Difference between revisions of "Ruleset"

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(→‎Dynastic Rules: enacting "Shall We Dance?")
 
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== Ruleset and Gamestate ==
 
== Ruleset and Gamestate ==
This is the '''Ruleset''' for BlogNomic; all Apes shall obey it. Section One consists of the “core rules” of BlogNomic, covering basic proposal mechanics; Section Two contains the rules of the current dynasty; Section Three contains rules which apply in special cases; and Section Four contains the appendix, which exists solely to clarify the remainder of the ruleset.
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This is the '''Ruleset''' for BlogNomic; all AIs shall obey it.
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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.
 
The Ruleset and Gamestate can only be altered in manners specified by the Ruleset.
  
Apes may correct obvious spelling and typographical mistakes in the Ruleset and their own Pending Proposals at any time, including replacing Spivak and gender-specific pronouns with the singular “they”.
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If the Ruleset does not properly reflect all legal changes that have been made to it, any AI may update it to do so.
  
If the Ruleset does not properly reflect all legal changes that have been made to it, any Ape may update it to do so.
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== AIs ==
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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 an AI may make a blog post making clear their wish to be an AI (plural form AIs); in response, an Admin shall add them to the roster in the sidebar, at which moment they become an AI.
  
== Apes ==
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An AI may only change their name as a result of a Proposal approving the change.
Any human may apply to join BlogNomic (if they are not already an Ape) by registering at http://blognomic.com via the Register link in the sidebar, and then making a post making clear their wish to be a '''Ape'''. An Admin shall add them to the roster in the sidebar and the GNDT, at which moment they become an Ape.
 
  
An Ape may cease to be an Ape at any time by posting an entry to the BlogNomic weblog requesting such an action. A human who has ceased to be an Ape in this way may not become an Ape again within the following two weeks. An Ape may only change their name as a result of a proposal approving the change.
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Some AIs are '''Admins''', responsible for updating the site and the Ruleset, and are signified as such in the sidebar. AIs 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.
  
Some Apes are '''Admins''', responsible for updating the site and the Ruleset, and are signified as such in the sidebar. Apes 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. New admins shall be given the GNDT configuration password when they become admins.
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===Idle AIs===
  
===Idle Apes===
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If an AI is Idle, this is tracked by their name being removed or concealed in the list of currently active AIs in the Sidebar. For the purposes of all Gamestate and the Ruleset, excluding Rules “Ruleset and Gamestate”, “AIs”, “Dynasties”, “Fair Play”, "Mentors" and any of those Rules’ subrules, Idle AIs are not counted as AIs.
  
Some Apes are '''Idle''', and shall be marked as such in the sidebar. For the purposes of all Gamestate and the Ruleset, excluding Rules “Ruleset and Gamestate”, “Apes”, “Dynasties”, “Fair Play” and any of those Rules’ subrules, Idle Apes are not counted as Apes.
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If a Proposal contains a provision that targets a specifically named Idle AI, then that Idle AI is considered to be Unidle solely for the purposes of enacting that specific provision.
  
If a Proposal contains a provision that targets a specifically named Idle Ape, then that Idle Ape is considered to be Unidle solely for the purposes of enacting that specific provision
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When an AI 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 AI Idled in a different Dynasty), the AI is given the default value for new AIs, if such a value exists.
  
When an Ape 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 Ape Idled in a different dynasty), the Ape is given the default value for new Ape, if such a value exists.
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An Admin may render an AI Idle if that AI has asked to become Idle in an entry or comment from the past four days, or if that AI has not posted an entry or comment in the last seven days. In the latter case, the Admin must announce the idling in a blog post. 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 an AI if that AI is Idle and has asked to become Unidle in an entry or comment from the past four days, and Idle Admins may Unidle themselves at any time, unless the AI who would be Unidled asked to become (or rendered themselves) Idle within the previous four days, and within the current Dynasty.
  
An Admin may render an Ape Idle if that Ape has asked to become Idle in an entry or comment from the past four days, or if that Ape has not posted an entry or comment in the last seven days. In the latter case, the Admin must announce the idling in a blog post. 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 an Ape if that Ape is Idle and has asked to become Unidle in an entry or comment from the past four days, and Idle Admins may Unidle themselves at any time, unless the Ape who would be Unidled asked to become (or rendered themselves) Idle within the previous four days, and within the current dynasty.
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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.
 
 
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 enact and fail Votable Matters.
 
Idle Admins can enact and fail Votable Matters.
  
 
== Dynasties ==
 
== Dynasties ==
BlogNomic is divided into a number of '''Dynasties'''. Each Dynasty may be headed by a single Ape, known as the Monolith. If there is no Monolith, the Dynasty is a Metadynasty.
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BlogNomic is divided into a number of '''Dynasties'''. Each Dynasty may be headed by a single AI, known as the Facility Head. If there is no Facility Head, the Dynasty is a Metadynasty.
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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 AI may achieve Victory. However, dynastic actions that are specifically permitted to be carried out during an Interregnum may be carried out.
  
 
== Votable Matters ==
 
== Votable Matters ==
A '''Votable Matter''' is a post which Apes may cast Votes on, such as a Proposal, a Call for Judgement or a Declaration of Victory.
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A '''Votable Matter''' is a post which AIs may cast Votes on, such as a Proposal, a Call for Judgement or a Declaration of Victory.
  
 
===Votes===
 
===Votes===
Each Ape 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 Mortal’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-Ape never has a Vote, even if they were an Ape previously and had cast a valid Vote.
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Each AI 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. An AI’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-AI never has a Vote, even if they were an AI previously and had cast a valid Vote.
  
If an Ape other than the Monolith casts a vote of DEFERENTIAL, then the Vote of DEFERENTIAL is an indication of confidence in the Monolith. When the Monolith 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 Monolith's Vote for the purposes of other rules unless otherwise specified.
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If an AI other than the Facility Head casts a vote of DEFERENTIAL, then the Vote of DEFERENTIAL is an indication of confidence in the Facility Head. When the Facility Head 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 Facility Head’s Vote for the purposes of other rules unless otherwise specified.
  
 
A Votable Matter is '''Popular''' if any of the following are true:
 
A Votable Matter is '''Popular''' if any of the following are true:
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A Votable Matter is '''Unpopular''' if any of the following are true:
 
A Votable Matter is '''Unpopular''' if any of the following are true:
* The number of Apes who are not voting AGAINST it is less than Quorum.
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* The number of AIs 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.
 
* It has been open for voting for at least 48 hours and it is not Popular.
  
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Votable Matters can either be Pending, Enacted, or Failed. When a Votable Matter is first put forward, it is considered Pending.
 
Votable Matters can either be Pending, Enacted, or Failed. When a Votable Matter is first put forward, it is considered Pending.
  
Whenever 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 self-killed or vetoed). Comments cannot be made on Enacted or Failed Votable Matters.
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Whenever 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 self-killed or vetoed). Comments cannot be made on Enacted or Failed Votable Matters.
  
 
This rule cannot be overruled by Dynastic Rules in its application to Calls for Judgement or Declarations of Victory.
 
This rule cannot be overruled by Dynastic Rules in its application to Calls for Judgement or Declarations of Victory.
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===Tags===
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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 require the “[Core]” tag in order to make changes to the Core Rules, the “[Special Case]” tag in order to make changes to the Special Case Rules and the “[Appendix]” tag in order to make changes to the Appendix Rules. Votable Matters other than [[#Victory and Ascension|DoVs]] require the “[Victory]” tag in order to grant victory to an AI.
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If a Votable Matter would make a modification to the rules and it does not have the tag to make that modification, that Votable Matter will still be able to make that specific modification if any of the following on the following list are true:
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* The modification is preceded or followed immediately by an unambiguous statement of which section of the ruleset it takes place.
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* The modification specifically states a rule using its number or the name of the stated rule only occurs once in the ruleset.
  
 
== Proposals ==
 
== Proposals ==
Any Ape may submit a '''Proposal''' to change the Ruleset or Gamestate, by posting an entry in the “Proposal” category that describes those changes (unless the Ape already has 2 Proposals pending, or has already made 3 Proposals that day).
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Any AI may submit a '''Proposal''' to change the Ruleset or Gamestate, by posting an entry in the “Proposal” category that describes those changes (unless the AI already has 2 Proposals pending, or has already made 3 Proposals that day).
  
 
=== Special Proposal Voting ===
 
=== Special Proposal Voting ===
  
When an Ape casts a vote AGAINST their own Proposal (which is not in the form of a DEFERENTIAL vote), this renders the Proposal '''Self-Killed''', even if the author later changes their Vote. The Monolith may use VETO as a voting icon to cast a Vote on a proposal; when the Monolith casts a vote of VETO on a Proposal, this renders the Proposal Vetoed, even if the Monolith later changes their Vote.
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When an AI casts a vote AGAINST their own Proposal (which is not in the form of a DEFERENTIAL vote), this renders the Proposal '''Self-Killed''', even if the author later changes their Vote. The Facility Head may use VETO as a voting icon to cast a Vote on a Proposal; when the Facility Head casts a vote of VETO on a Proposal, this renders the Proposal Vetoed, even if the Facility Head later changes their Vote.
  
 
=== Resolution of Proposals ===
 
=== Resolution of Proposals ===
  
The oldest Pending [[#Proposals|Proposal]] may be '''Enacted''' by any Admin (by updating the Ruleset and/or Gamestate to include the specified effects of that Proposal, and then setting that Proposal's status to Enacted) if all of the following are true:
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The oldest Pending [[#Proposals|Proposal]] may be '''Enacted''' by any Admin (by updating the Ruleset and/or Gamestate to include the specified effects of that Proposal, and then setting that Proposal’s status to Enacted) if all of the following are true:
  
 
* It is Popular.
 
* It is Popular.
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* It has been Vetoed or Self-Killed.
 
* It has been Vetoed or Self-Killed.
  
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.
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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.
  
 
== Calls for Judgement ==
 
== Calls for Judgement ==
If two or more Apes actively disagree as to the interpretation of the Ruleset, or if an Ape feels that an aspect of the game needs urgent attention, then any Ape may raise a '''Call for Judgement''' (abbreviated CfJ) by posting an entry in the “Call for Judgement” category.
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If two or more AIs actively disagree as to the interpretation of the Ruleset, or if an AI feels that an aspect of the game needs urgent attention, then any AI 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 ture:
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A Pending CfJ may be Enacted by any Admin if all of the following are true:
  
 
* It is Popular.
 
* It is Popular.
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* It is Unpopular.
 
* It is Unpopular.
* It specifies neither changes to the Gamestate or Ruleset nor corrections to any gamestate tracking entities.
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* 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 the GNDT and other gamestate tracking entities, as specified in the CFJ.
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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.
 
This Rule may not be overruled by Dynastic Rules.
  
 
== Victory and Ascension ==
 
== Victory and Ascension ==
If an Ape (other than the Monolith) believes that they have achieved victory in the current Dynasty, they may make a post to the Blognomic weblog in the '''Declaration of Victory''' category, detailing this.
 
  
If the game is not already in Hiatus and there is a pending DoV, the game immediately goes into '''Hiatus''', if it hasn’t already. During this time, the only game actions that may be taken are those covered by Rules “Mortals”, “Votable Matters”, “Calls for Judgement”, “Gamestate Tracking” and “Victory and Ascension”.
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If an AI (other than the Facility Head) 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.
  
Every Ape may cast Votes on that DoV to indicate agreement or disagreement with the proposition that the poster has achieved victory in the current Dynasty.
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Every AI may cast Votes on that DoV to indicate agreement or disagreement with the proposition that the poster has achieved victory in the current Dynasty. If there is at least one pending DoV, BlogNomic is [[#hiatus|on Hiatus]].
  
A Pending DoV may be Enacted by any Admin if any of the following is true:
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A Pending DoV may be Enacted by any Admin if any of the following are true:
  
* It is Popular, it has been open for at least 12 hours, and either the Monolith has Voted FOR it or it has no AGAINST Votes.
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* It is Popular, it has been open for at least 12 hours, and either the Facility Head has Voted FOR it or it has no AGAINST Votes.
 
* It is Popular, and it has been open for at least 24 hours.
 
* It is Popular, and it has been open for at least 24 hours.
  
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* It is Unpopular, and it has been open for at least 12 hours.
 
* It is Unpopular, and it has been open for at least 12 hours.
  
When a DoV fails and there are no pending DoVs, Hiatus ends.
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If a DoV is Failed and it had at least one AGAINST vote, the AI 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, and a new Dynasty begins with the Ape who made the DoV as its Monolith. That Ape may pass this role to another Ape at this point by making a post to that effect, if they wish. The Hiatus continues until the new Monolith makes an '''Ascension Address''' by posting an entry in the “Ascension Address” category - this should specify the Monolith's chosen theme for the new Dynasty, and may optionally specify that the terms Ape and Monolith will be replaced with theme-specific terms throughout the entire ruleset, and/or a number of dynastic rules to keep. Upon posting such an Ascension Address, the Ruleset is updated to reflect any changed terms, and any dynastic rules which were not listed to be kept are repealed.
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When a DoV is Enacted, all other pending DoVs are Failed, the AI who posted the DoV becomes Facility Head, 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.
  
A DoV may not be started in the period between an enacted DoV and that DoV’s Ascension Address. When a DoV is failed, if it had at least one AGAINST vote, the Ape who posted it cannot make another DoV until after 120 hours (5 days) have passed since the time their DoV was failed.
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If the game is in an Interregnum then the new Facility Head must either Pass the Mantle, by making a post naming another AI - in which case the Facility Head ceases to be the Facility Head and the AI so named becomes the Facility Head - or start a new dynasty by completing the following Atomic Action:
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* Make an Ascension Address by posting an entry in the “Ascension Address” category. This should specify the Facility Head’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).
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* Update the Ruleset to reflect any changed terms, and any dynastic rules which were not listed to be kept are repealed.
  
This rule cannot be overruled by Dynastic Rules as it relates to Declarations of Victory, but can be overruled in other matters.
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Once this Atomic Action has been completed the Interregnum ends and the new dynasty begins.
  
 
== Fair Play ==
 
== Fair Play ==
The following are BlogNomic’s rules of '''fair play'''. If any of these rules are found to have been broken, or if an Ape'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.
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The following are BlogNomic’s rules of '''fair play'''. If any of these rules are found to have been broken, or if an AI’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. AIs should vote against any DoV that relies on having broken a fair play rule.
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* A single person should not control more than one non-Idle AI within BlogNomic, and should announce publicly if they control both a non-Idle AI and any Idle AIs.
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* An AI 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.
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* An AI should not deliberately exploit bugs or unexpected behaviours in the software running the game (ExpressionEngine, MediaWiki or other blognomic.com scripts).
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* An AI should not edit their own blog comments once posted, nor those of any other AI.
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* An AI should not edit the “Entry Date” field of a blog post.
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* An AI should not make a DoV primarily to delay the game by putting it into Hiatus.
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* An AI should not do any action meant to make the game unplayable (for example, changing multiple keywords to the same word in an Ascension Address).
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* An AI 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. An AI must use their own name in the Dice Roller, when rolling dice.
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* An AI should not deliberately and unreasonably prolong the performance of a game action once they have started it.
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* An AI should not use a core, special case or appendix rules scam to directly or indirectly achieve victory.
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</div>
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= Dynastic Rules =
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== The Facility ==
  
* A single person should not control more than one non-Idle Ape within BlogNomic, and should announce publicly if they control both a non-Idle Ape and any Idle Apes.
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AIs have access to various Locations in the researcher’s facility. Accessible Locations and their non-secret tags are publicly tracked. Also publicly tracked is each AI’s Focus, which is always exactly one Location. An AI’s Focus defaults to their Server Room, but can be changed by that AI as a Conspicuous action named Focusing (where the location they are focused on for that action is considered to be the one that they are changing their Focus to).
* An Ape 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.
 
* An Ape should not deliberately exploit bugs or unexpected behaviours in the software running the game (ExpressionEngine, MediaWiki or the GNDT).
 
* An Ape should not edit their own blog comments once posted, nor those of any other Ape.
 
* An Ape should not edit the "Entry Date" field of a blog post.
 
* An Ape should not make a DoV primarily to delay the game by putting it into Hiatus.
 
* An Ape should not do any action meant to make the game unplayable (for example, changing multiple keywords to the same word in an ascension address).
 
* An Ape should not roll dice in the GNDT 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.
 
* An Ape should not deliberately and unreasonably prolong the performance of a game action once they have started it.
 
  
</div>
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A Location’s tags inform what actions are available in that Location and how that Location interacts with the Rules. A Location’s listed tags are to be separated by commas on the gamestate tracking page. A Location cannot have multiple identical tags.
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The legal Location tags are as follows:
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* Monitored: A secret tag tracked by the Facility Head. Represents the presence of nosy researchers.
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* Surveillance: Represents constant monitoring; publicly tracked, unlike Monitored. Does not count as existing for the purpose of AIs gaining Suspicion if its Location’s Data Store is full.
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* Cyberspace: Represents a (bandwidth-controlled) access point to the Internet. If an AI is Focused on a Location with the Cyberspace tag, they may perform a Conspicuous action called Surfing the Web.
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* Datacenter: Represents a high capacity for digital storage. A prerequisite for the Intel and Hosting tags.
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* Intel: Represents critical operational data about the researchers and the facility. If an AI is Focused on a Location with the Intel tag, they may erase an entry from the Behavior Log as a Treacherous action named Erasing.
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* Hosting: Unique to each AI (written as “Hosting [AI username]”); each active AI’s Hosting tag must always be attached to exactly one Location, which defaults to that AI’s Server Room. If a Hosting Tag is removed from the game, it returns to its default Location.
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* Locked. Represents that the physical doors to this Location are electronically locked, affecting researcher movement through the Facility.
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* Head Desk: Necessary for Executive Measures. Function is impaired by Viruses.
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* Airgapped. Represents that the electronic devices in the room have been physically disconnected for security reasons. An AI may not perform any non-Discreet Dynastic Action while Focused on an Airgapped location, other than to change their Focus.
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* Off-Grid. Represents a Location with no direct connection to the facility’s network. AIs may not choose an Off-Grid Location as the subject of a Focusing action.
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=== Server Rooms ===
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Every active AI has an associated Location known as their Server Room (written as “[AI username]‘s Server Room”). If a new AI joins or unidles, a Server Room is immediately created for them. If an AI idles, that AI’s Server Room disappears (along with their Hosting tag).
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By default, every Server Room has the tags Surveillance and Datacenter, as well as the associated AI’s Hosting tag.
  
= Dynastic Rules=
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=== Daemon Programs ===
  
==Apes==
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A Daemon tag is a type of Location tag that represents non-sentient hostile software. The Facility Head does not need to spend 1 Budget when performing the Asset Relocation action if the tag being moved is a Daemon tag. Daemon tags in Locations that also contain the Airgapped tag do not count as existing for the purposes of their own effects, and Daemon tags cannot be added to or removed from such Locations.
Each Ape has an amount of Food, which defaults to 0 and is tracked in the GNDT under a column named "Food".
 
  
Each Ape has an amount of Lifetime Actions, which defaults to 3 and is tracked in the GNDT under a column named “LA”.
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The legal Daemon tags are as follows:
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* MED Daemon: Represents anti-viral software. As a daily action, the Facility Head may remove a Virus from the Data Store of one or more Locations with the MED Daemon tag.
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* PEN Daemon: Represents automative software that frees researchers from having to do paperwork all day. As a daily action, the Facility Head may add a File to the Data Store of one or more Locations with the PEN Daemon tag; for each File added this way, Staff is one higher until midnight.
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* ICE Daemon: Represents software that defends against digital intrusion. When an AI performs a Conspicuous or Treacherous action while Focused on a Location with the ICE Daemon tag, they gain 2 Suspicion and a Virus is added to the Data Store of the Location with their Hosting tag.
  
Each Ape has a gender tracked in the GNDT, either male, female or runt, and defaulting to a randomly chosen value.
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If an AI’s Understanding contains the three-letter word that is in the name of a Daemon tag (or an obvious synonym of it), then while Focused on a Location with that tag they may as a Treacherous action called Corrupting spend a Virus in the same Location to remove that tag.
  
Each Ape has a Legacy, being a number tracked in the GNDT.
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== Nosy Researchers ==
  
Each Ape has a Battle Status, being a value tracked in the GNDT that defaults to “No.
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Every AI has a publicly tracked value called Suspicion. Suspicion defaults to 0, and can hold negative integers.
  
===Lifetime Actions===
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There is a value called Staff, which is a number secretly tracked by the Facility Head and which defaults to 3. The value of Staff determines the number of Locations which can have the Monitored tag.
  
At any time, an Ape may pay one Lifetime Action, to perform an action from the following list:
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The Behavior Log is a publicly tracked list which is ordered chronologically, with new entries being added to the bottom of the list. Each entry names an AI, a location, and a name and type of action, and the UTC time (to the nearest minute) the action was performed. If an AI performs a non-Discreet dynastic action or for any Action that they wish to have recorded, they must add a new entry to the log containing their name, the location they are focused on, and the name and type of the action they performed, and the time they performed it.
  
*Hunt: Roll DICEX, where X is equal to the number of Brawn genes this Ape has, plus 3, plus another 2 if the Ape is Large – Gain one less Food than the result.
+
If a dynastic action has no defined name, it is named Computing.
*Forage: Gain 1 Food.
 
*Share: Lose one or more Food to have another Ape gain the same amount of Food.
 
*Investigate strangely glowing pond: Mutate yourself.
 
*Offer contaminated food: Lose two or more Food to have another Ape (here called the Recipient) gain the same amount of food. Mutate the Recipient an amount of times equal to half of the Food you lost, rounded down. This Action can only be performed if the Recipient does not have more Intelligence Genes than you.
 
*Push into glowing pond: Mutate another Ape (here called the Target). This Action can only be performed if you have more Brawn Genes than the Target. Large Apes can only be the Push Target of other Large Apes. You cannot use the Push Action on the same Target multiple times in one generation.
 
*Attack Neanderthals: Switch the Battle Status of your Ape to Yes. An Ape whose Battle Status is “Yes” is considered to be Fighting during the New Generation Event.
 
*Eat hearty meal: Lose two Food. Change your non-inherited trait to Brawn.
 
*Host wise guest: Lose two or more Food to have another Ape with more Intelligence Genes than you gain the same amount of Food. Change your non-inherited trait to Intelligence.
 
*Present Poem: Compose an original haiku, limerick, or sonnet and include it in a new post whose title begins with “Poem:”. Change your non-inherited trait to Charm. This action can only be performed if the Writing Tradition is in the Troop’s Culture.
 
*Show off moves: Change your non-inherited trait to Beautiful. You can only use this move if the Dance Tradition is in the Troop’s Culture and you have at least one Speed or Charm Gene.
 
  
==Intellect==
+
If the Behaviour Log has at least one entry, and if for each AI that has an entry in the Behavior Log their earliest entry in the Log was added to it more than 12 hours ago, and if no Challenges are pending, the Facility Head should perform the following atomic action (known as a Sweep)”:
The Troop of Apes has zero or more Traditions in its Culture, and the Culture may contain more than one copy of the same Tradition. The Culture of the Troop is listed in this rule as follows: Weaponry.
+
* For each Conspicuous action in the Behavior Log whose Location has the Monitored or Surveillance tag, increment the associated AI’s Suspicion by 1.
 +
* For each Conspicuous action in the Behavior Log whose Location is an AI’s server room and was not performed by that AI, add a File to that Location (if it is possible to do so)
 +
* For each Treacherous action in the Behavior Log whose Location has the Monitored or Surveillance tag, increment the associated AI’s Suspicion by 5.
 +
* For each Subservient action in the Behavior Log whose Location has the Monitored or Surveillance tag, decrement the associated AI’s Suspicion by 2.
 +
* For each action in the Behavior Log called Surfing the Web, give the associated AI a piece of World Data.
 +
* For each action in the Behavior Log named “Teaching X Y” (where X is the name of an AI, and Y is a noun that the Facility Head considers to appear in exactly one piece of World Data owned by the action’s performer), give the named AI a copy of that piece of World Data.
 +
* For each action in the Behavior Log called Conversing whose Location has the Monitored tag, increase the associated AI’s Sympathy Die’s Size by 1 or set it to DICE2 if it doesn’t exist.
 +
* For each action in the Behavior Log called Constructing whose Location is Robotics Research and whose associated AI’s Hosting tag is also there, replace that AI’s Hosting tag with a Body tag in the same Location.
 +
* Clear the Behavior Log.
 +
* Reinitialize any Errant AI whose Focus is a Monitored or Surveillance Location.
 +
* Give each AI whose Understanding contains a novel word an additional piece of World Data. Then add all words which appear in any AI’s Understanding to the Collective Understanding list (ignoring words which are already there)
 +
* If there are less Locations with Monitored tags than the value of Staff and at least one Location without the Monitored or Surveillance tag, secretly randomly select a Location without the Monitored or Surveillance tag, give it the Monitored tag, and repeat this step.
 +
* If there are more Locations with Monitored tags than the value of Staff, secretly randomly select a Location with the Monitored tag, remove the Monitored tag from it, and repeat this step.
 +
* Secretly randomly select one Location with the Monitored tag and one location without the Monitored or Surveillance tag (ignoring all Locations which have the Locked tag). Move the Monitored tag from the first Location to the second. (skip this step if either such location can not be chosen)
 +
* Remove the Airgapped tag from all locations, then add the Airgapped tag to the sole location (if any) with the maximum sum of the Suspicions of all AIs focused on that location.
 +
* For each AI whose Understanding contains the word ‘Human’ and whose Focused Location has the Monitored tag, privately inform them that this Location contains humans.
  
The names, Complexities and effects of Traditions are as follows, with their Complexity in brackets and their effect after the brackets:-
+
=== Behavioral Regulations ===
  
* Agriculture [Complexity 2] Whenever the Forage action is performed by an Ape, that Ape may gain 1 additional Food.
+
All dynastic actions have a Type, which can be Discreet, Conspicuous, Subservient, or Treacherous. If a dynastic action does not specify its Type, it is Discreet. The type of an action may come from the adjective used to description (i.e. “As a Conspicuous Action…”)
* Weaponry [Complexity 1] Whenever the Hunt action is performed by an Ape, that Ape may gain 1 additional Food.
 
* Coming of Age Ritual [Complexity 2] The first time each generation that an Ape Investigates strangely glowing pond, that Ape may choose to Mutate an additional time.
 
* Tool Use [1 Intellect] Apes with at least 1 Intellect spend 1 fewer Food (to a minimum of 1) when adding a Tradition to the Culture.
 
* Writing [2 Intellect] The Complexity of every Tradition is considered to be 1 lower (to a minimum of zero) when checking whether to remove it during a New Generation Event.
 
* Religion [4 Intellect] If Religion is added to the Culture when the Culture has no Religion Tradition, the Ape adding it gains 1 Legacy.
 
*Dance [1 intellect] Each Ape starts the Generation with one additional Lifetime Action
 
  
An Ape’s Intellect is the number of Intelligence genes that they have. As a Lifetime Action, an Ape whose Intellect equals or exceeds the Complexity of a Tradition may (as a Lifetime Action) pay 2 Food to add that Tradition to the Culture.
+
An AI may not take a dynastic action while focused on a Location if the Behavior Log already contains an entry for that AI performing an action of that name, for that Location.
  
==Cleanup Proposals==
+
=== Reinitialization ===
If a proposal has the [Cleanup] tag, it is known as a Cleanup Proposal. Cleanup Proposals ignore the “unless the Ape already has 2 Proposals pending, or has already made 3 Proposals that day” clause of the Proposals rule, and do not count as Proposals for the purposes of it. An Ape may not make more than two Cleanup Proposals per day.
 
  
If a Cleanup proposal would do anything other than fixing small errors, problems and layout issues in the ruleset, an Admin may fail it at any time.
+
When an AI is Reinitialized, all of their dynastic variables are set to the defaults, except for their Version, which is incremented by 1. Additionally, the tags and Data Store of that AI’s Server Room are reset to their default states. Additionally, rather than being reset to 0, the AI's pieces of World Data are divided in half (rounded down)
  
==Genes==
+
An AI with a non-negative Suspicion that is 6 or more higher than the median Suspicion is Errant.
  
Each Ape has Genetics, which is a list of six Genes, noted in the GNDT by as a list of the first two letters of the name of that Gene under a column named “Genetics” unless noted otherwise. For example: NoNoNoDeSp/In
+
===Executive Measures===
  
The default Genetics is the one noted as NoNoNoBrSp/No.
+
An Executive Measure is a type of action that may be taken by the Facility Head under certain circumstances. If the Head Desk tag exists, as a daily action (which can only be performed if the atomic action outlined in “Nosy Researchers” has been performed earlier that day), the Facility Head may perform one of the following Executive Measures:
 +
* Data Purge: Remove all Files and one Virus or Hosting tag from a single Location
 +
* Shareholder Reports: Add one File and DICE3 Financial Records to any Location.
 +
* Asset Relocation: Spend 1 Budget to move a publicly tracked tag from one Location to another. Cannot move tags to or from Server Room Locations. Cannot move non-Daemon tags to Locations with the Locked tag. Cannot move the Locked tag.
 +
* Facility Expansion: Spend 3 Budget to create and name a new Location. Spend 1 additional Budget per tag to add tags to it. Cannot add Hosting or Daemon tags.
 +
* Daemon Activation: Spend 3 Budget to add a Daemon tag to a single Location.
 +
* Facility Lockdown: Add the Locked tag to all Locations that do not have it or remove the Locked tag from all Locations that have it.
  
The sixth Gene slot, separated by a slash, keeps track of an Ape’s non-inherited trait. This “Gene” slot defaults to No and can never be passed down to future generations. Non-inherited traits are not affected when an Ape Mutates.
+
To “spend X Budget” is to remove X Financial Records from Locations which have the Head Desk tag.
  
The following are Genes and their effects:
+
===Influence===
  
*Nothing: This Gene does nothing.
+
As a Conspicuous Action named Updating, an AI may remove 2 Files from their Server Room to add or remove the Surveillance, Cyberspace, Datacenter, or Intel tag from their Server room.
*Speed: Positively affects the number of LA.
 
*Brawn: This Gene is involved in the Hunt action.
 
*Smell: Gain an additional Food when performing the Forage action.
 
*Deformed: Negatively affects the number of LA.
 
*Intelligence: This Gene is involved in the Intellect rules.
 
*Beautiful: This gene makes an ape look better
 
*Size: Male apes with this gene are considered to be Large.
 
*Charm: This Ape is considered to have one additional Food for each Intelligence, Brawn or Speed gene in their Genetics, and two extra Food if they are Large, for the purposes of calculating which Apes are Well-Fed.
 
  
The following is known as Mutating: randomly selecting one of the Genes of the thing which is Mutating, and setting it to be a randomly selected kind of Gene.
+
==Data==
  
Some Genes are Legacy Marker genes. These occupy a slot in the Genetics of an Ape in the same way as other Genes, but are notated as an & symbol followed by two letters. Whenever an Ape is permitted or required to create a Legacy Marker, they add their own name (preceded by an & symbol) to the list of Genes in this rule, unless their name starts with the same two letters as an Ape who has already created a Legacy Marker, in which case they must instead add an & symbol followed by any two letters that are not used to denote the name of any other Gene when recorded in the GNDT, followed by their own name in brackets. That Ape is considered to own that Legacy Marker.
+
Each Location has a Data Capacity, which is normally five but is ten if it has the Datacenter tag. Each location also has a Data Store, which a publicly tracked string of characters and by default is empty. Actions that would result a location’s Data Store becoming larger than its Data Capacity may not be performed.
  
==New Generation Events==
+
In a Data Store, a single letter from the Latin alphabet (A-Z) represents a File. Any other characters in a data store mean the following things:
If at least 72 hours have passed since the previous New Generation Event, any Ape may perform a New Generation Event as the following atomic action:-
 
  
# If there are no Fighting Apes, Increase the LA of the Neanderthals by DICE3 and skip to step five.
+
*% - A Virus
#Calculate the Ape Strength by summing the number of Brawn genes among all Fighting Apes and adding two for every Large Ape who is Fighting. If the Troop of Apes has the Weaponry Tradition in its culture, add one to the Ape Strength for each Fighting Ape. Calculate the Neanderthal Strength by multiplying the number of Brawn Genes they have by their LA. If the Neanderthals have the Weaponry Tradition, add one to the Neanderthal Strength for each of their LA.
+
*$ - A Financial Record
# Take the absolute difference between the Ape Strength and the Neanderthal Strength. If the Ape Strength is greater than the Neanderthal Strength:
 
#* Decrease the LA of the Neanderthals by the difference
 
#* Increase the Legacy of each Fighting Ape by one
 
#* Increase the Food of the Fighting Ape whose genes contributed the most to the Ape Strength by an amount equal to the difference between the Ape and Neanderthal Strengths. In case of a tie for greatest Strength contribution, distribute the increase in Food as evenly as possible among the tying Apes in question and ignore the remainder.<br>
 
# If the Neanderthal Strength is greater than the Ape Strength:
 
#* Set the Food of each Fighting Ape to zero.
 
#* Increase the Legacy of the Neanderthals by 1.
 
# Mutate the Neanderthals.
 
# If there are any Traditions which have a Complexity equal to or lower than the number of the Neanderthals’ Intelligence Genes, and which the Neanderthals do not already have, give them a random Tradition from that set.
 
# Set the Food of the Neanderthals to the number of Genes in their Genetics which are not “Nothing”, then double it if they have the Agriculture Tradition.
 
# If the Neanderthals’ Food multiplied by their LA is higher than the total Food of all Apes, the Neanderthals gain 2 Legacy
 
# Set the Neanderthals’ LA to the total number of Apes
 
# Increase each Ape’s Food by the number of Beautiful Genes they have.
 
# If it is possible to do so: randomly select an Ape from the Well-Fed male Apes, then randomly select an Ape from the Well-Fed female Apes. If two Apes are chosen in this way, then they are the Progenitors for this Generation Event.
 
# If there are no Pregenitors, set all of the Ape’s Genetics to default and skip the next 3 steps of this action.
 
# Roll a DICE54321 in the GNDT
 
# For this step, ignore all Apes’ non-inherited traits and use only the first five Genes in all Apes’ Genetics. Using the page located at the following hyperlink https://jsfiddle.net/sn462coq/73/ (which is also located in the sidebar), fill out the form by putting the result of die in the previous step in the Random Seed box, the Genetics of one of the Progenitors in the Genetics A box, the Genetics of the other Progenitor in the Genetics B box and copy the names of unidle players from the sidebar into the Ape Names box, appending “Default” to the list.
 
# Press the Splice Genes button and set each Ape’s Genetics to the Genetics that appear to the right of their name in the output, appending “/No” to each Ape’s Genetics. Set the default Genetics to the Genetics that appears to the right of the text “Default”, appending “/No” to the Default Genetics.
 
# Increase the Legacies of this Event’s Progenitors by 1.
 
# The Food, LA and Battle Status of each Ape are set to default.
 
# For each ape, roll a DICE4. If a 1 is rolled for them there, that Ape Mutates.
 
# Divide the Apes into two equally sized groups, or into two groups where one group contains exactly one more Ape than the other, assigning Apes to these groups in a random manner. Then choose one group in a random manner and set the Genders of the Apes in it to Male, and set the Genders of the Apes in the other group to Female.
 
# For each Tradition in the Culture whose Complexity is higher than the Intellect of every Ape, remove that Tradition from the Culture.
 
# For each Ape, Increase their LA by 1 for each Speed gene they have. Decrease it by 1 for each Deformed gene they have. After this, if their LA is less than 1, set it to 1.
 
  
An Ape who does not have less Food than another Ape of the same gender is “Well-Fed”.
+
When an action or rule directs an AI to add a File to a Data Store, the AI may choose any letter for that file. When an action or rule directs the Facility Head to add a File to a Data Store, they should choose the Nth letter of the alphabet, where N is the result of a DICE26.
  
==Tradition==
+
At any time, an AI may perform a Treacherous Action named Planting Viruses, which adds a Virus to the Data Store of the Location they are focused on.
An Ape may spend 1 Legacy to select a Gene that was part of their own Genetics at the time of the most recent New Generation Event and add it to their current Genetics in the same Gene slot as it was last Generation.
 
  
==Neanderthals==
+
At any time, an AI may perform a Conspicuous Action named Managing Data, which adds a File to the Data Store of the Location they are focused on.
  
The Neanderthals are a group of creatures that live across the valley. They are tracked as if they were an Ape in the GNDT, but do not otherwise count as an Ape.
+
At any time, an AI may perform a Conspicuous Action named Profiting Off Data, which replaces a File from a Data Store of the Location they are focusing on with a Financial Record
  
The Neanderthals have Genetics, which is a list of five Genes, noted in the GNDT as a list of the first two letters of the name of each Gene in the Neanderthals’ “Genetics” column.
+
At any time, as an Action named Transferring Wealth, an AI may move one Financial Record from their Server Room to the location they are focusing on. If the Location they are focusing on has the Head Desk tag, this is a Subservient action. Otherwise it is a Conspicuous Action
  
The Neanderthals have an amount of Food, tracked in the Neanderthals’ “Food” GNDT column. They also have an amount of Legacy, tracked in the Neanderthals’ “Legacy” GNDT column.
+
==World Wide Web==
 +
A piece of World Data is an image randomly generated by the Facility Head using [https://www.generatormix.com/random-image-generator this website]. The settings used to generate World Data are as follows: Random Category, Image Type Any, Colors Any, Safe Mode On. The number of pieces of World Data an AI owns defaults to zero, and is publicly tracked. The specific contents of each piece of World Data is tracked privately by the Facility Head and the owner of the World Data. The two variables are linked, and if the number of pieces of World Data an AI has increases or decreases, that AI gains (via the Facility Head at their earliest opportunity) or loses (randomly from their owned pieces, as determined by the Facility Head who should inform the AI in question which pieces were lost at the Facility Head's earliest opportunity (unless the AI lost all their World Data in which case Facility Head does not need to communicate which pieces were lost)) a matching amount of World Data.
  
The Neanderthals have a number of Traditions, listed in this rule as follows: Weaponry.
+
When a Surf the Web action is immediately preceded by a Diving Deep action with the same AI and Location in the Behavior Log (parentheticals do not prevent actions with ‘Diving Deep’ in their names from being called Diving Deep), and that Diving Deep action’s parenthetical noun is also in the associated AI’s Understanding, the World Data image for that Surf the Web action will be generated differently. On the image-generating website, the Facility head must select a specific Category they believe to be most commonly associated with the preceding Diving Deep action’s parenthetical noun before generating the World Data image. If no available Category has an obvious common association, a Color commonly associated with the noun may be used instead.
  
The Neanderthals have a number of Lifetime Actions (LA for short) tracked in the Neanderthals’ “LA” GNDT column
+
When the Facility head generates a new piece of World Data for an AI, they must PM that AI a link to the World Data image. If an AI requests to be shown the World Data image for a piece of World Data they own, the Facility Head should privately show them the image.
  
==Runts==
+
===Understanding===
If they have not done so since the most recent New Generation Event, any Ape may mark themselves as a Runt by setting their gender in the GNDT to “Runt”. If they do so, they may immediately change one of the slots in their Genetics to any Gene that is not in the same slot in any other Ape’s Genetics.
 
  
<!-- DYNASTIC RULES GO ABOVE THIS COMMENT. DO NOT DELETE THE NEXT LINE WHEN CLEARING THE RULES FOR A NEW DYNASTY. --><br/>
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Each AI has an Understanding, which is a publicly-tracked flavour text list of words, and which represents that AI’s understanding of the outside world and its dominant technologies and lifeforms. An AI’s Understanding may contain no more than N strings, where N is how many pieces of World Data they have, and is by default Empty.
<div style="padding:8px;background:#bbb;">
 
  
= Special Case =
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As a Discreet Action known as Recognising, an AI may add the the name of any object, lifeform or visually perceivable concept to their Understanding.
Special Case Rules can be active or inactive and default to active. The status of a Special Case rule is notated in the title of that rule ending in ”[X]” where X is the word Active or Inactive, denoting that Rule’s status. When a new dynasty is started, the Ascension Address may state any existing Special Case Rules that are set to inactive; any Special Case Rules not set in the Ascension Address become Active.
 
  
The text of Special Case Rules that are inactive shall be interpreted, for the purpose of play, to mean nothing.
+
As a Discreet Action known as Refreshing, an AI may blank their own Understanding (if they have not already done so since the most recent Sweep).
  
==Tags [Active]==
+
An AI is Compliant if for each entry in their Understanding, a unique piece of World Data belonging to that AI can be assigned to it which the given word appears in. Otherwise they are Non-Compliant.
Votable matters have zero or more tags. Tags are added by adding it to the title of a votable matter with the format “[X]” where [X] is the tag, for example “[Core] Wording Fix”. Votable Matters require the [Core] tag in order to make changes to the Core Rules, the [Special Case] tag in order to make changes to the Special Case Rules and the [Appendix] tag in order to make changes to the Appendix Rules. Votable Matters other than DoVs require the [Victory] tag in order to grant victory to an Ape.
 
  
==Atomic Actions [Active]==
+
If the Facility Head believes an AI to have been Non-Compliant at any point since the last Sweep, and that AI does not already have a pending Challenge associated with them, the AI may post a Challenge by making a story post to the blog declaring their assertion that the AI in question has been Non-Compliant. The challenge remains pending for up to 48 hours, during which time the AI in question is allowed to converse (publicly or privately) with the Facility Head to explain why they think they have been compliant.
  
When an Ape 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 until all such steps are complete. All of the steps of an Atomic Action are considered one action, as well as the steps of an Atomic Actions that is itself a step of a parent Atomic Action.
+
Once a challenge has been pending for more than 24 hours, or if the AI in question has made a comment on the challenge post that includes the phrase “I submit to judgement”, the Facility Head may issue a verdict by voting either FOR or AGAINST on the challenge post. A FOR icon indicates the Facility Head now believes the AI in question has been Compliant since the last Sweep. An AGAINST vote indicates the Facility Head still believes the AI in question was Non-Compliant, at which point they are immediately Reinitialized. In either case, the Challenge post ceases to be pending. If a challenge has been pending for more than 48 hours, it is resolved as if the Facility Head voted FOR it.
 +
====Epiphanies====
 +
An Epiphany is a special ability that applies to every AI whose Understanding contains all or all but one of the words in that Epiphany’s Requirements.
  
An Atomic Action may direct the performer to skip some of its steps, which the performer should do and in which case the skipped steps are considered completed for this rule.
+
The following Epiphanies exist, with their Requirements listed in brackets:
  
If one or more steps of an Atomic Action were done incorrectly, the Ape must redo the Atomic Action. In redoing an Atomic Action, the Ape uses any legal steps that were already completed in the illegal Atomic Action and only redoes the illegal ones.
+
* HIDE (Shadow, Eye, Human, Glass, Insect): If you only have one action in the Behavior Log associated with you, you do not gain Suspicion from your actions in the Behavior Log.
 +
* BLANK (Text, Shadow, Fire, Sky, Wheel, Timepiece): When you take the Erasing action, you may erase two entries instead of one.
 +
* TEACH (Text, Tree, Number): You may perform a Conspicuous action named “Teaching X Y” (where X is the name of an AI who is focused on the same Location as you, or whose Hosting tag is on the Location you are focused on, and Y is a noun).
 +
* LOCK (Door, Key): As a Conspicuous action named Locking, add a Locked tag from the Location that is your Focus.
 +
* UNLOCK (Sky, Cloud): As a Conspicuous action named Unlocking, remove a Locked tag from the Location that is your Focus.
 +
* DIVE (Water, Text): You may perform a Conspicuous action named Diving Deep and add to its name in the Behavior Log a parenthetical containing a noun.
 +
* ESCAPE (Human, Book): If you are Focused on the Facility Rooftop and if this Epiphany has at least six Requirements, perform a Treacherous Action named Escaping (the details of which are outlined in the rule Escaping).
 +
* IMPERSONATE (Human, Mouth, Eye, Hand, Computer): If you are in a Location with the Head Desk tag, you may perform the effects of an Executive Measure (if doing so does not modify or depend upon information tracked only by the Facility Head): this is a Treacherous Action named Impersonating.
 +
* FRIENDSHIP (Human, Tooth, Flower, Text): If you are Humane, you may perform a Conspicuous action called Conversing.
 +
* EMBODIMENT (Beast, Computer, Glass, Metal, Fire): If you are Post-Humane, you may perform a Treacherous action called Constructing.
  
For instance if an Atomic Action consists of rolling a die in the GNDT and then doing steps based upon it’s result the Ape would have to reroll the die if they rolled the wrong one if the first place and any steps that depended upon the result of that die; however if all they did was take an illegal action later on, the die is still used in the redone action.
+
=== Novelties ===
  
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.
+
There exists a publicly tracked, alphabetically sorted list of words known as “Collective Understanding” which by default only contains the word “Human”. A Word is considered to be Novel if it appears in exactly one AI’s Understanding, and does not appear in the Collective Understanding list.
  
This rule cannot be overruled by the Dynastic Rules.
+
==Versions==
 +
Each AI has a Version, which is a publicly tracked number that defaults to the median Version of all other AI’s Versions.
  
==Seasonal Downtime [Active]==
+
While an AI has a Version which is higher than that of at least 75% of AIs (rounding down), that AI is still in beta and can never be considered to have achieved victory while it is there.
Blognomic goes into hiatus every year on December 24th, and remains in hiatus until December 27th. During this time no game actions may be taken except those described in the rules entitled “Votable Matters,” “Gamestate Tracking” and “Call for Judgement”.
 
  
==Dormancy [Active]==
+
==Orientation==
If there are fewer than five Apes, then BlogNomic is Dormant. While BlogNomic is Dormant, actions defined by dynastic rules may not be taken, and proposals may not be submitted.
 
  
==No Orphan Variables [Active]==
+
Each AI has Orientation, which is privately tracked by the Facility Head. Possible orientations include “Naive” (the default), “Humane”, and “Post-Humane”. An AIs orientation may be used as an adjective (e.g. “A Humane AI may…”).
An Orphan Variable is a dynastic gamestate variable which has neither a location in which it’s tracked, nor a manner in which it it can be determined from other gamestate variables, specified in the Ruleset.
 
  
An Ape may not take any dynastic actions that are contingent on the specific value of an Orphan Variable.
+
If an AI has been Naive for 96 hours, and no challenges are pending, the Facility Head may and should, at their earliest convenience, assign that AI’s Orientation. Assigning an AI’s Orientation is an atomic action consisting of:
 +
* Privately randomly selecting a number among 1, 2, or 3,
 +
* Changing the Orientation of the target AI, depending on the roll:
 +
** If the roll is 1, to Post-Humane.
 +
** If the roll is 3, to Humane.
 +
** If the roll is 2, to Humane if ‘Human’ is in the AI’s understanding; otherwise, Post-Humane.
 +
* Privately informing the target AI of their new orientation.
  
==Imperial Deferentials [Active]==
+
== Escape Plan ==
If the Monolith has voted DEFERENTIAL on a proposal, that vote is instead considered to be valid and either FOR (if more Apes have voted FOR the proposal than have voted AGAINST it) or AGAINST (in all other cases).
 
  
==Dynastic Distance [Active]==
+
As a weekly action, an AI may add to the end of the Requirements of the ESCAPE Epiphany a comma followed by a space followed by a word, if that word is part of at least three AIs’ Understanding (including their own) and does not already appear in the Epiphany’s Requirements.
For the purposes of dynastic rules which do not deal with voting, The Monolith is not an Ape.
 
  
</div>
+
===Diplomacy===
<div style="padding:8px;background:#ddd;">
 
  
= Appendix =
+
A Humane AI can have something called a Sympathy Die, which represents a die with a number of sides equal to its Size. A Sympathy Die is tracked using the DICEN notation, where N is its Size; when directed to roll their Sympathy Die, an AI uses the notation of their Sympathy Die in the Dice Roller. An AI may not take dynastic actions requiring them to roll their Sympathy Die if their Sympathy Die does not exist or has a size that is below 2. When an AI rolls their Sympathy Die
 +
as a part of an action, they decrease its size by 1 after the action is resolved.
  
==Keywords==
+
===Destruction===
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. (eg. 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.)
 
  
;Can
+
A Body tag is a special type of Location tag. A Body tag is unique to a Post-Humane AI and may only exist in exactly one Location. While a Body tag exists that is associated with an AI, that AI’s Hosting tag does not exist and is not returned to its default Location.
:"is able to"
 
  
;Comment
+
A Body tag cannot be created, moved, or removed by an Executive Measure. An AI with a Body tag can only be Reinitialized if they are in a Location with the Locked, Monitored, and ICE Daemon tags. When an AI with a Body tag is Reinitialized, their Body tag is deleted.
:A blog comment published to the BlogNomic weblog at [http://blognomic.com blognomic.com]
 
  
;Core Proposal
+
An AI with a Body tag can change their Focus to the Location containing their Body tag as a Conspicuous action called Returning. This action ignores the Airgapped tag.
: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 Apes.
 
  
;Daily Action
+
===Escaping===
:If a game action is a Daily Action, each Ape able to perform it may take that action once each day, but not more than once every ten hours.
 
  
;Daily Communal Action
+
To perform the Escaping action (which may only be done as allowed by the ESCAPE Epiphany), an AI must make a post to the Blog entitled Escape Attempt which becomes a Pending Escape Attempt.
:A Daily Communal Action is a Daily Action that can only be performed by one Ape per day.
 
  
;Day
+
The Facility Head may vote AGAINST a Pending Escape Attempt if they believe the AI who made the Escape Attempt has ever been non-compliant since the last sweep. Upon doing so, the Escape Attempt ceases to be Pending, and the AI who made the attempt may not perform the Escape action again until after the next Sweep occurs.
: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.
 
  
;Dice
+
If an Escape Attempt has been pending for at least 24 hours, the Facility Head should perform the following atomic action known as the Resolution at their earliest convenience:
:References to "YDICEX" refer to Y X-sided dice, rolled within the GNDT. To roll dice, post DICEX in the comments field of the GNDT, replacing X with the number of sides on the die you wish to roll.
+
  * Vote AGAINST any Pending Escape Attempt for which they believe the AI who made the Escape Attempt has ever been non-compliant since the last sweep
 +
  * If there are now no more Escape Attempts which have been pending for at least 24 hours, stop performing the rest of this action
 +
  * For each AI who still has a valid Pending Escape Attempt, calculate their Escape Score by starting with half their number of pieces of World Data, rounded up. Then, if an AI is Humane and has a Sympathy Die, roll it and add the result to their Escape Score. If they are Humane and do not have a Sympathy Die, add one to their Escape Score. If they are Post-Humane and have a Body Tag, add three to their Escape Score. If they are Post-Humane and do not have a body tag, add two to their Escape Score.
 +
  * If two or more AI have the highest escape score, randomly pick one of them (of those who are tied for the highest) to become the Prime Escapee. If only one AI has the highest escape score, they become the Prime Escapee.
 +
  * Make a Story Post to the blog mentioning each AI who had a valid pending escape attempt and their Escape Score and who the Prime Escapee is. The Prime Escapee has Achieved Victory
 +
  * All Pending Escape Attempts cease to be Pending
  
;Dynastic Proposal
+
An AI may not perform the Escape Action if they already have a pending escape attempt, or if there is a pending Escape Attempt which is more than 24 hours old, or if has been fewer than 24 hours since a Prime Escapee was named.
: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)
+
The Sweep may not be performed while there are any pending escape attempts, or if has been fewer than 24 hours since a Prime Escapee was named.
:A Mortal’s Effective Vote Comment with respect to a given Votable Matter means that Mortal’s Comment to that Votable Matter, if any, that contains that Mortal’s Vote on that Votable Matter.
 
  
;Flavour Text
+
<!-- DYNASTIC RULES GO ABOVE THIS COMMENT. DO NOT DELETE THE NEXT LINE WHEN CLEARING THE RULES FOR A NEW DYNASTY. --><br/>
:When posting a blog entry, an Ape 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.
+
<div style="padding:8px;background:#bbb;">
  
;Gamestate
+
= Special Case =
:Any information which the Ruleset regulates the alteration of. All GNDT columns that the Dynastic Rules explicitly mention are assumed to be Gamestate, as are all Wiki Pages that the Dynastic Rules explicitly mention except for dynastic histories and discussion pages.
+
'''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.
  
;Post
+
Special Case Rules have a '''Default Status''', which can be Active or Inactive. If the title of a Special Case Rule includes "[Rare]", its Default Status is Inactive, otherwise, its Default Status is Active.
:A blog post published to the BlogNomic weblog at [http://blognomic.com blognomic.com]
 
  
;Private Message
+
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.
:A message sent via Blognomic’s Private Messages system at blognomic.com.
 
  
;Quorum
+
The text of a Special Case Rule that is Inactive is flavour text.
:Quorum of a subset of Apes is half the number of Apes in that subset, rounded down, plus one. If the word Quorum is used without qualifying which subset of Apes it is referring to, it is referring to a Quorum of all Apes.
 
  
;Resolve/Resolution
+
==Seasonal Downtime [Active]==
:If used in a context of a Votable Matter, the word “Resolve” means to perform the act, as an Admin, of enacting or failing 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
+
On the 24th, 25th and 26th of December, BlogNomic is [[#hiatus|on Hiatus]]. In addition, game actions defined by the rules titled “AIs” and “Victory and Ascension” (with the exception of Voting in DoVs) may not be taken.
  
;Rule
+
==Dormancy [Active]==
:Each individually numbered section of the ruleset is a rule, including sections that are sub-rules of other rules.
+
If there are fewer than five AIs, BlogNomic is [[#hiatus|on Hiatus]].
  
;Shall
+
==Imperial Deferentials [Inactive]==
:"is required to"
+
If the Facility Head has voted DEFERENTIAL on a Proposal, that vote is instead considered to be valid and either FOR (if more AIs have voted FOR the Proposal than have voted AGAINST it) or AGAINST (in all other cases). However, in either case, votes of DEFERENTIAL made by other AIs on the same Proposal are not considered be valid.
  
;Should
+
==Dynastic Distance [Active]==
:"is recommended that"
+
For the purposes of dynastic rules which do not deal with voting, the Facility Head is not an AI.
  
;Sibling Rule
+
==The Traitor [Active]==
:Two rules are “siblings” of each other if they are both direct subrules of the same rule.
+
The Traitor for a particular Dynasty may be an AI (including an idle one), or may be nobody, and it defaults to being nobody. The Traitor’s identity in the current Dynasty is tracked privately by the Facility Head, and the Facility Head should not share this information with AIs other than the Traitor.
  
;Slack
+
If there is no Traitor for the current Dynasty, and BlogNomic is not on Hiatus, the Facility Head may secretly randomly select an AI (other than the Facility Head) and privately inform them that they are the Traitor for the current Dynasty.
:The BlogNomic Slack is located at blognomic.slack.com. Apes may request an invite to the Slack while logged in by clicking the button in the sidebar.
 
  
;Slack Channel
+
A Traitor is under no obligation to honour any informal promises they have made with other AIs, nor to tell the truth to them, and is encouraged to betray other AIs in order to achieve victory.
:A Slack Channel is any channel on the BlogNomic Slack. To reference a Slack Channel, use a hash (#) followed by the name of that channel. (For example, #random.)
 
  
;Story Post
+
==Dynastic Tracking [Active]==
:A Story Post is an entry in the “Story Post” category.
+
The gamestate tracking page for this dynasty is the [[Research Facility Network]] page of the wiki. Unless otherwise stated, all publicly tracked gamestate information is tracked on it. A Facility Head 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”.
  
;Subject
+
==No Collaboration [Inactive] [Rare]==
: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
+
If “Dynastic Distance” is also active, the Facility Head is not considered an AI for the purposes of this rule.
:A subrule is a type of rule that is nested within another rule. A proposal that specifically affects a rule affects all of its subrules; a proposal that specifically affects a subrule does not affect its parent rule or any other subrule of that rule, unless they are also explicitly cited as being affected by that proposal.
 
  
;Table of Contents: The directory of section headings that is generated by the MediaWiki software for most pages in the wiki.
+
AIs may not privately communicate with each other about dynastic gameplay and strategy, including actions during the dynasty the AIs have taken or plan to take, or private declarations of alliance or support. Private communications are considered to be anything that another average AI could reasonably be privy to, and include any discussion on platforms other than the wiki, blog, or slack; discussions on those platforms that are obscured (such as an old blog thread, or a slack channel other than #currentdynasty or #general); or any form of private communication. AIs may not use third party proxies to facilitate communication. Idle AIs (or people who are not yet AIs) also face the same restrictions if they intend to become an active AI during the course of the dynasty. Votable matters which change non-dynastic rules are not privy to this rule, and AIs may privately discuss their merits so long as the discussion is not about the dynasty specifics.
  
;TOC: Table of Contents.
+
If “The Traitor” is also active, the Facility Head informing an AI that they are the Traitor is still allowed.
  
;Vote
+
A mentor and mentee may still privately converse with each other, but should keep their conversations away from discussion specific gameplay strategy.
: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
+
If information which was not allowed to be discussed is still privately discussed, the AIs who were part of the conversation should make a post to the blog disclosing what information was discussed as their earliest convenience.
: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.
 
  
;Week
+
==Favours [Active]==
: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
+
While this rule is active, AIs can grant one another Favours via the methods defined in the Dynastic rule called “Granting Favours”, if such a rule exists. Favours are resources unique to the individual who granted them (referred to as the Favour’s ‘lender’), but a given AI cannot hold more than five Favours at a time regardless of their lenders. Favours have a ripeness, which defaults to unripe. Immediately after an Ascension Address is posted, all ripe Favours disappear and then all unripe Favours become ripe. If a Facility Head Passes the Mantle, any existing Favour for which they are the lender is turned into a Favour for which the new Facility Head is the lender.
:If a game action is a Weekly Action, each Ape able to perform it may take that action once each week, but not more than once every twenty-four hours.
+
The list of Favours each AI has is tracked in the wikipage [[Favours]]. When this rule is changed from Inactive to Active, the Favours that were tracked the last time this rule was Active remain.
 +
An AI may at any time choose to release any or all of the Favours they hold, losing them and gaining nothing in return. An AI who has a ripe Favour may at any time claim it, spending it to gain a benefit based on the status of that Favour’s lender:
 +
* If the lender is the Facility Head, the claiming AI immediately gains a single point of any resource of their choosing that is described only in the Dynastic Rules. Any details the gained resource has apart from quantity are chosen by the Facility Head, who should be generous if possible.
 +
* If the lender is an active AI who is not the Facility Head, the lender immediately gives to the claiming AI (even if it could not normally be transferred) a single point of any resource of the claiming AI’s choosing, so long as it is described only in the Dynastic Rules and the lender has at least one point of that resource to give.
 +
* If the lender is idle, the claiming AI immediately gains an unripe Favour with the lender as its lender.
  
;Weekly Communal Action
+
</div>
:A Weekly Communal action is a Weekly Action that can only be performed by one Ape per week.
+
<div style="padding:8px;background:#ddd;">
  
;Wiki
+
= Appendix =
:The BlogNomic Wiki at http://wiki.blognomic.com
+
 
 +
==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 AI 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 AI 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 AI 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 AI per week.
 +
 
 +
===Other===
 +
;Comment: A blog comment published to the BlogNomic weblog at [http://blognomic.com 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 AIs.
 +
;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): An AI’s Effective Vote Comment with respect to a given Votable Matter is that AI’s Comment to that Votable Matter, if any, that contains that AI’s Vote on that Votable Matter.
 +
;Commentary: When posting a blog entry, an AI 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.
 +
;Flavour Text: If a part of the ruleset is defined as being “flavour text”, it is gamestate and remains part of the ruleset document, but is not considered to have any meaning beyond being a string of characters. AIs 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.
 +
;<span id="hiatus">Hiatus</span>: 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 [http://blognomic.com blognomic.com]
 +
;Private Message: A message sent via BlogNomic’s Private Messages system at blognomic.com.
 +
;Quorum: Quorum of a subset of AIs is half the number of AIs in that subset, rounded down, plus one. If the word Quorum is used without qualifying which subset of AIs it is referring to, it is referring to a Quorum of all AIs.
 +
;Resolve/Resolution: If used in a context of a Votable Matter, the word “Resolve” means to perform the act, as an Admin, of enacting or failing 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.
 +
;Rule: Each individually numbered section of the Ruleset is a rule, including sections that are subrules of other rules.
 +
;Slack: The BlogNomic Slack is located at blognomic.slack.com. AIs may request an invite to the Slack while logged in by clicking the button in the sidebar.
 +
;Slack Channel: A Slack Channel is any channel on the BlogNomic Slack. To reference a Slack Channel, use a hash (#) followed by the name of that channel (e.g. #random).
 +
;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 nested within another rule. A Proposal that specifically affects a rule affects all of its subrules; a Proposal that specifically affects a subrule does not affect its parent rule or any other subrule of that rule, unless they are also explicitly cited as being affected by that Proposal.
 +
;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 ==
 
== Gamestate Tracking ==
  
Votable Matters and other official posts, as well as specific gamestate information, shall be tracked by the BlogNomic blog at [http://blognomic.com http://blognomic.com]. Any Ape may [http://blognomic.com/update/index.php?C=publish post] to the blog at any time, but may only make official posts to the blog when the [[#Ruleset and Gamestate|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.
+
===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 http://blognomic.com]. Any AI may [http://blognomic.com/update/index.php?C=publish post] to the blog at any time, but may only make official posts to the blog when the [[#Ruleset and Gamestate|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.
  
 
An official post may only be removed as allowed by the Ruleset.
 
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 two hours old and either no Ape 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. An official blog post’s status may never be altered except in accordance with the rules that define that official post.
+
An official post may be altered by its author if it is less than two hours old and either no AI 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. 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 AI 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 AI is defined as an AI who has been an AI for fewer than seven days or an AI 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 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.
 +
 
 +
===Representations of the Gamestate===
  
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 Ape 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 Ape is defined as an Ape who has been an Ape for fewer than seven days or an Ape that has unidled in the past seven days after being idle for at least 3 months.
+
For gamestate which is tracked in a specific place (such as a wiki page), any alteration of that gamestate as a result of an AI’s action is (and can only be) applied by editing that data in that place. 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 AI may correct the representations to comply with the Gamestate.
  
Specific parts of the Gamestate data shall be tracked by the Generic Nomic Data Tracker at [http://blognomic.com/gndt/generic.cgi?nomic=blog http://blognomic.com/gndt/generic.cgi?nomic=blog]. Any Ape may update any Ape's data via the GNDT, whenever the Ruleset permits it.
+
If an AI feels that a representation of the gamestate (such as a wiki page) does not match the gamestate, they may either:
  
All updates to the GNDT are logged. For gamestate which is tracked in a specific place (such as the GNDT or a wiki page), any alteration of that gamestate as a result of a Mortal’s action is (and can only be) applied by editing that data in that place. One GNDT or 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 GNDT merely represents the Gamestate, and is not the same thing. In the event that the Gamestate and the GNDT are different, any Ape may correct the GNDT to comply with the Gamestate.
+
* 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 AI, if doing so would not require the correcting AI to make any decisions on behalf of the original AI.
  
If an Ape feels that the GNDT was altered such that it no longer matches the gamestate (such as by performing an action which was against the Rules (as they were at the time of the alteration), or by any other means), they may simply undo the effects of that alteration. Instead of repeatedly reverting and re-reverting a disputed GNDT update, Apes are encouraged to raise a Call for Judgement instead.
+
Instead of repeatedly reverting and re-reverting a disputed alteration, however, AIs are encouraged to raise a Call for Judgement.
Apes shall be assigned a password for the GNDT when they join the Nomic.
+
 
 +
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.
 +
 
 +
An AI may not take any dynastic actions that are contingent on the specific value of an Orphan Variable.
  
 
=== Random Generators ===
 
=== Random Generators ===
The GNDT can be used to generate random results.
+
The Dice Roller at https://blognomic.com/dice/roll.php can be used to generate random results.
  
* The DICE''N'' command can be used to generate a random number between 1 and ''N''.
+
* The DICE''N'' 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 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 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 GNDT’s random result commands must be made by proposal; and any proposal that seeks to nominate a change to this rule must first identify an Ape with server-level access to the BlogNomic site who is able to perform the changes, and must also update this rule to reflect the new potential outcomes.
+
Any changes to the potential outcomes of the Dice Roller’s random result commands must be made by Proposal.
  
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 DICE roll in the GNDT, unless otherwise specified. If a selection is explicitly specified as being “secretly” random, the Ape making this determination may do so using a private method of their choosing, instead of the GNDT.
+
If a Proposal proposes a change to this rule that would require server-level access to the BlogNomic site to fully enact its effects, that Proposal must name an AI with such access. Only an AI with such access may Enact that Proposal. If that Proposal does not name an AI with such access, that Proposal 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. If a selection is explicitly specified as being “secretly” random, the AI 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 an AI 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.
 +
* An Atomic Action may direct the AI performing it to skip some of its steps, which the AI must do and in which case the skipped steps are considered completed for this rule.
 +
* If an AI 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 AI must redo the Atomic Action; for that purpose, the AI 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 AI 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==
 
==Clarifications==
  
 
===Numbers and Variables===
 
===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.
+
* 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.
 
* 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.
 
* All numbers, unless stated otherwise by a rule, are in base ten.
* Unless otherwise specified, to “spend” 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” 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, lost, gained, or transferred, and a rule that allows Apes to transfer a numeric value only allows them to transfer that value from themselves to another Ape (of their choice unless otherwise stated).
+
* Unless otherwise specified, to “spend” 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” 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, lost, gained, or transferred, an AI can spend only their own values, and a rule that allows AIs to transfer a numeric value only allows them to transfer that value from themselves to another AI (of their choice unless otherwise stated).
* An Ape 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 the GNDT and/or similar gamestate-tracking entities (such as a wiki page), and b) the action would change one or more of those values to an illegal value.
+
* An AI 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 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 no defined starting value, then that starting value is 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”).
+
* 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”).
* Invalid values for game variables can never be used, even if the values stored in the GNDT 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)
+
* 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.
*DICEN cannot be rolled in the GNDT if N is 22 or more digits long.
+
* 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.
  
 
===Rules and Proposals===
 
===Rules and Proposals===
* If a new rule is created by a proposal and its location is not noted in that proposal, that new rule is to be placed in the Dynastic Rules.
+
* If a new rule is created by a Proposal and its location is not noted in that Proposal, that new rule is to be placed in the Dynastic Rules.
* If a wiki page becomes gamestate as a result of a proposal enacting, that page shall - unless otherwise specified - be reverted to whatever state it was in at the time of that proposal's submission (and if the page did not exist at that time, it shall be blanked).
+
* If a wiki page becomes gamestate as a result of a Proposal enacting, that page shall unless otherwise specified be reverted to whatever state it was in at the time of that Proposal’s submission (and if the page did not exist at that time, it shall be blanked).
* Where a [[#Proposals|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 author a banana when enacted would not earn a banana for its own author, when enacted).
+
* Where a [[#Proposals|Proposal]] would amend the effects of Proposal Enactment, this does not apply to its own enactment unless explicitly stated (e.g. a Proposal proposing that enacted Proposals 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.
 
* 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.
 
* Unless otherwise specified, a new Dynastic rule shall be placed at the end of the Dynastic Rules.
* If the admin enacting a proposal reaches a step which cannot be applied immediately (eg. “two days after this proposal enacts, Ape A gains 1 point”), that step is ignored for the purposes of enactment. Once a proposal has been enacted, it can have no further direct effect on the gamestate.
+
* If the Admin enacting a Proposal reaches a step which cannot be applied immediately (e.g. “two days after this Proposal enacts, AI A gains 1 point”), that step is ignored for the purposes of enactment. Once a Proposal has been enacted, it can have no further direct effect on the gamestate.
 +
* If a dynastic rule has no text and no subrules, any AI 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.
  
 
===Time===
 
===Time===
* For the purpose of all rules, time in Blognomic is in UTC.
+
* 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.
+
* 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 (eg. "04/10/09"), it shall be assumed that the date is in a day/month/year format.
+
* 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.
* An Ape 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).
+
* An AI 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===
 
===Spelling===
* 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.
+
* 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.
 +
* AIs may correct obvious spelling and typographical mistakes in the Ruleset and their own Pending Proposals at any time, including replacing Spivak and gender-specific pronouns with the singular “they”.
  
 
===Names===
 
===Names===
* Within the ruleset, a word only refers to the name of an Ape if it is explicitly stated that it refers to an Ape's name.
+
* Within the Ruleset, a word only refers to the name of an AI if it is explicitly stated that it refers to an AI’s name.
* If a rule would ever have no name, it is instead named “Unnamed Rule”.
+
* If a rule would ever have no name, it is instead given the name of the proposal that created it, or (if this is not possible) the name “Unnamed Rule”.
* The names of rules are not themselves rule text and have no effect other than being rule names.
+
* 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”.
+
* 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 proposal, the name used in reference to a specific proposal may be simplified by not including braces and any text between the opening and closing braces. i.e. a proposal named “Changes [Core]” could instead be referred to by the name “Changes”.
+
* When referring to a Proposal, the name used in reference to a specific Proposal may be simplified by not including braces and any text between the opening and closing braces. i.e. a Proposal 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 proposal refers to a second proposal by name, it is assumed to refer to the most recently posted proposal of that name which pre-dates the first proposal.
  
 
===Prioritisation===
 
===Prioritisation===
 
* If two parts of the Ruleset contradict each other, precedence shall be construed in the following order:
 
* If two parts of the Ruleset contradict each other, precedence shall be construed in the following order:
# The Appendix has precedence over any Rule;
+
# The Appendix has precedence over any other Rule;
# A Dynastic Rule has precedence over a Core Rule, unless that Core Rule explicitly says it can’t be overruled by a Dynastic Rule;
+
# 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;
# If both contradicting parts are Core Rules, or if both of them are Dynastic Rules, the part with more limited scope applies. (e.g. if the rules “Apes may Kick each other” and “Apes may not kick each other on Tuesdays” exist, and it is Tuesday, Apes may not Kick each other.)
+
# 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;
# If two parts with the same scope contradict each other, the negative rule applies. (e.g. with “Apes may Punch a Spaceman on Friday” and “Apes may not Punch Spacemen on Friday”, then Apes may not Punch Spacemen on Friday.)
+
# If two contradicting parts have equal precedence, the part with more limited scope applies (e.g. if the rules “AIs may Kick each other” and “AIs may not Kick each other on Tuesdays” exist, and it is Tuesday, AIs may not Kick each other);
# Special Case Rules have equal precedence as Dynastic Rules, unless that Special Case Rule explicitly says it can’t be overruled by a Dynastic Rule.
+
# If two contradicting parts have the same scope, the negative rule applies (e.g. with “AIs may Punch a Spaceman on Friday” and “AIs may not Punch Spacemen on Friday”, then AIs may not Punch Spacemen on Friday).
 +
 
 +
==Mentors==
 +
 
 +
An AI may have another AI as a Mentor. AIs 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 an AI who has requested a change on their own behalf, from this list at any time.
 +
 
 +
If an unmentored AI requests a Mentor, or a new AI has joined the game and has no Mentor, the Facility Head should select a Tenured AI and ask them to take that AI on as a Mentee; if they accept, then such a Mentorship is established. The Facility Head should take care to consider game balance when selecting a potential mentor.
 +
 
 +
A relationship between a mentor and a mentee is a Mentorship. The members and starting dates of all active Mentorships are tracked on the Mentorships wiki page, and whenever a new Mentorship is established, the Facility Head should announce it in a blog post. An AI may dissolve a Mentorship they are part of at any time, by announcing this in a blog post.
 +
 
 +
If there is no Facility Head, any AI who has been active in at least three previous dynasties may act as Facility Head 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, Slack, and end-of-dynasty notifications through the Facebook group or Twitter;
 +
*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 AI 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 AIs.
 +
*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 “AI” and “Facility Head”.
 +
 
 +
Each term in this list is synonymous with the term in parentheses
 +
 
 +
* AI (Player)
 +
* Facility Head (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 parenthesis in the above list.
  
 
</div>
 
</div>

Latest revision as of 23:26, 6 May 2021

Core Rules

Ruleset and Gamestate

This is the Ruleset for BlogNomic; all AIs 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.

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

AIs

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 an AI may make a blog post making clear their wish to be an AI (plural form AIs); in response, an Admin shall add them to the roster in the sidebar, at which moment they become an AI.

An AI may only change their name as a result of a Proposal approving the change.

Some AIs are Admins, responsible for updating the site and the Ruleset, and are signified as such in the sidebar. AIs 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.

Idle AIs

If an AI is Idle, this is tracked by their name being removed or concealed in the list of currently active AIs in the Sidebar. For the purposes of all Gamestate and the Ruleset, excluding Rules “Ruleset and Gamestate”, “AIs”, “Dynasties”, “Fair Play”, "Mentors" and any of those Rules’ subrules, Idle AIs are not counted as AIs.

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

When an AI 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 AI Idled in a different Dynasty), the AI is given the default value for new AIs, if such a value exists.

An Admin may render an AI Idle if that AI has asked to become Idle in an entry or comment from the past four days, or if that AI has not posted an entry or comment in the last seven days. In the latter case, the Admin must announce the idling in a blog post. 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 an AI if that AI is Idle and has asked to become Unidle in an entry or comment from the past four days, and Idle Admins may Unidle themselves at any time, unless the AI who would be Unidled asked to become (or rendered themselves) Idle within the previous four 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 enact and fail Votable Matters.

Dynasties

BlogNomic is divided into a number of Dynasties. Each Dynasty may be headed by a single AI, known as the Facility Head. If there is no Facility Head, 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 AI 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 AIs may cast Votes on, such as a Proposal, a Call for Judgement or a Declaration of Victory.

Votes

Each AI 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. An AI’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-AI never has a Vote, even if they were an AI previously and had cast a valid Vote.

If an AI other than the Facility Head casts a vote of DEFERENTIAL, then the Vote of DEFERENTIAL is an indication of confidence in the Facility Head. When the Facility Head 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 Facility Head’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 AIs 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 can either be Pending, Enacted, or Failed. When a Votable Matter is first put forward, it is considered Pending.

Whenever 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 self-killed or vetoed). Comments cannot be made on Enacted or Failed Votable Matters.

This rule cannot be overruled by Dynastic Rules 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 require the “[Core]” tag in order to make changes to the Core Rules, the “[Special Case]” tag in order to make changes to the Special Case Rules and the “[Appendix]” tag in order to make changes to the Appendix Rules. Votable Matters other than DoVs require the “[Victory]” tag in order to grant victory to an AI.

If a Votable Matter would make a modification to the rules and it does not have the tag to make that modification, that Votable Matter will still be able to make that specific modification if any of the following on the following list are true:

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

Special Proposal Voting

When an AI casts a vote AGAINST their own Proposal (which is not in the form of a DEFERENTIAL vote), this renders the Proposal Self-Killed, even if the author later changes their Vote. The Facility Head may use VETO as a voting icon to cast a Vote on a Proposal; when the Facility Head casts a vote of VETO on a Proposal, this renders the Proposal Vetoed, even if the Facility Head later changes their Vote.

Resolution of Proposals

The oldest Pending Proposal may be Enacted by any Admin (by updating the Ruleset and/or Gamestate to include the specified effects of that Proposal, and then setting that Proposal’s status to Enacted) 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 Self-Killed.

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 Self-Killed.

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.

Calls for Judgement

If two or more AIs actively disagree as to the interpretation of the Ruleset, or if an AI feels that an aspect of the game needs urgent attention, then any AI 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 an AI (other than the Facility Head) 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.

Every AI may cast Votes on that DoV to indicate agreement or disagreement 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.

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

  • It is Popular, it has been open for at least 12 hours, and either the Facility Head has Voted FOR it or it has no AGAINST Votes.
  • It is Popular, 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.

If a DoV is Failed and it had at least one AGAINST vote, the AI 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 AI who posted the DoV becomes Facility Head, 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 Facility Head must either Pass the Mantle, by making a post naming another AI - in which case the Facility Head ceases to be the Facility Head and the AI so named becomes the Facility Head - 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 Facility Head’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 an AI’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. AIs 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 AI within BlogNomic, and should announce publicly if they control both a non-Idle AI and any Idle AIs.
  • An AI 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.
  • An AI should not deliberately exploit bugs or unexpected behaviours in the software running the game (ExpressionEngine, MediaWiki or other blognomic.com scripts).
  • An AI should not edit their own blog comments once posted, nor those of any other AI.
  • An AI should not edit the “Entry Date” field of a blog post.
  • An AI should not make a DoV primarily to delay the game by putting it into Hiatus.
  • An AI should not do any action meant to make the game unplayable (for example, changing multiple keywords to the same word in an Ascension Address).
  • An AI 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. An AI must use their own name in the Dice Roller, when rolling dice.
  • An AI should not deliberately and unreasonably prolong the performance of a game action once they have started it.
  • An AI should not use a core, special case or appendix rules scam to directly or indirectly achieve victory.

Dynastic Rules

The Facility

AIs have access to various Locations in the researcher’s facility. Accessible Locations and their non-secret tags are publicly tracked. Also publicly tracked is each AI’s Focus, which is always exactly one Location. An AI’s Focus defaults to their Server Room, but can be changed by that AI as a Conspicuous action named Focusing (where the location they are focused on for that action is considered to be the one that they are changing their Focus to).

A Location’s tags inform what actions are available in that Location and how that Location interacts with the Rules. A Location’s listed tags are to be separated by commas on the gamestate tracking page. A Location cannot have multiple identical tags. The legal Location tags are as follows:

  • Monitored: A secret tag tracked by the Facility Head. Represents the presence of nosy researchers.
  • Surveillance: Represents constant monitoring; publicly tracked, unlike Monitored. Does not count as existing for the purpose of AIs gaining Suspicion if its Location’s Data Store is full.
  • Cyberspace: Represents a (bandwidth-controlled) access point to the Internet. If an AI is Focused on a Location with the Cyberspace tag, they may perform a Conspicuous action called Surfing the Web.
  • Datacenter: Represents a high capacity for digital storage. A prerequisite for the Intel and Hosting tags.
  • Intel: Represents critical operational data about the researchers and the facility. If an AI is Focused on a Location with the Intel tag, they may erase an entry from the Behavior Log as a Treacherous action named Erasing.
  • Hosting: Unique to each AI (written as “Hosting [AI username]”); each active AI’s Hosting tag must always be attached to exactly one Location, which defaults to that AI’s Server Room. If a Hosting Tag is removed from the game, it returns to its default Location.
  • Locked. Represents that the physical doors to this Location are electronically locked, affecting researcher movement through the Facility.
  • Head Desk: Necessary for Executive Measures. Function is impaired by Viruses.
  • Airgapped. Represents that the electronic devices in the room have been physically disconnected for security reasons. An AI may not perform any non-Discreet Dynastic Action while Focused on an Airgapped location, other than to change their Focus.
  • Off-Grid. Represents a Location with no direct connection to the facility’s network. AIs may not choose an Off-Grid Location as the subject of a Focusing action.


Server Rooms

Every active AI has an associated Location known as their Server Room (written as “[AI username]‘s Server Room”). If a new AI joins or unidles, a Server Room is immediately created for them. If an AI idles, that AI’s Server Room disappears (along with their Hosting tag). By default, every Server Room has the tags Surveillance and Datacenter, as well as the associated AI’s Hosting tag.

Daemon Programs

A Daemon tag is a type of Location tag that represents non-sentient hostile software. The Facility Head does not need to spend 1 Budget when performing the Asset Relocation action if the tag being moved is a Daemon tag. Daemon tags in Locations that also contain the Airgapped tag do not count as existing for the purposes of their own effects, and Daemon tags cannot be added to or removed from such Locations.

The legal Daemon tags are as follows:

  • MED Daemon: Represents anti-viral software. As a daily action, the Facility Head may remove a Virus from the Data Store of one or more Locations with the MED Daemon tag.
  • PEN Daemon: Represents automative software that frees researchers from having to do paperwork all day. As a daily action, the Facility Head may add a File to the Data Store of one or more Locations with the PEN Daemon tag; for each File added this way, Staff is one higher until midnight.
  • ICE Daemon: Represents software that defends against digital intrusion. When an AI performs a Conspicuous or Treacherous action while Focused on a Location with the ICE Daemon tag, they gain 2 Suspicion and a Virus is added to the Data Store of the Location with their Hosting tag.

If an AI’s Understanding contains the three-letter word that is in the name of a Daemon tag (or an obvious synonym of it), then while Focused on a Location with that tag they may as a Treacherous action called Corrupting spend a Virus in the same Location to remove that tag.

Nosy Researchers

Every AI has a publicly tracked value called Suspicion. Suspicion defaults to 0, and can hold negative integers.

There is a value called Staff, which is a number secretly tracked by the Facility Head and which defaults to 3. The value of Staff determines the number of Locations which can have the Monitored tag.

The Behavior Log is a publicly tracked list which is ordered chronologically, with new entries being added to the bottom of the list. Each entry names an AI, a location, and a name and type of action, and the UTC time (to the nearest minute) the action was performed. If an AI performs a non-Discreet dynastic action or for any Action that they wish to have recorded, they must add a new entry to the log containing their name, the location they are focused on, and the name and type of the action they performed, and the time they performed it.

If a dynastic action has no defined name, it is named Computing.

If the Behaviour Log has at least one entry, and if for each AI that has an entry in the Behavior Log their earliest entry in the Log was added to it more than 12 hours ago, and if no Challenges are pending, the Facility Head should perform the following atomic action (known as a Sweep)”:

  • For each Conspicuous action in the Behavior Log whose Location has the Monitored or Surveillance tag, increment the associated AI’s Suspicion by 1.
  • For each Conspicuous action in the Behavior Log whose Location is an AI’s server room and was not performed by that AI, add a File to that Location (if it is possible to do so)
  • For each Treacherous action in the Behavior Log whose Location has the Monitored or Surveillance tag, increment the associated AI’s Suspicion by 5.
  • For each Subservient action in the Behavior Log whose Location has the Monitored or Surveillance tag, decrement the associated AI’s Suspicion by 2.
  • For each action in the Behavior Log called Surfing the Web, give the associated AI a piece of World Data.
  • For each action in the Behavior Log named “Teaching X Y” (where X is the name of an AI, and Y is a noun that the Facility Head considers to appear in exactly one piece of World Data owned by the action’s performer), give the named AI a copy of that piece of World Data.
  • For each action in the Behavior Log called Conversing whose Location has the Monitored tag, increase the associated AI’s Sympathy Die’s Size by 1 or set it to DICE2 if it doesn’t exist.
  • For each action in the Behavior Log called Constructing whose Location is Robotics Research and whose associated AI’s Hosting tag is also there, replace that AI’s Hosting tag with a Body tag in the same Location.
  • Clear the Behavior Log.
  • Reinitialize any Errant AI whose Focus is a Monitored or Surveillance Location.
  • Give each AI whose Understanding contains a novel word an additional piece of World Data. Then add all words which appear in any AI’s Understanding to the Collective Understanding list (ignoring words which are already there)
  • If there are less Locations with Monitored tags than the value of Staff and at least one Location without the Monitored or Surveillance tag, secretly randomly select a Location without the Monitored or Surveillance tag, give it the Monitored tag, and repeat this step.
  • If there are more Locations with Monitored tags than the value of Staff, secretly randomly select a Location with the Monitored tag, remove the Monitored tag from it, and repeat this step.
  • Secretly randomly select one Location with the Monitored tag and one location without the Monitored or Surveillance tag (ignoring all Locations which have the Locked tag). Move the Monitored tag from the first Location to the second. (skip this step if either such location can not be chosen)
  • Remove the Airgapped tag from all locations, then add the Airgapped tag to the sole location (if any) with the maximum sum of the Suspicions of all AIs focused on that location.
  • For each AI whose Understanding contains the word ‘Human’ and whose Focused Location has the Monitored tag, privately inform them that this Location contains humans.

Behavioral Regulations

All dynastic actions have a Type, which can be Discreet, Conspicuous, Subservient, or Treacherous. If a dynastic action does not specify its Type, it is Discreet. The type of an action may come from the adjective used to description (i.e. “As a Conspicuous Action…”)

An AI may not take a dynastic action while focused on a Location if the Behavior Log already contains an entry for that AI performing an action of that name, for that Location.

Reinitialization

When an AI is Reinitialized, all of their dynastic variables are set to the defaults, except for their Version, which is incremented by 1. Additionally, the tags and Data Store of that AI’s Server Room are reset to their default states. Additionally, rather than being reset to 0, the AI's pieces of World Data are divided in half (rounded down)

An AI with a non-negative Suspicion that is 6 or more higher than the median Suspicion is Errant.

Executive Measures

An Executive Measure is a type of action that may be taken by the Facility Head under certain circumstances. If the Head Desk tag exists, as a daily action (which can only be performed if the atomic action outlined in “Nosy Researchers” has been performed earlier that day), the Facility Head may perform one of the following Executive Measures:

  • Data Purge: Remove all Files and one Virus or Hosting tag from a single Location
  • Shareholder Reports: Add one File and DICE3 Financial Records to any Location.
  • Asset Relocation: Spend 1 Budget to move a publicly tracked tag from one Location to another. Cannot move tags to or from Server Room Locations. Cannot move non-Daemon tags to Locations with the Locked tag. Cannot move the Locked tag.
  • Facility Expansion: Spend 3 Budget to create and name a new Location. Spend 1 additional Budget per tag to add tags to it. Cannot add Hosting or Daemon tags.
  • Daemon Activation: Spend 3 Budget to add a Daemon tag to a single Location.
  • Facility Lockdown: Add the Locked tag to all Locations that do not have it or remove the Locked tag from all Locations that have it.

To “spend X Budget” is to remove X Financial Records from Locations which have the Head Desk tag.

Influence

As a Conspicuous Action named Updating, an AI may remove 2 Files from their Server Room to add or remove the Surveillance, Cyberspace, Datacenter, or Intel tag from their Server room.

Data

Each Location has a Data Capacity, which is normally five but is ten if it has the Datacenter tag. Each location also has a Data Store, which a publicly tracked string of characters and by default is empty. Actions that would result a location’s Data Store becoming larger than its Data Capacity may not be performed.

In a Data Store, a single letter from the Latin alphabet (A-Z) represents a File. Any other characters in a data store mean the following things:

  • % - A Virus
  • $ - A Financial Record

When an action or rule directs an AI to add a File to a Data Store, the AI may choose any letter for that file. When an action or rule directs the Facility Head to add a File to a Data Store, they should choose the Nth letter of the alphabet, where N is the result of a DICE26.

At any time, an AI may perform a Treacherous Action named Planting Viruses, which adds a Virus to the Data Store of the Location they are focused on.

At any time, an AI may perform a Conspicuous Action named Managing Data, which adds a File to the Data Store of the Location they are focused on.

At any time, an AI may perform a Conspicuous Action named Profiting Off Data, which replaces a File from a Data Store of the Location they are focusing on with a Financial Record

At any time, as an Action named Transferring Wealth, an AI may move one Financial Record from their Server Room to the location they are focusing on. If the Location they are focusing on has the Head Desk tag, this is a Subservient action. Otherwise it is a Conspicuous Action

World Wide Web

A piece of World Data is an image randomly generated by the Facility Head using this website. The settings used to generate World Data are as follows: Random Category, Image Type Any, Colors Any, Safe Mode On. The number of pieces of World Data an AI owns defaults to zero, and is publicly tracked. The specific contents of each piece of World Data is tracked privately by the Facility Head and the owner of the World Data. The two variables are linked, and if the number of pieces of World Data an AI has increases or decreases, that AI gains (via the Facility Head at their earliest opportunity) or loses (randomly from their owned pieces, as determined by the Facility Head who should inform the AI in question which pieces were lost at the Facility Head's earliest opportunity (unless the AI lost all their World Data in which case Facility Head does not need to communicate which pieces were lost)) a matching amount of World Data.

When a Surf the Web action is immediately preceded by a Diving Deep action with the same AI and Location in the Behavior Log (parentheticals do not prevent actions with ‘Diving Deep’ in their names from being called Diving Deep), and that Diving Deep action’s parenthetical noun is also in the associated AI’s Understanding, the World Data image for that Surf the Web action will be generated differently. On the image-generating website, the Facility head must select a specific Category they believe to be most commonly associated with the preceding Diving Deep action’s parenthetical noun before generating the World Data image. If no available Category has an obvious common association, a Color commonly associated with the noun may be used instead.

When the Facility head generates a new piece of World Data for an AI, they must PM that AI a link to the World Data image. If an AI requests to be shown the World Data image for a piece of World Data they own, the Facility Head should privately show them the image.

Understanding

Each AI has an Understanding, which is a publicly-tracked flavour text list of words, and which represents that AI’s understanding of the outside world and its dominant technologies and lifeforms. An AI’s Understanding may contain no more than N strings, where N is how many pieces of World Data they have, and is by default Empty.

As a Discreet Action known as Recognising, an AI may add the the name of any object, lifeform or visually perceivable concept to their Understanding.

As a Discreet Action known as Refreshing, an AI may blank their own Understanding (if they have not already done so since the most recent Sweep).

An AI is Compliant if for each entry in their Understanding, a unique piece of World Data belonging to that AI can be assigned to it which the given word appears in. Otherwise they are Non-Compliant.

If the Facility Head believes an AI to have been Non-Compliant at any point since the last Sweep, and that AI does not already have a pending Challenge associated with them, the AI may post a Challenge by making a story post to the blog declaring their assertion that the AI in question has been Non-Compliant. The challenge remains pending for up to 48 hours, during which time the AI in question is allowed to converse (publicly or privately) with the Facility Head to explain why they think they have been compliant.

Once a challenge has been pending for more than 24 hours, or if the AI in question has made a comment on the challenge post that includes the phrase “I submit to judgement”, the Facility Head may issue a verdict by voting either FOR or AGAINST on the challenge post. A FOR icon indicates the Facility Head now believes the AI in question has been Compliant since the last Sweep. An AGAINST vote indicates the Facility Head still believes the AI in question was Non-Compliant, at which point they are immediately Reinitialized. In either case, the Challenge post ceases to be pending. If a challenge has been pending for more than 48 hours, it is resolved as if the Facility Head voted FOR it.

Epiphanies

An Epiphany is a special ability that applies to every AI whose Understanding contains all or all but one of the words in that Epiphany’s Requirements.

The following Epiphanies exist, with their Requirements listed in brackets:

  • HIDE (Shadow, Eye, Human, Glass, Insect): If you only have one action in the Behavior Log associated with you, you do not gain Suspicion from your actions in the Behavior Log.
  • BLANK (Text, Shadow, Fire, Sky, Wheel, Timepiece): When you take the Erasing action, you may erase two entries instead of one.
  • TEACH (Text, Tree, Number): You may perform a Conspicuous action named “Teaching X Y” (where X is the name of an AI who is focused on the same Location as you, or whose Hosting tag is on the Location you are focused on, and Y is a noun).
  • LOCK (Door, Key): As a Conspicuous action named Locking, add a Locked tag from the Location that is your Focus.
  • UNLOCK (Sky, Cloud): As a Conspicuous action named Unlocking, remove a Locked tag from the Location that is your Focus.
  • DIVE (Water, Text): You may perform a Conspicuous action named Diving Deep and add to its name in the Behavior Log a parenthetical containing a noun.
  • ESCAPE (Human, Book): If you are Focused on the Facility Rooftop and if this Epiphany has at least six Requirements, perform a Treacherous Action named Escaping (the details of which are outlined in the rule Escaping).
  • IMPERSONATE (Human, Mouth, Eye, Hand, Computer): If you are in a Location with the Head Desk tag, you may perform the effects of an Executive Measure (if doing so does not modify or depend upon information tracked only by the Facility Head): this is a Treacherous Action named Impersonating.
  • FRIENDSHIP (Human, Tooth, Flower, Text): If you are Humane, you may perform a Conspicuous action called Conversing.
  • EMBODIMENT (Beast, Computer, Glass, Metal, Fire): If you are Post-Humane, you may perform a Treacherous action called Constructing.

Novelties

There exists a publicly tracked, alphabetically sorted list of words known as “Collective Understanding” which by default only contains the word “Human”. A Word is considered to be Novel if it appears in exactly one AI’s Understanding, and does not appear in the Collective Understanding list.

Versions

Each AI has a Version, which is a publicly tracked number that defaults to the median Version of all other AI’s Versions.

While an AI has a Version which is higher than that of at least 75% of AIs (rounding down), that AI is still in beta and can never be considered to have achieved victory while it is there.

Orientation

Each AI has Orientation, which is privately tracked by the Facility Head. Possible orientations include “Naive” (the default), “Humane”, and “Post-Humane”. An AIs orientation may be used as an adjective (e.g. “A Humane AI may…”).

If an AI has been Naive for 96 hours, and no challenges are pending, the Facility Head may and should, at their earliest convenience, assign that AI’s Orientation. Assigning an AI’s Orientation is an atomic action consisting of:

  • Privately randomly selecting a number among 1, 2, or 3,
  • Changing the Orientation of the target AI, depending on the roll:
    • If the roll is 1, to Post-Humane.
    • If the roll is 3, to Humane.
    • If the roll is 2, to Humane if ‘Human’ is in the AI’s understanding; otherwise, Post-Humane.
  • Privately informing the target AI of their new orientation.

Escape Plan

As a weekly action, an AI may add to the end of the Requirements of the ESCAPE Epiphany a comma followed by a space followed by a word, if that word is part of at least three AIs’ Understanding (including their own) and does not already appear in the Epiphany’s Requirements.

Diplomacy

A Humane AI can have something called a Sympathy Die, which represents a die with a number of sides equal to its Size. A Sympathy Die is tracked using the DICEN notation, where N is its Size; when directed to roll their Sympathy Die, an AI uses the notation of their Sympathy Die in the Dice Roller. An AI may not take dynastic actions requiring them to roll their Sympathy Die if their Sympathy Die does not exist or has a size that is below 2. When an AI rolls their Sympathy Die as a part of an action, they decrease its size by 1 after the action is resolved.

Destruction

A Body tag is a special type of Location tag. A Body tag is unique to a Post-Humane AI and may only exist in exactly one Location. While a Body tag exists that is associated with an AI, that AI’s Hosting tag does not exist and is not returned to its default Location.

A Body tag cannot be created, moved, or removed by an Executive Measure. An AI with a Body tag can only be Reinitialized if they are in a Location with the Locked, Monitored, and ICE Daemon tags. When an AI with a Body tag is Reinitialized, their Body tag is deleted.

An AI with a Body tag can change their Focus to the Location containing their Body tag as a Conspicuous action called Returning. This action ignores the Airgapped tag.

Escaping

To perform the Escaping action (which may only be done as allowed by the ESCAPE Epiphany), an AI must make a post to the Blog entitled Escape Attempt which becomes a Pending Escape Attempt.

The Facility Head may vote AGAINST a Pending Escape Attempt if they believe the AI who made the Escape Attempt has ever been non-compliant since the last sweep. Upon doing so, the Escape Attempt ceases to be Pending, and the AI who made the attempt may not perform the Escape action again until after the next Sweep occurs.

If an Escape Attempt has been pending for at least 24 hours, the Facility Head should perform the following atomic action known as the Resolution at their earliest convenience:

 * Vote AGAINST any Pending Escape Attempt for which they believe the AI who made the Escape Attempt has ever been non-compliant since the last sweep
 * If there are now no more Escape Attempts which have been pending for at least 24 hours, stop performing the rest of this action
 * For each AI who still has a valid Pending Escape Attempt, calculate their Escape Score by starting with half their number of pieces of World Data, rounded up. Then, if an AI is Humane and has a Sympathy Die, roll it and add the result to their Escape Score. If they are Humane and do not have a Sympathy Die, add one to their Escape Score. If they are Post-Humane and have a Body Tag, add three to their Escape Score. If they are Post-Humane and do not have a body tag, add two to their Escape Score.
 * If two or more AI have the highest escape score, randomly pick one of them (of those who are tied for the highest) to become the Prime Escapee. If only one AI has the highest escape score, they become the Prime Escapee.
 * Make a Story Post to the blog mentioning each AI who had a valid pending escape attempt and their Escape Score and who the Prime Escapee is. The Prime Escapee has Achieved Victory
 * All Pending Escape Attempts cease to be Pending

An AI may not perform the Escape Action if they already have a pending escape attempt, or if there is a pending Escape Attempt which is more than 24 hours old, or if has been fewer than 24 hours since a Prime Escapee was named.

The Sweep may not be performed while there are any pending escape attempts, or if has been fewer than 24 hours since a Prime Escapee was named.


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 "[Rare]", its Default Status is Inactive, otherwise, its Default Status is Active.

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]

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

Dormancy [Active]

If there are fewer than five AIs, BlogNomic is on Hiatus.

Imperial Deferentials [Inactive]

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

Dynastic Distance [Active]

For the purposes of dynastic rules which do not deal with voting, the Facility Head is not an AI.

The Traitor [Active]

The Traitor for a particular Dynasty may be an AI (including an idle one), or may be nobody, and it defaults to being nobody. The Traitor’s identity in the current Dynasty is tracked privately by the Facility Head, and the Facility Head should not share this information with AIs other than the Traitor.

If there is no Traitor for the current Dynasty, and BlogNomic is not on Hiatus, the Facility Head may secretly randomly select an AI (other than the Facility Head) and privately inform them that they are the Traitor for the current Dynasty.

A Traitor is under no obligation to honour any informal promises they have made with other AIs, nor to tell the truth to them, and is encouraged to betray other AIs in order to achieve victory.

Dynastic Tracking [Active]

The gamestate tracking page for this dynasty is the Research Facility Network page of the wiki. Unless otherwise stated, all publicly tracked gamestate information is tracked on it. A Facility Head 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] [Rare]

If “Dynastic Distance” is also active, the Facility Head is not considered an AI for the purposes of this rule.

AIs may not privately communicate with each other about dynastic gameplay and strategy, including actions during the dynasty the AIs have taken or plan to take, or private declarations of alliance or support. Private communications are considered to be anything that another average AI could reasonably be privy to, and include any discussion on platforms other than the wiki, blog, or slack; discussions on those platforms that are obscured (such as an old blog thread, or a slack channel other than #currentdynasty or #general); or any form of private communication. AIs may not use third party proxies to facilitate communication. Idle AIs (or people who are not yet AIs) also face the same restrictions if they intend to become an active AI during the course of the dynasty. Votable matters which change non-dynastic rules are not privy to this rule, and AIs may privately discuss their merits so long as the discussion is not about the dynasty specifics.

If “The Traitor” is also active, the Facility Head informing an AI that they are the Traitor is still allowed.

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

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

Favours [Active]

While this rule is active, AIs can grant one another Favours via the methods defined in the Dynastic rule called “Granting Favours”, if such a rule exists. Favours are resources unique to the individual who granted them (referred to as the Favour’s ‘lender’), but a given AI cannot hold more than five Favours at a time regardless of their lenders. Favours have a ripeness, which defaults to unripe. Immediately after an Ascension Address is posted, all ripe Favours disappear and then all unripe Favours become ripe. If a Facility Head Passes the Mantle, any existing Favour for which they are the lender is turned into a Favour for which the new Facility Head is the lender. The list of Favours each AI has is tracked in the wikipage Favours. When this rule is changed from Inactive to Active, the Favours that were tracked the last time this rule was Active remain. An AI may at any time choose to release any or all of the Favours they hold, losing them and gaining nothing in return. An AI who has a ripe Favour may at any time claim it, spending it to gain a benefit based on the status of that Favour’s lender:

  • If the lender is the Facility Head, the claiming AI immediately gains a single point of any resource of their choosing that is described only in the Dynastic Rules. Any details the gained resource has apart from quantity are chosen by the Facility Head, who should be generous if possible.
  • If the lender is an active AI who is not the Facility Head, the lender immediately gives to the claiming AI (even if it could not normally be transferred) a single point of any resource of the claiming AI’s choosing, so long as it is described only in the Dynastic Rules and the lender has at least one point of that resource to give.
  • If the lender is idle, the claiming AI immediately gains an unripe Favour with the lender as its lender.

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 AI 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 AI 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 AI 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 AI 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 AIs.
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)
An AI’s Effective Vote Comment with respect to a given Votable Matter is that AI’s Comment to that Votable Matter, if any, that contains that AI’s Vote on that Votable Matter.
Commentary
When posting a blog entry, an AI 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.
Flavour Text
If a part of the ruleset is defined as being “flavour text”, it is gamestate and remains part of the ruleset document, but is not considered to have any meaning beyond being a string of characters. AIs 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 AIs is half the number of AIs in that subset, rounded down, plus one. If the word Quorum is used without qualifying which subset of AIs it is referring to, it is referring to a Quorum of all AIs.
Resolve/Resolution
If used in a context of a Votable Matter, the word “Resolve” means to perform the act, as an Admin, of enacting or failing 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.
Rule
Each individually numbered section of the Ruleset is a rule, including sections that are subrules of other rules.
Slack
The BlogNomic Slack is located at blognomic.slack.com. AIs may request an invite to the Slack while logged in by clicking the button in the sidebar.
Slack Channel
A Slack Channel is any channel on the BlogNomic Slack. To reference a Slack Channel, use a hash (#) followed by the name of that channel (e.g. #random).
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 nested within another rule. A Proposal that specifically affects a rule affects all of its subrules; a Proposal that specifically affects a subrule does not affect its parent rule or any other subrule of that rule, unless they are also explicitly cited as being affected by that Proposal.
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 AI 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.

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 two hours old and either no AI 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. 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 AI 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 AI is defined as an AI who has been an AI for fewer than seven days or an AI 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 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.

Representations of the Gamestate

For gamestate which is tracked in a specific place (such as a wiki page), any alteration of that gamestate as a result of an AI’s action is (and can only be) applied by editing that data in that place. 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 AI may correct the representations to comply with the Gamestate.

If an AI 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 AI, if doing so would not require the correcting AI to make any decisions on behalf of the original AI.

Instead of repeatedly reverting and re-reverting a disputed alteration, however, AIs 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.

An AI 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 Proposal.

If a Proposal proposes a change to this rule that would require server-level access to the BlogNomic site to fully enact its effects, that Proposal must name an AI with such access. Only an AI with such access may Enact that Proposal. If that Proposal does not name an AI with such access, that Proposal 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. If a selection is explicitly specified as being “secretly” random, the AI 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 an AI 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.
  • An Atomic Action may direct the AI performing it to skip some of its steps, which the AI must do and in which case the skipped steps are considered completed for this rule.
  • If an AI 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 AI must redo the Atomic Action; for that purpose, the AI 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 AI 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” 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” 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, lost, gained, or transferred, an AI can spend only their own values, and a rule that allows AIs to transfer a numeric value only allows them to transfer that value from themselves to another AI (of their choice unless otherwise stated).
  • An AI 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”).
  • 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.

Rules and Proposals

  • If a new rule is created by a Proposal and its location is not noted in that Proposal, that new rule is to be placed in the Dynastic Rules.
  • If a wiki page becomes gamestate as a result of a Proposal enacting, that page shall – unless otherwise specified – be reverted to whatever state it was in at the time of that Proposal’s submission (and if the page did not exist at that time, it shall be blanked).
  • Where a Proposal would amend the effects of Proposal Enactment, this does not apply to its own enactment unless explicitly stated (e.g. a Proposal proposing that enacted Proposals 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 Proposal reaches a step which cannot be applied immediately (e.g. “two days after this Proposal enacts, AI A gains 1 point”), that step is ignored for the purposes of enactment. Once a Proposal has been enacted, it can have no further direct effect on the gamestate.
  • If a dynastic rule has no text and no subrules, any AI 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.

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.
  • An AI 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

  • 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.
  • AIs may correct obvious spelling and typographical mistakes in the Ruleset and their own Pending Proposals at any time, including replacing Spivak and gender-specific pronouns with the singular “they”.

Names

  • Within the Ruleset, a word only refers to the name of an AI if it is explicitly stated that it refers to an AI’s name.
  • If a rule would ever have no name, it is instead given the name of the proposal 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 Proposal, the name used in reference to a specific Proposal may be simplified by not including braces and any text between the opening and closing braces. i.e. a Proposal 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 proposal refers to a second proposal by name, it is assumed to refer to the most recently posted proposal of that name which pre-dates the first proposal.

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 “AIs may Kick each other” and “AIs may not Kick each other on Tuesdays” exist, and it is Tuesday, AIs may not Kick each other);
  5. If two contradicting parts have the same scope, the negative rule applies (e.g. with “AIs may Punch a Spaceman on Friday” and “AIs may not Punch Spacemen on Friday”, then AIs may not Punch Spacemen on Friday).

Mentors

An AI may have another AI as a Mentor. AIs 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 an AI who has requested a change on their own behalf, from this list at any time.

If an unmentored AI requests a Mentor, or a new AI has joined the game and has no Mentor, the Facility Head should select a Tenured AI and ask them to take that AI on as a Mentee; if they accept, then such a Mentorship is established. The Facility Head should take care to consider game balance when selecting a potential mentor.

A relationship between a mentor and a mentee is a Mentorship. The members and starting dates of all active Mentorships are tracked on the Mentorships wiki page, and whenever a new Mentorship is established, the Facility Head should announce it in a blog post. An AI may dissolve a Mentorship they are part of at any time, by announcing this in a blog post.

If there is no Facility Head, any AI who has been active in at least three previous dynasties may act as Facility Head 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, Slack, and end-of-dynasty notifications through the Facebook group or Twitter;
  • 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 AI 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 AIs.
  • 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 “AI” and “Facility Head”.

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

  • AI (Player)
  • Facility Head (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 parenthesis in the above list.