Cycle 14/Ruleset

From Infinite Nomic Wiki
Revision as of 02:01, 3 July 2023 by Nyhilo (talk | contribs) (Implement Proposal **Some small organization cleanups**)

Time

General

All times mentioned in this ruleset are in UTC. Days start at 00:00 UTC. Weeks start on Monday 00:00 UTC.

Phases

Each week is divided into two phases:

Phase I: Monday, Tuesday, Wednesday, and Thursday

Phase II: Friday, Saturday, and Sunday

Seasons

There is always a Current Season.

If the Current Season ever cannot be reasonably determined, then it is "Calm Spring" instead.

At the end of the week, after proposals have come into effect, the Current Season changes to the subsequent one in the list.

"During [season]" means "if the Current Season is [season]".

"During early/late [season]" means the same as above, but only in Phase I and Phase II respectively.

The following is the list of all Seasons, in order:

  • Calm Spring
  • Winter
  • Long night

Players

Any person may become a player by posting a message setting forth their intent to do so in the channel ⁠game-actions, provided they have not been a player at any point in the past seven days. A player may cease being a player by sending a message that sets forth their intent to do so in ⁠game-actions.

When a person becomes a player, they gain 1⚡.

Banishment

A player can be Banished through a banishment proposal for a set period of time known as the Banishment Duration. Other rules notwithstanding, a Banished player cannot Start, Contribute to, or Complete Gatherings, and a Banished player cannot trade with a non-Banished player. A Banished player can End their Banishment by sending a message in ⁠#game-actions setting forth their intent to do so if they have been continuously banished for at least as long as their Banishment Duration, thereby ceasing to be banished.

The Obelisk

The home of Infinite Nomic has come under threat by a great evil. At the beginning of the game, an Obelisk made of black stone stands a kilometer tall and 10 kilometers away from the Gates.

For the Obelisk to move a distance closer is for its distance from the gate to be reduced by that amount. If this would result in the distance becoming negative, it instead becomes 0.

Once per week, one player can peek through the gate window and observe the Obelisk, and roll 1dN where N is the number of Cuts the Obelisk currently has (to a minimum of 1). When they do so, the obelisk's position becomes that many kilometers closer (it had moved mysteriously in the middle of the night), then each player gains 1⚡ (evidence of their renewed resolve).

Winter: During winter, the Obelisk's N referenced above is lesser by 1 (still to a minimum of 1).

Grebes

On the observation of the Obelisk each phase, if an odd number is the result of the dice roll that happens after the observation of the Obelisk, the Obelisk summons an entity, named a "Grebe" to aid it, in addition to moving the distance as per the rules when said odd number is rolled. There can only be a maximum of 5 Grebes aiding the Obelisk at once. If the amount of Grebes ever exceeds this amount, the extra Grebes immediately cease to exist (due to some mysterious existential force).

Items

Items are entities defined as such by the rules. Items can only be owned by players. When an item's owner cannot reasonably be determined using publicly available information, or if it would be owned by a non-player, it is instead destroyed.

For an entity to gain an item is for that item to be created in that entity's possession. To grant an entity an item is to create it in that entity's possession.

For an entity to lose an item is for that item to be destroyed from that entity's possession. To revoke an item from an entity is to destroy it from that entity's possession.

Reputable players can trade items with other reputable players.

Trading

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.

When otherwise authorized, a trade between two players takes place when both players explicitly consent to the trade in #trades within 7 days of each other.

Ritual Components

Ritual Components are Items. Each Ritual Component has an associated Emoji, as shown below. The following items are Ritual Components:

  • ⚡Resolve
  • 💎Crystals
  • 🌿Herbs
  • ⚗️Reagents
  • 🩸Blood of Stone
  • ❤️‍🔥Infernal Heart

Unlike other Ritual Components, ⚡ cannot be traded.

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 the rules enable performing an action by sending a message without providing for a specific channel, the action can be taken by sending a message in #game-actions. Similarly, if the rules provide that a game action can be taken without making any provision for any method to take that action, the action can be taken by sending a message in #game-actions.

Actions that are to be performed by sending a message are done by sending a message in the appropriate channel that clearly and unambiguously sets forth intent for the action to be taken.

A player is "reputable" if they have continuously been a player for the previous seven days or if they have continuously been a player from a time that was within 3 days of the round starting.

Whenever a player performs an action that would modify the information that the players generally agree should be tracked, that player should make a reasonable effort to track the outcome of the action in the generally-agreed-upon applicable location.

Random Choices

A person shall not deliberately select random values for a rules-defined action without intending to use those values to the best of their ability to resolve that action.

If a person has selected some or all of the random values necessary to perform an action, they shall not discard the valid specifications in order to attempt a substantially similar action with the goal of obtaining different random values. If there is consensus that a preponderance of the evidence exists, or if a Judge ruling, not overturned, finds that a player has done such a thing, all attempts other than the first are deemed to be invalid and to not have affected the gamestate.

Dice Rolls

A rule that requires a selection of an NdK value, for non-negative integer N and positive integer K, is requiring the random selection of the sum of N rolls of a K-sided die; that is, the sum of N independent selections of integers from 1 to K, using a uniform random distribution. If N is zero, the sum is zero.

Tasks

Tasks are Actions that cost ⚡ to perform. A player must have at least 1⚡ to perform a Task, and when a player performs a Task, they automatically lose 1⚡.

For Tasks that use Effectiveness to determine the result, Effectiveness is 1dN, where N is 24 plus the sum of all applicable Task Modifiers.

Each Player has an Experience value in each Task, which is initially 0. Whenever a Player is performing a Task they have a Task Modifier equal to their Experience in that Task. After a Player performs a Task their Experience in that Task is incremented by 1.

Any non-integer quantities of items that would result from players performing a Task are instead rounded up.

Mining

As a Task, a player can enter the Crystal Quarries to mine for 💎. That player gains (Effectiveness/8)-1💎.

Players have a Task Modifier of -8 when Mining in winter.

If the gains are Boosted the player gains 1💎 (in addition to any other gains)

Herbalism

As a Task, a player can cultivate Herbs from the Greenhouse Botania. That players gains Effectiveness/4🌿.

If the gains are Boosted the player gains 2🌿 (in addition to any other gains)

Alchemy

As a Task, a player with sufficient items can combine 1💎 and 5🌿 in their possession to create (Effectiveness/24)⚗️.

Beating of the Infernal Heart

As a Task, a player with sufficient items can combine 1🩸, 1⚗️, and 1⚡ in their possession to create 1❤️‍🔥.

Blood Acquisition

As a Task, a player can approach the Obelisk to try to collect its essence. That player rolls NdK, where N is the number of Cuts the Obelisk has (see Rituals, below) and K is the integer number of Kilometers the Obelisk is from the Gates. For each 1 that player rolls in this way, they gain that many 🩸.

Befriend a Grebe

As a Task, a Banished player who currently has no Grebe aiding them can attempt to get to know and befriend a specified Grebe currently aiding the Obelisk. If Effectiveness is greater than 10, the specified Grebe ceases to aid the Obelisk and instead begins to aid that player.

Start a Gathering

As a Task, a player can Start a Gathering by posting their intent to do so in #rituals, specifying its associated ritual type.

Rituals

A ritual type has a Prerequisite, a Cost, and an Effect.

A Gathering is a single instance of a ritual. It has an associated ritual type.

A player can Contribute to a Gathering by reacting to the message in which the Gathering was initiated with the corresponding Emoji of a Ritual Component they possess, provided they possess at least one of that Ritual Component. When they do so, one of that Ritual Component is revoked from them, and they become a Contributor of that Ritual Component to that Gathering. A current Contributor of a Ritual Component to a Gathering cannot again contribute that same Ritual Component to that same Gathering.

A Contributor of a Ritual Component to a Gathering can Withdraw that component from that Gathering by removing the corresponding reaction. When they do so, they are granted the amount of contributed Ritual Component they have previously contributed to that Gathering but has not yet been refunded, then cease to be such a Contributor.

While sufficient Ritual Components are contributed (having not been withdrawn) to a Gathering to satisfy its associated ritual type's cost, the player who started that Gathering can complete it. When this occurs, the effect of its ritual type is applied. A Gathering cannot be completed more than once.

If a Gathering is not completed by the end of the phase in which it was started, it fails, and each Contributor of each Ritual Component Withdraws said Ritual Component. A Gathering can only be completed if the Ritual's Prerequisite (if any) is met.

Ritual that Displaces the Obelisk

The following is a ritual type:

Prerequisite: None.

Cost: 1 💎, N🌿, where N is the Obelisk's distance from the Gates in kilometers

Effect: The Obelisk is moved back 1 kilometer.

Ritual that Rends the Obelisk

The following is a ritual type:

Prerequisite: A Gathering of the Ritual that Rends the Obelisk has not yet been completed this week.

Cost: 1⚡, 3💎, 4🌿 2⚗️. The amount of ⚡ needed to successfully perform the Ritual is increased for each Grebe aiding the Obelisk as follows, from left to right: 1, 1, 2, 2, 3 (for example, if there were to be three Grebes aiding the Obelisk, the cost would be 5, as 1⚡, the starting amount, + 1⚡+ 1⚡+ 2⚡= 5⚡)

Effect: The Obelisk receives 1 Cut, causing it to bleed.

Ritual that Destroys a Grebe

The following is a ritual type:

Prerequisite: There is at least one Grebe aiding the Obelisk.

Cost: 1⚡, 2🩸

Effect: One Grebe ceases to exist, no longer aiding the Obelisk.

Ritual that risks our survival

The following is a ritual type:

Prerequisite: None

Cost: 5💎

Effect: The Obelisk is moved forward 1 kilometer. All players who are a contributor to the ritual gain 1🌿.

Ritual that Boosts Yields

The following is a ritual type:

Prerequisite: None

Cost: 1⚡, 1 💎, 2🌿, 1 ⚗️

Effect: None

If a Gathering for a Ritual of this type was completed in the previous calendar week the gains are Boosted

Ritual that Frees Us

The following is a ritual type:

Prerequisite: The Obelisk has received 10 cuts.

Cost: 10⚡, 10💎, 10🌿, 10❤️‍🔥

Effect: The Obelisk is destroyed.

Winning and Losing

If at the end of a week, the Obelisk has reached or gone past the Gate (that is, if its distance from the gate is zero or negative), all players lose and the cycle ends.

Once the Obelisk is destroyed, all players who contributed to the Ritual that Frees Us are the winners of the game and the cycle ends.

Proposals

Proposals are made by sending a message in the channel #proposals.

A 👍 or 👎 reaction from a player on a Proposal message at the time when the voting period ends constitutes a vote in favor or against, respectively. If a person's vote is unclear (excluding abstentions), it is considered to be against.

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.

The class of a proposal must be one of the classes listed below. When a proposal is submitted, the submitter may specify its class. if no class is specified, the proposal class defaults to Standard.

Urgent Class Proposal

The voting period of an urgent proposal begins at the time it is submitted and ends two days (48 hours) after. An urgent proposal is popular if it has no more than two votes against it.

Rules to the contrary notwithstanding, only a reputable player can submit an urgent proposal. Urgent proposals should only be used to correct the game to its intended state and to maintain playability.

Standard Class Proposal

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.

Banishment Proposal

The voting period for a banishment proposal is the phase that started after the proposal was submitted. A banishment proposal is popular if it has more votes in favor than votes against. When a banishment proposal is created, it must specify a player as the target of the vote, as well as the intended Banishment Duration. When a banishment proposal takes effect, its only effect is to Banish the target for the specified duration. Rules to the contrary notwithstanding, neither votes from Banished players nor the proposal's target count as votes on a banishment proposal, and Banished players cannot create banishment proposals.

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. 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 submission of a request for justice by a person other than themself 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 while still considering the expressed or clearly implied legislative intent.

Within 4 days of a judge issuing a ruling, a public vote of confidence on that ruling can be initiated in #request-for-justice. Votes may be cast in such a vote for a period of 2 days after initiation. Votes are to be cast by 👍 or 👎 reactions on a clearly designated poll message; if a person's vote is unclear, it is to affirm the judgement. A ruling is overturned if strictly more players vote in favor of overturning than affirming.

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.

An overturned ruling shall have no bearing on the interpretation of the rules or of the gamestate.

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 👍 reactions from players becomes the Judge once that week ends. A Judge Candidacy message is popular if it has more 👍 than 👎 reactions from players on its initiating message. Ties are broken in favor of the player with the earliest text message during that week.