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Ruleset 29

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Laws

Ruleset and Gamestate

This is the Ruleset for BlogNomic; all Countries must obey it. Section One consists of the “laws” of blognomic, covering basic Country and proposal mechanics; Section Two contains the “rules” of the current round, and Section Three contains the glossary, which exists soley to clarify the remainder of the ruleset. Laws and rules may be referred to by their type and number.

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

Spivak pronouns, as defined in the Glossary, shall be used whenever a Country is referred to.

Admin Staff may correct obvious spelling and typographical mistakes in the Ruleset at any time.

Countries

Anybody may apply to join BlogNomic (if e is not already playing) by registering at http://blognomic.com via the Register link in the sidebar, and then making a post announcing eir arrival. An Admin will add em to the roster in the sidebar, at which moment e becomes a Country.

A Country may change eir name or eir sidebar link by editing eir blognomic.com profile. E may leave the game by posting an entry to the BlogNomic weblog requesting such action.

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

Some Countries are Idle, and should be marked as such in the sidebar. For the purposes of rules other than 1 and 2, idle Countries are not counted as Countries. Admin may render a Country idle if that Country has failed to vote for more than a week, or if it has asked to become idle. Admins may un-idle an Country at eir request - the Country's personal gamestate retains the values it had immediately prior to eir idling.

A single person may not control more than one Country within BlogNomic. If anybody is suspected of controlling more than one Country, then a Proposal may be made to remove any number of such Countries from the game, and to bar the perpetrator from rejoining.

Proposals

Any Country may propose a change to the Ruleset or gamestate by posting an entry in the "Proposal" category that describes the changes e wishes to be made.

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

No ostensible Proposal shall be legal if its posting leads to its poster having more than 2 Proposals pending. Furthermore, no Country may post more than 3 Proposals in the same day.

Voting

Any Country may cast eir Vote on a Pending Proposal by declaring it in the comments of the entry. Valid votes are FOR, AGAINST, and DEFERENTIAL, which must be represented by appropriate icons. If there exists more than one Vote from a single Country on a single Proposal, only the most recent of those Votes is counted. If a Country leaves the game or goes idle, eir Vote no longer counts.

A vote of DEFERENTIAL is a vote of no opinion, or of faith in the decision of the Hegemonist. The vote will count as the same as the Hegemonist's vote. The Hegemonist cannot cast a vote of DEFERENTIAL. If there is no Hegemonist, a vote of DEFERENTIAL counts as an explicit vote of abstention.

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

Enactment

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

If the oldest pending |Proposal's FOR votes exceed or equal Quorum and that Proposal has been open for voting for at least 12 hours, or if it is more than 48 hours old and more than half of its votes are FOR, then any Admin Staff may mark that Proposal as Enacted, then update the Ruleset and/or Gamestate to include the specified effects of that Proposal.

If the oldest pending Proposal has enough AGAINST votes that it could not be Enacted without one of those votes being changed, or if all Countries have voted on it and it still cannot be Enacted, or if the Country who proposed it has voted AGAINST it, or if it is more than 48 hours old and at least half of its votes are AGAINST, then any Admin Staff may mark that Proposal as Failed. When the proposer votes against eir own proposal, that vote may not be changed.

whenever an admin marks a proposal as enacted or failed e must report the following information on the proposal:
1) the final tally of for to against votes, or whether the proposal was self-killed or vetoed
2) the time of enactment or failure
3) the identity of the enacting or failing admin

Calls for Judgment

If two or more Countries actively disagree as to the interpretation of the Ruleset, or if a Country feels that an aspect of the game needs urgent attention, then any Country may raise a Call for Judgment by posting an entry in the "Call for Judgment" category . If the Country wishes, e may post anonymously by choosing "Call for Judgment" from the Author drop-down menu on the OPTIONS tab. The post should go on to describe the issue, and measures that should be taken to resolve it.

All Countries may add votes of agreement or disagreement in comments to this entry, using appropriate voting icons (a Country's later votes overriding eir earlier ones). CfJs continue until they reach a quorum of FOR votes, or until four days have passed. After this time, if more than half of the cast votes are in favour, the Gamestate and Ruleset should be amended as was specified. Otherwise, the CfJ fails and may have no further effect.

Gamestate Tracking

Proposals, Calls for Judgment, and other official posts, as well as specific gamestate information, shall be tracked by the BlogNomic blog at http://blognomic.com. Any Country 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.

If nobody else has commented on it, an official post may be altered or removed; otherwise this can only be done as allowed by the Ruleset. 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 changed to reflect its status.

A non-official post may not through editing of the blog be changed into an official post.

Voting and comments are accessible through the link at the bottom of every post.

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

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

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

Dynasties

BlogNomic is divided into a number of Rounds, referred to as Dynasties.

Each Dynasty has a single Hegemonist and is named according to the number of times which that Country has been the Hegemonist (or Hegemonist equivalent) (eg. "The First Dynasty of Myke").

The Hegemonist has the following powers:

  • E may veto any Proposal; that Proposal immediately fails. (This veto may be contested with a CfJ if it is thought excessively unreasonable.)
  • E may change the BlogNomic header, the colour scheme and the VETO icon, whenever e likes.

If there is no Hegemonist, any Country may propose a new header, color scheme, and/or VETO icon. If such a proposal passes, the changes will be made by any Admin.

A page of Dynasty Records is kept on a separate weblog, recording events that took place during past Dynasties, noting their themes, their Hegemonist or equivalent, interesting rules, large arguments, the winning move, etc. A Dynasty record must accurately reflect the Dynasty it refers to. Countries may submit Dynasty Records to the Hegemonist.

Victory and Ascension

If a Country believes that e has achieved victory as specified in the current Ruleset, e may Make a Post to the Blognomic frontpage entitled "Declaration of Victory", and a Hiatus begins. So long as the Hiatus is in effect, the only game actions that may be taken are those covered by laws 2, 6, and 9.

Every Country may respond to the Declaration of Victory saying whether e regards it as legal or illegal (using the FOR, AGAINST and DEFERENTIAL icons). If more than half of the Countries consider the win legal, then the poster of the Declaration is considered to have officially won the Dynasty - the Dynasty ends. If more than half consider it illegal, and if no CfJs remain pending, however, then the Hiatus ends and the current Dynasty continues. If no clear decision is reached after 24 hours, the Hegemonist may optionally step in and decide the win's legality.

At the winner's discretion, e may choose another active Country to be the Hegemonist for the next dynasty. This is known as Passing the Mantle. If the selected Country agrees, then all rights and responsibilities of the Hegemonist transfer to the selected Country. If the winner makes no mention of Passing the Mantle, it is assumed that the winner has decided to become the next Hegemonist.

When a Dynasty has been won, all Countries' GNDT stats are reset to zero or blank. Any Country who were idle throughout that Dynasty may be removed from the game, at the Hegemonist's discretion.

The Hiatus then continues until the new Hegemonist posts an Ascension Address to the BlogNomic weblog - this should specify the Hegemonist's chosen theme for the new round, and may optionally include a proclamation that any number of Rules will be repealed, and/or that the words "Country" and "Hegemonist" will be replaced with new theme-appropriate terms. If the new Hegemonist chooses not to repeal a rule, e may also replace any keyword in those rules with a new theme-appropriate term. The remaining rules, after the new Hegemonist's proclamation, shall be renumbered to keep a sequential progression. The new Hegemonist may also proclaim at the Ascension Address the veto of any Pending Proposals.

Upon posting this Address, and having made the Ruleset changes, the Hiatus period ends and the new Dynasty commences.

The Hegemonist may not declare victory in eir own dynasty.

(This rule has no name)

There is an Country who is called the Adversary. The Adversary has the same powers as the Hegemonist except that the Adversary uses a distinct Veto icon, which is called the Adversary’s Seal (the icon may be added here by the Adversary). Each seal icon may only be changed by its wielder.

The Hegemonist and the Adversary may overturn a veto imposed by the other. This may only be done if all Proposals subsequent to the one vetoed are still pending. The vetoed Proposal then reverts to pending status. Once a veto has been overturned on a Proposal, that Proposal may not be vetoed again.

The Dynasty is still considered to belong to the Hegemonist alone, but if the Adversary is able to achieve victory in that Dynasty, then its title is changed in the Dynastic records to bear the name of the Adversary instead.

Excalabur is the current Adversary.

Opon the posting of a Ascension Address, this law becomes a rule and this sentence is removed.

Rules

World

The World consists of a number of Territories. Each Territory must receive a unique name. Territories are listed in the Wiki, in a page named World which is part of the Gamestate.

A Country may control any number of Territories. If a Country controls no Territory, it is called a Government in Exile.

A Homeland of a Country, named "((Country)) Homeland", where ((Country)) is the name of the Country, shall never be destroyed. This paragraph cannot be superseded by other rules.


A Territory may be of type Oceanic. This is noted after the name of the Territory in parentheses. An Oceanic Territory may not be controlled by any Country.

Territories

Each Territory shall be adjacent to at least one other territory. That shall be listed in the World page.

At any time, if a Territory is adjacent to no other territory, it shall become adjacent to the Hegemonist’s Homeland.

Whenever a new Country joins the game, there shall be created a "((Country)) Homeland", named after the new Country, who will control the newly created Territory.

Whenever a Country’s Proposal passes unanimously, that country may roll a DICE2. Upon rolling a 1, e may create a Territory which must be adjacent to at least one of eir Territories, and optionally is also adjacent to any number of other Territories. E does not automatically control this Territory.

Whenever a Territory is created, DICEX shall be rolled twice, where X is equal to the number of existing territories. Make the territory being created Adjacent to the territories whose numbers corresponds to the DICE rolls (and vice versa). If a DICE roll corresponds to a territory that is already Adjacent to the territory being created, roll again. If the DICE roll corresponds to the territory being created, then the roll has no effect.

If there are an even number of Territories in the World, then when a new Territory is added, it must be of type Oceanic. When determining the adjacencies of an Oceanic Territories, roll DICE two additional times.

Production

Territories are capable of producing an integer amount of Commodities. A Territory listing in the World shall display its Production Capacity for each Commodity.

Whenever the Hegemonist posts a Market Position, e shall increase the Stocks of Commodities of each Country by the combined Production Capacity of all Territories that Country controls, plus one of every Commodity times the number of Territories that Country occupies, times the numbers of days between the last posted Market Position (exclusive) and the Market Position being posted (inclusive).

Whenever a Territory is created, a DICE10 shall be rolled for each of the Commodities listed in the Ruleset except Natural Beauty. The resulting numbers are the Production capacity of the newly created Territory for each of those Commodities. If the Territory being created is a Homeland, a DICE15 shall be rolled instead.

Each territory has a Maximum Beauty number, which shall be displayed in its World’s listing. Homelands are created with a Maximum Beauty of 24, other territories with a Maximum Beauty of 20.

At any time, the production capacity of Natural Beauty in a territory shall be MB - P, where MB is its Maximum Beauty and P is the sum of the production capacities of other commodities. The production capacity of Natural Beauty in a territory shall be adjusted if the production capacity or the Maximum Beauty of the territory changes for any reason.

The production capacities for Natural Beauty, and the stock of Natural Beauty a Country holds can be negative numbers. The stock of Natural Beauty held by a Country other than the Hegemonist may only become negative as a result of production. The Hegemonist may not take any action, other than closing market orders, that would make eir stock of Nat. Beauty negative. Other commodities’ production capacities and stocks must be non-negative. An Oceanic Territory does not have any Production capacity.

Population

Territories are populated. A Territory listing in the World shall display its current Population.

Whenever a Territory is created, a DICE100 shall be rolled. The resulting numbers is the Population of the newly created Territory. If the Territory being created is a Homeland, a DICE150 shall be rolled instead. An Oceanic Territory always has a native population of zero, which cannot be increased.

Certain terms may be used to describe a territory at various population levels.

  • A territory with a population less than 90 is said to be Underpopulated.
  • A territory with a population more than 150 is said to be Overpopulated.
Feeding

Whenever the Hegemonist increases the Stocks of Commodities of a Country due to posting a Market Position, e shall reduce the Stock of Food (according to that Country race) of said Country by 5% (rounding the reduction up to the next integer. Ex.: 1.01 becomes 2) of the combined Population of all Terirtories that Country controls.

If the Hegemonist is unable to reduce a Country’s Stock of Food, because that Country lacks enough food to allow that, the Hegemonist shall {Make a Post} with subject “Starvation Warning: Country X #NNN”, where “X” is the name of the Country lacking food and “NNN” is a sequential number starting at 001 for each Country. The #NNN starving counter for a Country shall be reset to 001 every time the Hegemonist is able to reduce that Country’s Stock of Food in the manner of this rule.

Whenever the Hegemonist posts a “Starvation Warning: Country X #NNN” with a #NNN greater than 002, the Hegemonist shall reduce the population of all Territories controlled by that Country by one tenth (rounding the reduction up to the next integer. Ex.: 1.01 becomes 2).


Races

There exist Races to which populations belong. All inhabitants of each Country are of the same race. These are the races currently available:

  • Average guys: These are your average human beings. Average guys are average in all respects, and excel in nothing. Average guys consume Grain as food.
  • Robots: Robots have mastered the art of construction and machination and require no food. However, they do consume Petroleum and will function less efficiently if their country has none. Robots are above average soldiers. Robots consume Petroleum as food.

The Race of each Country shall be tracked in the GNDT.

Control

A Territory may be Controlled by a Country, Occupied by a Country, Disputed by two or more Countries, or Uncontrolled (the default). If a Country ever has zero population in a Territory e controls, then that Territory becomes uncontrolled.

The occupying or disputing Countries are listed in the Controller field. These Countries must have a non-zero population presence in the Territory, which is listed in the Population field. This information is broken out as follows:

Controller: Occupied by Country1 OR Disputed by (Country1, Country2, etc...)
Population: (# native population) (presence of Country1, presence of Country2, etc...)

Idle Lands

Whenever a Country goes Idle, the control of eir Homeland secedes to the Hegemonist if e controls it. Any other Territory they control becomes uncontrolled.

Whenever a Country is Unidled, the control of eir Homeland is given back to em if the Hegemonist controls it. The control of any other Territory they controlled at the moment of Idleing that is still uncontrolled at the moment of Unidling is also returned to em.

Just before a Country goes Idle for not voting in a week, the Stocks of Commodities that Country would held at the moment of Idling shall be distributed equally (round down) between all the remaing Countries, except the Hegemonist.

A Country that asks to become Idle will automatically sell all eir Commodities to the Hegemonist, just before e goes Idle. That shall be construed as if e’d issued a SELL Market Order with H$ XX being equal the SELL values at the last Market Position at that time and as if that Order would have been immediately Accepted and Processed by the Hegemonist.

This rule supersedes Rule 2 provisions about a Country’s personal gamestate upon returning from Idle status.

Quick Reference

There shall be a wiki page named Quick Reference. On this page the following things shall be listed, for each country:

  • The combined population of all controlled territories.
  • Production capacity for each commodity
  • Territories controlled, and occupied
  • Territories disputed, and the disputants.
  • The alliance e is member of, if e is member of one.
  • Any alliances or countries e is at war with.

Each country shall be responsible for updating the Quick Reference Page whenever ey cause one of the things listed to change.

Government

Each Country has a system of Government, listed in the GNDT under Government.

A new Country has by default a Government of Despotism.

These are the possible Governments and their description:

  • Despotism: A single person in charge of a large group of people.
  • Feudalism: A single person person in charge of a small group of people who in turn are in charge of a larger group of people until you reach the very bottom.
  • Telecracy: The country is controlled by aliens from space.
  • Neorobotnikism: A single mad scientist is in charge of hordes of robots.
  • Tangelocracy: A Government whose main source of income is putting tarrifs on Tangelos.
  • Anarchy: There is no government.

Commodities

Countries may have integer non-negative stocks of Commodities, as tracked in the Wiki's Commodities Market page. That page shall list each Country besides the stocks of Commodities it controls.

Currently, the Commodities a Country may have stocks of are:

  • Grain - It’s the food from which the Country’s people feed off.
  • Metal - It’s the stuff from wich structures and machinery are made of.
  • Petroleum - It’s a fossil combustible, useful for generation of energy.
  • Natural Beauty - What people like to look at.

Market

Often, the Hegemonist may make a post with the title "Market Position #NNN", where NNN is a unique sequential number starting at 001.

A "Market Position" Post shall state the Prices at which the Hegemonist is willing to BUY Commodities from other Countries and the Prices at which e is willing to SELL.

Market Making

If a Country other than the Hegemonist has no more than one pending Market Order, that Country may issue a Market Order, by Posting it at the top of the Commodities Market Discussion page.

A Market Order must have the following format:

(BUY/SELL) Order from ~~~~ to (Target Country) 
* NN of (Commodity 1) at H$ XX each 
* NN of (Commodity 2) at H$ XX each 
... 
* NN of (Commodity N) at H$ XX each 

The trailing four tildes (~~~~) are obligatory and will be rendered by the Wiki software as the name of the Country posting the Market Order (the Issuer) and the time of that posting.

A Market Order must contain only SELL Orders or only BUY Orders.

"NN" means the amount of each Commodity the Issuer wishes to Buy or Sell.

The Price (H$ XX) at which the trade is offered must not differ by more than 10% (in either direction) from the last Market Position for that Commodity for the same transaction (BUY or SELL) at the time the Market Order was posted..

The Target Country may signalize eir acceptation or rejection of the trade by editing the Market Order post with an entry in this format:

(Accepted/Rejected) ~~~~ 

The Hegemonist may Accept Trades targeted at another Country if that Country rejects it or if 24 hours have passed since the issuing of the Market Order and the Target Country has not signalized eir acceptation or rejection.

The Hegemonist will always accept a Market Order if, and only if, one of these conditions are true:

  • It’s a SELL Order, the Issuer has enough Stock of the listed Commodities to fulfill the Market Order and the H$ XX value is equal to or lesser than the SELL value for that Commodities in the last Market Position at the time the Market Order was posted;
  • It’s a BUY Order, the Hegemonist has enough Stock of the listed Commodities to fulfill the Market Order and the H$ XX value is equal to or greater than the BUY value for that Commodities in the last Market Position at the time the Market Order was posted.

A Country may not have more than one BUY Order pending, neither more than one SELL Order.

Beauty Market

If a Country, other than the Hegemonist, holds a negative amount of Natural Beauty, the Hegemonist will issue a FORCED BUY order in eir behalf to make up the shortfall. The BUY order will be for the exact amount of Natural Beauty, such the issuing country has 0 Natural Beauty after its closing, and shall be issued at the BUY price listed in the most recent Market Position. A Forced Buy order for Natural Beauty issued this way may be closed even if the Hegemonist has not enough Stock of Natural Beauty as to comply with it. The Closing of such a order may result with the Hegemonist holding a negative amount of Natural Beauty.

At any time, if the Hegemonist holds a negative stock of Natural beauty and any other Country holds a positive Stock of it, e shall issue a FORCED SELL Market Order in the behalf of the Country with the most stock of Natural Beauty. This forced SELL shall list the exact amount the Hegemonist would need to hold a stock of 0 Natural Beauty, or the stock held by the issuing Country, whichever is lower, and shall be issued at the SELL price listed in the most recent Market Position. The Hegemonist shall issue such orders until eir stock of Natural Beauty is non-negative or no other Country has a positive stock of Natural Beauty.

A FORCED BUY order will be processed before any normal Market Orders, but after FORCED SELL orders, regardless of the chronological ordering of their posts.

Order Processing

Market Orders can either be Pending, Closed, or Failed. When a Market Order is first posted, it is considered Pending.

The Hegemonist will process the Pending Market Orders in the same chronological ordering they were posted.

In a BUY Order, the Issuer is the Buying Country and the other party the Selling Country. In a SELL Order, the Issuer is the Selling Country and the other party the Buying Country.

The Hegemonist will Close a Market Order if, and only if, all these Conditions are true:

  • The Selling Country has enough Stock of the listed Commodities;
  • A Country has accepted the Market Order;
  • The Target Country is not the same as the Issuer.

When Closing a Market Order, the Hegemonist will transfer an amount of H$ from the Buying Country to the Selling Country equal to NN time H$ XX, for each listed Commodity, as posted on the Market Order. The Hegemonist will then transfer an amount of NN for each listed Commodity from the Selling Country to the Buying Country.

The Hegemonist will Fail a Market Order if any of these conditions is true:

  • The Target Country is the same as the Issuer;
  • The Selling Country has not enough Stock of the listed Commodities;
  • The Target Country has Rejected the Market Order and the Hegemonist is unable to Accept it;
  • 24 hours have passed since the issuing of the Market Order, the Target Country has not signalized eir acceptation or rejection and the Hegemonist is unable to Accept it;

When Failing a Market Order, the Hegemonist will fine the Country who posted the Failed Order by an amount of H$ equal to 5% (five percent) of the total amount of H$ that would be have transferred should the Market Order Close. If the target country and the issuing country are in the same alliance, the issuing country shall not be fined.

Forced Sell

At any time, if a Country holds a negative amount of H$, the Hegemonist will issue a FORCED SELL Market Order in the behalf of that Country. That Order will sell an amount of Commodities enough to bring the value of H$ held by said Country to a non-negative one.

That Marke Order will sell first the Commodities most valued in the last Market Position post, and will list a H$ XX exactly equal to that Market Position.

A FORCED SELL Market Order will be processed by the Hegemonist before any other Market Order, regardless of their Chronological ordering.

Standing Offers

Often, a Country other than the Hegemonist may post a note to the the Commodities Market Discussion page, with the title “Standing Offer #NNN”, where NNN is a unique sequential number starting at 001.

A “Standing Offer” Note shall list the Conditions at which that Country will automatically accept a Market Order. Those Conditions may be absolute (Ex.: “I will accept buy orders for Grains at H$ 150") or relative (Ex. “I will accept Buy orders for Grains if they are no more than 5% cheaper than the Hegemonist’s price for Buy Grains Orders"). Conditions may also specify caps for the quantity of Commodities traded in a single order.

To cancel a “Standing Offer” Note, a Country has only to post another such Note, specifying: “I will not automatically accept any Orders from now on”.

To benefit from a “Standing Offer” Note, the Country posting a Market Order that meets that Note’s conditions must mention that Note in the body of the Order, just below the list of traded Commodities. A Country may only mention another Country’s last “Standing Offer” Note at the time the Market Order is being posted.

If all other conditions for Closing an Order are met and it also meets the Conditions listed in the mentioned “Standing Offer” Note, the Hegemonist will Close a Market Order as if the Target Country had accepted that Order. Otherwise, the Hegemonist will fail the Order.

Currency

Each Country, except the Hegemonist, can hold an amount of Hegemonic Dollars (H$), which is tracked by the GNDT at the HDollars Column. This amount can be negative. A new Country starts with H$ 0 (Zero).

The Hegemonist is the issuer of H$, so e is construed to hold an infinite positive amount of it.

Construction

Countries may start a Construction at any time. Each Construction takes a certain integer amount of Periods to be completed, as well as a certain cost per period. A Construction may also require a certain cost so it can be started. All these amounts may be different for Countries of different Races.

A Country may announce the starting of a Construction on the World page by adding "Constructing: (name of Construction), (amount of periods left) periods left" to the World wiki page, under Constructions, and paying the initial cost, if any.

A Country may not construct more than two Constructions at a given time, and e may not construct two in the same Territory at a given time. When a country takes over a territory, e may take control of all machinery in that territory.

Often, a Country may pay the cost listed to advance a constructing Construction one Period. Whenever a Country advances a Period in a Construction, e must subtract 1 from the amount of Periods listed on the World page for that Construction. When that amount of Periods has reached zero, the Building is considered completed and Operating, and its listing in the World page shall be replaced by "* Operating: (name of building)".

Constructions have Types (listed inside parenthesis beside their name).

Whenever a Construction whose type is Machinery is completed, its controller shall name it by changing its description in the World page to "(given name) - (name of machinery as per this rule)"

The following Constructions are available for construction:

Farm (Building)

  • Cost:
    • Average guys:
      • Initial cost: None
      • Cost per Period: 12 metal
      • Number of Periods: 6 Periods
    • Robots:
      • Initial cost: 15 Metal.
      • Cost per Period: 12 metal
      • Number of Periods: 4 Periods
  • Effects:
    • Upon completion, the production capacity of the territory for grain shall be increased by DICE4, which shall be rolled by the territory’s owner if it has one, or by the hegemonist if it hasn’t.
    • When a farm is demolished, the production capacity of the territory for grain shall be lowered by 1 plus DICE2, which will be rolled by the territory’s owner if it has one, or by the hegemonist if it hasn’t.

Oil Well (Building)

  • Cost:
    • Average guys:
      • Initial cost: 15 Metal.
      • Cost per Period: 12 metal
      • Number of Periods: 4 Periods
    • Robots:
      • Initial cost: None
      • Cost per Period: 12 metal
      • Number of Periods: 6 Periods
  • Effects:
    • Upon completion, the production capacity of the territory for Petroleum shall be increased by DICE4, which shall be rolled by the territory’s owner if it has one, or by the hegemonist if it hasn’t.
    • When an Oil Well is demolished, the production capacity of the territory for Petroleum shall be lowered by 1 plus DICE2, which will be rolled by the territory’s owner if it has one, or by the hegemonist if it hasn’t.

Steel Mill (Building)

  • Cost:
    • Average guys
      • Initial cost: $1000
      • Cost per period: 15 Metal + 3 Petroleum + 1 Population
      • Number of Periods: 6
    • Robots:
      • Initial cost: $800 + 5 Population
      • Cost per period: 15 Metal + 1 Population
      • Number of Periods: 5
  • Effects:
    • Upon Completion, the Production Capacity for this territory for Metal shall be increased by DICE6, and the production capacity for Petroleum reduced by DICE2, which shall be rolled by the controller of the territory if it has one or the Hegemonist if it does not.
    • If a steel mill is demolished, Production Capacity of the territory for metal shall be decreased by 1 + DICE4, and the production capacity for Petroleum increased by 1.

Fortification (Combat) (Building)

  • Cost:
    • Average guys:
      • Initial Cost: 10 Grain, 5 Metal
      • Cost per Period: 15 Metal, 2 Grain
      • Periods: 3
    • Robots:
      • Initial Cost: 10 Petroleum, 5 Metal
      • Cost per Period: 20 Metal, 2 Petroleum
      • Periods: 2
  • Effects:
    • The effective size of an attacking presence in a Territory in which the defender has a Fortification is halved, rounding up, when calculating the results of its attack.
    • A fortification can be built in a territory in which is occupied or disputed, so long as the builder has a presence in the territory. If this is the case, the controller of the Fortification shall be noted after the name of the fortification. If the controller of a fortifcation ever no longer has a presence in the territory, the fortification is destroyed.

Portable Mountain (Machinery)

  • Cost:
    • Average Guys:
      • Initial Cost: $800
      • Cost per Period: 8 metal, 10 petroleum, 6 grain, 2 Population
      • No. of Periods: 6
    • Robots:
      • Initial Cost: $800
      • Cost per Period: 8 metal, 6 petroleum, 10 grain, 2 population
      • No. of Periods: 6
  • Effects:
    • At any time, a country controlling a Portable Mountain may destroy it (i.e. remove it from the world page). E may then make two territories that are adjacent to each other no longer adjacent as long as those territories are both adjacent to the territory the Portable Mountain was in.

Cannon (Combat) (Machinery)

  • Cost:
    • Average guys:
      • Initial cost: 2 population
      • Cost per Period: 14 metal, 2 petroleum
      • Number of Periods: 4 Periods
    • Robots:
      • Initial cost: 2 population
      • Cost per Period: 20 metal, 2 petroleum
      • Number of Periods: 3 Periods
  • Effects:
    • When performing an attack on another country, if e controls a cannon and the defender controls a fortification, the attacking country may pay 10 metal and 2 petroleum. If e does, the effective size of the attacking presence will be multiplied by 0.75 and rounded up instead of being halved, when calculating the results of its attack.
    • If a country has a fortification in a territory, and another country has two cannons in that territory, the latter may pay 15 metal and 5 petroleum to destroy the fortification and remove it from the world page.

Tourist Destination (Building)

  • Cost:
    • Average Guys:
      • Initial Cost: H$800
      • Cost/period: 2 of each commodity + 2 additional commodities of any type
      • No. of periods: 4
    • Robots:
      • Inital Cost: H$1000
      • Cost/period: 3 of each commodity
      • no. of periods: 3
  • Effects: Upon completion, the Maximum Beauty of the territory is increased by 1. In addition, the production capacity of a single non-Natural Beauty commodity may be reduced by up to three, at the discretion of the builder. If the Tourist Destination is destroyed, the Maximum Beauty of the territory is reduced by DICE2.

Ship (Machinery)

  • Cost:
    • Average Guys:
      • Initial Cost: any positive amount of population up to 25
      • Cost per Period: 8 metal, 5 grain
      • No. of Periods: 3
    • Robots:
      • Initial Cost: any positive amount of population up to 25
      • Cost per Period: 8 metal, 5 petroleum
      • No. of Periods: 3
  • Effects:
    • When the construction of a ship is initiated, the amount of population paid for it shall be included in parentheses behind the new entry. When the ship is completed, that number shall be included in parentheses behind the given name of the ship, and that population is considered to be on the ship. If, at any time, there is no population on a ship, that ship is demolished.
    • As long as a ship is in an oceanic territory, the territory is occupied by that ship’s controller, or disputed between em and any other country with a ship in the territory, if another country has a ship in the territory.
    • The Controller and Population field of the world listing of an oceanic territory with one or more ships in it shall be broken out as follows:
      1. Controller: Occupied by country1 OR Disputed by (Country1, Country2, etc...)
      2. Population: (total amount) from country1 ((population on Ship1) from Ship1, (population on Ship2) from Ship2), etc., (total amount) from country2, etc...

Transportation

Countries may Transport some of eir Population from one Territory to another. Often, a Country may perform a Transport session which can consist of any number of individual Transport actions. The Country must announce each action which will take more than 0 periods by adding “(Transportation Type): (Origin Territory), (quantity of population), (amount of periods left) periods left” to the Territory, under “In Transit”. The Country’s population in the origin Territory is reduced by the quantity Transported from that Territory. If the quantity to Transport is greater than that population as it was at the beginning of the Transport session, the action cannot be taken.

The cost for doing this depends on the control status of the target Territory and the amount and race of the population being transported from the origin Territory:

If the target Territory is controlled by the Country, it is called the Basic Transportation type. The population may be moved in any mixture of the following groupings:

  • 1 unit of population may be moved for 1 Grain and 1 Petroleum for average guys or 1 Petroleum for robots.
  • 10 units of population may be moved for 10 Grain and 5 Petroleum and 3 Metal for average guys or 10 Petroleum for robots.
  • 100 units of population may be moved for 100 Grain and 25 Petroleum and 10 Metal for average guys or 100 Petroleum for robots.
  • 1 piece of machinery may be moved for 5 metal and 10 petroleum

If the target Territory is uncontrolled or occupied by the Country, this is called Frontier Transportation, which costs twice times the Basic Transportation rate. In addition, if the population being moved is robots, 1 unit in 5 is lost in transit and removed (with any fractional amount lost rounded up to the next integer). The uncontrolled Territory then becomes occupied by that Country.

If the target Territory is occupied by another Country or disputed, this is called Hostile Transportation, which costs five times the basic Transportation rate. In addition, if the population being moved is robots, 2 units in 5 are lost in transit and removed (with any fractional amount lost rounded up to the next integer). The occupied Territory then becomes disputed by the Countries involved.

If the target Territory is controlled by another Country, this is called Invasion Transportation (or simply Invasion). Invasion lasts an indefinite number of periods (use ‘?’ to represent the number of periods in the “In Transit” section). In order to make an attack post at a Territory controlled by another Country, a Country must have a population presence in an adjacent Territory of at least the same amount as the number of units being moved in the Invasion, and must pay for a period of Invasion Transportation there, which costs the same as Hostile Transportation. If the defending Country loses control of the Territory, the attacker may reduce the number of periods of that Invasion Transportation to 0 and thereby complete the Invasion.

If an Oceanic Territory is used as an intervening Territory for Transport, this adds a Sea Transport to the Transportation type. Each period of Sea Transport costs half the usual Transportation rate but requires an additional cost of 10 Metal for every 10 population moved or fraction thereof unless the country performing the transport controls a ship in the Oceanic Territory.

The Territory’s adjacency and the intervening Territories determine how many periods the Transportation takes:

If the target Territory is adjacent to the origin Territory it takes 0 periods. (i.e. the population is immediately moved.)

If the target Territory is not adjacent to the origin Territory it takes a number of periods equal to the number of intervening Territories on a path to the target Territory from the origin Territory. If there are any Territories controlled by another Country on that path, then the Transportation is also considered Stealth Transportation in addition to its other type.

Stealth Transportation can only be done occasionally and can only be done with 10 or fewer population units.

For each entry of eirs In Transit, a Country may subtract the listed amounts of the Commodities needed for the Transportation from eir Commodities and subtract 1 from the amount of Periods of that entry. When the amount of Periods has reached zero, the Transportation is considered completed, that “In Transit” entry is removed and the control status and population of the target Territory is updated accordingly.

Abort

During a Transport Session a Country may abort any number of eir Transportation entries. Provided that no other Country now controls the origin Territory, e may pay the cost of one period of that Transportation and have it immediately return home, removing the entry from the target Territory and adding its population back to the origin Territory.

Conflict

Often, a Country that is involved in a Territorial Dispute or performing an Invasion may make an Attack Post to the blog entitled: "(Attack Method): (Defending Country Name) at (Territory Name)" and noting the initial population presence of the Attacker and Defender in that Territory, as well as the outcome of the attack. Unless the attacking Country is at war, e must also pay 1 Metal per 3 units, or fraction thereof, in the attacking presence in order to make an attack post using it.

The Attack Method corresponds to the Government Type of the Attacking Country.

If a Territory is the target of an Invasion, the population being moved in the Invasion Transportation is considered the presence of their controlling Country in that Territory for the purposes of attack posts made by either the invading Country or the controller of the Territory. However the invader does not get the benefit of any Constructions in that Territory. If that presence is reduced to zero, the Transportation entry is removed.

  • A Country may Assault. This reduces the defender’s presence by any amount up to the attacker’s presence and reduces the attacker’s presence by that same amount, but no more than the defender’s original presence (before it was reduced). Assault cannot be used against a Country using the same government type as the attacker.
  • A Country may Intimidate another Country at a disputed Territory. This converts a number of the defender’s presence units into an equal number of native population units. This number has to be less than the attacker’s presence. Intimidate cannot be used against a Country if that is the only Country using a specific government type.
  • A Country using Despotism may Dominate. If the attacker has an attacking presence that is at least equal to the size of the defending presence, e may take control of a piece of Machinery from that Territory and move it to an adjacent Territory (it may be machinery that has not been completed). This Attack Method is ineffective when used in a Territory controlled by a defender using Feudalism.
  • A Country using Feudalism may Crusade. If the attacker has an attacking presence that is at least equal to the size of the defending presence, e may demolish a construction in that Territory (it may be a construction that has not been completed). This Attack Method is ineffective when used in a Territory controlled by a defender using Anarchy.
  • A Country using Neorobotnikism may Exterminate. This reduces the defender’s presence by twice the attacker’s presence, and then reduces the attackers presence by twice the defender’s original presence (before it was reduced). This Attack Method is ineffective when used in a Territory controlled by a defender using Telecracy.
  • A Country using Telecracy may Mind Control. This transfers population units from the defending presence to the attacking presence. The amount transferred may be up to the square root of the defending presence (rounding all fractions up to the nearest integer), but no more than size of the attacking presence. This Attack Method is ineffective when used in a Territory controlled by a defender using Neorobotnikism.
  • A Country using Tangelocracy may Swindle. E may transfer to emself an amount of H$ held by the defending Country equal to the attacking presence times the highest Commodity SELL price in the most recent Market Position. If this leaves the defending Country with negative H$ then the attacker may make a Transportation entry on behalf of the defending Country from this Territory to the nearest Territory controlled by the defender (if the defender is unable to pay the costs for the first period of Transportation, then the attacker must do so). This Attack Method is ineffective when used in a Territory controlled by a defender using Tangelocracy.
  • A Country using Anarchy may Pillage, which transfers a number of Commodities equal to five times the attacking presence from the defender to the attacker, of the attacker’s choice. If the defender has insufficient Commodities to fulfil the attack, the attacker may transfer one population from the defender to eirself for every five Commodities, or part thereof, that the defender was short. This attack is ineffective when used against a defender using Despotism.
  • If a controlled Territory is the target of another Country’s Transportation entry, its controller may use the Attack Method Repel at that Territory if the number of units in the Transportation entry is fewer than one quarter the population in the target Territory. E may then add 1 to the number of periods required to complete the Transportation and optionally transfer the Transportation entry to an adjacent Territory which isn’t controlled by a third party. The type of the Transportation then changes accordingly (Frontier Transportation if the target Territory is uncontrolled, Sea Transport if it is Oceanic, etc).
  • A Country performing an Invasion may use the Attack Method Invade if eir 2 immediately previous attack posts were against the same Country at that same Territory, and eir attacking presence is at least a quarter the size of the defending presence.. The defending Country then loses control of the Territory and it becomes disputed.


When an Oceanic Territory is disputed, a country controlling a ship in that territory may perform an assault attack. In eir attack post, e must name a ship e controls in that territory and a ship the defending country controls in that territory. The population on the former ship is the attacker’s presence and the population on the latter ship is the defender’s presence. Any population changes are performed to the amount of population on the ship.

War

A country may declare war on another alliance or a country who is not a member of an alliance by making a post entitled “Declaration of war to (target alliance or country) by (posting country or eir alliance)”. All members of eir alliance, if e is in an alliance, may now vote on this declaration the same way ey would vote on a proposal. If the posting country is not member of an alliance, or if, before 24 hours after the post was made, at least half of the members have voted FOR, both parties, and all members thereof, are officially at war. If a country takes control of Chronos Phaenon Homeland, all alliances e is not a member of and all other countries who are not member of an alliance are automatically at war with em or eir alliance unless this rule forbids it.

At any time, a country involved in a war may make a post entitled “Peace negotiations to (Name of country or alliance the country is at war with)”. The body must contain an offer, a fine for violating the offer (a fine could be set for each relevant part of the offer) and a timeframe in which both parties may not declare war on or invade each other, which may not be violated if the negotiations lead to the end of the war. Each country who is involved in this particular war may vote on these negotiations the same way e would vote on a proposal. If, before 48 hours after these negotiations were posted, at least half of the countries involved at each side have voted FOR the negotiations, the war is officially ended, and both sides of the negotiations shall complete each task set for them within either 48 hours or the timeframe set for each task in the post. If a country doesn’t, e shall be fined accordingly.

An offer consists of one or more of the following (one could be used multiple times):

  • A one-time payment and/or periodical payments until a certain point in time of population or machinery to (a) certain country/countries and/or the transportation thereof to any number of territories within a certain timeframe.
  • The posting of one or more specified market orders at specified prices which may differ up to 20% from the last market position for each commodity instead of the usual percentage.
  • A request to join a certain alliance by one or more certain countries, or votes FOR such a request by all countries on one side of the negotiations.
  • The act of agreeing to not leave an alliance until a certain point in time.
  • A declaration of war to another country or alliance by a certain country.
  • A declaration of awesomeness by a certain country or alliance (A certain country shall make a post entitled “(to be specified in the offer) is AWESOME!”, optionally including one or more valid reasons for the awesomeness of the specified item/country/alliance in the body of the post, and any members of eir alliance shall respond to this post affirmatively).
  • Nothing

If a country is involved in a war, the hegemonist will treat the production capacities of all territories belonging to em as if they were 1 less, or zero if otherwise negative. Furthermore, the aforementioned country involved in a war may not issue or accept market orders to or from a country e is at war with, all eir constructions with type Combat cost 2 units less per period of each commodity which is included in the cost per period, and all eir constructions without type Combat cost 1 unit more per period of each commodity (including those that are normally not included in the cost).

If there are 2 or more alliances, and all alliances are at war with at least one other alliance, the game is considered to be in a state of World War.

If a country would ever be at war with an alliance which has no members, e is no longer considered to be at war with that alliance.

World War

When the game is in a state of World War, the following shall be applied, superceding any other rule:

  • Countries may only post or accept market orders to or from other countries which are in the same alliance.
  • Countries who are not in an alliance may only post or accept market orders to or from other countries without an alliance, save for the Hegemonist, instead (providing that ey are not at war with such a country).

Events

Countries may foment Events at any time. Each Event takes a certain integer amount of Periods to take place, as well as a certain cost per period. An Event may also require a certain cost so it can be started. Any population cost must be deducted from the Homeland of the Country who is fomenting the Event, unless stated otherwise in the cost, or if e doesn't control his Homeland. In the latter case, e will deduct it from the lowest numbered territory e controls instead. An Event may list a number of Requisites that must be met by the fomenting Country, before the posting of the Event.

A Country may announce the fomenting of an Event on the World page by adding “Fomenting: (name of Event), (amount of periods left) periods left” to the World wiki page, under the Events title in eir Homeland listing, or that of the lowest numbered territory he controls, if e doesn't control eir Homeland, and paying the initial cost, if any.

A Country may not foment more than one Event at a given time

Often, a Country may pay the cost listed to advance a fomenting Event one Period. Whenever a Country advances a Period in an Event, e must subtract 1 from the amount of Periods listed on the World page for that Event. When that amount of Periods has reached zero, the Event happens, its effects take place and its listing in the World page shall be deleted.

The following Events are currently available:

Revolution (Government):

  • Requisites:
    • (Government) must be a Government type different from the one this Country currently has.
  • Cost:
    • Initial cost: 5 of each Commodity
    • Cost per Period: 2 of each Commodity
    • Number of Periods: 3 Periods
  • Effects:
    • When this Event happens, the Country fomenting it must change eir Government to the one listed in the Event fomenting. If it causes a Country’s Government to become Neorobotnikism and that Country’s Population Race is not Robots, that Country must immediately foment a Genoclaste (Robots) Event and advance it 3 Periods.

Genoclaste (Race):

  • Requisites:
    • (Race) must be a Race different from the one this Country’s population currently belongs to.
  • Cost:
    • Initial cost: 5% (rounded up) of the combined population of all territories controlled by this Country.
    • Cost per Period: 2% (rounded up) of the combined population of all territories controlled by this Country.
    • Number of Periods: 3 Periods
  • Effects:
    • When this Event happens, the Country fomenting it must change eir Race to the one listed in the Event fomenting.

Hostile Takeover of (Territory):

  • Requisites:
    • (Territory) must be a Territory in which the Country currently occupies.
    • The Country must have at least one population in (Territory) for each 3 native population in (Territory) or portion thereof.
    • If the Country ever has 0 population in (Territory) while this event is Fomenting, this event is not fomenting anymore and is removed from wherever e posted it.
  • Cost:
    • Initial cost: None
    • Cost per Period: DICEY population in (Territory), where Y is the native population divided by four, rounding up. If DICEY is greater than the country’s population in (Territory), reduce eir population to 0.
    • Number of Periods: 3 Periods
  • Effects:
    • When this Event happens, the Country Fomenting this Event must, in order:
      1. Reduce the native population of (Territory) by DICEZ, where Z is equal to twice the Country’s population in (Territory).
      2. Reduce the native population of (Territory) by E = DICEW, where W is the native population in (Territory).
      3. Increase the native population of all adjacent non-oceanic Territories by E / N rounded up, where N is the number of Territories, including Oceanic territories, adjacent to (Territory).
      4. Change (Territory) to be controlled by the Country.
    • When this Event happens, if there are forces from a Country not Fomenting this Event present in (Territory), these forces are called POW units and are noted in the World page. (i.e. Population: XX (+YY POW units from ZZ))
    • Within 24 hours of this Event happening, POW units in (Territory) may be moved with a free frontier or normal transportation by the country they are from.
    • 24 hours after this Event happens, if there are POW units left in (Territory), they are destroyed.


Reproduction

  • Requisites:
    • None
  • Cost:
    • Initial cost: None
    • Cost per Period: 2 units of the food commodity of the country’s race per territory e controls.
    • Number of Periods: 2 Periods
  • Effects:
    • When this Event happens, the population of each territory controlled by the country fomenting the event shall be increased by DICEX - I, where X is 20 for an underpopulated territory, 10 for an overpopulated country, and 15 otherwise. I = DICE7 (to be rolled once every time this event happens) is known as the Influenza Factor, and shall be the same for all territories the country controls.

Victory Condition

If the Hegemonist is a Government in Exile, and a Country has controlled Chronos Phaenon Homeland during the last 48 hours, that Country has achieved the victory conditions for this Dynasty.

If the Hegemonist is not a Government in exile on November 4th, e may declare victory

Alliances

Occasionally, a country may make a post entitled "Forming an alliance: (Name of alliance)". In the body of the post, e shall name all countries e is willing to accept into the alliance. E may not include the hegemonist in this list. Each of those countries may respond by this post by stating that e wishes to join the alliance. If, after 48 hours after the post, at least one countries beside the country who made the post wish to join the alliance the alliance is officially formed, with the original poster and the countries who responded affirmatively as its members.

Occasionally, a country may make a post entitled "Request to join (Name of existing alliance)". In the body of the post, e may state the reason(s) why e should be accepted into the alliance. Each member of the alliance may then vote on this request the same way e would vote on proposals. If, before 48 hours after the post, at least half of the members have voted FOR, the country making the request is added to the alliance.

If a country would be a member of two or more alliances at the same time, e is instead no longer member of each alliance e was a member of except for the last alliance he joined. At any time, a member of an alliance may leave it by making a post to that effect.

Movement through a territory controlled or occupied by an ally, or disputed by a group of nations that consists soley of allies does not add the ‘Hostile Transportation’ descriptor to a transportation entry.

Glossary

This is always at the end of the Ruleset. Its only effect can be to clarify ambiguity.

  • It is noted that where a Proposal would amend the effects of Proposal Enactment, this does not apply to its own enactment unless explicitly stated (eg. a proposal proposing that enacted proposals earn their writer a banana when enacted would not earn a banana for its own writer, when enacted).
  • Rules which trigger on Enactment or Failure of a Proposal are the responsibility of the acting Admin, who is responsible to check if Quorum is met at the moment of the Enactment.
  • Appropriate 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, an I http://blognomic.com/images/vote/imperial.gif shall represent a vote of DEFERENTIAL, and an Imperial Seal (currently http://blognomic.com/images/vote/seal.gif) shall represent the Imperial Veto.
  • The "subject" of a blog entry is the first and only sentence in the Title of an entry. Any entry that does not have exactly one subject is not valid.
  • "Posts" and "comments" refer only to those made to the BlogNomic weblog at blognomic.com
  • 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.)
  • Unless otherwise specified, game variables defined to hold numeric values can hold only non-negative integers, and any action that would set those values below zero instead sets them to zero. Any situation which would require a roll of DiceX when X is zero or lower always yields a value of 0 unless stated otherwise.
  • Superficial differences between the spelling of geographic versions of English, e.g, British English, American English, Australian English shall be construed as irrelevant for the purposes of play.
  • Gamestate is defined as any information which the Ruleset regulates the alteration of, such as Countries' names and the blog colour scheme.

Typographic Conventions

  • Italicized text is not considered part of the ruleset and may be used to clarify rules with examples, notes and flavor text.

Timespans

  • References to "a day" (as an entity rather than a duration, eg. "Sunday") refer to that day in the timezone of the BlogNomic blog, which is considered to be GMT for all purposes.
  • References to a "week" refer to the period of time between the start of a Monday and the end of the following Sunday.
  • 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.
  • An action which may be taken 'often' may be taken once per day, but not more than once every six hours.
  • An action which may be taken 'occasionally' may be taken once per week, but not more than once per twenty-four hours.

Spivak

  • The Spivak pronouns used in Blognomic are:
    • Subject case: "e";
    • Object case: "em";
    • Possessive Adjective case: "eir";
    • Possessive Pronoun case: "eirs";
    • Reflexive case: "emself".