Rough Ruleset 5

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1 - Ruleset and Gamestate

This is the Ruleset for BlogNomic; all Citizens must obey it.

Any information which the Ruleset allows the creation or alteration of (such as Credit, or the blog colour scheme) is considered to be part of the Gamestate.

The Ruleset and Gamestate can only be changed when a Rule specifically permits their being changed.

Admin Staff may correct obvious spelling and typographical mistakes in the Ruleset at any time, obvious typos can also be corrected in proposals at the request of the initial proposer. Undesired corrections may be challenged through a Call for Judgment.

2 - Citizens

Anyone who maintains an active weblog may apply to join BlogNomic by contacting any of the Admin Staff, giving a contact email address and the URL of the weblog that they wish to use in BlogNomic. They will be signed up as a member of the BlogNomic weblog, and will be considered a Citizen from the moment that they first appear on the player roster in the sidebar.

The Admin who sets up a new Citizen receives 10 Credits. Within 24 hours of joining the game, and only once, a Citizen may nominate a single (other) Citizen as being responsible for their joining - the nominated Citizen gains 50 Credits, and the new Citizen gains 25 as a reward for nominating.

Some Citizens are Admin Staff, responsible for updating the site and the Ruleset, and are signified as such in the sidebar. Any Admin Staff may confer Admin status onto another Citizen at any time, and update the sidebar appropriately.

A Citizen may leave the game at any time by declaring this intention in an entry.

Some Citizens are Idle, and should be marked as such in the sidebar. For the purposes of all other rules, Idle Citizens are not counted as Citizens. Admin may render a Citizen Idle if that Citizen has failed to vote for more than a week, or if that Citizen has asked to become Idle. Admin may un-Idle a Citizen who has asked to become un-Idle.

3 - Proposals

Any Citizen may propose a change to the Ruleset or gamestate, provided that Citizen has fewer than two non-trivial Proposals pending, by posting an entry which begins with the paragraph "Proposal : [Title]" in bold text (where [Title] is a title of their choosing), and describes the changes they wish to make. A citizen must either be located in the Concourse or the Imperial Palace in order to make a proposal. If a player has consumed Imperial Energy Drink in the past 8 hours, they may make a proposal, even if they have 2 non-trivial proposals pending, provided they have less than 3 total proposals pending.

A Citizen can state in his Proposal that the Proposal is Trivial. Trivial Proposals score Credits as if they were declared Trivial in voting. A Citizen can submit any number of Trivial proposals at a time.

Proposals can either be Pending, Enacted, Failed or Expired. When a Proposal is first put forward, it is considered Pending.

4 - Voting

Any Citizen may cast their vote on a Pending Proposal by declaring it in the comments of the entry. Valid votes are FOR, AGAINST, and IMPERIAL, which may be represented by appropriate icons.

A vote of IMPERIAL is a vote of no opinion, or of faith in the decision of the Emperor. The vote will count as the same as the Emperor's vote. The Emperor cannot cast a vote of IMPERIAL.

FOR Votes may be marked as 'Trivial' if the voter considers the Proposal to be of minor effect, or to make amendments already discussed by other players, or to be otherwise unworthy of reward.

If there exists more than one Vote from a single Citizen on a single Proposal, only the most recent of those Votes is counted.

If the Citizen who made a Proposal has not cast an explicit Vote on it, their Vote is counted as FOR.

5 - Enactment

Quorum is equal to half the number of Citizens, rounded down, plus one.

If the oldest pending Proposal's FOR votes exceed or equal Quorum, then any Admin Staff may update the Ruleset and/or gamestate to include the specified effects of that Proposal, and mark that Proposal as Enacted.

If the oldest pending Proposal has enough AGAINST votes that it could not be Enacted without one of them being changed, or if all Citizens have voted on it and it still cannot be Enacted, or if the Citizen who proposed it has voted AGAINST it, then any Admin Staff may mark that Proposal as Failed.

For the purposes of the Enactment or Failure of a proposal, only Votes cast by current Citizens are counted.

When a Proposal is enacted, its proposer (if a current Citizen) gains 10 Credits plus one credit for each favor point they possess(or 2 Credits, if most of that Proposal's FOR votes were marked Trivial). When a Proposal fails, its proposer loses 5 Credits.

Whenever an Admin Enacts a non-Trivial Proposal, they may claim 5 Credits. Whenever they Fail a Proposal or Enact a Trivial Proposal, they may claim 2 Credits.

6 - Calls for Judgment

If two or more Citizens actively disagree as to the interpretation of the Ruleset, any Citizen may raise a Call for Judgment by posting an entry which begins with the paragraph "Call for Judgment" in bold text, and goes on to describe the disagreement, and measures that should be taken to correct it.

All Citizens may add votes of agreement or disagreement in comments to this entry, using appropriate voting icons. If more than half of the Citizens' votes (their later votes overriding their earlier) are in favour, the Gamestate and Ruleset should be amended as was specified. If more than half disagree, the CFJ fails and may have no further effect.

7 - Time Out

If a proposal has been pending for longer than 48 hours, an admin may enact it if greater than half of the current votes on it are FOR; otherwise, he/she may fail it. If the emperor has not yet cast a vote, all imperial votes are ignored.

8 - The GNDT

Specific parts of the Gamestate data shall be tracked by the Generic Nomic Data Tracker at http://kevan.org/generic?nomic=blog. Any Citizen may update any Citizen's data via the GNDT, whenever the Ruleset permits it.

All updates to the GNDT are logged - if a Citizen feels that an alteration goes against the Rules (as they were at the time of the alteration), he or she may simply undo the effects of that alteration. If such an undoing is disputed, a Call for Judgment should be raised.

Citizens shall be assigned a password for the GNDT when they join the Nomic.

9 - Credit

All new players start with the lowest score amongst the active players, or zero, whichever is greater. Returning players start with the lowest score amongst the active players, or their score when they left, whichever is lower. Scores may be either positive or negative.

Any player with a positive amount of Credit may give any number of that Credit to another player, provided it does not take the giving player below 0.

A Citizen may award themselves five Credit for the first entry they post to their weblog, for a given day (this Credit must be claimed within 12 hours of the entry being posted).

15 - A Stitch In Time

Whenever another Rule specifies a time-limit for an action (eg. "claim Credit within half an hour of posting an entry"), that time-limit is extended by up to 24 hours if the Citizen attempts to make the action within the time-limit and is prevented by connection difficulties (eg. the comment server or the GNDT server being down).

17 - The Imperial Lottery

Any Citizen may buy a Lottery Ticket for one Credit, at any time. These Tickets are tracked in the GNDT.

No more than once per week, any Government Citizen may declare the Calling of the Lottery. The Citizen selects a Ticket at random from all those in circulation (using any random decision-making tool of their choice, such that each Ticket is equally likely to be chosen), and the holder of that Ticket wins the Lottery. All Tickets are destroyed and converted back to Credits - one quarter of those credits are divided equally amongst the Government (rounding down), and the remainder (including any remainder after dividing) is given to the Lottery Winner.


18 - Dynasties

BlogNomic is divided into a number of Rounds, referred to as Dynasties. Each Dynasty has a single Emperor or Empress (the two terms may be used interchangeably, although the Ruleset may be updated to reflect the gender of the new leader, at the dawn of a new Dynasty), and is named according to the number of times which that Citizen has been Emperor (eg. "The First Dynasty of Myke").

Citizens other than the Emperor are known as Subjects.

The Emperor may veto any Proposal, provided that there are at least two Citizens in Government. A vetoed Proposal immediately fails. However, a veto may be overturned if all other citizens vote FOR the vetoed Proposal within 48 hours of the initial Proposition

Imperial Favor is a numerical rating that reflects the current Emperor's view of an individual Subject. The Emperor may update any Subject's "Imperial Favor" rating, at his or her whim. Values may range from negative six (-6) to positive six (+6). (The Emperor's Imperial Favor is always +6.)

Each Dynasty may have a single Grand Vizier, responsible for overseeing certain aspects of the game.

If a Dynasty has no Grand Vizier, the Emperor may appoint any Subject as Grand Vizier for that Dynasty, by posting such a declaration to the BlogNomic blog. A Grand Vizier may resign at any time by posting a message of resignation to the BlogNomic blog.

At the start of a new Dynasty, any Citizens who began and remained idle during the previous Dynasty are removed from the Citizen roster and the game of BlogNomic.

19 - Ascension

The new Emperor may perform the following actions within the first three days of their Dynasty:-

They may post an Ascension Address to the BlogNomic blog. (These addresses will be linked historically from the sidebar.)

They may change the BlogNomic header and color scheme to reflect their new Dynasty. Create a new Imperial Seal for use in the header and as the graphic for an Imperial Veto. Repeal any number of Rules (excluding Rules 1-8 and the Glossary) by proclamation.

29 - Glossary

This Rule is always at the end of the Ruleset. Its only effect can be to clarify ambiguity. When a Call for Judgement is resolved, any Admin may make an appropriate addition or alteration to this rule based on the result of the Call for Judgement.

The terms "weblog", "blog" or "journal" shall be taken to mean "weblog or journal" throughout the Ruleset. For the purposes of the game, a Citizen's weblog is the one that they chose to use when they joined. References to "a day" (as an entity rather than a duration, eg. "Sunday") refer to that day in the timezone to which the Citizen's blog conforms, if blog-related; otherwise to the timezone of the BlogNomic blog. References to a "week" refer to the period of time between the start of a Monday and the end of the following Sunday. Any Rules based on the text of a blog entry refer only to the always-visible and non-automated text, ie. excluding mouseover text, datestamps, comment links and similar constructions. It is noted that where a Proposal would amend the effects of Proposal Enactment, this does not apply to its own enactment unless explicitly stated (eg. a proposal proposing that enacted proposals earn their writer a banana when enacted would not earn a banana for its own writer, when enacted). Appropriate Icons: For use in voting, a check box shall represent a vote FOR, an X shall represent a vote AGAINST, an I shall represent a vote of IMPERIAL, and an Imperial Seal (currently ) shall represent the Imperial Veto. When the game refers to the "subject" of a blog entry, blogs which do not normally support subject lines shall have the first sentence of an entry treated as that entry's subject.


Career Options

There are four Branches of employment in BlogNomic - Government, Military, Science and Civilian. Each Branch is divided into one or more sub-Branches, denoted by the first three letters of the main branch, followed by a colon and the sub-Branch name. Each Citizen belongs to a single sub-Branch.

The following sub-Branches exist:-

Civ:Worker: (Civ:W:) Level 1 - Floorhand Level 2 - Apprentice Level 3 - Assembler Level 4 - Finisher Level 5 - Overseer

Civ:Retail: (Civ:R:) Level 1 - Dishwasher Level 2 - Waiter Level 3 - Cook Level 4 - Chef Level 5 - Manager

Sci:Research: (Sci:R:) Level 1 - Assistant Level 2 - Scientist Level 3 - Leader Level 4 - Director Level 5 - Doctor

Sci:Academia: (Sci:A:) Level 1 - Tutor Level 2 - Lecturer Level 3 - Dept Head Level 4 - Councillor Level 5 - Dean of Academy

Mil:Enlisted: (Mil:E:) Level 1 - Private Level 2 - Corporal Level 3 - Sergeant Level 4 - Staff Sergeant Level 5 - Sergeant-Major

Mil:Officer: (Mil:O:) Level 1 - Lieutenant Level 2 - Captain Level 3 - Major Level 4 - Colonel Level 5 - General

Gov:Ministry: (Gov:M:) Level 1 - Intern Level 2 - Aide Level 3 - Senator Level 4 - Minister Level 5 - Emperor


All Subjects are initially Civ:Worker, and the Emperor must always be Gov:Emperor. No other Citizens may become Gov:Emperor.

When a Citizen chooses a profession they must specify their sub-branch, and will start at Level 1 of their selected sub-branch. Citizens can progress in their specified profession by taking courses at the Academy (nb:to be added later). There may be any number of Citizens at Levels 1-3 in any profession, but only two (2) at Level 4 and one (1) at Level 5 of each individual profession."

A Citizen may apply to be transferred to any Level within any sub-Branch, by posting to the BlogNomic weblog with such a request. This request may be stamped with a mark of Approval or Rejection by any Citizen of a Level higher than the requested Level (provided they are part of the requested sub-Branch, or a member of Government). If an application is legally stamped in favour, the Citizen is reassigned to the requested sub-Branch and Level.

The Emperor may reassign a member of his Government at any time, transferring them to the same Level in a different sub-Branch.

Career Benefits

Citizens receive pay and benefits dependant on the branch of employment they choose.

Civilian: - Civilians may claim 10 Credits, once per day, if they have been present in the Factory for the previous eight hours. - If a Civilian has been in the Factory for more than 48 consecutive hours, any other Citizen may call an ambulance and have them moved to the Hospital. A player is immune to the effects of overwork if he/she has consumed Coffee within the past 56 hours. - Civilian Workers and Civilian Retail may claim Credits, once per day, if they have been present in the Factory or Cafe(respectively) for the previous eight hours. The number of Credits that may be claimed is equal to 5 + 5 * their current Career level. (eg: 10c for Level 1, 15c for Level 2, and so on) If a Civilian has been in the Factory or Cafe for more than 48 consecutive hours, any other Citizen may call an ambulance and have them moved to the Hospital. A player is immune to the effects of overwork if he/she has consumed Coffee within the past 56 hours.


Science: - Scientists get 25 Credits (instead of 10) when a non-Trivial Proposal of theirs passes. - Scientists lose 10 Credits (instead of 5) when any type of Proposal of theirs fails.

Military: - If a Citizen has been in the Military from the Monday of a given week to the Sunday of that week, they may claim the weekly Military wage of 25 credits, or 50 during a State of War. - Military Officers advance by taking courses at the academy, while soldiers in the Enlisted Military must advance via promotion. - Any Officer may table a proposal to promote an Enlisted soldier to ranks 1-3. This proposal should outline why they think the specified Enlisted soldier deserves to be promoted. All Citizens vote on the proposal as per normal, and if the proposal passes the specified Enlisted Soldier advances to the next level (and only the next level). - Only the Emperor or the General may table a proposal to promote an Enlisted soldier to levels 4 or 5.

Government:

Government Citizens may fine other Citizens for Thoughtcrimes.

Locations

The Imperial City of BlogNomic consists of a number of government-approved Locations - Citizens may move themselves between them at any time by updating the GNDT, but may not stray from the Locations listed below, nor enter Locations they are barred from.

Currently recognised Locations are:-

  • The Concourse. (Non-government citizens must be here to put forth proposals)
  • The Factory.
  • Housing Block Alpha.
  • Housing Block Beta.
  • The Chestnut Tree Café. Government officials may not enter The Chestnut Tree Café.
  • The Imperial Palace. (Only Government Citizens may move to the Imperial Palace.)
  • The Hospital. Citizens may not move themselves from the Hospital, but may be moved from it by a Government Citizen.
  • The Academy.
  • The Barracks (only military units may enter the Barracks).
  • The Prison. (Citizens may only be moved from the Prison by Proposal, or by proclamation of the Emperor.)
  • The Arcade. (Citizens are encouraged to play games in the Arcade.)


New Citizens are assigned to a Housing Block by the Admin responsible for adding them to the game. Unless otherwise specified, all Locations are fitted with security cameras.

If a Factory is large enough to require the management of an Overseer* it will be producing items on such a large scale that it will generate revenue. The amount of revenue a Factory generates can be found by multiplying the number of workers active at the Factory that week by 50. The Factory Overseer is responsible for distributing this Revenue once a week, at the end of the week (on Sunday). When distributing the funds the Overseer will post a 'Weekly Revenue report' in order to disclose the amount of Revenue generated the previous week.

The revenue generated is distributed thusly:

The Factory Overseer is given a 20% performance bonus

The Emperor is given a 40% share

The remaining 40% is divided evenly among the remaining government citizens


If there is a fractionary share, the Overseer and governmental shares are rounded down, whilst the Emperor's share is rounded up.

Occupational Health and Safety (OH&S) regulation

When a Civilian leaves the Factory for a rest period, OH&S regulations state that they are not allowed back onto the premises for another 8 hours. Any Citizen caught returning to the Factory before the regulated 8 hour break period is over shall be returned to their place of residence, and fined 15 credits. Constant breaches of this regulation (as determined by the Emperor) are grounds for governmental OH&S inquiry into the running of the Factory, during which the factory must be shut down to avoid tampering of evidence. During a Factory shut-down no-one may work in the Factory, and as such Civilians cannot claim credits for merely being present in the Factory whilst Government officials carry out the OH&S inquiry.

The scheduled timeframe for any OH&S inquiry is 48 hours. If no further evidence of malpractice is found within this timeframe it is assumed that the site of inquiry is safe to re-open.


CCTV in Operation

All Citizens are politely encouraged to place the following HTML in their weblog template, or LiveJournal user profile:-

<A HREF="http://blognomic.blogspot.com"><IMG SRC="http://kevan.org/gndt/cctv.jpg" WIDTH="50" HEIGHT="77" BORDER="0" ALT="This weblog or journal is under surveillance by the Imperial Government of BlogNomic."></A>

Citizens able to edit their weblog's template, but refusing to place the CCTV icon on it will be fined an extra 20% on all thoughtcrimes comitted on their weblog to pay for the government agents necessary to monitor their weblogs.


Thoughtcrime

The following Thoughtcrimes exist in BlogNomic, with appropriate fines:-

  • Criticising the Empire or the Emperor (50c)
  • Posting about not having posted recently (20c)
  • Swearing (5c)
  • Posting the results of a personality quiz, without personal comment. (30c)
  • Being the first Citizen to vote against a Proposal, but making no comment on it. (10c)

If a Citizen commits a Thoughtcrime in their personal weblog or in Blognomic, any Government Citizen may (within seven days of the offence) fine them the relevant number of Credits (or all of their Credits, if the fine would take them below zero). Once a Citizen has been fined for a particular instance of a Thoughtcrime, they may not be fined for it again.

When a Government Citizen fines a Citizen for Thoughtcrime, they may claim half of that fine (rounding down) as a bonus. This fine is paid directly to the Government Citizen enforcing the fine (part of it may, in turn, be used to reward informants).

Thoughtcrimes are categorised at the fining officer's discretion, and may be challenged by a Call for Judgment. Any Government Citizen responsible for an overturned fine may, at the Emperor's discretion, be demoted to Civilian.

Coup d'Etat

If at any time the total credits of the military citizens is greater than the total credits of the government citizens, a new dynasty will begin, and the military citizen possessing the most credits will become the new emperor.

War

A nomic is considered hostile if it contains, in its rules, an explicit declaration of war against Blognomic. Upon being alerted to a hostile nomic's existence, the Emperor may, at his or her discretion, declare Blognomic to be in a State of War, and immediately amend this rule so it states with which nomic or nomics Blognomic is at war.

Chestnut Tree Cafe Menu

Assuming purchases are possible at the Chestnut Tree Cafe, each subject who purchases anything there on a Tuesday gets 1 free Lottery Ticket in addition to his or her purchase. Any given subject may only acquire 1 such ticket per Tuesday.

Any player present in the Chestnut Tree Cafe may buy the following items for the listed prices: Coffee (4c), Imperial Energy Drink - 10c. These items are assumed to be consumed instantaneously.

Smoothe (250c): The Smoothe is very healthy for you and thusly gives you the incredible(literally) ability to move up one branch level in your field. Unfortunately, after drinking the smoothe once it leaves such a horrible aftertaste that Citizens may never purchase a smoothe but that once.

Offer void where it conflicts with other rules such as that of Rule 20.

Two Minutes Hate

Once per week, at any time during the week, the Emperor create a post entitled 'Two Minutes Hate' nominating a subject of hatred. Citizens are encouraged to respond to this post with comments of hatred towards its subject. (48 hours after declaring the Hate, the Emperor may levy a fine of up to 10 Credits against any Citizen who failed to respond to it, or failed to respond with any hatred.)

Citizens cannot be punished for Thoughtcrimes occuring in their responses to a Two Minutes Hate.

Winds of War

BlogNomic recognises other Nations within the universe. A Nation may either be another game of nomic, or another weblog.

If the DoW passes, BlogNomic is said to be currently AT WAR with the target Nation. BlogNomic may only be at war with one Nation at a time. After the DoW passes, the Operation Commander must notify the target Nation. This notification must include the options the target Nation has, as well as the consequences of those options, as follows.

The target Nation may declare its response to the attack either COMPLIANT or REBELLIOUS. If the target Nation is compliant, they immediately become a territory of BlogNomic, as listed on the sidebar, and BlogNomic is no longer at war with that Nation. If the target Nation is rebellious, then every player is encouraged to “attack” the target Nation either by responding or emailing to the target Nation (a player may claim 10 Credits, only once, for doing this). If, after the attack, they wish to change to compliant, they may do so, and then become a territory of BlogNomic, and BlogNomic is no longer at war with that Nation. If they are still rebellious after the attack, then the mission has failed and BlogNomic is no longer at war with that Nation.

If a target Nation becomes compliant, then every Military player gains 10 Credits. The Operation Commander is encouraged to post updates on the state of the campaign.

The Operation Commander may demand that the opposing Nation prove its compliance by posting the CCTV symbol somewhere on its webpage. If the target Nation complies by doing so, then the Operation Commander shall be rewarded a tribute of 40 credits for a highly successful campaign. Otherwise, the afforementioned rules of war are to be followed.

Ministry of Love

When a citizen is liable to be fined a quantity of five (5) credits or more they may instead be sent to the Hospital for "correction" by their prosecutor (only a non-hospitalized, government official may hospitalize a citizen in lieu of fining them). There they must stay for 36 hours. Within that first 36 hour period the Emperor may:

a) name a sentence for the hospitalized citizen not to exceed 72 hours b) fail to name a sentence, and therefore the sentence will default to 36 hours c) "pardon" the hospitalized citizen by removing them himself at anytime, regardless of the 36 hour minimum

However, after the Emperor's sentence hours have passed, the "corrected" citizen may not let themselves out (rule # 21) but rather each government official shall suffer a fine of two (2) credits per citizen in the hospital per 24 hour period exceeding the aforementioned 36 hours.

Additionally, the fine for falsely hospitalizing a citizen or prematurely removing a citizen before they have been "corrected" is five (5) credits.

No one may be hospitalized for a failed proposal.

Education

The Academy conducts various courses with the aim of increasing the trade skills of the Empire's workforce.

Guidelines

Each course requires that a Citizen partake of a certain number of 8-hour sessions at the Academy, with a limit of one session per day.

Citizens do not have to take the sessions all in a row, they may take them whenever they have time, so long as the sessions add up to the required number.

Each course will define the number of sessions required, and the cost per session.

At the end of each session the Citizen must make an entry in the GNDT, deducting the course's fee and stating the # of sessions completed so far for logging purposes.

Each course will define which Career path it is suited for, the pre-requisite Level for attending, and the Level after completion.

Citizens are strongly urged to be creative in the course description.


The list of available courses are as follows:

- Introduction to Factory concepts This class is a week-long workshop aimed at preparing Citizens for an exciting career in the Factories of the Empire. By the end of this course, students will be placed in an Apprenticeship with a local Factory on full pay and benefits. Skills gained include packing, stacking, sorting and trolley maintenance. Payment and attendance: IFC is a beginner-level course taken in five(5) 8-hour sessions. Students may not take more than one session per day. Cost is 5c per session. (Plain-english version: This course will advance a Level 1 Civilian Worker to Level 2. It requires that you attend five sessions. The cost is 5 credits per session)

- Intensive Assembling This class is for apprentices who want to get past simple packing and stacking and move onto the assembly line. This class is a 2 week-long intensive workshop designed to build on lessons learned in Introduction to Factory concepts. By the end of this course, students will be able to work as a full-time Assembler on full pay and benefits. Skills gained include advanced packing, managerial elements, and assembly belt maintenance. Payment and attendance: IA is an intermediate-level course taken in ten (10) 8-hour sessions. Students may not take more than one session per day. Cost is 6c per session. (Plain-english version: This course will advance a Level 2 Civilian Worker to Level 3. It requires that you attend ten sessions. The cost is 6 credits per session.)

- Imperial Mechanics 101 - This week-long class allows new-found government citizens to advance their career status. Upon completion of this course, level 1 government citizens will be capable of performing the tasks that are required for a senator's Aide (thusly, they will be advanced to level 2.) IM101 is taken in five 12-hour sessions, costing 5 credits per session. No two sessions may be started on the same day.

- Advanced Manufacturing Concepts This class is a two-week workshop aimed at furthering the knowledge gained in "Intensive Assembling". By the end of this course, students will be given the necessary information to perform as a Finisher in the factories of the Empire. Skills gained include: Advanced hand-eye co-ordination regimes, mid-level machinery maintenance (presses, pokers, jiggers), basics of accounting. Payment and attendance: AMC is a moderate-level course taken in ten(10) 8-hour sessions. Students must have completed "Intensive Assembling" in order to take this course. Students may not take more than one session per day. Cost is 10c per session. (Plain-english version: This course will advance a Level 3 Civilian Worker to Level 4. It requires that you attend ten sessions. The cost is ten(10) credits per session)

- Basic Restaurant Skills This class is a week-long workshop designed to teach Citizens how to serve food to customers. At the completion of the course, students will get out of the dishroom and be hired as a Waiter at the Chestnut Tree Cafe or other fine eating establishment. Skills gained include taking customers' orders, dish carrying, drink refilling, and menu explanation. Payment and attendance: BRS is a beginner-level course taken in five (5) 8-hour sessions. Students may not take more than one session per day. Cost is 6c per session. (Plain-english version: This course will advance a Level 1 Civilian Retail to Level 2. It requires that you attend five sessions. The cost is 6 credits per session.)

- Basic Teaching Concepts This class is a week-long group of sessions designed to teach Citizens how to become a Scientific Lecturer. At the completion of the course, students will go from tutoring students to actually teaching them. Skills gained include syllabus preparation, effective communication, scientific thinking, and, as an added bonus, spitball dodging. Payment and attendance: BTC is a beginner-level course taken in five (5) 10-hour sessions. Students may not take more than one session per day. Cost is 6c per session. (Plain-english version: This course will advance a Level 1 Science Academia to Level 2. It requires that you attend five sessions. The cost is 6 credits per session.)

- IngSocian Dynamics - This class provides governmental citizens with more extensive knowledge on the foundation and infrastructure of higher administration. This course has a prerequisite of IM101 and thereby may only be taken by level 2 government citizens who wish to become senators (level 3). The class requires 5 (five) 8-hour session, with each session costing 6 credits; all of which must start on a seperate day. In addition to the course, 3 successful non-trivial proposals must be passed by the student of this course upon completion of the class sessions. Senatorship shall not be awarded until all requirements have been fulfilled.

Labour Union

Civilians may organize. Civilians of Sub-Branch Levels 1-3 may join the Labour Union simply by saying so in a post. The admins will maintain a Labour Union membership sidebar by indicating members with an ! (exclamation point) by their name. Members of the Labour Union may:

1) Elect a Labour Union Leader through nomination and majority vote [position to be added in Rule # 20 under the Civilian branch as Civ:LUL] 2) Overthrow and Reelect a new Labour Union leader through posts that indicate as such and go through the same election procedures as the initial election. 3) Strike a. The Labour Union Leader may post an announcement to Strike at anytime b. A Strike only occurs when all the Labour Union Members have voted FOR the Strike and moved into the Factory (picketing) within 24 hours of the initial post, otherwise the Strike fails. 1. If the Strike is successful then each government official will suffer a fine of five (5) credits per Labour Union Member per 12 hour period during which the Strike lasts. c. The Strike only lasts so long as all Labour Union Members remain in the Factory 1. However, during this time, they may not earn money for working in the Factory. d. After the first 12 hours of a successful Strike any Government Official may (only from the Imperial Palace) call for an Injunction. 1. The Injunction passes only if a majority of non-civilians vote FOR it within 24 hours of its Proposition. 2. A successful Injunction breaks up a Strike by returning each Labour Union Member to their housing complex and fining them 15 credits (an Injunction may not be grounds for moving citizens into the Hospital). e. Otherwise the Strike continues until other Rules, such as Rule # 20, take effect.

If the Labour Union Leader’s credits exceed those of all the Government Officials put together, a new dynasty will begin and the Labour Union Leader will become the new Emperor.