User:Klinkplink/Shareholder Nomic: Difference between revisions
miraheze>CodeTriangle →Rules: suggestions about rules from discord |
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'''To-do:''' | '''To-do:''' | ||
* Klink don't forget you wanted to do stuff with judges. | *<s> Klink don't forget you wanted to do stuff with judges. | ||
* How do we approach subrules? | * How do we approach subrules? | ||
* Should we split any of the rules up into smaller ones to make things more competitive? | * Should we split any of the rules up into smaller ones to make things more competitive? | ||
* Add rules obligations to track your own stuff. | * Add rules obligations to track your own stuff. | ||
* | * no co-ownership of items | ||
* | * fix short codes to be latin characters</s> | ||
== | == $TIME: Time == | ||
All times mentioned in this ruleset are in UTC. Days start at 00:00 UTC. Weeks start on Monday 00:00 UTC. | All times mentioned in this ruleset are in UTC. Days start at 00:00 UTC. Weeks start on Monday 00:00 UTC. | ||
== | == $PLAY: Players == | ||
Only players may perform actions and vote. | Only players may perform actions and vote. | ||
Anyone may become a player by posting a message announcing their intent to become one in the channel #game-actions, provided they have not been a player at any point in the past seven days. A player may stop being a player by announcing their intent in that same channel or by leaving the Discord server. | Anyone may become a player by posting a message announcing their intent to become one in the channel #game-actions, provided they have not been a player at any point in the past seven days. A player may stop being a player by announcing their intent in that same channel or by leaving the Discord server. | ||
== Phases == | == $PHAZ: Phases == | ||
Each week is divided into two phases: | Each week is divided into two phases: | ||
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Phase II: Thursday, Friday, Saturday, and Sunday | Phase II: Thursday, Friday, Saturday, and Sunday | ||
== Rules == | == $RULE: Rules == | ||
A rule has a body of text, which continuously governs the state of the game and how it is to be interpreted. Each rule has a symbol, which is a short code beginning with an $, followed by one to four letters of the English Alphabet, which is used to reference that rule. When a player joins the game, they agree to abide by the text of the rules. | |||
== $ITEM: Items == | |||
Items are entities described as such by the rules. Items are always owned by exactly one entity, and they cannot be owned by any entity that the rules do not allow to own that item. Unless another rule states otherwise, players may own items. When an item's owner cannot reasonably be determined using publicly available information, it is instead transferred to the Bureau of Business. | |||
== $SHR: Rule Shares == | |||
For each rule, there is a class of fungible items representing shares of ownership of that rule. When a new rule is created by a standard proposal, the most recent owner of that proposal gains 6 shares of the rule, and the Bureau of Business gains 4 shares of the rule. When a standard proposal takes effect, for each rule that it alters, a share of that rule is created in the possession of the most recent owner. | |||
If an entity owns more than half of the shares of a rule, they are considered the Majority Shareholder for that rule. If a proposal contains an amendment that would modify an existing rule, the Majority shareholder of the rule can issue a Shareholder Veto on the proposal by stating their intent to do so in #shareholder-veto, raising the required vote percentage to two thirds. If the proposal has not been withdrawn by the end of its voting period, the Majority shareholder must give 1 share of the rule to the Bureau of Business. | |||
When a player is a Majority Shareholder on at least two thirds of all rules, they win the game and the Cycle ends. | |||
== $ACT: Actions == | |||
When defining a game action that can be performed by sending a message, the rules should specify a channel where the game action can be taken. | |||
If a rule defining a game action does not specify a channel it can be performed in, it can be performed in #game-actions. If the channel specified by the rule does not exist, that game action may be performed in #game-actions as long as the message includes an unambiguous designation that it is intended to be a game action. | |||
Players should make all possible efforts to track all game actions that they take in generally-agreed-upon applicable locations, in a timely manner (for example: before the phase ends) | |||
Players are considered reputable if they have continuously been a player for the last seven days. | |||
== $TRAD: Trade == | |||
A trade is an exchange or transfer of items between two entities, with each entity giving a specified finite set of items to the other. Reputable players may trade items with other reputable players. A trade between two players takes place when both players explicitly consent to the trade in #trades within 7 days of each other. | |||
== Proposals == | == $PROP: Proposals == | ||
Proposals are | Proposals are documents that can describe changes to the gamestate, including rule changes. When a proposal takes effect, its changes are applied instantaneously. A player can create a proposal in #proposals by specifying the text and, optionally, the class. If a proposal has no class specified, the proposal class defaults to Standard. | ||
A 👍 or 👎 reaction on a Proposal message at the time when the voting period ends constitutes a vote in favor or against, respectively. | A 👍 or 👎 reaction on a Proposal message at the time when the voting period ends constitutes a vote in favor or against, respectively. | ||
At the end of its voting period, a proposal takes effect if it is popular (as defined for its type) and the message in which it was submitted has been neither deleted nor edited. If more than one proposal would otherwise take effect simultaneously, they take effect in the order in which they were created. | At the end of its voting period, a proposal takes effect if it is popular (as defined for its type), and the message in which it was submitted has been neither deleted nor edited. A proposal that does not take effect at the end of its voting period is withdrawn automatically. If more than one proposal would otherwise take effect simultaneously, they take effect in the order in which they were created. | ||
== $URG: Urgent Class Proposal == | |||
The voting period of an urgent proposal begins at the time it is submitted and ends two days after. An urgent proposal is popular if it has no more than two votes against it. | The voting period of an urgent proposal begins at the time it is submitted and ends two days after. An urgent proposal is popular if it has no more than two votes against it. | ||
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Any reputable player may make an Urgent Class proposal. Urgent proposals should only be used to correct the game to its intended state and to maintain playability. | Any reputable player may make an Urgent Class proposal. Urgent proposals should only be used to correct the game to its intended state and to maintain playability. | ||
== | == $STND: Standard Class Proposals == | ||
The voting period for a standard proposal is the phase that started after the proposal was submitted. A standard proposal is popular if it has more votes in favor than votes against. A player cannot create a standard proposal if they have already created four proposals in that week or if they already own two proposals. | The voting period for a standard proposal is the phase that started after the proposal was submitted. A standard proposal is popular if it has more votes in favor than votes against. A player cannot create a standard proposal if they have already created four proposals in that week or if they already own two proposals. | ||
Each standard proposal is an item. When a standard proposal is created, it is created in the possession of the proposal's author. A single proposal can create up to 1 rule, and amend up to 3 rules, if the proposal exceeds either of these limits it is automatically withdrawn. When a standard proposal is withdrawn or applied, it is destroyed. | Each standard proposal is an item. When a standard proposal is created, it is created in the possession of the proposal's author. A single standard proposal can create up to 1 rule, and amend up to 3 rules, if the proposal exceeds either of these limits it is automatically withdrawn. When a standard proposal is withdrawn or applied, it is destroyed. | ||
== $JDG: Judges == | |||
There shall be a sole Judge, responsible for resolving rules disputes. An incumbent Judge can be removed with the assent of two players, but they should not be removed except for abuse of office. A person can cease being the Judge by publicly stating so. | |||
A request for justice shall take the form of a question or statement in #request-for-justice . The proper response to a question is an answer to that question, and the proper response to a statement is the truth value of that statement. | |||
Upon formal request by a person other than themselves in #request-for-justice, the Judge shall, as quickly as possible, issue a response to the request. This response shall be binding only to the extent that it reasonably directly pertains to the request, and only to the extent that it does not blatantly and obviously contradict rules text. | |||
Within 4 days of a judge ruling being made, a public vote of confidence on that ruling can be initiated in #request-for-justice ; the votes may be cast for a period of 2 days after initiation. A ruling is overturned if strictly more players vote in favor of overturning than affirming. An overturned ruling shall have no bearing on the interpretation of the rules or of the gamestate. | |||
A ruling may be overturned by the Judge who made it within one week of being made. When a ruling is overturned in this manner, the Judge shall then issue a new ruling on the initial request, which shall be binding in the same manner as the original ruling. | |||
Any reputable player may become a candidate for the Judge by sending a message in the channel #judge-elections. If there are any Judge candidacies put forward during a week, the player whose message is both popular and has the most :+1: reactions becomes the Judge once that week ends. A Judge Candidacy message is popular if it has more votes in favour than votes against. Ties are broken in favour of the player with the earliest text message during that week. | |||
== Bureau of Business == | == $BOB: Bureau of Business == | ||
There is an entity called the Bureau of Business which can own | There is an entity called the Bureau of Business which can own Items and Proposals. When a Proposal or Item would otherwise lack an owner, it is transferred to the Bureau of Business instead of being destroyed. The Bureau of Business begins the game owning 30 shares of $BOB and 20 Shares each of all other initial rules. Players can trade with the Bureau of Business at the following rates by stating they do so in #bureau-of-business: | ||
:* Pay 2 shares of any rule to receive any 1 share owned by the Bureau of Business. | :* Pay 2 shares of any rule to receive any 1 share owned by the Bureau of Business. | ||
:* Pay 1 share of | :* Pay 1 share of $BOB to receive any 1 non $BOB share owned by the Bureau of Business. | ||
Once per phase a player can gain 3 Shares of the Bureau of Business by stating they do so in #bureau-of-business |