Ruleset 214

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Contents

Core Rules

Ruleset and Gamestate

This is the Ruleset for BlogNomic; all City Architects shall obey it.

It comprises four Sections: 1) the “core rules” of BlogNomic, covering the essential elements of gameplay; 2) the rules of the current Dynasty; 3) rules which apply in special cases; and 4) the appendix, which complements and clarifies the Ruleset.

The Ruleset and Gamestate can only be altered in manners specified by the Ruleset. This document is considered to be, in effect, the only Ruleset for BlogNomic, so long as it is located at at the URL https://wiki.blognomic.com/index.php?title=Ruleset.

If the text of the Ruleset document does not reflect all legal changes that have been authorised to be made to it, any City Architect may update it to do so.

City Architects

The process of applying for access to the BlogNomic blog is outlined in the FAQ. A human with access to the blog who is not already a City Architect may make a blog post making clear their wish to be a City Architect (plural form City Architects); in response, an Admin shall add them to the roster in the sidebar, at which moment they become a City Architect.

A City Architect may only change their name as a result of a Proposal approving the change.

Some City Architects are Admins, responsible for updating the site and the Ruleset, and are signified as such in the sidebar. City Architects who wish to become Admins may sign up with a username for the Ruleset Wiki, and submit a Proposal to make themselves Admins. Existing Admins may be removed from their posts by Proposal, CfJ, or voluntary resignation.

A City Architect may cease to be a City Architect at any time by posting an entry to the BlogNomic weblog requesting such an action. A human who has ceased to be a City Architect in this way may not become a City Architect again within the following two weeks.

Idle City Architects

If a City Architect is Idle, this is tracked by their name being removed or concealed in the list of currently active City Architects in the Sidebar. For the purposes of all Gamestate and the Ruleset, excluding the core and appendix Rules “Ruleset and Gamestate”, “City Architects ”, “Dynasties”, “Fair Play”, "Mentors" and any of those Rules’ subrules, Idle City Architects are not counted as City Architects . The combined term “Idle City Architect” can be used to refer to City Architects who are Idle even in rules that do not treat them as City Architects.

If a Proposal contains a provision that targets a specifically named Idle City Architect, then that Idle City Architect is considered to be Unidle solely for the purposes of enacting that specific provision.

When a City Architect is unidled, if they went Idle in the same Dynasty, their personal gamestate retains the last legally endowed values it had, if they are still valid. Otherwise (including if a value is invalid, does not exist, or the City Architect Idled in a different Dynasty), the City Architect is given the default value for new City Architects, if such a value exists.

An Admin may render a City Architect Idle if that City Architect has asked to become Idle in an entry or comment from the past 96 hours (4 Days), or if that City Architect has not posted an entry or comment in the past 168 Hours (7 days). In the latter case, the Admin must announce the idling in a blog post, and the 168 Hour idle timeout is considered to be reduced to 96 hours for that City Architect during the current and subsequent dynasty. Admins may render themselves Idle at any time, but should announce it in a post or comment when they do so. An Admin may Unidle a City Architect if that City Architect is Idle and has asked to become Unidle in an entry or comment from the past 96 hours (4 Days), and Idle Admins may Unidle themselves at any time, unless the City Architect who would be Unidled has become Idle within the past 96 hours (4 days), and within the current Dynasty.

Admins who are unidling themselves should, in their first vote following each unidling, highlight their changed idle status and any changes to Quorum to have come about as a result of it.

Idle admins can resolve Votable Matters as a non-idle admin would.

Dynasties

BlogNomic is divided into a number of Dynasties. Each Dynasty may be headed by a single City Architect, known as the Urbifex Maximus. If there is no Urbifex Maximus, the Dynasty is a Metadynasty.

An Interregnum is the period between dynasties, after a DoV has been enacted and before an Ascension Address has been posted. During an Interregnum the game is in hiatus; additionally, no DoVs may be made, and no City Architect may achieve Victory. However, dynastic actions that are specifically permitted to be carried out during an Interregnum may be carried out.

Votable Matters

A Votable Matter is a post which City Architects may cast Votes on, such as a Proposal, a Call for Judgement or a Declaration of Victory.

Votes

Each City Architect may cast one Vote on a Votable Matter by making a comment to the Official Post that comprises that Votable Matter using a voting icon of FOR, AGAINST, or DEFERENTIAL. Additional voting icons may be permitted in some cases by other rules. A valid Vote is, except when otherwise specified, a Vote of FOR or AGAINST. A City Architect's Vote on a Votable Matter is the last valid voting icon that they have used in any comment on that Votable Matter. Additionally, if the author of a Votable Matter has not used a valid voting icon in a comment to the post, then the author’s Vote is FOR. A non-City Architect never has a Vote, even if they were a City Architect previously and had cast a valid Vote.

If a City Architect other than the Urbifex Maximus casts a vote of DEFERENTIAL, then the Vote of DEFERENTIAL is an indication of confidence in the Urbifex Maximus. When the Urbifex Maximus has a valid Vote other than VETO on a Votable Matter, then all votes of DEFERENTIAL on that Votable Matter are instead considered to be valid and the same as the Urbifex Maximus's Vote for the purposes of other rules unless otherwise specified.

A Votable Matter is Popular if any of the following are true:

  • It has a number of FOR Votes that exceed or equal Quorum.
  • It has been open for voting for at least 48 hours, it has more than 1 valid Vote cast on it, and more valid Votes cast on it are FOR than are AGAINST.

A Votable Matter is Unpopular if any of the following are true:

  • The number of City Architects who are not voting AGAINST it is less than Quorum.
  • It has been open for voting for at least 48 hours and it is not Popular.

Enacting and Failing

Votable matters have a status, which can either be Pending, Enacted, Failed, or Illegal. When a votable matter is first put forward it is considered Pending (which is tracked as having no status in the current blog software), and it remains Pending until it is Resolved.

A votable matter is resolved by an admin setting its status through use of the “status” field in the blog post editing form. When an admin resolves a votable matter they should mark their name, and are highly encouraged to report the final tally of Votes (or the fact that it was withdrawn or vetoed). Comments cannot be made on resolved Votable Matters.

A votable matter may not be resolved except as directed by the ruleset, and the status of a resolved votable matter, once resolved, is determined by the votes cast upon it, as assessed by the rules that govern the specific kind of votable matter (as well as any other considerations regarding the legality of the votable matter, such as the stipulations put forward in the Appendix rule Official Posts). When a Failed proposal has been Vetoed it may optionally have the Vetoed status upon resolution, which is considered to be the same as Failed for the purposes of all other rules.

This rule cannot be overruled by any other rule in its application to Calls for Judgement or Declarations of Victory.

Tags

Votable Matters have zero or more tags. Tags are represented in the title of a Votable Matter with the format “[X]” (e.g. “[Core] Wording Fix”, where “[Core]” is the tag).

Votable Matters making changes to the Core Rules, the Special Case Rules or the Appendix Rules require any of the following to be true for each such change in order to make that specific modification to the ruleset:

  • The Votable Matter has the appropriate Tag or Tags for that change: [Core] for Core Rules changes, [Special Case] for Special Case Rules changes and [Appendix] for Appendix Rules changes.
  • The modification is preceded or followed immediately by an unambiguous statement of which section of the ruleset it takes place.
  • The modification specifically states a rule using its number or the name of the stated rule only occurs once in the ruleset.

Proposals

Any City Architect may submit a Proposal to change the Ruleset or Gamestate, by posting an entry in the “Proposal” category that describes those changes (unless the City Architect already has 2 Proposals pending or has already made 3 Proposals that day).

Special Proposal Voting

When a City Architect casts a vote AGAINST their own Proposal (which is not in the form of a DEFERENTIAL vote), this renders the Proposal Withdrawn, even if the author later changes their Vote. The Urbifex Maximus may use VETO as a voting icon to cast a Vote on a Proposal; when the Urbifex Maximus casts a vote of VETO on a Proposal, this renders the Proposal Vetoed, even if the Urbifex Maximus later changes their Vote.

Resolution of Proposals

The oldest Pending Proposal may be Enacted by any Admin if all of the following are true:

  • It is Popular.
  • It has been open for voting for at least 12 hours.
  • It has not been Vetoed or Withdrawn.

The oldest Pending Proposal may be Failed by any Admin, if any of the following are true:

  • It is Unpopular.
  • It has been Vetoed or Withdrawn.

If a Proposal somehow ends up being pending for more than 7 days, it is ignored for the purpose of calculating the oldest pending Proposal, and can be failed by any Admin.

When a Proposal is Enacted, its stated effects are immediately applied in full; the Admin Enacting it shall update the Gamestate and Ruleset, and correct any gamestate-tracking entities, as specified in the Proposal.

Calls for Judgement

If two or more City Architects actively disagree as to the interpretation of the Ruleset, or if a City Architect feels that an aspect of the game needs urgent attention, then any City Architect may raise a Call for Judgement (abbreviated “CfJ”) by posting an entry in the “Call for Judgement” category.

A Pending CfJ may be Enacted by any Admin if all of the following are true:

  • It is Popular.

A Pending CfJ may be Failed by any Admin if any of the following are true:

  • It is Unpopular.
  • It specifies neither changes to the Gamestate or Ruleset nor corrections to any gamestate-tracking entities.

When a CfJ is Enacted, the Admin Enacting it shall update the Gamestate and Ruleset, and correct any gamestate-tracking entities, as specified in the CfJ.

This Rule may not be overruled by Dynastic Rules.

Victory and Ascension

If a City Architect (other than the Urbifex Maximus) believes that they have achieved victory in the current Dynasty, they may make a Declaration of Victory (abbreviated “DoV”) detailing this, by posting an entry in the “Declaration of Victory” category.

A City Architect's vote on a DoV is encouraged to reflect whether or not they agree with the proposition that the poster has achieved victory in the current Dynasty. If there is at least one pending DoV, BlogNomic is on Hiatus, no Idle City Architect may be made unidle, and no new player joining requests may be administered.

A Pending DoV may be Enacted by any Admin if any of the following are true:

  • It has a number of FOR Votes greater than 2/3rds of the number of City Architects, it has been open for at least 12 hours, and either the Urbifex Maximus has Voted FOR it or it has no AGAINST Votes.
  • It has a number of FOR Votes greater than 2/3rds of the number of City Architects, and it has been open for at least 24 hours.

A Pending DoV may be Failed by any Admin if any of the following are true:

  • It is Unpopular, and it has been open for at least 12 hours.
  • It is more than 48 hours old and cannot be Enacted

If a DoV is Failed and it had at least one AGAINST vote, the City Architect who posted it cannot make another DoV until after 120 hours (5 days) have passed since the time their DoV was Failed.

When a DoV is Enacted, all other pending DoVs are Failed, the City Architect who posted the DoV becomes Urbifex Maximus, and the game enters an Interregnum. When a DoV is enacted then all game actions that led up to it are considered to be upheld.

If the game is in an Interregnum then the new Urbifex Maximus must either Pass the Mantle (by making a post naming a City Architect who was not the last dynasty’s Urbifex Maximus, in which case the passing City Architect ceases to be the Urbifex Maximus and the City Architect so named becomes the Urbifex Maximus) or start a new dynasty by completing the following Atomic Action:

  • Make an Ascension Address by posting an entry in the “Ascension Address” category. This should specify the Urbifex Maximus's chosen theme for the new Dynasty, and it may optionally specify new dynasty-specific terms as outline in the rule "Synonyms", and/or list a number of dynastic rules to keep (if none are specifed then the entire Dynastic Ruleset is repealed).
  • Update the Ruleset to reflect any changed terms, and any dynastic rules which were not listed to be kept are repealed.

Once this Atomic Action has been completed the Interregnum ends and the new dynasty begins.

Fair Play

The following are BlogNomic’s rules of fair play. If any of these rules are found to have been broken, or if a City Architect's behaviour or actions are otherwise deemed unacceptable (socially or otherwise), a Proposal or CfJ may be made to reprimand or punish the perpetrator or, in cases of extreme or repeated violations, remove them from the game and bar them from rejoining. City Architects should vote against any DoV that relies on having broken a fair play rule.

  • A single person should not control more than one non-Idle City Architect within BlogNomic, and should announce publicly if they control both a non-Idle City Architect and any Idle City Architects. This extends to exerting full control over the actions of another City Architect, defined here as the controlled City Architect's game behavior being functionally indistinguishable from if the controlling City Architect was logged into their account and playing through it, over a period of more than a day.
  • A City Architect should not “spam” the BlogNomic blog. What counts as spamming is subjective, but would typically include posting more than ten blog entries in a day, more than ten blog comments in a row, or posting a blog entry of more than 1000 words.
  • A City Architect should not deliberately exploit bugs or unexpected behaviours in the software running the game (ExpressionEngine, MediaWiki or other blognomic.com scripts).
  • A City Architect should not edit their own blog comments once posted, nor those of any other City Architect.
  • A City Architect should not edit the “Entry Date” field of a blog post.
  • A City Architect should not make a DoV primarily to delay the game by putting it into Hiatus.
  • A City Architect should not do any action meant to make the game unplayable (for example, changing multiple keywords to the same word in an Ascension Address).
  • A City Architect should not roll dice that are clearly associated with a particular action in the Ruleset, but with the intention to not use these rolled values to the best of their ability to resolve that action. A City Architect must use their own name in the Dice Roller, when rolling dice.
  • A City Architect should not deliberately and unreasonably prolong the performance of a game action once they have started it.
  • A City Architect should not use a Core, Special Case, or Appendix rules scam to directly or indirectly cause a City Architect to achieve victory.
  • A City Architect should not trade actions in BlogNomic for favors or compensation outside of BlogNomic, nor trade actions in any other game for favors within BlogNomic.
  • A person with administrative, moderation, or other heightened access to the software running or supporting BlogNomic should not take any action using such heightened access for the purpose of causing any City Architect or City Architects to gain, receive, maintain, or preserve gameplay advantage unless any of the following is true:
    • Such action is required or explicitly permitted by the rules or required to implement an action required or explicitly permitted by the rules.
    • A reasonable, impartial, and prudent external observer would deem such action necessary or reasonable for the purpose of supporting, moderating, or administering BlogNomic or such software.

All City Architects and idle City Architects should be aware of the BlogNomic Community Guidelines. The contents of this page are not ruletext and are nonbinding as pertains to the ruleset, but City Architects are encouraged to commit to upholding them to whatever extent is possible.

Dynastic Rules

Architected Cities

There may be entities called Cities.

Each City may have a name, which is publicly tracked flavour text. Each City Architect may control up to one City and each City may be controlled by exactly one City Architect or Idle City Archetect; the controller of each City is publicly tracked. An idle City Architect may not take actions that are premised on their control of a City. Whenever a City Architect would start to control a new City they may give it the name of their choosing, following the requirements set out for a legal player name in the rule Names.

Within the Ruleset, a word only refers to the name of a City if it is explicitly stated that it refers to a City name. A City may not have the same name as an active City Architect, a Region, or another City. Cities without a legal name default to “UnnamedCity”, suffixed with the lowest positive integer necessary to make that name legal.

Population

Each City has a publicly-tracked number named Population, defaulting to 0, and a publicly-tracked list of Zones, defaulting to a single Residential Zone.

As a daily communal action, a City Architect may increase the Population of each City by the number of different types of non-Dilapidated Zone in that City, and decrease the Productive Citizens of each City, to a minimum of 0, by the number of Residential Zones in that City. This action is a Growth Tick.

The capacity of a City is equal to three times the number of Residential Zones it has; if a City’s Population would be increased above its Capacity, it is instead set to its Capacity.

Each City has a number of Productive Citizens, which is a publicly tracked non-negative integer defaulting to zero, and a number of Unemployed Population, which is a derived value that is not publicly tracked. A City’s Unemployed Population is considered to be its Population, minus the number of non-Dilapidated non-Residential Zones it has, minus the number of Productive Citizens it has, to a minimum of zero.

Municipal Authority

Cities have a Municipal Authority determined by their population and number of zones, defaulting to Township. A City automatically has the highest level Municipal Authority for which it meets the eligibility criteria. Different levels of Municipal Authority grant different numbers of Permits (equal to their level) and may unlock certain actions or effects for the City or its controller.

Municipal Authority specification table
Level Municipal Authority Requirements Effects
0 Ghost Town The City exists None
1 Township 1 population and 1 zone Unlocks Township actions
2 Burgh 4 population and 2 zones Unlocks Burgh and Township actions
3 Prefecture 16 population and 8 zones Unlocks Prefecture, Burgh, and Township actions
4 Canton 64 population and 32 zones Unlocks Canton, Prefecture, Burgh, and Township actions

Industry

Each City may have a maximum of 1 Industrial Zone for every 3 Population of that City. Any City Architect taking an action that would reduce the Population of a City must also adjust the number of Industrial Zones of that City to meet the maximum based on the resulting Population. Any Industrial Zones in a city that are lost in this way are replaced by Dilapidated Zones. At any time, a City Architect may add any number of Industrial Zones to the Zones of each City that they control such that the total number of Industrial Zones for each City does not exceed the maximum.

The Production of a City is the number of Industrial Zones listed in the Zones of that City.

Commercial Zones

As a weekly Burgh action, a City Architect can create a Commercial Zone in their City, up to their maximum. The default maximum number of Commercial Zones for the City (known as the Commercial Cap) is 0, but is increased by the following factors:

  • A City has +1 Commercial Cap if they have at least 1 Industrial Zone, and their Region has a Primary Resource. (They are said to be Producing this Primary Resource, if they meet this condition.)
  • A City has +1 Commercial Cap if they have at least 2 Industrial Zones, and their Region has a Secondary Resource. (They are said to be Producing this Secondary Resource, if they meet this condition.)

If a City ever has more Commercial Zones than their Commercial Cap, the excess Commercial Zones are turned into Dilapidated Zones in that City.

Regions

Cities are grouped into Regions, with each City being contained in at most one Region. All Regions are publicly tracked, as are the lists of which Cities are contained within a given Region. Cities in the same Region are said to be Neighbours to each other. A Region may hold up to four Cities; if ever a Region contains no Cities then it may be destroyed by any City Architect.

Each Region may have a name, which is publicly tracked flavour text. Within the Ruleset, a word only refers to the name of a Region if it is explicitly stated that it refers to a Region name. A Region may not have the same name as an active City Architect, a City, or another Region. Regions without a legal name default to “UnnamedRegion”, suffixed with the lowest positive integer necessary to make that name legal.

A Region in which every City in that Region is controlled by an Idle Architect is considered Abandoned. No dynastic actions may be taken that would modify any gamestate variables of an Abandoned Region. In a Presidential Declaration of Victory, an Abandoned Region and its Cities are treated as if they do not exist when determining vote counts and Quorum. If a Idle Architect who becomes un-Idle controls a City in an Abandoned Region, that Region is no longer Abandoned.

Resources

Each Region has a primary resource and a secondary resource, both of which are publicly-tracked. A primary resource’s legal values are blank or a text string which is a valid English noun phrase which does not appear anywhere in the Ruleset. A secondary resource’s legal values are blank or the name of any other region’s primary resource which is not the secondary resource of another region.

If there are any Regions but none of them have any non-blank primary resource, as an atomic action, any City Architect may set one Region’s primary resource to any non-blank legal value and remove this sentence from the ruleset.

Regional Development Fora

Each Region has a publicly tracked variable called Development Cycle, which must be an integer between 2 and 7 inclusive, defaulting to 3.

If the number of days that have elapsed since the the resolution of the most recent Regional Development Forum for that Region is equal to or greater than its Development Cycle, and if there are no currently open Regional Development Fora for that Region, then any City Architect who controls a City in that Region may call a Regional Development Forum for that Region. If no Regional Development Forum has ever been called for that Region then any City Architect who controls a City in that Region may call a Regional Development Forum for that Region.

A Regional Development Forum is an Event whose name must include the phrase “Regional Development Forum” and some signifier to identify the Region to which it refers, such as its name, if it has one, or the names of the Cities it includes.

The body of a Regional Development Forum must include the following information:

  • The Region’s current Capability, which is defined as the sum of the current Unemployed Population of its constituent Cities;
  • One or more Motions, but not more Motions than the current Development Cycle of the Region, of the author’s choosing; and, in addition, any Motions that were the subject of an Uptake motion in that Region’s previous Regional Development Forum.

Motions that can be included in a Regional Development Forum are as follows. For Effortful motions, the text in the square brackets following the word ‘Effortful’ is the formula used to calculate the Effort Value at the time that this Regional Development Forum event was created, where the value “Active” is the number of non-idle City Architects who control Cities in that Region.

  • Cadence [Procedural]: A Motion to change the Development Cycle of the Region to a new valid value.
  • Uptake [Procedural]: A Motion to enforce that a specific other Motion be included on the immediately subsequent Regional Development Forum.
  • Expel [Procedural]: A Motion to remove a specific City from this Region.
  • Brand [Procedural]: A Motion to change the name of the Region.
  • Build [Effortful Active]: A Motion to build a specific Zone in a specific City in this Region.
  • Develop [Effortful Active + 2]: A Motion to discover a new named Resource (primary or secondary, where the name follows the requirements set out in the rule Resources) in this Region.
  • Invite [Procedural]: A Motion to invite a given city into this Region. The City Architect who owns the targetted city is permitted to move their City to that Region after this Motion passes. This permission lasts until either 168 hours have passed since the motion was passed or the targetted city's region changes, whichever comes first. If the targetted City has no owner, then any City Architect is permitted to move that City to that Region (subject to those same permission restrictions).
  • Award [Effortful Active + 2]: A Motion to award a City in this Region the title of “Best City to Live In”. This Motion can only be added if this Region has a Monuments value of at least 10. A City that is awarded this title as a result of enacting this Motion is marked in bold text in the gamestate.

A Response to a Regional Development Forum must take the following format:

  • May only be posted by a City Architect who was the Controller of a City in that Region at the time when the Regional Development Forum was posted, and who has not already posted a valid Response on the same Regional Development Forum;
  • Must have a single response to each Motion in that Regional Development Forum, where a response to a Procedural motion is either FOR or AGAINST, and a response to an Effortful motion is an integer equal to or greater than zero;
  • Must not have values allocated to Effortful Motions that add up to a greater than that City’s Unemployed Population.

A Regional Development Forum may only be Ended by any member of that Region after 48 hours, or when all non-Idle City Architects who control Cities in that Region have posted a valid response to it. The Ending Action for a Regional Development Forum is an atomic action, as follows:

  • Resolve each Motion in order, from top to bottom, as follows:
    • For each Procedural Motion, if it has more FOR votes than AGAINST votes then it is enacted and its change is immediately applied; otherwise it is ignored.
    • For each Effortful Motion, if the sum of all Effort allocated to it by Cities in their Responses is at least equal to the Effort Value for that Motion then it is enacted and its change is immediately applied; otherwise it is ignored.
  • Increase the Productive Citizens of each City by its Allocation to Effortful Motions that were enacted.

Variable Tracking

All named variables in the dynastic ruleset, if they do not define how they are tracked, are considered publicly tracked unless they meet one or more of the following conditions:

  • They have a reasonable means of determining their value from the gamestate. (A value simply having a default is not enough to meet this condition.)
  • They are defined and used only within a defined action.
  • The value is determined privately, or otherwise relies on private information.

Monuments

Each Region has a publicly-tracked number named “Monuments”, defaulting to 0.

If a City is Producing both the Primary Resource and Secondary Resource of its Region, at any time the City Architect who controls that City may add any positive amount that is not greater than the number of Unemployed Population of that City to that Region’s Monuments and then increase that City’s Productive Citizens by that same amount.

Awards

A City is considered as “Best City to Live In” if an action has caused the City’s name to be marked in bold text in the gamestate.

As a Weekly Action, if there is at least one City Architect controls a City that is considered as “Best City to Live In”, any City Architect may execute the Top Architect action, which is an atomic action with the following steps:

  • End all other Regional Development Forums that are Open and execute each of their Ending Actions
  • Roll a die in the public Dice Roller where the faces of the die are the names of every City Architect who controls a City that is considered as “Best City to Live In”
  • The City Architect whose name matches the result of the die roll of the preceding step achieves victory

Emigration

Cities with Commercial Zones less than one-eighth of their population, or whose region has no Industrial Zones, are Underserved. As an atomic communal daily action that may only be taken after the day’s Growth Tick, a City Architect may take the following steps:

  • choose two random Underserved cities, or all Underserved cities if there two or fewer.
  • remove one Population from each of the chosen cities for each of their respective Residential Zones.
  • If either chosen Underserved City now has a population of 0, set its population to 1.


Special Case

Special Case Rules can be Active or Inactive. If the title of a Special Case Rule includes "[X]", where X is either Active or Inactive, then its status is X. Otherwise, its status is its Default Status.

Special Case Rules have a Default Status, which can be Active or Inactive. If the title of a Special Case Rule includes “[Standard]” then its Default Status is Active; otherwise, its Default Status is Inactive.

When a new Dynasty is started, the Ascension Address may list any number of existing Special Case Rules to be set to a status other than their respective Default Status. All other Special Case Rules are set to their respective Default Status.

The text of a Special Case Rule that is Inactive is flavour text.

Seasonal Downtime [Active] [Standard]

On the 24th, 25th and 26th of December, BlogNomic is on Hiatus. In addition, game actions defined by the core rules titled “City Architects” and “Victory and Ascension” (with the exception of Voting in DoVs) may not be taken.

Dormancy [Active] [Standard]

If there are fewer than five City Architects, then BlogNomic is on Hiatus.

Imperial Deferentials [Active] [Standard]

If the Urbifex Maximus has voted DEFERENTIAL on a Proposal, that vote is instead considered to be valid and either FOR (if more City Architects have a valid FOR vote on that Proposal than have a valid AGAINST vote on it) or AGAINST (in all other cases). However, in either case, votes of DEFERENTIAL made by other City Architects on the same Proposal are not considered to be valid.

Dynastic Distance [Active] [Standard]

For the purposes of dynastic rules which do not deal with voting, the Urbifex Maximus is not a City Architect.

Malign Emperors [Inactive]

The Urbifex Maximus may be recipient of the Mantle, as if they were a City Architect, during an Interregnum, as per the rule Victory and Ascension. The Urbifex Maximus may not cast a vote of VETO on any Proposal whose effect is limited to the dynastic rules or gamestate; any such vote is disregarded for the purposes of proposal resolution.

If the Special Case rule “No Collaboration” is Active, any City Architect may set it to Inactive. (The combo is too strong.)

Dynastic Tracking [Active] [Standard]

The gamestate tracking page for this dynasty is the Architected Cities page of the wiki. Unless otherwise stated, all publicly tracked gamestate information is tracked on it. Urbifex Maximus may change the wiki page referred to in this rule to a different page as part of their Ascension Address, provided that page did not exist at the time the Ascension Address was posted and does not begin with the word “Ruleset”.

No Collaboration [Inactive]

If “Dynastic Distance” is also active, the Urbifex Maximus is not considered a City Architect for the purposes of this rule.

City Architects may not privately communicate with each other about dynastic gameplay or votable matters that affect the dynastic ruleset or gamestate. Private communications are considered to be anything that any other City Architect could not reasonably be privy to, perceive, or understand. Discussion conducted in plain English on the BlogNomic wiki and blog, and Discord channels, are not considered to be private communication. Idle City Architects (or people who are not yet City Architects) also face the same restrictions if they intend to become an active City Architect during the course of the dynasty. The use of creative strategies to circumvent this rule may be considered to be a scam for the purposes of determining whether an infraction of Fair Play has taken place.

A mentor and mentee may still privately converse with each other, but should keep their conversations away from discussing specific gameplay strategy.

If information which was not allowed to be discussed is still privately discussed, the City Architects who were part of the conversation should make a post to the blog disclosing what information was discussed as their earliest convenience.

Mantle Limitations [Active] [Standard]

The mantle may not be passed, except as a result of a Call for Judgment. (City Architects should also not make deals based on being made Emperor of the next dynasty by other means than achieving victory or being passed the mantle.) This limitation does not apply to proposals that would explicitly award Victory.

Alliances [Inactive]

Each City Architect may have an Alliance, which is publicly tracked, and consists of the distinct names of no more than two other City Architects; a City Architect's Alliance defaults to an empty set. A City Architect may change their Alliance as a daily action.

If "Mantle Limitations" is also active, and if a City Architect has achieved victory in this dynasty, has posted a Declaration of Victory which has been enacted, and did not change their Alliance for at least the 48 hours immediately prior to the posting time of their Declaration of Victory: then that City Architect may pass the Mantle to a City Architect who was named in their Alliance at the posting time of their Declaration of Victory.

If “No Collaboration” is active, it does not apply to communications between City Architects who each have the other’s names in their Alliance, nor does the prohibition on deals in “Mantle Limitations” (if it is active) apply to City Architects who have each other’s names in their Alliance.

Event Types [Active] [Standard]

An Event is an official post that meets a type definition in the dynastic rules, if and only if that type definition is specified as defining a type of Event; the type definition must include the following:

  • A type name, such as “Auction” or “Quest”. A post with the Event type’s name as a tag is an Event of that type, provided it was (legally) posted while the type had a complete definition.
  • A Response Format, the format by which a comment on that type of Event is classified as a Response for that Event. While other comments are allowed on an Event, only those comments which conform to its type’s Response Format are officially considered Responses. Whether or not a comment is currently considered a Response may change according to circumstances, but comments submitted on an Event while it is Ended can never be considered Responses.

An Event type definition may also optionally stipulate:

  • Creation Condition(s). Unless they are met, an Event of that type may not be posted. They may include a format for the body of the post.
  • Ending Condition(s). Unless they are met, an Open Event of that type may not be Ended.
  • Ending Action(s). A City Architect must do these when they End an Open Event of that type.

An Event is either Open or Ended, defaulting to Open. Except as otherwise specified, any City Architect may post or may End an Event. To End an Event is to make it Ended by submitting a comment on that post saying it is Ended or is being Ended, and then immediately taking its Ending Action(s), if any. Once an Event has been Ended, it may not become Open again, nor may any City Architect End it again.

Bounties [Inactive]

A Bounty Notice is a post in the Story Posts - Votable Matter category which broadly requests a single mechanical or ruleset change. Despite its category, it is not a votable matter and any votes on it are ignored. A Bounty Notice may be Open or Closed being Open by default and being Closed when set to the ‘Enacted’ or ‘Failed’ status in the post backend. The Enacted Status should be used for successfully completed Bounty Notices, while Failed should be used for ones that were closed for any other reason

The Urbifex Maximus may post a Bounty Notice, or close an open Bounty Notice, at any time.

If a Bounty Payout action is not defined in the dynastic rules, then the Bounty Payout action is that nothing happens.

If the Urbifex Maximus believes that one or more enacted votable matters satisfy the demand of an open Bounty Notice, then they may apply the Bounty Payout action to each City Architect (other than the Urbifex Maximus) who authored at least one of those votable matters and set that Bounty Notice to closed.

Reinitialisation [Inactive]

If they have not already done so in the current dynasty, a City Architect may make a post to the blog announcing that they are Reinitialising; if they do so then they must immediately set all of their gamestate tracked values to their defaults for new players, and if the Urbifex Maximus is privately tracking any information about them then they should do likewise at their first opportunity. When a City Architect has Reinitialised, they are considered to have undertaken no actions in this dynasty for the purposes of determining the validity of limited actions taken after the Reinitialisation, except for the action of Reinitialising itself.

Appendix

Keywords

A keyword defined by a rule supersedes the normal English usage of the word. A keyword defined in this glossary supersedes that defined by a rule. (e.g. A rule specifying “bananas are blue” cannot be overruled by posting a dictionary definition or a photo of a banana, and a rule specifying “every day is Sunday” will be overruled by the glossary entry below.)

Imperatives

Can
“is able to”
Shall
“is required to”
Should
“is recommended that”

Time

Daily Action
If a game action is a Daily Action, each City Architect able to perform it may take that action once each day, but not more than once every ten hours.
Daily Communal Action
A Daily Communal Action is a Daily Action that can only be performed by one City Architect per day.
Day
References to a “day” as an entity rather than as a duration (e.g. “Sunday”, “The day after performing this action”, or “August 2nd”), unless otherwise stated, refer to a day beginning at and including 00:00:00 UTC, ending when the next day begins. It can never be 2 different days at the same instant.
Week
References to a week as an entity rather than as a duration (e.g. “At the beginning of each week”, or “already happened this week”), unless otherwise stated, refer to a period of time between the beginning of a Monday and the end of the following Sunday.
Weekly Action
If a game action is a Weekly Action, each City Architect able to perform it may take that action once each week, but not more than once every twenty-four hours.
Weekly Communal Action
A Weekly Communal action is a Weekly Action that can only be performed by one City Architect per week.

Other

Comment
A blog comment published to the BlogNomic weblog at blognomic.com
Core Proposal
A Proposal which mandates changes that, even if conditionally, are limited to the creation, deletion, and/or amendment of core rules and/or the glossary, and/or renaming, banning, and/or the granting or removing of Admin status from one or more City Architects.
Dice
References to “DICEX” or “YDICEX” refer to X-sided dice and Y amount of X-sided dice, rolled using the Dice Roller.
Dynastic Action
An action that is defined in the Dynastic rules.
Dynastic Proposal
A Proposal which mandates changes that, even if conditionally, are limited to the creation, deletion, and/or amendment of dynastic rules and/or gamestate defined by dynastic rules.
Effective Vote Comment (EVC)
A City Architect's Effective Vote Comment with respect to a given Votable Matter is that City Architect's Comment to that Votable Matter, if any, that contains that City Architect's Vote on that Votable Matter.
Commentary
When posting a blog entry, a City Architect may use the “Commentary or flavour text” field of the blog publishing form to add their own comments or description of their post. For the purposes of all other rules, such text is not considered to be part of the post.
Discord
The BlogNomic Discord can be accessed at https://discord.gg/J7kP9KuHQK and is also linked to on the sidebar. City Architects , as well as people who are not City Architects but are interested in learning more about BlogNomic, may join the Discord by clicking the button in the sidebar.
Discord Channel
A Discord Channel is any channel on the BlogNomic Discord in the BlogNomic Discussion category. All City Architects who are in the Discord should have the ability to access all of these channels. To reference a Discord Channel, use a hash (#) followed by the name of that channel (e.g. #random).
Flavour Text
If a part of the ruleset or gamestate is defined as being “flavour text”, it retains its context, but is not considered to have any meaning beyond being a string of characters. City Architects are not required to obey flavour text and may not perform any action defined by it, and any statements that flavour text makes about gamestate are ignored.
Gamestate
Any information which the Ruleset regulates the alteration of. All wiki pages that the Dynastic Rules explicitly mention (except for dynastic histories and discussion pages) and any images or Templates contained within those Wiki Pages are assumed to be Gamestate.
Hiatus
If BlogNomic is on Hiatus, Dynastic Actions may not be taken (except where the rule defining the action explicitly requires it to be taken during Hiatus), and Proposals may not be submitted or Resolved. If multiple rules require BlogNomic to be on Hiatus at any given time, BlogNomic will continue to be on Hiatus until no rules require it.
Post
A blog post published to the BlogNomic weblog at blognomic.com
Private Message
A message sent via BlogNomic’s Private Messages system at blognomic.com.
Quorum
Quorum of a subset of City Architects is half the number of City Architects in that subset, rounded down, plus one. If the word Quorum is used without qualifying which subset of City Architects it is referring to, it is referring to a Quorum of all City Architects.
Resolve/Resolution
If used in a context of a Votable Matter, the word “Resolve” means to perform the act, as an Admin, of enacting, failing, or marking illegal a Votable Matter. The world “Resolution” means then the act of doing so. If used in any other context, the meaning of both “Resolve” and “Resolution” is the standard English meaning of these words. The resolution of a votable matter is tracked by reference to its status in the blog post edit form. If otherwise legally applied, the application of any status through the blog post editing form is sufficient to consider that votable matter to have been correctly resolved, but a resolved votable matter should have the correct status wherever possible; if any admin believes that a resolved votable matter has an incorrect status then they may correct it.
Rule
Each individually numbered and titled block of text (using the wikimedia section heading formatting) of the Ruleset is a rule, including rules that are subrules of other rules; with the exception that the top-level headings defined as ‘sections’ in the rule “Ruleset and Gamestate” are considered sections but not rules themselves.
Story Post
A Story Post is an entry in the “Story Post” category.
Subject
The “subject” of a blog entry is the part of the Title of an entry which is after the first colon. If the Title does not contain a colon, then the whole Title is the subject. Any entry whose subject is “” (i.e. an empty string) is not valid.
Subrule
A subrule is a type of rule that is hierarchically ordered beneath another rule. Rules and proposals that refer to a rule do not also refer to its subrules, unless otherwise specified.
Table of Contents
The directory of section headings that is generated by the MediaWiki software for most pages in the wiki.
Uphold
To Uphold an illegal action is to retroactively declare the attempt to take it to have been successful, and to declare that all attempted game actions taken after it were attempted as if the Upheld action had been successful.
Vote
The word “Vote”, used as a noun, means a Vote that is cast in accordance with Rule “Votable Matters”. The word “Vote”, used as a verb, means the act of casting such a Vote.
Voting Icons
For use in voting, a check box http://blognomic.com/images/vote/for.gif shall represent a Vote FOR, an X http://blognomic.com/images/vote/against.gif shall represent a Vote AGAINST, a DEF http://blognomic.com/images/vote/imperial.gif shall represent a Vote of DEFERENTIAL, and a crossed-out circle http://blognomic.com/images/vote/seal.gif shall represent a vote to VETO.
Wiki
The BlogNomic Wiki at http://wiki.blognomic.com

Gamestate Tracking

Official Posts

Votable Matters and other official posts, as well as specific gamestate information, shall be tracked by the BlogNomic blog at http://blognomic.com. Any City Architect may post to the blog at any time, but may only make official posts to the blog when the Ruleset allows it. Posts following the format specified by a rule are considered official posts. Any single official post cannot be of two different types of official post unless a rule explicitly states otherwise. Dynastic rules cannot define posts in the “Call for Judgement” category to be a type of official post other than a Call for Judgement, and this restriction cannot be overridden by dynastic rules.

An official post may only be removed as allowed by the Ruleset. An official post may be altered by its author if it is less than 4 hours old and either no City Architect has commented on it or (if it is a Votable Matter) if all comments on it contain no voting icons; otherwise this can only be done as allowed by the Ruleset. However, despite this, official posts can never be changed from one category to another, or changed to be a different sort of official post, if they have been posted for more than fifteen minutes. The Admin processing an official post is allowed to append to the post to reflect its new status. Anything appended to a post in this way must be placed in the Admin field of the post, and the post’s Status must be changed to reflect its status. An official blog post that has the status of Enacted or Failed cannot change categories, except that a votable matter’s illegal resolution may be overturned. An official blog post’s status may never be altered except in accordance with the rules that define that official post.

A non-official post may not, through editing of the blog or otherwise, be changed into an official post, with the following two exceptions: Firstly, whilst a non-official post has been posted for less than fifteen minutes and has no comments, the author may change the categories as they wish. Secondly, if a post by a New City Architect is not in any category but follows the wording of a Proposal, in that it has written changes the gamestate and or Ruleset, and if it has been posted for less than six hours, then any Admin may change it to be in the Proposal category. A New City Architect is defined as a City Architect who has been a City Architect for fewer than seven days or a City Architect that has unidled in the past seven days after being idle for at least 3 months.

Any post that is or is made illegal as a result of an infraction against any of the prohibitions set out in this rule, except for a votable matter’s illegal resolution that has been overturned, continues to be an Official Post but may no longer have any effect on the ruleset or the gamestate. If it is a Votable Matter then it is Unpopular, regardless of any other performance against criteria set out in the core rules. When it is resolved it may be marked as Illegal by the resolving admin. A post that is illegal in this manner cannot subsequently be made legal by any means, except for the legal enactment of a CFJ. An illegal CFJ cannot cause itself to become legal.

Representations of the Gamestate

If authorised by the rules as a result of a City Architect’s action, changes to gamestate which is tracked in a specific place (such as a wiki page) do not take effect until the representation of that gamestate has been updated to match the authorised change. One wiki update may contain one or more alterations, or one alteration may be split over multiple updates, as long as it is clear what is happening and the alterations are otherwise legal. The wiki merely represents the Gamestate tracked there, and is not the same thing. In the event that the Gamestate and its representations are different, any City Architect may correct the representations to comply with the Gamestate.

If a City Architect feels that a representation of the gamestate (such as a wiki page) does not match the gamestate, they may either:

  • Undo the effects of any alteration that led to it, if that alteration did not follow the rules at the time it was made.
  • Alter the representation to match what they believe to be the correct application of an incorrectly-applied alteration. This may include completing incomplete actions on behalf of the original City Architect, if doing so would not require the correcting City Architect to make any decisions on behalf of the original City Architect.

Instead of repeatedly reverting and re-reverting a disputed alteration, however, City Architects are encouraged to raise a Call for Judgement. The historical fact of the occurrence of a defined game action is itself considered to be gamestate, tracked in the history of whatever resource is used to track the gamestate modified by that action, where possible, or in the wiki page Gamestate Modifications if this is not possible.

Orphan Variables

An Orphan Variable is a dynastic gamestate variable which has neither a location in which it’s tracked, nor a reasonable manner in which it can be determined from other gamestate variables, specified in the Ruleset.

A City Architect may not take any dynastic actions that are contingent on the specific value of an Orphan Variable.

Random Generators

The Dice Roller at https://blognomic.com/dice/roll.php can be used to generate random results.

  • The DICEN command can be used to generate a random number between 1 and N.
  • The FRUIT command will return a random result from the following options: Lemon, Orange, Kiwi, Grape, Cherry, Tangelo.
  • The COLOUR (or COLOR) command will return a random result from the following: White, Red, Green, Silver, Yellow, Turquoise, Magenta, Orange, Purple, Black.
  • The CARD command will return a card with a random suit (either Hearts, Diamonds, Spades or Clubs) and a random value (either Ace, 2, 3, 4, 5, 6, 7, 8, 9, 10, Jack, Queen, King). A card with a value that is either Jack, Queen or King is a face card.
  • A list of comma-separated values in curly brackets (eg {x,y}) will return one of the values at random.

Any changes to the potential outcomes of the Dice Roller’s random result commands must be made by Votable Matter.

If a Votable Matter proposes a change to this rule that would require server-level access to the BlogNomic site to fully enact its effects, that Votable Matter must name a City Architect with such access. Only a City Architect with such access may Enact that Votable Matter. If that Votable Matter does not name a City Architect with such access, that Votable Matter is Illegal.

If a number or other game variable is selected “at random” or “randomly” from a range of possible values, its value shall always be taken from a uniform probability distribution over the entire range of possible values, unless otherwise specified. This value must be determined by an appropriate roll in the Dice Roller, unless otherwise specified, and which value the roll result corresponds to must be reasonably inferable from the nature of the roll and any comments supplied by the City Architect making the roll before or while making the roll. If a selection is explicitly specified as being “secretly” random, the City Architect making this determination may do so using a private method of their choosing, instead of the Dice Roller.

Atomic Actions

An Atomic Action combines otherwise separate game actions into a single action.

  • All steps of an Atomic Action are considered one action, including the steps of an Atomic Action that is itself a step of a parent Atomic Action.
  • When a City Architect performs an Atomic Action, they must complete all its steps; they must complete them in order; and they may not take any other dynastic action, or achieve victory, until all the steps are complete.
  • If a rule allows the City Architect performing an Atomic Action to skip some of its steps, the skipped steps are considered to have been completed.
  • If a City Architect arrives at a step in an Atomic Action and they cannot perform that step, they undo all the steps they have performed of that Action and are considered never to have performed that Action.
  • If one or more steps of an Atomic Action were done incorrectly, the City Architect must redo the Atomic Action; for that purpose, the City Architect uses any legal steps that have already been completed in the illegal Atomic Action and only redoes the illegal ones. (For example, if an Atomic Action consists of rolling a dice and then doing steps based upon its result, the City Architect would have to reroll the dice only if they rolled the wrong one in the first place, and would then have to repeat any steps that depended upon the result of that dice; however, if they rolled the dice correctly but took an illegal step later on, the result of the original dice roll would still be used in the redone step.)
  • For the purposes of determining the ordering or legality of game actions, the time of an Atomic Action shall be the time that it is completed. For Atomic Actions that are redone, the time of completion is the last redone step.

Clarifications

Numbers and Variables

  • If a set of valid values is not specified in their definition, game variables defined to hold numeric values can hold only non-negative integers. Any action that would set those values below zero is an illegal action unless explicitly otherwise stated in the Ruleset.
  • Any situation which would require a roll of DiceX when X is zero or lower always yields a value of 0 unless stated otherwise.
  • All numbers, unless stated otherwise by a rule, are in base ten.
  • Unless otherwise specified, to “spend,” “pay” or “lose” an amount X of a numeric value “V” means to subtract X from V; to “gain” X of a numeric value “V” means to add X to V; and to “transfer” or “pay” X of a numeric value “V” from A to B means to subtract X from A’s V and add X to B’s V. Unless otherwise specified, only positive amounts can be spent, paid, lost, gained, or transferred, a City Architect can spend or pay from only their own values, and a rule that allows City Architects to transfer or pay a numeric value to another City Architect only allows them to transfer that value from themselves to that other City Architect (of their choice unless otherwise stated).
  • If a Dynastic Action is defined as having a cost X of numeric value V, or defines a requirement to spend, pay, or lose X of numeric value V to accomplish an effect or multiple effects, then the arithmetic effects of spending or payment and the act of carrying out those effects are considered to be subsequent steps in an Atomic Action, with the spending or payment step taking place before the effects step unless stated otherwise.
  • A City Architect who has a choice in whether to take an action defined by a dynastic rule may not take that action if both of the following conditions are true: a) the action’s effects are limited to changing values tracked in gamestate-tracking entities (such as a wiki page), and b) the action would change one or more of those values to an illegal value.
  • If a rule implies that the result of any calculation should be an integer (for instance, by attempting to store that result in, or add it to, a gamestate variable that can only hold integers), the result of the calculation is instead the result rounded towards 0.
  • If a game variable has a default value but no defined starting value, then its default value should also be considered a starting value. If a game variable has neither a default value nor a starting value, then both may be considered to be the nearest legal value to zero that it may take (for numerical variables, defaulting to positive if tied), blank (for a text string or list that may be blank), the alphabetically earliest legal text string it may take (for a text string which may not be blank, with the digits 0 through 9 considered to precede “A”), or the list which is alphabetically earliest from the set of lists with the fewest elements (for lists which may not be blank, and considering each list to be a single unpunctuated text string, with the digits 0 through 9 considered to precede “A”). For the purposes of this bullet point, the names of City Architects are not considered to be legal values for game variables, nor for list items within game variables.
  • If the rules that define a game variable are amended, and some previously valid values become invalid as a consequence, any existing variables whose current values would become invalid are instead set to their starting value.
  • Invalid values for game variables can never be used, even if the values stored in a gamestate-tracking entity remain valid. (for example, if X appears in a formula referring to a value that is a non-negative integer, X must be used as a non-negative integer)
  • DICEN cannot be rolled in the Dice Roller if N is greater than one million.
  • If a piece of information is described as being tracked secretly or privately by the Urbifex Maximus (including secretly random selections), then that information may only be revealed by the Urbifex Maximus when the ruleset allows it. If a City Architect should already know such a piece of information (in that the Urbifex Maximus has already told them it, or vice versa, and there is no way that the information could have been changed since then), the Urbifex Maximus may repeat it to them.

Rules and Votable Matters

  • If a new rule is created by a Votable Matter and its location is not noted in that Votable Matter, that new rule is to be placed in the Dynastic Rules.
  • If a wiki page becomes gamestate as a result of a Votable Matter enacting, that page shall – unless otherwise specified – be reverted to whatever state it was in at the time of that Votable Matter’s submission (and if the page did not exist at that time, it shall be blanked).
  • Where a Votable Matter would amend the effects of Votable Matter Enactment, this does not apply to its own enactment unless explicitly stated (e.g. a Votable Matter proposing that enacted Votable Matters earn their author a banana when enacted would not earn a banana for its own author, when enacted).
  • Rules which trigger upon the Resolution of a Votable Matter are the responsibility of the Admin who Resolves it.
  • Unless otherwise specified, a new Dynastic rule shall be placed at the end of the Dynastic Rules.
  • If the Admin enacting a Votable Matter reaches a step which cannot be applied immediately (e.g. “two days after this Votable Matter enacts, City Architect A gains 1 point”), that step is ignored for the purposes of enactment. Once a Votable Matter has been enacted, it can have no further direct effect on the gamestate.
  • If a dynastic rule has no text and no subrules, any City Architect may delete it from the ruleset.
  • A rule may be accompanied by one or more illustrations, and an illustration may have a caption. In all situations, unless otherwise explicitly stated, an illustration and a caption to an illustration must be treated as flavour text.
  • When the ruleset calls for the use of a specific tool (such as the dice roller, or an off-domain website, or a specific piece of downloadable software), City Architects may not deliberately interfere with the function of that tool except in ways explicitly permitted by the ruleset.

Time

  • For the purpose of all rules, time in BlogNomic is in UTC.
  • All references to time must be either specific or defined within the Ruleset to be considered achievable in the gamestate. Abstract concepts of time (e.g. “dinnertime”, “twilight”) cannot be achieved until they fulfil one of these criteria.
  • Where the month, day and/or year of a calendar date are ambiguous (e.g. “04/10/09”), it shall be assumed that the date is in a day/month/year format.
  • A City Architect may not take more than one dynastic game action at the same time (excluding any actions which have been ongoing for more than three hours).

Spelling and formatting

  • Superficial differences between the spelling of geographic versions of English, e.g. British English, American English and Australian English shall be construed as irrelevant for the purposes of play.
  • City Architects may correct obvious spelling and typographical mistakes in the Ruleset and their own Pending Votable Matters at any time, including replacing Spivak and gender-specific pronouns with the singular “they”.
  • A City Architect may reformat a list of items in the dynastic ruleset to have bullet points or other appropriate list markup, if doing so would not change the order of that list, nor how any rules interpreted its content.

Names

  • Within the Ruleset, a word only refers to the name of a City Architect if it is explicitly stated that it refers to a City Architect's name.
  • If a rule would ever have no name, it is instead given the name of the Votable Matter that created it, or (if this is not possible) the name “Unnamed Rule”.
  • The names of rules and wiki pages (other than the Ruleset) are flavour text.
  • Subrules can be referred to by a name which incorporates name of the rule they are a subrule of. Example: a subrule of the rule “Gin” is a “Gin Rule”, however the rule “Gin” is not a “Gin Rule” because it’s not a subrule of the rule “Gin”.
  • When referring to a Votable Matter, the name used in reference to a specific Votable Matter may be simplified by not including braces and any text between the opening and closing braces. i.e. a Votable Matter named “Changes [Core]” could instead be referred to by the name “Changes”.
  • When referring to a Rule, the name used in reference to a specific Rule may be simplified by not including braces and any text between a pair of opening and closing braces, as long as such a reference would be unambiguous.
  • Where a Votable Matter refers to a second Votable Matter by name, it is assumed to refer to the most recently posted Votable Matter of that name which pre-dates the first Votable Matter.
  • When changing their name or joining the game for the first time, a City Architect's (or prospective City Architect's ) new name must be between 4 and 30 characters in length, and may only include the 26 letters of the Latin alphabet, numbers, underscores, hyphens, full stops and apostrophes.

Prioritisation

  • If two parts of the Ruleset contradict each other, precedence shall be construed in the following order:
  1. The Appendix has precedence over any other Rule;
  2. If a Core Rule explicitly says it cannot be overruled by a Dynastic Rule, that Core Rule has precedence over a Dynastic Rule, otherwise a Dynastic Rule has precedence over that Core Rule;
  3. If a Special Case Rule explicitly says that it cannot be overruled by a Dynastic Rule, that Special Case Rule has precedence over a Dynastic Rule, otherwise a Dynastic Rule has equal precedence as that Special Case Rule;
  4. If two contradicting parts have equal precedence, the part with more limited scope applies (e.g. if the rules “City Architects may Kick each other” and “City Architects may not Kick each other on Tuesdays” exist, and it is Tuesday, City Architects may not Kick each other);
  5. If two contradicting parts have the same scope, or have scopes that only overlap where they contradict each other, the negative rule applies (e.g. with “City Architects may Punch a Spaceman on Friday” and “City Architects may not Punch Spacemen on Friday”, then City Architects may not Punch Spacemen on Friday).

Mentors

A City Architect may have another City Architect as a Mentor. City Architects who are willing to act as a Mentor are listed on the Mentorships wiki page, and are said to be “Tenured”. An Admin may add or remove their own name, or the name of a City Architect who has requested a change on their own behalf, from this list at any time. The Mentorships page is also used to list the names of players who are prohibited from becoming Tenured; this list may only be amended by the effect of a votable matter.

If an unmentored City Architect requests a Mentor, or a new City Architect has joined the game and has no Mentor, the Urbifex Maximus should select a Tenured City Architect and ask them to take that City Architect on as a Mentee; if they accept, then such a Mentorship is established. The members and starting dates of all active Mentorships are tracked on the Mentorships wiki page, and whenever a new Mentorship is established, the Urbifex Maximus should announce it in a blog post. The Urbifex Maximus should take care to consider game balance when selecting a potential mentor.

A relationship between a mentor and a mentee is a Mentorship. A City Architect may dissolve a Mentorship they are part of at any time, by announcing this in a blog post.

If there is no Urbifex Maximus, any City Architect who has been active in at least three previous dynasties may act as Urbifex Maximus for the purposes of this rule.

Things that a mentor must do

A mentor must do the following:

  • Make pro-active contact with their mentee when appointed, and explain the dynamics of the Mentorship system;
  • Be available to answer any questions that their mentee may have about the game, including explaining the rules, common standards and etiquette of play, proofreading posts and clarifying game events;
  • Introduce their mentee to the various platforms of the game, including the wiki and Dice Roller, and optionally the game’s Discord and social media feeds
  • If possible, give their mentee a nudge if it appears that they are at risk of becoming Idle;
  • If they themselves go idle, communicate with their mentee to either continue to support them as an idle City Architect or arrange a handover to another mentor if requested.

Things that a mentor should do

The following sets out suggested best practice for Mentorship relationships:

  • The Mentorship lasts for four weeks or until the next Ascension Address, whichever occurs latest. It can continue informally for longer but after this threshold the mentor is no longer bound by any of the conditions set out in the parent rule to this rule, or any of its subrules.
  • The mentor can and should advise the mentee on how to proceed in the mentee’s own best interests. This can include making connections with other City Architects .
  • The mentor should consider copying the mentee in on private, game-related communications, where it does not unfairly prejudice their own interests. The mentee should keep this information private without explicit consent from the mentor.
  • The mentor and mentee may work together to achieve victory. If a mentor achieves victory with support of their mentee then they should, if the mentee wishes it, pass the baton to the mentee.

Things that a mentor should not do

The following sets out a list of things that a mentor should not do in their relationship with their mentee. All of these are considered to be Fair Play rules, as per the rule Fair Play.

  • The mentor should not sock-puppet, bully, coerce or otherwise manipulate the mentee into performing any game actions.
  • The mentor should not seek to dissuade the mentee from pursuing other alliances.
  • A former mentor should not seek to use the fact of a prior Mentorship to influence the former mentee on an ongoing basis.

Synonyms

A dynasty may provide extra theming by using alternative terms for words like “City Architect” and “Urbifex Maximus”.

Each term in this list is synonymous with the term in parentheses

  • City Architect (Player)
  • Urbifex Maximus (Emperor)

When a new Dynasty is started, the Ascension Address may specify new terms for each entry in the above list, provided the newly chosen term does not appear anywhere in the ruleset outside of this rule (though if it only appears in rules which are being removed as part of the Ascension Address, it is fine), and that doing so would not cause two terms in the above list to become synonymous with each other. Doing so causes the old corresponding value (including regional spelling variations) to be replaced by the new value everywhere in the ruleset except in any of the parentheses in the above list.