Difference between revisions of "Fast Nomic: The Stock Market Round"

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When a Player Adjusts The Price of a stock, they make a post to the #fast-nomic channel consisting of of "/roll XXX YYY" where XXX is the Roll of the selected stock's volatility, and YYY is the symbol of the stock, and then add the result to the price of the stock (setting the price to 0 if it would go below 0) If the result of a roll to Adjust the Price of a stock would be zero, it instead becomes that's Stock Trend. Whenever a Stock's Price is changed by Adjusting the Price, its Trend becomes the amount by which it was adjusted.
 
When a Player Adjusts The Price of a stock, they make a post to the #fast-nomic channel consisting of of "/roll XXX YYY" where XXX is the Roll of the selected stock's volatility, and YYY is the symbol of the stock, and then add the result to the price of the stock (setting the price to 0 if it would go below 0) If the result of a roll to Adjust the Price of a stock would be zero, it instead becomes that's Stock Trend. Whenever a Stock's Price is changed by Adjusting the Price, its Trend becomes the amount by which it was adjusted.
  
If no player has done so within the last hour, a player may Adjust the Markets by Adjusting the Price of each stock and increasing NOMA by 1.  
+
If no player has done so within the last hour, a player may Adjust the Markets by Adjusting the Price of each stock and increasing NOMA by 1.
 +
 
 +
If a Stock has a negative Trend and no Player owns Shares in it, any Player may remove that Stock from the game.
  
 
=== Volatility ===  
 
=== Volatility ===  

Revision as of 13:48, 5 February 2021

Core Rules

Ruleset and Gamestate

This is the Ruleset; all players shall obey it. The Gamestate is defined as any information which the Ruleset regulates the alteration of.

The ruleset consists of two sections: the core rules, which govern the game as a persistent whole, and the round's rules, which cover the specific rules of gameplay for the current round.

The Ruleset and Gamestate can only be altered in manners specified by the Ruleset.

If the Ruleset does not properly reflect all legal changes that have been made to it, any player may update it to do so.

Players

The game has two roles: players and observers. Any person may become a player by announcing their intent to do so in a gamestate channel. If a player wishes to become an observer, or vice-versa, they may do so after making an announcement in a gamestate channel to that effect. If a player has undertaken no game actions for at least 2 days, any player may make them an observer. After someone has been made an observer, they cannot become a player again until one day have passed.

When an observer becomes a player, if they had been a player in the same round, 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 player has not been a player during this game), the player is given the default value for new players, if such a value exists.

Emperors and Rounds

At any time, the game has one player who is the Emperor. The Emperor is responsible for resolving votable matters, ensuring that the ruleset and gamestate are accurate and updated, and setting any theme that the game might have. The Emperor is also a player for all core rules, but is not a player for all round rules, unless otherwise stated.

The process by which the role of Emperor changes is detailed in the rule Victory and Ascension. The period of an individual player's occupancy of the Emperorship is called a Round. A Round begins with the submission of a new Emperor's Ascension Address and ends with the enactment of a Declaration of Victory.

If the Emperor becomes an observer, it is only possible to resolve Declarations of Victory.

Official Entries and Votable Matters

An official entry is any communication whose content or format is determined by the ruleset. A Votable Matter is an official entry which players may cast Votes on, such as a Proposal, a Call for Judgement or a Declaration of Victory.

A proposal is a kind of Votable Matter used to make changes to the ruleset or gamestate. Any player may submit a proposal to change the Ruleset or Gamestate by making an official entry that starts with the text "PROPOSAL:", and which describes those changes, unless the player already has 2 Proposals pending.

A Call for Judgement (or CfJ) is a Votable Matter used if two or more players actively disagree as to the interpretation of the Ruleset, or if a player feels that an aspect of the game needs urgent attention. A player may raise a CfJ at any time by making an official entry that starts with the text "CALL FOR JUDGEMENT:".

A Declaration of Victory (or “DoV”) is a type of Votable Matter used when a player believes that they have won the round. If a player (other than the Emperor) believes that they have achieved victory in the current round, they may make a DOV detailing this, by making an official entry that starts with the text "DECLARATION OF VICTORY:". Every player may cast votes in response to that DoV to indicate agreement or disagreement with the proposition that the submitter has achieved victory in the current round. While any DoV is open for voting, no game actions except submitting and voting on CfJs or DoVs may be taken.

Votes

Each player may cast one vote on a Votable Matter by making a response to the official entry that comprises that Votable Matter, indicating FOR, AGAINST, or DEFERENTIAL, or VETO if the player is the Emperor.

If a player other than the Emperor casts a vote of DEFERENTIAL, then the vote of DEFERENTIAL is an indication of confidence in the Emperor. When the Emperor 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 Emperor’s vote, unless otherwise specified.

When a player casts a vote AGAINST their own Proposal (which is not in the form of a DEFERENTIAL vote), this renders the Proposal Self-Killed. The Emperor may VETO a Proposal; when the Emperor casts a vote of VETO on a Proposal, this renders the Proposal Vetoed. Self-killing or vetoing a proposal cannot be reversed; once cast, such a vote cannot be changed.

Resolution

Proposals and CfJs may only be resolved by the Emperor. DoVs may be resolved by any player. Votable matters must be resolved based on the following criteria:

A votable matter can be enacted if more than half the players have voted FOR it, or if it's been open for voting for 18 hours and has more votes FOR than AGAINST. (Proposals which have been Vetoed or Self-Killed can never be enacted.)

A votable matter can be failed if half or more of the players have voted AGAINST it, or if it's been open for 18 hours and cannot otherwise be enacted, or if it is a proposal and has been Vetoed or Self-Killed.

Proposals must be resolved in chronological order, from oldest to newest.

CfJs and DoVs do not need to be resolved in chronological order and Vetoing or Self-Killing them has no effect. If a DoV is failed, the player who submitted it cannot make another DoV for 48 hours (2 days).

Whenever a proposal or CfJ is enacted, the Emperor must make the prescribed changes to the ruleset or gamestate. Whenever a DoV is enacted then the procedure described in the rule Victory and Ascension takes place. Any votable matter ceases to be a votable matter once resolved.

Victory and Ascension

During the course of play, a mechanic should be established that specifies under what circumstances a player has achieved Victory in a round. When a player posts a DoV, and that DoV is Enacted, the player who submitted it has won, and if all players wish to continue, a new round can begin in which all preceeding round rules are repealed and the player who made the DoV becomes the Emperor. The new Emperor must make an Ascension Address, which is an official entry submitted in which they set out the theme for the new round.

Round Rules

The Emperor is required to maintain a pinned message with an up-to-date roster of current non-observer players

Money

Unless otherwise specified, all publicly tacked game state information is tracked here: https://wiki.blognomic.com/index.php?title=Fast_Nomic:_The_Stock_Market_Round/Gamestate

Each Player has an integer amount of Cash, which defaults to 1,000,000 and is publicly tracked

Stocks

A Stock consists of the following, a Name, which is simply flavor text and must be unique from other stocks; a Symbol, which a string of one to four capital letters and also must be unique from other stocks; a Price, which is a non-negative integer value; and a Volatility, which is any Volatility listed in the "Volatility" sub-rule. Each Stock also has a Trend, being an integer which defaults to zero. All stocks are publicly tracked.

Each Player may own one or more shares of any given stock. Players may not own fractional shares. The number of shares a player owns of each stock is publicly tracked. If a player has a least one share of a stock, they are said to own that stock.

At any point, a Player may purchase a single share of a stock by spending its Price in cash. A player may not purchase a share of a stock if doing so would cause their cash to go below 0.

At any point, a Player may sell a share of a stock which they own. This reduces their shares of that stock by one and increases their cash by the price of the stock.

If the Price of a stock is ever zero, it ceases to be a stock and Players who had shares of that stock lose all their shares of that stock. The Number of Market Adjustments (NOMA) is a non-negative integer which by default is 0.

When a Player Adjusts The Price of a stock, they make a post to the #fast-nomic channel consisting of of "/roll XXX YYY" where XXX is the Roll of the selected stock's volatility, and YYY is the symbol of the stock, and then add the result to the price of the stock (setting the price to 0 if it would go below 0) If the result of a roll to Adjust the Price of a stock would be zero, it instead becomes that's Stock Trend. Whenever a Stock's Price is changed by Adjusting the Price, its Trend becomes the amount by which it was adjusted.

If no player has done so within the last hour, a player may Adjust the Markets by Adjusting the Price of each stock and increasing NOMA by 1.

If a Stock has a negative Trend and no Player owns Shares in it, any Player may remove that Stock from the game.

Volatility

Below are the possible volatilities a stock can have. Each Volatility has a name, which is how it can be referenced, a Roll, and a Minimum Starting Price

  • Name: Low, Roll: 1D5-3, Minimum Starting Price: 10
  • Name: Medium, Roll: 2D10-10, Minimum Starting Price: 30
  • Name: High, Roll: 5D15-38, Minimum Starting Price: 100
  • Name: Bond, Roll: 1D10-4, Minimum Starting Price: 1000

Expanded Powers

The Emperor is considered a Player for all Round Rules, but may not declare victory.

All pending voteable matters must be pinned

Any Player may resolve a pending Proposals and CfJs, not just the Emperor

When a Player resolves a pending Votable Matter, they must make a reply to the message indicating what the resolution was, and send that message to the entire channel

The Financial Times

Each four-hour period of the day (from midnight to 4am, 4am to 8am, and so on, in the UTC timezone) is a News Cycle. If nobody has already done so for a particular Stock during the current News Cycle, each Player may make a News Post. A News Post is an official entry that must contain the the Symbol of a single stock; all other content in a News Post has no effect. The may then Adjust The Price for that stock alone one time.

The global market has a Mood about each Stock, being an integer between -10 and +10, defaulting to zero and publicly tracked. If nobody has already done so for a particular Stock during the current News Cycle, a Player may increase that Stock's Mood by 1 if any Player purchased at least 1,000 of that Stock's Shares during that Cycle and didn't sell any during the current or previous News Cycle; or may decrease that Stock's Mood by 1 if any Player sold at least 1,000 of that Stock's Shares during that Cycle and didn't purchase any during the current or previous News Cycle. (Mood cannot be increased above 10 or decreased below -10.) Such actions must be declared in official entries.

IPO

If they have not done so within the last 24 hours, a Player may spend at least 100,000 cash to create a new stock. They then pick a Name, Symbol, Volatility, and Price for that stock, earning K/P shares of the new stock (rounded down) where K is the amount cash they just spent and P is the initial price. They cannot spend more cash than they have, and also the initial price must be at least the Minimum Starting Price of the selected volatility. Immediately after creating the stock, they must Adjust The Price of the newly created stock three times.

Animal Spirits

Each stock and the market as a whole is always in a particular animal state. The valid animal states are Bear, Bull, Snake, Scorpion, Crab, Dragon, or Pig. The market may be referred to by the current animal state - for example, if the market is in a Dragon state then it may be referred to as being a Dragon Market. A stock may be referred to as having the quality of its current animal stock - for example, if PENN is in a Crab state then it might be referred to as Crabbish.

The animal state of each stock is determined by its Mood, and the animal state of the market is determined by the average Mood of all stocks, as follows:

-10 to -8: Scorpion

-7 to -4: Bear

-4 to -1: Crab

0: Pig

1 to 3: Dragon

4 to 7: Bull

8 to 10: Snake

Players may freely change their votes on any votable matter at any time. Votes are signified by emoji reactions to votable matters; a player's vote (if one exists) on a votable matter is always their current emoji reaction to that votable matter's official post.

The Bell

If they haven't done so in the previous hour, a Player may Ring the Bell by making a comment including a :bell: emoji.

If a Player has Rung the Bell in the past ten minutes, other Players may not initiate game actions defined by the Round Rules (but may complete actions they have already started), nor enact proposals or CfJs.