:I propose a motion that would allow players to upgrade cities and capitals into large cities or large capitals respectively for the cost of three Internets by declaring, in bold, "I spend ¤3 to upgrade [name of city or capital] into a large city/capital." Large cities cause adjacent manufacturing areas to generate double the normal income. Large capitals cause adjacent manufacturing areas to generate quadruple the normal income. For purposes of voting, this motion shall be referred to as Ostrichguy's motion to create large cities.

(Proposed by OstrichGuy; Approved by OstrichGuy, TheFudge; Opposed by coolguy5678, Turiski, Krawl)
(Review of votes due at midnight on February 4 at earliest)

On year 6, bkwinner wrote:I make a motion to extend our abilities with actions. An action is defined as anything that changes the gamestate. Actions include, but are not limited to: voting, proposing motions, repealing motions, building anything on land, buying land, claiming land, and the chairman's official actions (in short, anything bolded/italicised). Players may declare a delayed action by adding "This action will take place at/after x" where x is a time/date/#of nomic years/condition to be fufilled. The action is not implemented right away, but instead is added to the list of delayed actions. When the delay period is fufilled, the action is accepted immediately if it is legal. Delayed actions do not need to be legal when declared. Also, players may make conditional actions in the same format as conditional votes. These actions can also have delays, in which it is called a delayed conditional action. Nesting conditions is allowed, using parentheses, ex: if [c1] then (if [c2] then [a1] else [a2]) else[a3]. (c1,2 are conditions, a1,2,3 are actions.) an action that is neither delayed nor conditional is called a basic action. for the purpose of voting, this is called bkwinner's motion to extend actions.

(Proposed by bkwinner; Approved by bkwinner, John Citizen; Opposed by Krawl, Turiski)
(Review of votes due at midnight on February 4 at earliest)

On year 6, _infina_ wrote:I make a motion to create the resource of produce, to be produced by farms at a rate of 100 produce/rood of farm per year. To sell the produce, it must be connected to a settlement, city, or Capital City with a market, which can be upgrade from a settlement, city or Capital City at the cost of ¤2. A settlement with a market will sell produce at 75 produce for ¤1. A city with a market will sell produce at 50 produce for ¤1. A Capital City with a market will sell produce at 25 produce for ¤1. For the purposes of voting, this motion will be called _infina_'s motion to create markets.

(Proposed by _infina_; Approved by _infina_, Turiski, John Citizen; Opposed by coolguy5678, Krawl)
(Conditional opposition by Krawl: unless it is made separate from produce, or to include ore/minerals as well as fish and the original produce.)
(Review of votes due at midnight on February 4 at earliest)

On year 6, John Citizen wrote:I make a motion to penalise particularly bad motions. In addition to voting in favor/in favour/against a motion, a poster may declare a motion "Ridiculous". This is done by, in bold and italic, stating "I declare (motion x) to be ridiculous". If a majority of active players votes a motion to be ridiculous, the motion is immediately removed. In addition, the poster of the motion is fined in internets the number of "Ridiculous" votes, minus the number of votes in favor/in favour of a motion, to a maximum of their total number of internets. For purposes of voting, this shall be called, John Citizen's motion to penalise particularly bad motions.

(Proposed by John Citizen; Approved by John Citizen, bkwinner, Turiski, Krawl; Opposed by coolguy5678)
(Review of votes due at midnight on February 4 at earliest)

On year 6, John Citizen wrote:I make a motion to make posts alphabetical. Every new post must begin with the next consecutive letter to that used to begin the previous post. Any player failing to do so will be fined one internet, or all their sub-internets if they have less than one internet. For purposes of voting, this shall be called, John Citizen's motion to introduce alphabeticality.

(Proposed by John Citizen; Approved by John Citizen, coolguy5678, Turiski, Krawl; Opposed by bkwinner)
(Review of votes due at midnight on February 4 at earliest)

On year 6, John Citizen wrote:I make a motion to create corporations. A player may own one and only one corporation. A corporation has associated cities for which its effects occur. A corporation must always have at least one associated city. No two corporations may have the same name.
A player may found a corporation by declaring, in bold and italics: "I declare the founding of [name] corporation in [city]." This action costs 3 internets. A player can also spread a corporation to any city (not just their own) within a radius of 25 grid units (measured by Pythagoreas' theorem, rounded down). This is done by declaring, in bold and italics: "I spread [corporation] from [city] to [city]". This does not remove the corporation from the original city. A player spreading a corporation must own the city that the corporation is spreading from, though not necessarily the corporation itself. Spreading a corporation costs 2 internets.
A player can remove a corporation from one of their cities by paying 2.5 internets to the player owning the corporation. If the player owning the city also owns the corporation, they must still pay 1 internet (not to themselves). This is done by declaring, in bold and italics, "I remove [corporation] from [city]." If at any time this action causes a corporation to have no associated cities, the corporation ceases to exist.
A corporation increases the profit of the city it is in and every adjacent (including diagonally adjacent) tile by 20%, rounded to the nearest sub-internet. This is applied after all other bonuses. If the owner of the city does not own the corporation, 50% (rounded to the nearest sub-internet) of the bonus resulting from the corporation goes to the owner of the corporation, with the rest going to the owner of the city.
A city may contain more than one corporation, but the bonus from each is not cumulative; that is to say, the bonus is calculated from the value without any corporations for each corporation present. For the purposes of voting, this shall be referred to as John Citizen's motion to create corporations.

(Proposed by John Citizen; Approved by John Citizen, Turiski; Opposed by no one)
(Review of votes due at midnight on February 4 at earliest)

On year 6, Turiski wrote:I make a motion to amend the following rules:
In §2.4, the text {two one-week vacation or one two-week vacations} shall be replaced with {two one-week vacations or one two-week vacation}.
In §3.6, the text {no internets shall be given nor taken.} shall be replaced with {internets shall be neither given nor taken.}
In §3.10, the text {the ruleset-revisor} shall be replaced with {the ruleset-reviser}.
In §4.4, the text {in existance} shall be replaced with {in existence}
In §4.6, the text {Players may build a train track for 5 Internet.} shall be replaced with {Players may build a train track for 5 Internets.}
In §4.6, the text {payed} shall be replaced with {paid}
In §4.6, the text {stating: 'I build a [road/railroad] at [location's].} shall be replaced with {stating: "I build a [road/railroad] at [locations]."}
In §4.6, the text {passes through multiple other individuals' territory's} shall be replaced with {passes through multiple other individuals' territories}.
In §4.11, the text {recive} shall be replaced with {receive}
In §4.11, both instances of {payed} shall be replaced with {paid}.
In §4.11, a period shall be placed immediately following the final sentence.
For the purposes of voting, this will be called Turiski's motion to facilitate the removal of grammatical errors.

(Proposed by Turiski; Approved by Turiski, John Citizen, bkwinner, Krawl; Opposed by no one)
(Review of votes due at midnight on February 4 at earliest)

On year 6, Turiski wrote:I make a motion to amend §4.6:
Immediately following the text {If it passes through multiple other individuals' [territory's|territories], the people who's territory it goes through will split the Internets proportionally to how much is in each of their territories.},
the following passage shall be inserted: {Each player may only receive a whole number of sub-internets; the remainder shall go to the active players with the lowest number of internets, such that no players receiving a nonzero number of internets in this transaction receive more than ¤0.1 more than any other such players.}
For the purposes of voting, this will be called Turiski's motion to remove ambiguity in multi-individual road purchasing.

(Proposed by Turiski; Approved by Turiski, John Citizen, Krawl; Opposed by no one)
(Review of votes due at midnight on February 4 at earliest)

On year 6, Turiski wrote:I make a motion to amend §4.6:
Immediately following the last sentence in the rule,
the following passage shall be inserted: {A distinction shall be made between "not consenting" and "disapproving" to a proposal: an individual with the authority to consent may also disapprove, by replacing in the above statement the words "I consent to" with "I disapprove of". A player disapproves by default if they do not respond appropriately within two Nomic years (If a player is or goes on vacation, their vacation time is not counted toward this restriction). In the event that such an individual disapproves, the builder may state (with a similar allowance for vacation) within one Nomic year “In light of recent disapproval, I amend my proposal to build at [old locations], and build instead at [new locations].” Then, the consenting individuals will remain consenting to only the same player building the railroads at only the same locations. Specifically:
a) The new locations may not be the same, in their entirety, as the old locations.
b) If the new locations cover different parts consenter’s land than the old locations, the consenter has the opportunity to not consent to the difference (and it shall be assumed that they give neither consent nor disapproval until either they make a further statement of the form outlined above, or they disapprove by default).
c) If the new locations demand the approval of additional individuals, all of them must consent as well before the building will finish.
d) The consenter does not consent to additional proposals made, either by others or the same individual.}
For the purposes of voting, this will be called Turiski's motion to enable negotiation of road purchases.

(Proposed by Turiski; Approved by Turiski, John Citizen, Krawl; Opposed by no one)
(Review of votes due at midnight on February 4 at earliest)

On year 6, ostrichguy wrote:I propose a motion to change §4.12 to say:

Players may upgrade cities to Trading Cities for ¤3. If one player's trading city is connected to one or more trading city of a different player by road or rail, each player earns ¤3 per trading city it's connected to in each year after the year in which the trading cities are first connected (or ¤6, if a Trading City is additionally the Capital City). Each player may only be in a trading relationship with each other player once, but there is no limit on the number of players a player may trade with.


For purposes of voting, this will be called ostrichguy's motion to allow trading with multiple cities.

(Proposed by ostrichguy; Approved by ostrichguy; Opposed by coolguy5678, Turiski, John Citizen)
(Review of votes due at midnight on February 4 at earliest)

On year 7, bkwinner wrote:I propose a motion to extend our freedom with motions. In addition to editing motions, we may also split and combine motions. A split motion becomes two motions, each containing a portion of the original motion. Players may only split motions if this would not put them over the limit of active motions. If two motions are combined, they fuse to become a single motion. The votes on the original motion(s) count for half value on any new motions created by splitting or combining motions. For the purposes of voting, this will be called bkwinner's motion to increase our abilities with motions.

(Proposed by bkwinner; Approved by bkwinner, Turiski, John Citizen; Opposed by Krawl)
(Review of votes due at midnight on February 4 at earliest)

On year 7, Krawl wrote:I hereby make a motion that, when the sea has been added to the Empire, once you have built a shipyard, you may build fishing boats, for 5 sub-internets each. A fishing boat will catch 50 fish every nomic year, which may be sold at the markets(if markets are approved) or traded to other players, as seen fit. For the purposes of voting, this shall be referred to as Krawl's motion to introduce fishing.

(Proposed by Krawl; Approved by Krawl, Turiski, John Citizen; Opposed by no one)
(Review of votes due at midnight on February 4 at earliest)

On year 7, Krawl wrote:I hereby make a motion that for each building you have built you must have 10 produce, or fish(assuming it passes) to your name, which will be deducted at the end of every nomic year. If you do not have the appropriate amount of "Food" resources, you will lose the number of buildings proportionate to the amount of food you could not provide. Cities, whether capital or otherwise will require 25 Food resources instead of the 10 required for other buildings. Buildings include Farms, Factories, Towns, Cities, Shipyards, and Boats. For the purposes of voting, this motion shall be referred to as Krawl's motion to introduce the Food Resource.

(Proposed by Krawl; Approved by Krawl; Opposed by bkwinner, Turiski, John Citizen)
(Review of votes due at midnight on February 4 at earliest)

On year 7, Left Justified wrote:I make a motion to define the term alliance as a mutual agreement between two or more players to share control of roads and railroads between land. To facilitate these "alliances" each player would create a totem in the other's territory, which must be verified. In addition to this, road or railroad sharing would be prohibited without a totem in the owner's territory. To end an alliance you must declare that you are removing x's totem. For the purposes of voting this motion will be called Left Justified's motion on alliances.

(Proposed by Left Justified; Approved by Left Justified; Opposed by bkwinner, John Citizen, Turiski)
(Review of votes due at midnight on February 4 at earliest)


There are currently no active motions.
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Re: Nomic 15.0

Postby Turiski » Wed Feb 09, 2011 7:46 pm UTC

A

The map situation is getting ridiculous. I'm going to see what I can do about trying get graphics again. I can't do anything as snazzy as HarvestR's program, but at least a paint image would be benficial right now.

I claim 60 roods and I'll place them when I make the map.
I declare Tet a city.
Approximately 100% of my forum contribution is in Nomic threads! In fact, if you're reading this signature, you probably knew that because you're reading a Nomic thread! But did you know that I've participated in both Nomic 16.0 AND Nomic 15.0? Woah!
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Re: Nomic 15.0

Postby John Citizen » Thu Feb 10, 2011 11:22 am UTC

B

I make a motion to prevent motions with only one vote in favour passing. All motions must have at least two votes to pass. For purposes of voting, this shall be called John Citizen's motion to disallow the passing of single-vote motions.

I make a motion to make the Nomic Empire toroidal. Edge squares can be considered to be adjacent to the three squares on the opposite edge, in the manner of a toroid. This rule applies after the addition of the Nomic Sea. For purposes of voting, this shall be called John Citizen's motion to circumnavigate the globe.

I make a motion to define real time. Any in-game event may be described using real time. Real time is always taken to be GMT. For purposes of voting, this shall be called John Citizen's motion to create real time.

I declare myself a candidate for the position of Manger of the Nomic Capital District.
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Re: Nomic 15.0

Postby _infina_ » Thu Feb 10, 2011 5:32 pm UTC

Wait, markets passed...need to work on my mines, ore and factories now...
Spoiler:
keozen wrote:It took us exactly 3 pages to turn a discussion of a loved children's book series into smut...
TheGrammarBolshevik wrote:Only if your friends know what rhino dong smells like.

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Re: Nomic 15.0

Postby John Citizen » Fri Feb 11, 2011 9:10 am UTC

X

Unfortunately, _infina_ must be fined one internet due to my alphabetical rule.
I apologise for any inconvenience caused.
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Re: Nomic 15.0

Postby ostrichguy » Fri Feb 11, 2011 11:21 am UTC

Y

I really don't understand exactly why we added that law. How exactly does it benefit us?

I make a motion to repeal §2.5. For purposes of voting this motion will be called Ostrichguy's motion to remove alphabetization.

By the way guys, the nomic renderer was working before for me in chromium, but I don't have time to check if it still is right now.
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Re: Nomic 15.0

Postby _infina_ » Fri Feb 11, 2011 12:42 pm UTC

Z

I cast my vote in favor of Ostrichguy's motion to remove alphabetization.
Spoiler:
keozen wrote:It took us exactly 3 pages to turn a discussion of a loved children's book series into smut...
TheGrammarBolshevik wrote:Only if your friends know what rhino dong smells like.

Malo mbwa mwitu
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Re: Nomic 15.0

Postby ostrichguy » Sun Feb 13, 2011 2:38 pm UTC

A

The Nomic Sea laws take effect today, so here's the map:

Spoiler:
map.png


It's not completely updated, so you guys are going to need to add in the more recent claims.
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Re: Nomic 15.0

Postby John Citizen » Mon Feb 14, 2011 5:13 am UTC

B
I cast my vote in favour of Ostrichguy's motion to remove alphabetisation.(It was going to pass anyway, might as well get free internets)

John Citizen's motion to disallow the passing of single-vote motions has 1 vote in favor, and it passes.
This motion has been approved with 1 vote in favor, 0 against. John Citizen shall receive 1 internet for his/her meritous contribution.
John Citizen's motion to circumnavigate the globe has 1 vote in favor, and it passes.
This motion has been approved with 1 vote in favor, 0 against. John Citizen shall receive 1 internet for his/her meritous contribution.
John Citizen's motion to create real time has 1 vote in favor, and it passes.
This motion has been approved with 1 vote in favor, 0 against. John Citizen shall receive 1 internet for his/her meritous contribution.
Ostrichguy's motion to remove alphabetisation has 3 votes in favor, and it passes.
This motion has been approved with 3 votes in favor, 0 against. Ostrichguy shall receive 3 internets for his/her meritous contribution.

John Citizen: +4 internets
Ostrichguy: +1 internet
_infina_: +1 internet

Ruleset:
Spoiler:
§0: Chairman

§0.1: The Chairman:
HarvesteR is the chairman. Any disputes and disagreements about gameplay may settled by the chairman. If there is a dispute, the chairman may take any action necessary to restore stable gameplay, except the actions specifically forbidden by these rules. The chairman's decisions may be overturned by five votes from different players reading "I cast my vote to repeal the chairman's executive decision." The chairman may not take any action which results in players being unable to repeal his decisions.
(Dates from kerfuffleninja's motion to ensure stable gameplay)
(Proposed by coolguy5678 as "coolguy5678's first motion; to make the Chairman someone active"; approved by coolguy5678, HarvesteR, Affinity; opposed by nobody; edited by Affinity)


§1: Currency

§1.1: Definition of the Internet:
All players have a property called "number of internets". All players receive one internet upon making their first post in this thread. Whenever a player's number of internets is changed, a list of all players' internet-counts is posted in a spoiler tag, in decreasing order of internet-counts. To represent fractional amounts, the sub-internet is the official unit, with a value of 1/10 of an internet. Internets are represented by the ¤ (Alt+0164) symbol, and sub-internets as decimals of the number of internets (e.g. ¤10.5).
(Proposed by coolguy5678 as "coolguy5678's motion to create currency"; approved by Affinity, coolguy5678, HarvesteR; opposed by nobody; edited by Affinity)
(Amended by OstrichGuy's motion to subdivide currency)
(Amended by HarvesteR's motion to notate currency)


§1.2: Definition of Resources:
The term "resources" (currently) means internets and roods (see section §4). Furthermore, no action may be performed that causes any of a player's resources to become negative.
(Proposed by coolguy5678 as "coolguy5678's motion to simplify resource transactions"; Approved by coolguy5678, Affinity, HarvesteR; opposed by nobody; edited by HarvesteR)

§1.3: Transfer of Resources between players:
Players may give any positive amount of their resources to any other player for whatever reason they wish.
(Originally "coolguy5678's motion to promote the Christmas spirit")
(Proposed by coolguy5678 as "coolguy5678's motion to promote Christmas spirit"; approved by coolguy5678, alexriehl, Affinity; opposed by nobody; edited by Affinity)


§1.4: Chairman's reward:
The Chairman is permitted to grant internets to persons who have been of exemplary value in the community, at the discretion of the Chairman. The Chairman is unable to award himself/herself internets, but internets can still be given to the Chairman by Rule §1.3. The Chairman is only permitted to award 5 internets per week. Any internets beyond that will be charged to the Chairman as per Rule §1.3. Internets granted under this rule may be revoked, as per the procedure outlined in Rule §0.1.
(Proposed by alexriehl as "alexriehl's revised motion to grant currency-based rewards"; approved by alexriehl, coolguy5678, _infina_; opposed by nobody; edited by alexriehl)

§2: Nomic Time

§2.1: Definition of Nomic Time:
A page on this thread represents the passage of one year in Nomic Time.
(Proposed by OstrichGuy as "OstrichGuy's motion to make years pretty long"; Approved by OstrichGuy, HarvesteR, coolguy5678; Opposed by no one; Edited by HarvesteR)

§2.2: Inactive players list:
Players who haven't posted in a week shall be moved to the inactive player list.
(Proposed by infina as infina's motion to define activity, Approved by Affinity, infina, JonR; opposed by HarvesteR; edited by HarvesteR, coolguy5678

§2.3: Double-post prevention:
Anyone who double-posts three or more times in the same thread page is fined one internet for each double-post after the first two, which go to the Nomic Estate. A double-post is defined as two consecutive posts by the same user; three consecutive posts are considered two double posts, four consecutive posts as three double-posts, and so on.
(Proposed by coolguy5678 as "coolguy5678's motion to stop people from single-handedly accelerating time"; Approved by coolguy5678, ostrichguy, bkwinner; Opposed by no one; Edited by HarvesteR)

§2.4: Vacations:
If a player declares in bold an italics, "I am taking the next [one or two] weeks off, then that amount of time is not counted towards the amount of time required to be considered inactive. Players are given 2 weeks off per real-world year, which may be used as either two one-week vacations or one two-week vacation.
(Proposed by Ostrichguy as "Ostrichguy's motion to allow vacations"; Approved by ostrichguy, Krawl, sina wile toki moku, MartinW, HarvesteR; Opposed by no one; Edited by HarvesteR)
(Amended by Turiski through Turiski's motion to facilitate the removal of grammatical errors; Approved by Turiski, John Citizen, bkwinner, Krawl; Opposed by no one)


§2.5: Real Time:
Any in-game event may be described using real time. Real time is always taken to be GMT.
(Proposed by John Citizen as John Citizen's motion to create real time, approved by John Citizen, opposed by no one)

§3: Motions and Rule-making

§3.1: Motions:
Any player may set forth a motion to take some official action. Official actions include, but are not limited to, amendment of or additions of rules.
(In original ruleset)

§3.2: Creating Motions:
All official motions must be in bold and italics and begin with "I make a motion to..." Additionally, official motions must end with "For the purposes of voting, this motion shall be referred to as [username]'s motion to...", followed by a summary of the motion's actions, with "[username]" replaced by the motion-maker's username. For example, one could say "I make a motion to put the comma that is directly outside the quotes in rule §002 inside the preceeding quotes, after the ellipses. For the purposes of voting, this motion shall be referred to as kerfuffleninja's motion to save grammar Nazis from developing a nervous twitch."
(In original ruleset)

§3.3: Voting:
To vote in favor of or against a motion, one must declare one's vote by saying "I cast my vote [in favor of/in favour of/against] [motion-maker]'s motion to [motion summary]." For example, one could say "I cast my vote in favor of kerfuffleninja's motion to save grammer Nazis from developing a nervous twitch." People are not forced to type down the entire motion summary.
(In original ruleset)
(Amended by turret through "turret's motion to simplify and ease voting through not forcing people to type down the entire summary of any vote they wish to endorse and vote for"; approved by turret, snowyowl, JonR; opposed by kerfuffleninja, Affinity; edited by HarvesteR)


§3.3.a: Conditional Voting:
Players are allowed to make conditional votes: votes that only take effect if a set of conditions is met.
Conditional votes are to be cast in the following manner:
I cast my vote [in favor|favour of/against] [motion] if [condition]
If (condition) is true, then the vote counts. Otherwise (If the condition is false/undetermined), it doesn't.
(Proposed by bkwinner as "bkwinner's motion to allow conditional votes"; Approved by bkwinner, Krawl, sina wile toki moku, MartinW; Opposed by no one; Edited by HarvesteR)

§3.4: Prevention of obvious, redundant votes:
Whenever a someone makes a motion, he automatically and implicitly casts a vote in favour of it. This can be cancelled by explicitly stating, in bold and italics, "I do not cast my vote in (favour|favor) of [motion name]", or by casting a vote against the motion.
(Proposed by coolguy5678 as "coolguy5678's second motion; to reduce obvious, redundant votes"; Approved by coolguy5678, Affinity, HarvesteR; opposed by nobody; edited by HarvesteR)

§3.5: Editing of Motions:
A motion-maker may edit the text of a motion by stating, and bold and italics,
"I, ['as motion-maker' or 'having been lawfully granted official power'], hereby edit [name of motion] to:
(new motion text)
"
All votes for the old motion are kept, unless the meaning is significantly changed, as determined by the chairman (this decision can be overruled as per §0.1), in which case the votes are repealed. Motions may not be edited if they already have the number of votes necessary for approval/rejection. In addition to editing motions, a player may also split and combine motions. A split motion becomes two motions, each containing a portion of the original motion. Players may only split motions if this would not put them over the limit of active motions. If two motions are combined, they fuse to become a single motion. The votes on the original motion(s) count for half value on any new motions created by splitting or combining motions.
(Amended by bkwinner as bkwinner's motion to increase our abilities with motions; Approved by bkwinner, Turiski, John Citizen; Opposed by Krawl)
(Proposed by bkwinner as "bkwinner's motion to edit motions"; Approved by bkwinner, HarvesteR, Krawl, John Citizen, Turiski; Opposed by coolguy5678, MartinW, TheFudge; Edited by coolguy5678)
(Amended by bkwinner as bkwinner's motion to increase our abilities with motions; Approved by bkwinner, Turiski, John Citizen; Opposed by Krawl)


§3.6: Termination (approval or denial) of Motions:
All motions run for 48 hours. Any active motions made before this shall be put on a 48 hour limit starting when this vote passes. Once that many hours are done, the motion's votes are tallied. If more or an equal amount oppose the motion than approve, it fails. Otherwise, it passes. If the motion passes, and requires that the rules be amended, any with official powers to do so must do this as soon as possible, and post the revised ruleset. Although already approved, A rule and/or amendment shall not be considered as in effect until the revised ruleset is posted. The group who voted with the majority (either for or against) shall each receive one internet. In the case of a tie no one will receive internets. Any motion must have at least two votes in favour to pass.
(Dates from original ruleset; amended)
(In original ruleset; Amended by HarvesteR through "HarvesteR's motion to reduce confusion over rule §004" (approved by HarvesteR, JonR, alexriehl; opposed by nobody; edited by HarvesteR); Amended by Affinity through Affinity's motion to make passage requirements elastic)
(Amended by MartinW through "MartinW's motion to reduce vote apathy"; approved by MartinW, TheFudge, Ostrichguy, John Citizen; opposed by bkwinner)
(Amended by John Citizen through "John Citizen's motion to disallow the passing of single-vote motions"; approved by John Citizen, opposed by nobody)


§3.7: Reward for Motion approval:
Those who have their motions approved shall be rewarded with 1 (one) internet per vote in favor received, less 1 (one) internet per vote against received. In this fashion, one who has a motion approved will receive an amount of internets proportional to the general acceptance of his proposed motion. (e.g. If one has a motion passed with 3 votes in favor and 2 votes against, said one shall receive 1 internet). Internets shall only be granted once the motion has been effectively approved, and correctly followed through with appropriate insertion on, and/or revision of the ruleset. In the event that a motion is denied, internets shall neither be given nor taken.
(Proposed by HarvesteR as "HarvesteR's motion to reward meritous contributions"; approved by coolguy5678, alexriehl, HarvesteR; opposed by nobody; edited by HarvesteR)
(Amended by Turiski through Turiski's motion to facilitate the removal of grammatical errors; Approved by Turiski, John Citizen, bkwinner, Krawl; Opposed by no one)


§3.8: Maintaining the ruleset:
All motions to create rules approved shall be/must be automatically added to the existing ruleset under an appropriate chapter and number.
(Proposed by HarvesteR as "HarvesteR's motion to maintain a coherent ruleset"; approved by HarvesteR, Boreeas, alexriehl; opposed by nobody; edited by HarvesteR)

§3.9: Keeping the ruleset coherent:
All rules appended to the original ruleset are required to be reworded so as to remove unnecessary sentences regarding obsolete voting, such as 'for the purposes of voting...'. This rule also requires that in any case in which a rule refers to itself as a 'motion', it must be reworded so as to emphasize and maintain the semantic difference between a motion and a rule. The extent of this rule is limited to such rewording and editing, and prohibits the altering of rules in any way that might distort, omit or otherwise modify the implied or explicitly stated content of its previous form as a motion. It extends as far as modifying the wording of a rule to append information about its creator and originating motion in order to preserve its history.
(Proposed by HarvesteR as "HarvesteR's motion to enhance and further improve the coherence of the ruleset"; approved by alexriehl, HarvesteR, Affinity; opposed by nobody; edited by Affinity)

§3.10: Prevention of page-stretching:
The revised ruleset must be placed inside of spoiler tags in order to prevent page-stretching.
(Proposed by Quate as "Quate's motion to prevent page-stretching"; approved by Quate, e^ipi+1=0, skellious, turret, Affinity; opposed by nobody; edited by Affinity)

§3.11: Statement of Motion termination:
All terminated motions, regardless of the outcome of the vote, are required to be announced in the following form:
For approved motions, the announcement must be in bold and follow this template:
"[username]'s [name of motion for the purposes of voting] has # votes in favor, and it passes.
This motion has been approved with # votes in favor, # against. [username] shall receive {see rule §3.11} internets for his(her) meritous contribution."

For denied motions, the announcement must be in bold and follow this template:
"[username]'s [name of motion for the purposes of voting] has # votes against, and is hereby denied."
It is required that, upon posting of the revised ruleset, the ruleset-reviser precede his new submission with the above announcement, so that it is clear for all participants that a new revision of the ruleset has been submitted. Observance of other rules regarding ruleset presentation shall still apply.
(Proposed by HarvesteR as "HarvesteR's motion to enhance motion termination verbosity"; approved by HarvesteR, JonR, alexriehl; opposed by nobody; edited by HarvesteR)
(Amended by Turiski through Turiski's motion to facilitate the removal of grammatical errors; Approved by Turiski, John Citizen, bkwinner, Krawl; Opposed by no one)


§3.12: Prevention of contradictions:
No motion may have retroactive effects before the moment at which it passed. No motion may specify that it cannot be altered or repealed. No motion may contradict a motion which has already passed or which is in voting unless it specifically supersedes, repeals, or reverses the existing motion.
(Proposed by snowyowl as "Snowyowl's motion to prevent contradictions"; approved by snowyowl, skellious, Affinity; opposed by nobody; edited by snowyowl)

§3.13: Active Motions list:
Along with the revised ruleset, a list of motions still open to voting is to be placed in any post casting a deciding vote in a motion.
(Proposed by Affinity as "Affinity's motion to keep a list of active motions"; approved by HarvesteR, JonR, alexriehl; opposed by nobody; edited by alexriehl)

§3.14: Self-cancellation of Motions:
The Motion-maker is granted official power to cancel a motion of his own making that is currently under vote. This shall be done by declaring, in bold and italics: "I, ['as motion-maker' or 'having been lawfully granted official power'], hereby terminate [name of motion]. As of this moment, this motion is no longer under vote and shall be removed and forgotten." This shall completely terminate the open motion. Being granted power to remove a motion does not imply that the power-holder is compelled to follow through. The Chairman does not have authority to grant this power unto himself, being also required to rely on the group consensus.
(Proposed by HarvesteR as "HarvesteR's motion to remove and forget obsolete motions"; approved by Affinity, HarvesteR, coolguy5678; opposed by nobody; edited by Affinity)

§3.14: Active Motions limit:
No player is allowed to have more than 3 open motions at any time. Any motion proposed after the 3rd shall be ignored.
(Proposed by JonR as "JonR's 2nd motion; to curb excessive motion proposals"; approved by HarvesteR, _infina_, coolguy5678; opposed by nobody; edited by HarvesteR)

§3.15: Limited Lifetime of Motions:
Motions can only remain active for a certain amount of time. After this time has elapsed, the motion is considered stale and shall observe the following: If a motion has, A. more than 3 votes total, and B. 2 (two) votes less than the total amount of votes in favor against it, it shall be approved by default (this shall be noted on the motion's history). In the event any motion does not meet these requirements at the end of the elapsed time, it shall be automatically cancelled. The least amount of time granted to a motion is a full nomic year. In this fashion, any motion proposed shall enjoy a full nomic year, not counting the fractional year at the time of proposal. At the Nomic Year's end, all open motions shall be reviewed against this principle, and acted upon accordingly.
(Proposed by HarvesteR as "HarvesteR's motion for a very effective yearly motion cleanup"; Approved by HarvesteR, OstrichGuy, coolguy5678, bkwinner; Opposed by no one; Edited by HarvesteR)

§3.16: Ridiculous Motions:
In addition to voting in favor/in favour/against a motion, a poster may declare a motion "Ridiculous". This is done by, in bold and italic, stating "I declare (motion x) to be ridiculous". If a majority of active players votes a motion to be ridiculous, the motion is immediately removed. In addition, the poster of the motion is fined in internets the number of "Ridiculous" votes, minus the number of votes in favor/in favour of a motion, to a maximum of their total number of internets.
(Proposed by John Citizen as John Citizen's motion to penalise particularly bad motions; Approved by John Citizen, bkwinner, Turiski, Krawl; Opposed by coolguy5678)

§4: The Nomic Estate and Land

§4.1: Definition of Land:
The Nomic Estate, represented by a dummy player, holds land. This land is subdivided into 2560 roods.
(Proposed by _infina_ as "infina's motion to create land"; approved by _infina_, alexriehl, coolguy5678; opposed by nobody; edited by HarvesteR)

§4.2: Initial roods:
Each player to join the game will begin with ten roods of land in addition to his/her starting internet. Roods awarded in this manner shall be deducted from the Nomic estate's rood supply.
(Proposed by Affinity as "Affinity's motion to award initial roods"; approved by Affinity, coolguy5678, HarvesteR; opposed by nobody; edited by Affinity)

§4.3: Purchase of Land from the Nomic Estate:
At any point, a player may declare, "I buy [n] roods from the Nomic Estate", where n is less than or equal to the number of roods remaining in the Nomic estate. The player immediate gains n roods and loses n sub-internets, which are added to the Nomic estate's internet supply. Roods transferred between players are not restricted by this motion's exchange rate.
(Proposed by Affinity as "Affinity's motion to set an exchange rate"; approved by Affinity, HarvesteR, coolguy5678; opposed by nobody; edited by Affinity)
(Amended by ostrichguy's motion to allow roods to be purchased individually)


§4.4: Mapping of the Land:
All land in existence shall be mapped on a 64 by 40 tile grid, each tile of which represents a land rood. Land-buyers, as they purchase more land, must update this map so that it reflects the change in territory ownership. The map shall be posted at each new map update, contained in a spoiler tag. Each land-owner must represent his estate with a unique color, so that his territory is well defined.
(Proposed by HarvesteR as "HarvesteR's motion to map out the land"; approved by alexriehl, coolguy5678, Affinity; opposed by nobody; edited by Affinity)
(Amended by Turiski through Turiski's motion to facilitate the removal of grammatical errors; Approved by Turiski, John Citizen, bkwinner, Krawl; Opposed by no one)


§4.5: Claiming Land (Prevention of ownership conflicts):
Each prospective land buyer, prior to purchasing any land, be it from the Nomic Estate or from another land-owner, must declare his intent to do so in the following manner, in bold and italics: 'I hereby claim the land located at [location of roods]'. The purpose of this rule is to prevent conflicts over land ownership in the event that another players claim the same rood, before the map of ownership could be updated.
(Proposed by HarvesteR as "HarvesteR's motion to prevent land ownership conflicts"; approved by alexriehl, coolguy5678, Affinity; opposed by nobody; edited by Affinity)

§4.6: Connection of territory, Roads and Railroads:
All of an individual's territory must be connected, either by being directly attached to each other (attaching at sides, not exclusively at corners), or being connected by a railroad or road. Players may build a train track for 5 Internets, regardless of its length. Players may build a road for 1 internet per 10 grid squares it crosses. If the railroad is made through another individual's territory, the money paid will go to that individual. Players build a road/railroad by stating: "I build a [road/railroad] at [locations]. If it passes through multiple other individuals' territories, the people who's territory it goes through will split the Internets proportionally to how much is in each of their territories. Each player may only receive a whole number of sub-internets; the remainder shall go to the active players with the lowest number of internets, such that no players receiving a nonzero number of internets in this transaction receive more than ¤0.1 more than any other such players. The individuals' whose territory is passed through all must consent to the building of the railroad or road for it to be built, by stating "I consent to [name]'s building of a [road/railroad] at [location's]". A distinction shall be made between "not consenting" and "disapproving" to a proposal: an individual with the authority to consent may also disapprove, by replacing in the above statement the words "I consent to" with "I disapprove of". A player disapproves by default if they do not respond appropriately within two Nomic years (If a player is or goes on vacation, their vacation time is not counted toward this restriction). In the event that such an individual disapproves, the builder may state (with a similar allowance for vacation) within one Nomic year “In light of recent disapproval, I amend my proposal to build at [old locations], and build instead at [new locations].” Then, the consenting individuals will remain consenting to only the same player building the railroads at only the same locations. Specifically:
a) The new locations may not be the same, in their entirety, as the old locations.
b) If the new locations cover different parts consenter’s land than the old locations, the consenter has the opportunity to not consent to the difference (and it shall be assumed that they give neither consent nor disapproval until either they make a further statement of the form outlined above, or they disapprove by default).
c) If the new locations demand the approval of additional individuals, all of them must consent as well before the building will finish.
d) The consenter does not consent to additional proposals made, either by others or the same individual.
(Proposed by OstrichGuy as "Ostrichguy's motion to connect territory"; Approved by ostrichguy, JonR, bkwinner; Opposed by no one; Edited by HarvesteR)
(Amended by MartinW's motion to extend on the rules of building roads and railroads)
(Amended by Turiski through Turiski's motion to facilitate the removal of grammatical errors; Approved by Turiski, John Citizen, bkwinner, Krawl; Opposed by no one)
(Amended by Turiski through Turiski's motion to remove ambiguity in multi-individual road purchasing; Approved by Turiski, John Citizen, Krawl; Opposed by no one)
(Amended by Turiski through Turiski's motion to enable negotiation of road purchases; Approved by Turiski, John Citizen, Krawl; Opposed by no one)


§4.7: Requirements of Land ownership:
Players who own land are required to have at least 1 (one) rood of open land on their domains at all times. A domain with less than 2 (two) open roods cannot have cities or other buildings built onto it.
(Proposed by HarvesteR as "HarvesteR's motion to prevent map clutter and technical problems no one wants to fix"; Approved by HarvesteR, Infina, coolguy5678, John Citizen, Turiski; Opposed by TheFudge)

§4.8: Penalty for inactivity:
After a player has been on the inactive list for three weeks, their land is returned to the Nomic Estate.
(Proposed by infina as infina's motion to penalize inactivity; Approved by Affinity, infina, JonR; opposed by HarvesteR; edited by HarvesteR)

§4.9: Settlements:
Players may announce the foundation of a settlement in their own land. The first settlement is free of charge, but subsequent settlements have a cost of 3 internets. Players shall announce the foundation of a settlement in the following form, in bold and italics: "I announce the foundation of [name of settlement] in [player domain's name], located at [map coordinates]".
(Proposed by HarvesteR as HarvesteR's motion to colonize the land; Approved by HarvesteR, Affinity, ostrichguy; opposed by nobody; edited by HarvesteR)

§4.10: Cities and the Capital City:
A player may declare any settlement in his land a city, but doing so will cost 3 more internets. To declare a settlement a city, the announcement must be in bold and italics and read: "I declare [name of settlement] a city." The capital city of a player's domain is the first settlement promoted to a city. The capital city generates twice the resources of a regular city. A player may transfer the capital of his domain to another city (not settlement) at the cost of another 3 internets. Transferring a capital shall be done by announcing in bold and italics: "I transfer the capital of [name of domain] to the city of [name of city]".
(Proposed by HarvesteR as HarvesteR's motion to colonize the land; Approved by HarvesteR, Affinity, ostrichguy; opposed by nobody; edited by HarvesteR)
(Amended by coolguy5678 as coolguy5678's motion to make the capital city awesome; Approved by coolguy5678, HarvesteR, JonR; opposed by nobody; edited by HarvesteR)


§4.11: Farmlands and Factories:
Players may convert tiles in their territory into farmland or factories for the cost of 1 Internet per 3 tiles of land converted. At the end of each Nomic Year, not including the one during which the tiles were converted, players receive 1 Internet per 3 tiles of farmland and 1 Internet per 2 tiles of factories. "Farm" will henceforth be used as a term meaning "a collection of consecutive farmland" and "manufacturing area" will henceforth be used as a term meaning "a collection of consecutive factories." Each manufacturing area or farm must neighbour a city, or be connected to one by road or rail.
(Proposed by OstrichGuy as "OstrichGuy's motion to make territory actually have a purpose"; Approved by ostrichguy, bkwinner, HarvesteR; Opposed by no one; Edited by HarvesteR; Amended by executive decision from The Chairman)

§4.12: Mining Towns:
Any settlement that isn't a city may be converted into a Mining Town for 3 internets. If a manufacturing area contains a mining town, its yearly income is increased by 15%. A single manufacturing area can only earn this bonus once.
(Proposed by Coolguy5678 as "coolguy5678's motion to create mining towns."; Approved by coolguy5678, bkwinner, MartinW, TheFudge; Opposed by no one; Edited by HarvesteR)

§4.13: Farms Supply to Factories:
If a farm is connected to a manufacturing area either by having their physical location touching, or by having a railroad or road between them, then the income of the manufacturing area is increased by 0.5% for each rood in the farm, up to a maximum of 15%. This does not compound with the Mining Town bonus, i.e. the bonus is calculated according to the income of the manufacturing area before applying the mining town bonus.
(Proposed by Coolguy5678 as "coolguy5678's motion to make farms supply to factories."; Approved by coolguy5678, bkwinner, MartinW, Ostrichguy; Opposed by no one; Edited by HarvesteR)

§4.14: The Nomic Capital District:
The rectangle with corners (O,14) and (Z,24) is the Nomic Capital District. NCD is the proper abbreviation for Nomic Capital District. At (U,19) will be Nomic City, the capital of the Nomic Empire. Players may propose to build settlements, farmland, factories, or other structures allowed by law in the NCD. In addition, a new type of building, a bank, may be built. A bank costs 10 Internets. 2 Internets are spent building it, while the other 8 go to the banks funds. Players may borrow money from the bank, but must pay it back, plus 20% interest each Nomic Year, including the one during which the money was borrowed. Players may deposit Internets in the bank, and will receive 10% interest per Nomic Year, not including the one during which the money was deposited. If a bank runs out of money, players must vote on whether or not to give enough of the Nomic Estate's money to the bank in order to keep it going. If not, the bank fails, and the players who have money in the bank will not be paid back. When players wish to propose the production of something in the NCD, they may do so by stating, in italics and bold, "I propose we turn [area in Nomic Capital District] into [type of land or structure]. This will cost us [number of Internets this would cost] Internets." It will be voted on in the same manner as motions are, but the contributor will not recive Internets for his/her contribution. Anything built in the NCD will be paid for using money from the Nomic Estate's fund.
(Proposed by Ostrichguy as "Ostrichguy's motion to give our empire a capital."; Approved by ostrichguy, Krawl, TheFudge, coolguy5678; Opposed by MartinW; Edited by HarvesteR)
(Amended by Turiski through Turiski's motion to facilitate the removal of grammatical errors; Approved by Turiski, John Citizen, bkwinner, Krawl; Opposed by no one)


§4.15: Trading Cities:
Players may upgrade cities to Trading Cities for ¤3. If one player's trading city is connected to a trading city of a different player by road or rail, both players earn ¤3 in each year after the year in which the trading cities are first connected (or ¤6, if a Trading City is additionally the Capital City). Each Trading City may only be connected to one other Trading City. Each player may only be in a trading relationship with each other player once, but there is no limit on the number of players a player may trade with.
(Proposed by Coolguy5678 as "Coolguy5678's motion to promote co-operation through Trading Cities"; Approved by coolguy5678, HarvesteR, bkwinner, TheFudge; Opposed by no one; Edited by HarvesteR)

§4.16: The Nomic Sea:
The Nomic Estate extends to row 80. South of row 40 is the Nomic Sea. Scattered throughout the sea are islands. Players may not claim, or build settlements or other structure on tiles of the sea, other than ones that contain islands. Boats are an exception, and may be built on the water. On any land bordering the Nomic Sea, players may build shipyards for the cost of ¤1.5. If a player has a shipyard, he/she may build a boat on any water adjacent to the shipyard for ¤0.5. Ships are not stationary, and may move 20 tiles per Nomic year. This movement may be performed any time in the year, not just at the end. Any water over which a boat has passed becomes a shipping route. Shipping routes serve the same uses as roads and rails. (For example, a player may claim land on an island that is connected by shipping route to his/her mainland territory.) When a boat moves over an already existing shipping route, this does not count towards its yearly movement count. Players currently have three weeks to create and propose ideas for where the islands should be located, and vote on the submissions. At the end of those three weeks (on 13 February), whichever map received the most votes shall be added to the official one, and the ruleset will be updated to express that the Nomic Sea exists officially.
(Proposed by Ostrichguy as "Ostrichguy's motion to explore the sea"; Approved by Ostrichguy, _infina_, John Citizen, coolguy5678, Turiski; Opposed by no one; Edited by coolguy5678)

§4.17: The Manager of the NCD:
The position of Manager of the Nomic Capital District has the duty of keeping the Nomic Estate with a positive cash flow. The manager may establish a trading relationship with any foreign Nomic Entities for 1 Nomic year, after which a vote of active players must pass as a motion to allow further trade. This position is an elective position, with a term of 4 Nomic Years. The election process will run in the year prior to the start of the Manager's term. A player may declare themselves a candidate by placing in bolded italics "I declare myself a candidate for the position of Manger of the Nomic Capital District." In likewise manner they can withdraw from the race by stating "I withdraw my candidacy." Candadicy may be declared until the half-point (20th post) of the year prior to the next term. Voting shall be done in the form "I vote <playername> for Manager of the Nomic Capital District." The Chairman may choose to either appoint a votecounter, or count the votes himself. The position Assistant to the Manager of the Nomic Capital District will be the Candidate that places second in the voting and will fill in for the manager when on vacation or if the Manager becomes inactive. The Manager shall be the candidate with the greatest number of votes.
(Proposed by infina as "infina's Manager Motion"; Approved by infina, John Citizen, Krawl, Turiski; Opposed by no one)

§4.18: Definition of Produce:
Produce is produced by farms at a rate of 100 produce/rood of farm per year. To sell the produce, it must be connected to a settlement, city, or Capital City with a market, which can be upgrade from a settlement, city or Capital City at the cost of ¤2. A settlement with a market will sell produce at 75 produce for ¤1. A city with a market will sell produce at 50 produce for ¤1. A Capital City with a market will sell produce at 25 produce for ¤1.
(Proposed by _infina_ as _infina_'s motion to create markets; Approved by _infina_, Turiski, John Citizen; Opposed by coolguy5678, Krawl)

§4.19: Corporations:
A player may own one and only one corporation. A corporation has associated cities for which its effects occur. A corporation must always have at least one associated city. No two corporations may have the same name.
A player may found a corporation by declaring, in bold and italics: "I declare the founding of [name] corporation in [city]." This action costs 3 internets. A player can also spread a corporation to any city (not just their own) within a radius of 25 grid units (measured by Pythagoreas' theorem, rounded down). This is done by declaring, in bold and italics: "I spread [corporation] from [city] to [city]". This does not remove the corporation from the original city. A player spreading a corporation must own the city that the corporation is spreading from, though not necessarily the corporation itself. Spreading a corporation costs 2 internets.
A player can remove a corporation from one of their cities by paying 2.5 internets to the player owning the corporation. If the player owning the city also owns the corporation, they must still pay 1 internet (not to themselves). This is done by declaring, in bold and italics, "I remove [corporation] from [city]." If at any time this action causes a corporation to have no associated cities, the corporation ceases to exist.
A corporation increases the profit of the city it is in and every adjacent (including diagonally adjacent) tile by 20%, rounded to the nearest sub-internet. This is applied after all other bonuses. If the owner of the city does not own the corporation, 50% (rounded to the nearest sub-internet) of the bonus resulting from the corporation goes to the owner of the corporation, with the rest going to the owner of the city.
A city may contain more than one corporation, but the bonus from each is not cumulative; that is to say, the bonus is calculated from the value without any corporations for each corporation present.
(Proposed by John Citizen as John Citizen's motion to create corporations; Approved by John Citizen, Turiski; Opposed by no one)

§4.20: Fishing:
When the sea has been added to the Empire, once a player has built a shipyard, they may build fishing boats, for 5 sub-internets each. A fishing boat will catch 50 fish every nomic year, which may be sold at the markets or traded to other players, as seen fit.
(Proposed by Krawl as Krawl's motion to introduce fishing; Approved by Krawl, Turiski, John Citizen; Opposed by no one)

§4.21: Toroidiality:
Edge squares can be considered to be adjacent to the three squares on the opposite edge, in the manner of a toroid.
(Proposed by John Citizen as John Citizen's motion to circumnavigate the globe; Approved by John Citizen, opposed by no one)


There are currently no active motions.
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Re: Nomic 15.0

Postby ostrichguy » Wed Feb 16, 2011 3:20 am UTC

Time to explore the sea.
Spoiler:
map.png

That cost me four Internets, leaving me with 12 left over.
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Re: Nomic 15.0

Postby thorgold » Thu Feb 17, 2011 1:02 am UTC

I make a motion to streamline the entry of new players into the Nomic Empire. For the purposes of voting, this motion shall be referred to as Thorgold's Player Introduction motion. The current ruleset defines little of how players are to join the game, besides the granting of resources. I propose that an immigration form, of sorts, is given to formalize the entry of new players and ensure proper integration into the Empire. The immigration form includes player introduction, brief summary of rules applicable to starting players (or link to one), location of land claim, and an agreement to abide by the Ruleset.


I make a motion to introduce starvation. For purposes of voting, this motion shall be referred to as Thorgold's Factory/Farm balance motion. Currently, it is only effective to build farms in order to build up internets to buy factories. In the interests of the people inevitably working in these factories, there must be food sources present. I propose that there must be one farm per 25 roods or per two factories, whichever amount is larger, to feed the population. Adverse effects of starvation would be applied to reduce the total income of an estate at the end of a year.

I make a motion to penalize construction of buildings on tiles that contain water sources. For purposes of voting, this motion shall be referred to as Thorgold's "Building's don't Float" motion." Several tiles, both in the Nomic Empire and Nomic Sea, are half land, half water. Building close to bodies of water imposes inherent risks, from flooding to simple impossibility (floating factories?). Mandatory precautions must be taken, in the form of increasing the cost of all buildings built on shorlines by 50%, save shipyards.


I hereby claim the land located at BE38 through BG40, in addition to BF37 (10 roods total).

I have editted the post to fit proper motion format (no change to motion).
Last edited by thorgold on Thu Feb 17, 2011 4:17 am UTC, edited 1 time in total.
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